STATUS SCREEN
Name: Alexander Lavelle Harris
Age: 9 years
Alignment: Neutral Good
Past Life: Ganondorf, King of Evil
Traits
Affinities: You have acquired a natural inclination for some of the fundamental magical forces, gaining various benefits and detriments as a result.
Dark Affinity: D (Plus) (Plus) (Plus). You like the dark, and it likes you. You gain a moderate bonus to all forms of Dark Magic and social interactions with other creatures that have Dark Affinity. You also suffer a minor penalty to Light Magic and social interactions with creatures that have Light Affinity. While you might be one of the things that go bump in the night, it's mainly because your night vision still sucks.
Earth Affinity: C (D (Plus) (Plus) (Plus) without Heart of Fire). You like the earth, and it likes you. You gain a major bonus to all forms of Earth Magic and social interactions with other creatures that have Earth Affinity. You also suffer a minor penalty to Wind Magic and social interactions with creatures that have Wind Affinity. Really, though, the Earth has given you so much more at this point, what has the Wind ever done that compares? I mean, besides help you breathe.
Fire Affinity: D (Plus) (E (Plus) (Plus) (Plus) without Heart of Fire). You like fire, and it likes you. You gain a moderate bonus to all forms of Fire Magic and social interactions with other creatures that have Fire Affinity. You also suffer a minor penalty to Water or Ice Magic and social interactions with creatures that have Water or Ice Affinity. And you only had to blow yourself up twice to get here!
Ice Affinity: E (Plus) (Plus). You like the cold, and it likes you. You gain a minor bonus to all forms of Ice/Cold Magic and social interactions with other creatures that have Ice Affinity. You don't yet suffer penalties to Fire Magic or social interactions with creatures that have Fire Affinity. You're still as adversely affected by the cold as ever, so be sure not to forget your winter weather gear and/or protective spells when you visit Antarctica.
Light Affinity: D (Plus). You like the light, and it likes you. You gain a moderate bonus to all forms of Light Magic and social interactions with other creatures that have Light Affinity. You also suffer a minor penalty to Shadow Magic and social interactions with creatures that have Shadow affinity. Alas, you are still susceptible to being blinded by the light.
Lightning Affinity: F (Plus) (Plus) (Plus). You like the lightning, and it likes you. Now, if you'd stop using protective spells, it might like you better...
Shadow Affinity: E (Plus) (Plus) (Plus). You like the shadows, and they like you. You gain a minor bonus to all forms of Shadow Magic and social interactions with creatures that have Shadow Affinity. You do not yet suffer any penalties involving Darkness or its creatures. As for the evil that lurks in the hearts of men... nope, you're still not getting anything.
Spirit Affinity: D (Plus) (Plus) (D without Heart of Spirit). You like the spirits, and they like you. You gain a moderate bonus to all forms of Spirit Magic and uses of spiritual power, as well as social interactions with creatures that have Spirit Affinity. You also suffer a minor penalty to Life Magic and social interactions with creatures that have Life Affinity - which is not the same thing as all living creatures, fortunately. Then again, anybody who sees you talking to the spirits is probably going to find you a little weird anyway. Their loss, mon.
Thunder Affinity: E (Plus). You like things that make noise, and they like you. You gain a minor bonus to all forms of Thunder Magic and social interactions with other creatures that have Thunder Affinity. You don't yet suffer a penalty to Earth and Metal Magic or social interactions with creatures that have those affinities. A great man once said, "Speak softly, and carry a big stick." You agree with half of that.
Time Affinity: E. You like time, and it likes you. You gain a minor bonus to all forms of Time Magic and social interactions with other creatures that have Time Affinity. You don't yet suffer a penalty to Spirit Magic or social interactions with creatures that have that affinity. Time's a confusing subject, but you've found it's best to think of it as a wibbly-wobbly ball of timey-wimey... stuff.
Water Affinity: E (Plus). You like water, and it likes you. You gain a minor bonus to all forms of Water Magic and social interactions with other creatures that have Water Affinity. You don't yet suffer a penalty to Fire Magic or social interactions with creatures that have Fire Affinity. Combined with your moderate Fire Affinity, this basically makes you average as far as Water is concerned. Hooray for normal!
Wind Affinity: E (Plus). You like the wind, and it likes you. You gain a minor bonus to all forms of Wind Magic and social interactions with other creatures that have Wind Affinity. You don't yet suffer a penalty to Earth Magic or social interactions with creatures that have Earth Affinity. Combined with your moderate Earth Affinity, this basically makes you average as far as Wind is concerned. Let's hear it for average!
Wood Affinity: E. You like plants, and they like you. You gain a minor bonus to all forms of Wood Magic and social interactions with other creatures that have Wood Affinity. You don't yet suffer a penalty to Blood or Bone Magic or social interactions with creatures that have those affinities - which is a good thing, given you hang out with living vampires. Combined with your moderate Fire Affinity, you're a bit disadvantaged as far as Wood is concerned. Fire bad? Impossible!
Aura of Power: B (Plus) (base), D (Plus) (Plus) (Plus) (spirit, suppressed), D (ki, suppressed), E (Plus) (Plus) (Plus) (magic, suppressed), E (Plus) (spirit, completely suppressed), - (ki and magic, completely suppressed). You bear a trace remnant of the omnipotent energies of the Triforce of Power. At this level, it can be detected by magical examination or magically-sensitive demons within a week of your passage, and is also evident to magically- or spiritually-aware beings within a day of your passage. Even regular animals and highly alert but otherwise ordinary people can sense your might if they are in your presence when you're not actively restraining yourself. You're also able to gather massive amounts of magical energy for spellcasting.
Big Brother: D (Plus) (Plus) (Plus) (w/little girls; C (Plus) (Plus) (Plus) w/Zelda; D w/little boys). Little sisters are adorable, even when they aren't yours. You gain a moderate bonus when socializing with little girls, or when acting to protect them from the big, nasty world. The benefits of this trait automatically rank up when the subject is related to you - like Zelda - but your limited experience with little boys means this trait automatically ranks down when the subject is male. You also experience a minor penalty when interacting with people who find the whole pseudo-sibling thing lame, creepy, or just unwanted. You CAN see how other brothers would not take kindly to someone horning in on THEIR sibling duties.
Blooded: E (Plus) (Plus) (Plus). You have killed, and been wounded in turn. You gain a minor bonus in combat situations after you have shed an enemy's blood or had some of your own blood shed by an enemy, and on social interactions with other killers. But do you really want benefits like this?
Corruption: F (Plus) (Plus) (Plus). Life on the Hellmouth leaves its mark. Thanks to your youth and a timely - if explosive - purification ritual, you're only slightly tainted by the chaos, evil, and death of the place, but your Corruption Resistance can't currently prevent re-contamination.
Criminal (?): E. You are (technically) a law-breaker. You'd normally gain a minor bonus on interactions with other criminals, but the fact that all of your "crimes" had some supernatural element to them muddies the waters considerably - to say nothing of the self-defense angle. The good news is that as far as the Moonlit World is concerned, you're still a law-abiding citizen. So far.
Divine Favor: Certain deities are paying attention to you - in a good way!
Din's Favor: B (Plus). The Golden Goddess of Power has her eye on you. You gain a massive boost to magic that falls within her domains - mainly Earth, Fire, and Strength, but also Thunder - and to your physical endurance and strength, as well as a major bonus when interacting with beings that venerate Din. Your ability to dance and play the drums will likewise see major benefit (seriously, are you EVER going to use those skills?), and there's a moderate chance that the Goddess of Power will intervene on your behalf if you ask her the right way. Those Hyrulean holy books would be REALLY helpful right about now...
Farore's Favor: C (Plus) (Plus) (Plus). The Golden Goddess of Courage has her eye on you. You gain a major bonus to magic that falls within her domains - mainly Wind, Life, and Spirit - and to your spiritual endurance and strength, as well as a moderate bonus when interacting with beings that venerate Farore. Your ability to play wind instruments ought to see major improvement, should you dare to take up a flute - or Goddesses forbid, an ocarina - and there's even a chance that the Goddess of Courage may intervene on your behalf if you ask her the right way. In case you're wondering, telling someone to "get lost" in Farore's name is unlikely to banish them to the Lost Woods.
Hecate's Favor: F (Plus) (Plus) (Plus). The Triune Goddess of Witchcraft has her eye(s) on you. Given that she's Greek, this may not be a good thing...
Nayru's Favor: C (Plus) (Plus) (Plus). The Golden Goddess of Wisdom has her eye on you. You gain a major bonus to magic that falls within her domains - mainly Water, Time, and Law, though Ice is also her bailiwick - and to your mental clarity and resilience, as well as a moderate bonus when interacting with beings that venerate Nayru. Your singing voice and talent with stringed instruments should also gain a major improvement, and there's even a chance that the Goddess of Wisdom may intervene on your behalf if you ask her the right way. Note that asking, "Why me, Nayru?" is not likely to earn any response more enlightening than laughter.
Raiden's Favor: E (Plus) (Plus). The God of Thunder and Lightning, Protector of the Realm of Earth, has his eye on you. You gain a minor bonus to magic that falls within his domain - mostly the aforementioned Thunder and Lightning, although more general "Storm" effects and goodly or martial magic may also count. Turns out that flying into a thunderstorm is one way to impress Lord Raiden - or maybe just to get him wondering what crazy-awesome thing you'll do next.
Familiar Bond: Your bond with Briar has been purified, renewed, and formalized, and you are now properly master and familiar partners. NEVER AGAIN.
Filial Piety: C. You have great respect for your forebears, and are willing to go to them for advice - and more impressively, heed it. This reputation earns you a major bonus on social interactions with your elders, but also incurs a moderate penalty when socializing with your peers. If you were (much, much) less of a social (and physical) beast, you'd be getting teased as a teacher's pet and a momma's boy right about now. Hooray for interpersonal skills!
Heart Meter: E. You have a Heart (Container)! Aside from making you harder to kill, this grants you a minor bonus to your Endurance and skills that use Ki and/or Power, as well as a more accurate sense of your own health and well-being. Hyrulean folklore credited Heart Containers with being sources of love, as well as life, but you haven't noticed any differences there. Yet.
Honest: C (Plus). You keep your word. This reputation earns you a major bonus on social interactions, as long as you are telling the truth, but incurs a moderate penalty when you lie. Significant dishonesty will reduce your ranks in this skill. You swear to tell the truth, though perhaps not the whole truth...
Intimidating: B (Plus). You look like trouble on two legs. You gain a massive bonus when attempting to push others around, whether verbally, physically, or just by being tall, dark, and scary, but you also incur a major penalty on most social interactions. Your Social Prowess and skills can negate this penalty, as long as you are acting friendly; if observed when not acting friendly but also not doing something aggressive or hostile, you take only a minor penalty.
Iron Stomach: E (Plus) (Plus) (Plus). You are less susceptible to stomach distress than most. You gain a minor bonus on attempts to resist the urge to purge, but your stomach is not otherwise any stronger or tougher than normal. Watch what you eat, as what goes down may come up.
Law-Abiding: F (Plus) (Plus). You respect the law. At least when it's convenient to do so.
Mana Burn: F. You tried to breathe/eat/absorb mana and ki, and it BURNED going down (as well as coming back up). The damage was negligible, but still, you may be better off not trying that again. At least, not around dragons in human guise.
Past-Life Experience: C. You have dreams of the life (or is it lives?) of Ganondorf two or three times a night. You can recall the contents of these dreams in major detail. Having this level of recall of your previous incarnation gives it an influence on your current form, which has developed minor Gerudo skin, hair, and eye colors. Between the strength of your spirit and your refusal to walk Ganondorf's path, you can prevent any further changes than this. Still, you've been here before, and you don't plan on staying long.
Powerful Build: D (Plus). Though you're just eight nine years old, you have the physique of a child of eleven twelve. This grants you a moderate bonus on combat and physical checks related to strength, reach, and toughness, but imposes a minor penalty on similar checks involving speed. You also have a higher food bill than most kids your age; clothing is less of a problem at the moment, since you can just buy teens' sizes, but you'll need to shop at the specialty stores in the future. It ain't easy bein' Mr. Big and Tall...
Protective: B. You look out for your friends and loved ones. You gain a massive bonus on actions taken to defend or avenge someone you care about. Failing to help a friend in need incurs a major penalty until you have made amends, and you can come across as overprotective. It's for their own good, though, right?
Publicity: D. Your name, as they say, is large. At this level, you're a state celebrity - assuming the martial arts practicing and/or supernatural population of Japan count as such - and are on the radar of special interest groups scattered around the world. You get a moderate bonus to social actions when interacting with people from these groups, but also incur a minor penalty on attempts to avoid their notice. Here's hoping that squee-ing foxgirls remain the most... outspoken... of your fanbase.
Rage: E (Plus) (Plus). You have a bit of a temper. You gain a minor bonus to "aggressive" actions taken while angry, and suffer no negative effects, whether to skills or to controlling your fury. U mad, bro?
Scholar's Soul: C (Plus). You have shown an atypical appreciation for the academic. You gain a major bonus to reading speed, information retention and recall, and social interactions with other nerds scholarly types. You also take a moderate penalty on interactions with the less nerdy academically-inclined. Fortunately, you're already an athletic and outgoing guy. No one must will ever suspect differently.
Totem of the Raging Boar: B (Plus) (Plus). Your actions have demonstrated an affinity for the Spirit of the Boar, who is fierce, fearless, and strong, yet also hard-headed, wild, and hungry. You gain a massive bonus in combat situations and social situations, but take a major penalty on some mental actions due to pigheadedness being stubborn and short-sighted.
Traumatic Memories: D (Plus) (Plus) (Plus). You have seen things you rather wish you hadn't, and which you can't easily forget. You're out of step with what society considers "normal," gaining a moderate penalty to all social actions involving regular people, and a minor penalty on interactions with human residents of the Moonlit World. You can still deal with Monsters normally, and your Acting skill is good enough to cover up your issues. Always wear your metaphorical mask in public.
Warrior Born: B. You love a good fight. This grants you a massive bonus in combat situations, as long as you are using weapons or martial arts, and on social interactions with other warriors. However, you also incur a major penalty on interactions with more peaceful and/or magically-inclined individuals. At this rank, minor acts normally considered cowardly or dishonorable may be overlooked, though multiple such acts (or greater ones) can still bring censure. How can a magical boy fight so well? YOU CAST FIST!
Watchful: B (Plus). You constantly keep your eyes and ears open for trouble. You gain a massive bonus to notice subtle or hidden details about your surroundings even when you aren't specifically on guard. Aside from making you appear paranoid overcautious, this extra alertness imposes a major penalty to your initiative roll and Reflex saving throw reaction time when something does manage to surprise you. But hey, it's not like you're in a Dark Lord's castle or anywhere dangerous, right?
Young: D (Plus) (Plus) (Plus). Despite everything, you are still just a child. Your traits and skills incur a penalty equal to a quarter-rank when put in competition with those of an adolescent (age 12 (Plus)). Against young adults (age 16 (Plus)), the penalty is half a rank, and against adults (age 20 (Plus)) the penalty is a full rank.
Skills
Combat Prowess: B (Plus) (Plus). You are an extremely skilled fighter. You can defeat most individuals who have an advantage in age, size, and/or training.
Defensive Proficiencies: You have trained in the use of the following categories of defensive skills and implements.
Armor Proficiency: C. You know how to wear armor. You gain a major bonus on attempts to don, remove, or maneuver while wearing protective equipment, and a moderate bonus when wearing actual armor. This is not quite enough to use armor effectively in combat, but Doom will move much more naturally at next year's Halloween party.
Crowd Control: C. You know how to fight off multiple opponents at once. You gain a major bonus when attacking or defending against more than one foe at a time, and a moderate bonus when you're surrounded. It's almost like the more of them there are, the more dangerous you become.
Grappling: C (Plus) (Plus). You are skilled at fighting in extremely close quarters. You gain a major bonus when in the clinch, scrabbling for advantage in the dirt, or otherwise engaged in non-striking, non-weapons-based melee. On a related note, wrestling with a guy wearing steel armor hurts, and should probably be avoided.
Hand-to-Hand (Five Elements Style): B (Plus) (Plus). You are an adept in Lu-sensei's school of kung fu badassery. You gain a massive bonus to attack and defense when using the Five Elements Style in combat. The pebble is within reach, Jumping Insect!
Shield Training: C. You have a good idea of how to wield a shield. You gain a major bonus on attempts to interpose a shield you have equipped between you and any incoming attack, and a moderate bonus to use the shield in more aggressive fashion. It's unclear if this extends to throwing your shield or not, so you might want to invoke the guidance of Captain America before you give that a try.
Spell Combat: E (Plus). A special technique that lets you cast spells in melee, as long as you have one hand free or cast a spell that doesn't require fancy gestures. You take a massive penalty to the accuracy of your attacks when using this ability, but at least it's not completely useless in actual combat anymore. Progress!
Weapon Defense: C (Plus) (Plus) (Plus). You have a good idea of how to protect yourself from weapon-using opponents. You gain a major bonus to combat actions made to avoid or reduce damage from manufactured weapons. And yes, breaking your opponent's weapons totally counts as defense!
Technique Proficiencies: You are trained in the use of the following special moves.
Cleave: D. A special technique wherein you follow through with an attack, striking at additional targets beyond the first. You gain a moderate bonus when using this skill against smaller and/or unarmored foes, and a minor one against peer-sized or lightly-armored targets. As for the grass, it falls before you!
Dead Man's Volley: E (Plus). You know how to use magic-enhanced melee strikes to redirect high-energy projectiles. You gain a minor bonus on attempts to play this most dangerous game, but something about it still seriously worries a part of you.
Disarm: F. A special technique for taking away an opponent's weapon. Question is, should it be dis arm, or dat arm?
Feint: E. A special technique for faking out an opponent. You gain a minor bonus on attempts to feint, whether you are fighting unarmed or with a melee weapon. The combination potential with Sneak Attack seems obvious, and as long as they see it coming, it technically won't be dishonorable!
Finishing Blow: F (Plus) (Plus) (Plus). A special technique used to instantly finish a downed enemy. You're not very good at it, which is kind of annoying, because you certainly recall getting HIT with it often enough...
Headbutt: E (Plus) (Plus). A special technique that consists of slamming your skull into someone else's. You gain a minor bonus when using your head this way, but you should probably still use Ki Armor as a buffer and avoid giving the Glasgow Kiss to anybody with horns, cranial ridges, or a flaming skull.
Jump Thrust: F. A special technique consisting of a leaping vertical stab with a drawn weapon. Poke!
Leap Attack: D. A special technique that involves jumping at the enemy with a drawn weapon, and using the force of your "fall" to empower your strike. You gain a moderate bonus to the success rate of this technique. Special thanks to Arthur Drake, for showing you how to bring the hammer down! Even if it was really more of a mace...
Mighty Blow: D (Plus) (Plus). A special technique which sacrifices precision for power. You gain a moderate bonus to damage when using this technique, and a minor reduction to your loss of accuracy. Remember, double negatives cancel out, so that's a good thing!
Sneak Attack: D. A special technique which targets the enemy's weak points for increased damage. You can add a moderate bonus to damage for one strike, or inflict a moderate non-damaging debuff like persistent numbness or muscle spasms. You'll want to improve your knife skills if you mean to seriously pursue the title of "backstabber," though.
Spellstrike: E. A special technique that lets you channel touch-range spells through your weapons. You gain a minor bonus to the success rate of this ability, though the spells still cost 3.4x as much as normal. Good thing you have mana to spare, right?
Sunder: D. You know how to hit things in order to break them. You gain a moderate bonus on attempts to deliberately destroy inanimate objects or constructs. You must say, it's much easier when you're dealing with a motionless rock than the sort that tries to smash you right back.
Wisdom of the Raging Boar: F (Plus). A combination technique that consists of a bear hug, three rapid headbutts, and a suplex.
Weapon Proficiencies: You have trained in the use of the following categories of manufactured weapons.
Archery: E (Plus) (Plus). You know how to use a bow and arrows. You gain a minor bonus to range and accuracy when wielding such weapons, as long as the enemy isn't right in your face. Special thanks to Hakuba Ichirou - priest, archer, and the first person to ever ask you if you were a god.
Axe Training: E. You know how to wield axes. You gain a minor bonus to accuracy and damage when wielding weapons that hack and chop. Potential interactions with electric guitars remain unexplored.
Club Training: D (Plus) (Plus). You know how to wield clubs. You gain a moderate bonus to accuracy and damage when wielding weapons that primarily smash and crush. It's hammer time.
Explosives: F (Plus) (Plus) (Plus). You know how to use explosives in combat. Remember, when the pin is pulled, Mr. Grenade is no longer your friend.
Firearms: F (Plus) (Plus). You know a bit about how to shoot guns. On a related note, Larry's grandmother is awesome. And scary.
Knife Training: E. You know something of the theory of wielding short blades. You gain a minor bonus to combat actions when using daggers, knives, and other small blades. You should probably thank the grimstalker for that live demonstration, but you kind of don't want to.
Pick Training: E. You know how to wield a pick. You gain a minor bonus to accuracy and damage when swinging one, at least when mining. Combat applications have yet to be tested.
Scythe Training: F (Plus). You know how to wield scythes. Although it's more like you know how NOT to do it.
Spear Training: D (Plus) (Plus) (Plus). You have a working idea of how to wield a spear. You gain a moderate bonus to combat actions when using spears, lances, and other pointy-thing-on-a-stick thrusting weapons. Special thanks to Altria, for showing you that the skill does, in fact, apply to things that technically aren't spears.
Staff Training: F (Plus) (Plus) (Plus). You know a bit about how to wield a staff. At this point, it's basically like you picked up a stick.
Sword Training: A (Plus) (Plus) (Plus). You have mastered the basics of wielding a blade. You gain a monstrous bonus to combat actions when using a sword, albeit with a rank-down penalty if the blade in question isn't your preferred hand-and-a-half style. This is the limit of techniques applicable to all swords; if you wish to continue improving, you'll need to start specializing. Finding a suitable tutor would also help.
Sword Specialization (Hylian Sword): E (Plus) (Plus) (Plus). You have begun to grasp the advanced methods of wielding the traditional hand-and-a-half Hylian Sword. You gain a minor bonus to combat actions when using a sword of this or a similar design. Thanks, Old Man.
Thrown Weapons Training: D (Plus). You know how to throw. You gain a moderate bonus to combat actions when using thrown weapons of any kind. Does this work for throwing balls, too? You might want to investigate that. Moblin would probably appreciate it.
Tonfa Training: F-. You know a little bit about how to wield a tonfa. Or is it a nightstick?
Two-Weapon Fighting: F. You know a bit about using two weapons simultaneously. Though at this stage, it's really more like using one weapon, then using the other weapon badly.
Mental Prowess: C (Plus). You have exceptional mental capabilities for someone of your age. You're doing extra-credit work a grade above your level, and have no problem with books written for the under-15 audience.
Biology: You have closely studied the following categories of living (and sometimes not-living) creatures.
Cryptozoology: C (Plus) (Plus) (Plus) (B kitsune, B (Plus) Hyrulean monsters). You have studied the appearance, habitats, abilities, and weaknesses of Earth's non-human natives - aka "monsters." You gain a major bonus when attempting to identify a monster and/or its particular traits. Congratulations, you now know as much about monsters as most monsters do! Are you SURE you aren't one of them?
Demonology: C (Plus) (C (Plus) (Plus) (Plus) Hyrulean demons or corpse-demons). You have studied the appearance, habitats, abilities, and weaknesses of extraplanar entities - aka "demons." You gain a major bonus on attempts to recognize a demon and identify its particular traits. This is the same level of general knowledge most demons would have about their own kind, but it's hardly sufficient for a former King of Demons, wouldn't you agree?
Elementalogy: D (Plus) (D (Plus) (Plus) (Plus) Hyrulean elementals). You have studied the appearance, habitats, abilities, and weaknesses of entities born of the natural forces of the world - aka "elementals." You gain a moderate bonus when attempting to identify an elemental and/or its particular traits. You THINK Elder Terok may have laughed when you explained about dancing with fire elementals, but it's hard to be sure with that old grump.
Faerie Lore: C (Plus) (C (Plus) (Plus) Hyrulean Fae). You have studied the appearance, habitats, abilities, and weaknesses of the creatures of Faerie - aka "Faeries." You gain a major bonus on attempts to recognize a Fae creature or identify its particular traits. You have also met a couple of greater Fae who didn't react negatively to your bond with Briar, although given one of those was married to a Great Fairy, you may need a larger sample size to rule out possible bias. You remain hopeful, however.
Necrology: D (Plus) (Plus) (C Hyrulean undead). You have studied the appearance, habitats, abilities, and weaknesses of the undead. You get a moderate bonus on attempts to identify all forms of restless dead. As it turns out, that whole infectious biting zombie thing? Total myth. ReDeads, on the other hand...
Parazoology: B (B (Plus) (Plus) Hyrulean spirits). You have studied the appearance, habitats, abilities, and weaknesses of spectral entities - aka "spirits." You get a massive bonus on attempts to identify spirits, with a bias towards Hyrule's spooks and specters, though less of one now that you've got an in with the local experts. In Karakura. ...that counts as local, right?
Totemic Knowledge: D (Plus) (Plus) (Plus). You have a working knowledge of the spirit guides and their roles. You gain a moderate bonus when dealing with such entities, and can invoke your own spirit beast through meditation or magic. The Raging Boar seems to have a sense of obligation...
Zoology: E (Plus) (Plus) (D Hyrulean animals). You have studied the appearance, habitats, abilities, and behaviors of natural animals. You gain a minor bonus on attempts to identify animals and collect useful materials from their cold dead bodies. Handling a live beast is a whole other matter.
General Knowledge: You have studied the following topics in some detail.
Animal Handling: C (C (Plus) horses and pigs). You are knowledgeable about the care, feeding, and training of animals, and get a major bonus on attempts to control or educate them. If you were older, you might be able to train Khamsin on your own, but as it is, you'd both be better served by getting a professional trainer. Good thing you have money now, huh?
Arcanology: B (Plus) (Plus). You have studied the traditions, methods, limitations, and trappings of different forms of magic. You gain a massive bonus when trying to identify a specific magical style at work or one of its practitioners. You're now confident in your ability to identify obscure traditions - hanging out with weird old people from the far corners of the globe was good for something after all!
Astronomy: E (Plus). You have studied the movements of the stars and planets. You gain a minor bonus on attempts to identify stellar and planetary bodies, predict astronomical events, or determine (and perhaps utilize) their influence on certain forms of magic. You can confidently identify the North Star, almost half the time!
Bureaucracy: F (Plus) (Plus). You have a very basic understanding of the organizational structure of government. As if vampires, demons, and the Forces of Darkness weren't bad enough...
Business: E. You have a head for it. You gain a minor bonus on attempts to identify, understand, make, break, or "profitably interpret" any business deal. Remember: buy low; sell high.
Cartography: F (Plus) (Plus) (Plus). You have a very basic understanding of maps and charts. "X" marks the spot!
Computer Literacy: F (Plus) (Plus). You have no fear of the dread machine. You can turn it on and off (deliberately, even!), type, use the mouse, and get on the Internet without getting totally lost.
Concentration: A. You are able to focus on the matter at hand. You can ignore monumental distractions when performing complex tasks, and take major actions when doing something else. You can't do two things of the same kind at once, but if you want to use a ki technique while casting a spell? As long as you don't need your hands for both, it's completely doable. NEVER AGAIN, SHINIES! DO YOU HEAR ME? NEVER AGAIN!
Dreamwalking: E (Plus) (Plus) (Plus). You have a basic ability to control your dreams and defend yourself from mental intrusions while sleeping. This will probably just make you more interesting to certain dream-spying girls...
Driving: F. (Plus) You have a very basic grasp of operating land vehicles. Try not to think too hard about how you got this far by rolling around as a Goron.
Feng Shui: E (Plus) (Plus) (Plus). You know the basics of the ancient practice of harmonizing architecture with the unseen forces of the universe. You gain a minor bonus when attempting to (re-)align the contents of individual rooms, or entire structures, to be more in tune with the surrounding environment. As a bonus, since you live in California, this will seem perfectly normal!
First Aid: E (Plus). You know the basics of emergency medicine. You gain a minor bonus on attempts to treat and stabilize the injured. You can put Band-Aids on scrapes, and could probably remove a splinter without having to resort to magic. Too bad you're fresh out of Band-Aids.
Flight (Magical): C (Plus). You have a good grasp of spell-assisted aerial maneuvers. While in flight, you can perform actions of major complexity without losing control, which - among other things - puts mid-air melee combat on the table. Does the School of Five Elements include an aerial combat style? Better check with Lu-sensei.
Gambling: F. You know the very basics of betting. Akkiko was unsurprisingly involved.
Gemology: F (Plus) (Plus). You have a very basic understanding of precious gemstones. Oooh, sparkly.
Geology: E (Plus). You have a basic understanding of the makeup of the Earth. You gain a minor bonus on attempts to identify the classification and content of any given piece of earth or stone, but you need more experience before you can start looking for ore deposits and such. Get digging.
Geomancy: E (Plus) (Plus) (Plus). You have basic theoretical knowledge of the vast power that exists within the Earth. You gain a minor bonus on attempts to recognize "land magic," and to identify potential sources of it, such as leylines. Land magic would probably synch well with Feng Shui and Elementalism, assuming that attempting to use it didn't blow your head off or something...
Grail Lore: D (Plus). You know a decent amount about the Holy Grail War. You gain a moderate bonus on attempts to identify individuals, items, and incidents related to the War. This is the level of knowledge that any Master SHOULD have, as a minimum, when going into the War - although according to Archer, at least one idiot has made do with less. Or will. Or might. Bloody temporal tenses.
Ki: D (Plus). You have a decent understanding of the mysteries of life-force - the "why" to the "how" of your many applied techniques. You gain a moderate bonus when attempting to analyze, learn, teach, or create new ki techniques, and your understanding of what ki is and how it behaves when it isn't being weaponized has also improved. Maybe that should have been the first lesson...?
Knowledge of Power: D (Plus). You have a working understanding of your Power, where it comes from, and what it can do. You gain a moderate bonus on attempts to manipulate Power in new ways, to keep it from doing things you don't want it to, and to recognize situations where Power use would or would not be safe. Special thanks to Hayashi Emiko, for (indirectly) showing you a trick you hadn't realized you could do!
Literacy: C (Plus). You have no fear of musty old books and fancy writing. You get a major bonus to the speed and accuracy with which you can comprehend, retain, recall, and reproduce written information. Those high-falutin books are starting to grow on you.
Logistics: E (Plus) (Plus). You know the ins and outs of supply. You can make simple plans to support the everyday needs of a small group, and gain a minor bonus on attempts to lay in supplies against future need, or to scrounge in emergencies. Being able to conjure food, clothing, and shelter is a big help!
Mages' Association: E (Plus) (Plus) (Plus). You have a basic understanding of this Euro-centric magical organization. You gain a minor bonus on attempts to identify or recall people, places, items, and customs associated with it. They're far too secretive, elitist, and fond of abstruse naming conventions for this to help you grasp their Mysteries, though.
Mathematics: E. You know numbers. You gain a minor bonus on attempts to do any sort of mathematical calculation. But a calculator would be faster.
Mechanical Knowledge (Vehicles): D (Plus). You know about motor vehicles. You get a moderate bonus when attempting to identify a specific make and model, to determine any outstanding issues with its performance, or to recognize components. STILL does nothing for your ability to drive, though.
Meditation: C (Plus) (Plus) (Plus). You know how to arrange your thoughts and the energy of your mind in a more efficient and beneficial manner. You gain a major bonus to ki, mana, and spiritual recovery when meditating, and it takes you just five minutes to enter a Zen state. Ohm... ohm... ohm... wop-bop-a-lee-bop...
Metallurgy: F. You have a very basic understanding of the properties of metals. Just how much was Magesmithing let you cheat, anyway?
Modern Education: E (Plus). You have received the education of a 20th Century American primary school student - give or take a few grades. You gain a minor bonus on attempts to recognize, recall, and/or utilize things you learned in school, but this is mostly cursory knowledge on a broad range of topics. More detailed or complicated information is better obtained through dedicated study of a given field. Hit those books, mister!
Mortal Kombat: E. You have a basic understanding of this ancient mystical fighting tournament. You gain a minor bonus on attempts to recognize or recall the history and rules of the Kombat, or to identify locations and major figures associated with it. You're not sure if Shang Tsung counts as a magnificent bastard, but you HAVE read his book.
Piloting (Aquatic): F. You know how to operate a boat. Namely, by putting on a life jacket, and letting the people who actually know what they're doing get on with it!
Pop Culture: D (Plus) (Plus). You have a working knowledge of modern media. You gain a moderate bonus on attempts to recognize, recall, or quote well-known movies, TV shows, games, and comic books. You're still not in the league of Xander Harris, but at least now you're playing the same game.
Psionics: E. You have a basic understanding of the powers of the mind. You gain a minor bonus when attempting to analyze, learn, teach, or create new psionic techniques. It doesn't entirely - or even MOSTLY - make up for not having a proper teacher, but it's a start. Possibly a false one.
Puzzling: E (Plus) (Plus). By all that's holy, you can actually solve puzzles! You gain a minor bonus on attempts to not break down in tears figure out those unholy aggravating Hylian puzzle-locks, as well as crosswords and their insidious ilk. But you'd still rather just blast through them.
Reiki: E (Plus) (Plus). You have a basic understanding of the mysteries of spiritual energy - the "why" to the "how" of your applied techniques. You gain a minor bonus when attempting to analyze, learn, teach, or create new spiritual techniques. You're unsure if a spiritual equivalent to the Touch of Death even EXISTS, but if it does, you certainly can't learn it yet.
Science: D. You have a working understanding of the scientific method. You can perform moderately complicated, repetitive, and/or simply dull tasks in a lab or other experimental environment, in a timely, (mostly) professional, and safe manner, and know how to present your findings accordingly. There is a difference between science and SCIENCE!, but it may simply be a matter of degrees.
Skullduggery: F. You have a very basic understanding of the ways of the (non-mystical) underworld. But is this really the sort of thing you want to know?
Spiritual Knowledge: B (Plus). You are knowledgeable about the mysteries of souls. You get a massive bonus when studying and identifying souls, spiritual entities, and related forces. This should serve you in good stead when you meet Urahara.
Strategy: E (Plus) (Plus). You know how to think and plan for the long-term. You can make simple strategies that account for obvious resources and opposition, and gain a minor bonus on attempts to recognize the potential consequences of your actions before they happen. Isn't this just common sense?
Survival: E (Plus) (Plus). You know how to get along in the wild. You gain a minor bonus on attempts to read the weather and terrain, find fresh water, track animals, identify edible plants, render a kill, and just generally be an old-school outdoorsman. Using your Nature Magic makes everything SO much easier, though.
Tactics: B (B (Plus) vs. corpse-demons). You know how to think and plan beyond the moment, for yourself and a small group of allies. With a few minutes of thought, you can come up with a plan that will provide massive bonuses to your actions and your allies' actions in a specific situation. Your plans can now survive contact with the enemy for a full minute, which you know by now to be an eternity in combat, even before taking Ki Enhanced and magically-boosted speed into account.
Teaching: C (Plus). You have a good understanding of how to impart useful knowledge to others, and make it stick. You get a major bonus when tutoring a single student, and can (in theory) teach an actual school-sized class at a normal rate. Do you think Sunnydale Elementary is hiring?
Video Games: E (Plus). You have a basic understanding of the history, brand names, genres, titles, techniques, and characters of the video game world. You gain a minor bonus on attempts to identify such things, or to actually play the game they're in. All that time getting murdered by Kahlua in the Game Room had to be good for something!
History: You have studied the past of various regions and cultures.
American: E (E (Plus) corpse-demons). You know the basics about the history of the United States. You gain a minor bonus when attempting to identify people, places, or things from the Land of the Free. ...you MAY have spending a little too much time overseas, if this is all you know about the nation of your birth.
Ancient Earth: E (Plus) (Plus) (E (Plus) (Plus) (Plus) corpse-demons). You have a basic understanding of How Things Were, Way Back When. You gain a minor bonus when attempting to identify people, places, or things from a long time ago and far, far away... and no, Star Wars does not count. Damn it.
Chinese: F (Plus) (Plus) (Plus) (E corpse-demons). You know a little about the history of China. Namely, that Grandmaster Wen lived during something called the Five Dynasties and Ten Kingdoms period. Sounds busy.
European: E (E (Plus) corpse-demons). You know the basics about the history of Europe. You gain a minor bonus when attempting to identify people, places, or things from the Old World, within the last thousand years or so. Anything older than that is Ancient History... which you've also studied. Fortuitous, that.
Hyrulean: E (Plus). You know the basics about the history of the Land of the Gods. You gain a minor bonus when attempting to identify people, places, or things from Hyrule's long and storied past. But that's a heck of a lot of history, and even Ganondorf didn't know everything...
Japanese: E (E (Plus) corpse-demons). You know the basics about the history of Japan. You gain a minor bonus when attempting to identify people, places, or things from the Land of the Rising Sun. The tricky part is going to be remembering to keep accepted historical fact and legendary truth separate...
Languages: You speak the following languages.
Aquan: E. You have a basic understanding of the language of Elemental Water. Your comprehension is at the level of a child, but you're unable to fully "speak" this watery dialect unless your head is submerged and you conjure water to create some of the sounds. As an example: "WATER GOOD! NO BEACH I!"
Boggard: E (Plus) (Plus) (Plus). You have a basic understanding of the speech of toad-men. Your comprehension is at the level of a... tadpole, maybe? But you still can't speak it without magical assistance.
Chinese: F (Plus) (Plus) (Plus). You have a rudimentary understanding of this language. Or... one of its dialects, anyway.
Draconic: D. You have a working understanding of the speech of dragons, at a level that would be considered that of a typical young dragon - the intellectual, if not developmental, equivalent of a teenager. ...dragon teenagers; now THERE'S a terrifying thought.
English: C (Plus) (Plus). You have an excellent understanding of your native language, roughly at the level of an adult speaker. Given your actual age, a lot of people find you either precocious or disturbing.
Gelian: E. You have a basic understanding of the language of Elemental Ice. Your comprehension is at the level of a child, but you're unable to speak this dialect of creaking ice and winter wind without resorting to magical means. A stronger Ice Affinity might help, and then again, it might just put you at risk of a frostbitten tongue.
German: E. You have a basic understanding of this language. Your comprehension is at the level of a child, but that's enough for you to tell that you're going to have to find a non-Quincy group of people to take lessons from, if you want to be intelligible to any modern German speakers.
Gerudo: F. You have a rudimentary understanding of the speech of this tribe of desert warriors. As it was Ganondorf's native tongue, you'd really rather not develop your comprehension any further right now.
Goblin: F. You have a rudimentary understanding of the speech of goblinoids. Gob gobbo, gob?
Hylian: F. You have a rudimentary understanding of the speech of the Hylian people, and the lingua franca of Hyrule. With how much Ganondorf heard it in life (and sometimes after life!), you'd really rather not develop your comprehension any further right now.
Japanese: C (Plus) (Plus) (Plus). You have an excellent understanding of this foreign language, roughly at the level of a native adult speaker. Now you can creep people out by sounding like an old man in a totally different language!
Latin: C. You have an excellent understanding of this foreign (and dead) language, roughly at the level of a native adult speaker. Quod prorepere facit possis populum trium linguarum sunt.
Octorok: F. You have a rudimentary understanding of the speech of Hyrule's amphibious cephalopods. Octo? Rok!
Portuguese: E. you have a basic understanding of this language. Your comprehension is at the level of a child, albeit one that has heard a few profanities too many, thanks to one Nicolau Muhlfeld, ticked-off non-traditionalist Quincy Elder and protective (great-)(grand)father.
Quincy: E (Plus) (Plus) (Plus). You have a basic understanding of this language. Your comprehension is at the level of a child, so you'll probably want to avoid trying to speak to any Quincies you encounter in their traditional language. Ishida Souken aside, the ones you've met or spied upon all seem the sort to be easily-offended.
Picori: F (Plus) (Plus). You have a rudimentary understanding of the speech of the tiny, mouse-like, vaguely Fae race known as the Picori. Considering that they only appear in the lands of Hyrule once every 100 years, this is probably not going to be terribly useful to you.
Sign Language: D (Plus) (Plus) (Plus). You can communicate without words. You get a moderate bonus on attempts to communicate via body language, whether you're the one sending or receiving. This is probably about as far as you can develop this skill without learning ACTUAL sign language, though.
Southern Water Tribe: C. You have an excellent understanding of the common tongue of the members of the Water Tribe native to Antarctica. Your comprehension is at the level of a native adult speaker, and if that wasn't creepy enough, you learned the language this well in just a day! Most of which you spent out cutting ice! Sokka's reaction to your rapid proficiency should be interesting...
Spanish: F (Plus). You have a rudimentary understanding of this language. Which is to say, you're speaking English with a REALLY bad Spanish accent. Native speakers will likely not be amused.
Spider: F. You have a rudimentary understanding of the language of arachnids. Perhaps in the future, you could employ diplomacy against any Gohma you meet?
Sylvan: C (Plus). You have an excellent understanding of this language, commonly used by lesser Fae and mystical woodland beings. Your comprehension is at the level of a native adult speaker. Your creepy proficiency in languages continues to be a thing, but at least this time it took you longer than a single day...
Terran: E (Plus). You have a basic understanding of the language of Elemental Earth. Your comprehension is at the level of a child, and while you're unable to fully "speak" this dialect of earth and stone, it's at least part body language, so you can manage very rudimentary communication without resorting to magical means. As an example: "EARTH GOOD! NO SMASH I!"
Local Knowledge: You have a special familiarity with the following locations.
Faerie: E (Plus) (Plus) (Plus). You know the who, where, and what of this plane of unspoiled nature and perpetual twilight. You gain a minor bonus when you need to find, identify, or understand people, places, or things native to Faerie. That said, it's a very big plane, and no part of it can really be considered tame, much less safe. Maybe you should get Grack to introduce you to some nice friendly trolls?
Fuyuki City: D. You know the who, where, and what of this Japanese city. You gain a moderate bonus when you need to find, identify, or understand people, places, or things native to the city. It says something that you know as much about a city that routinely hosts a magical battle royal as you do about your hometown on the Mouth of Hell...
Hyrule: C. You know the who, where, and what of Hyrule - which is to say, modern Hyrule. You gain a major bonus when you need to find, identify, or understand people, places, or things living in and around the kingdom these days. On a related note, it seems that the Lost Woods are more widespread and dangerous than you thought, in a manner that is both mildly horrifying and maybe just a little guilt-inducing...
Karakura: E (Plus) (Plus) (Plus). You know the who, where, and what of this Japanese community. You gain a minor bonus when you need to find, identify, or understand people, places, or things that are native to the region of this spiritually-oriented mystical convergence. Watch out for Hollows, mind your manners around spectral strangers, and pay no attention to that shady cat.
Moonlit World: C (Plus) (Plus) (Plus). You know the who, where, and what of the supernatural community. You gain a major bonus when you need to find, identify, or understand people, places, or things that exist on the fringes of what normal people consider "reality." It's official, you now know enough to avoid getting into trouble! Theoretically, anyway.
New York: F (Plus). You know the who, where, and what of the Big Apple. ...if you're going to be visiting often, maybe you'd better stock up on maps?
Soul Society: E (Plus). You know the who, where, and what of the part of the afterlife that the Shinigami call home. You gain a minor bonus on attempts to find, identify, or understand people, places, or things native to this feudal Japanese plane. It's another place you've managed to learn a surprising amount about without ever actually visiting.
Southern Water Tribe: E (Plus) (Plus). You know the who, where, and what of the region of Antarctica claimed by the Water Tribe. You gain a minor bonus on attempts to find, identify, or understand people, places, or things native to this area. It's a big area, though, and you've only been to the one village, so don't get overconfident.
Sunnydale: D (Plus) (Plus). You know the who, where, and what of Sunnydale. You gain a moderate bonus on attempts to find, identify, or understand people, places, or things native to the town but beyond your personal circle of friends, acquaintances, and familiar locales. Congratulations! You now know enough to serve as a local tour guide! Wouldn't that be fun?
Production: You have some aptitude for certain creative endeavors.
Architecture: D (Plus) (Plus). You have a working understanding of structural engineering. You gain a moderate bonus when attempting to identify architectural styles, or to maintain, repair, or create buildings. You have left behind sandcastles, and are now ready to work on treehouses.
Armor: E. You have a basic understanding of the different forms of personal armor. You gain a minor bonus when attempting to identify, maintain, repair, or create such items. And yes, the various forms of protective sports gear DO count as armor.
Arrowsmith: F. You have a rudimentary understanding of the crafting of arrows. Not being much of an archer, let alone an Archer, you're probably not going to use this much.
Cooking: D (Plus). You are able to cook. You gain a moderate bonus on attempts to prepare food or recognize dishes and styles you encounter. That focus on seafood has expanded to include Pacific island cooking. Hurray for globalization!
Crafts: D (Plus) (C (Plus) traditional Japanese crafts). You have a good understanding of craftsmanship - the "what" and "how" of making things with your hands. You gain a moderate bonus when attempting to identify, maintain, repair, or create such items, and due to the focus of your study in this field, you gain a rank-up when dealing with traditional Japanese crafts. You still couldn't make a proper katana, but one of those cheap knock-offs might be possible.
Electronics: F. You have a rudimentary understanding of the inner workings of modern electronic devices. Wires, circuits, blinky lights... it's all very technical.
Firearms: E. You have a basic understanding of the makes, models, uses, and histories of guns. You gain a minor bonus on attempts to identify, use, maintain, and/or create such weapons. And remember, you NEVER point a gun at someone unless you mean to shoot them.
Herbalism: D (D (Plus) (Plus) Hyrulean plants). You know something of plants and their uses. You gain a moderate bonus when attempting to identify, cultivate, harvest, and/or process a given plant, and a minor bonus when dealing with common magical species. Granted, "common" has different meanings on different worlds.
Ice Sculpting: F (Plus) (Plus). You know how to make stuff from ice. It's less "sculpting" than "hacking and sawing," though.
Magesmithing: C (Plus) (Plus). You have an excellent understanding of how to shape materials with magic. You gain a major bonus when attempting to produce conjured or transformed items of quality, be they made from mineral, vegetable, or animal materials. Your craftsmanship is now good enough for discerning eyes to recognize your particular "style," and to set a certain value by it.
Mining: E (Plus) (Plus) (Plus). You dig. You gain a minor bonus on attempts to unearth objects of all sorts, or to shore up and/or fill in previously excavated areas. Moblin will be so proud of his master!
Music: D (Plus). You are able to make it! And it's not bad! You gain a moderate bonus on attempts to identify, recall, produce, and perform music of all kinds, from singing to playing complex instruments. You no longer require a bucket to carry a tune!
Ocarina: F (Plus) (Plus). You have a very basic understanding of how to play this ancient type of flute. If you mean to master this instrument, it might be a good idea to do so before you reach your full adult size...
Pipe Organ: F. You have a very basic understanding of how to play this grand instrument. There's one tune in particular that seems to come naturally...
Singing: E (Plus) (Plus). You have a basic understanding of how to sing. You gain a minor bonus to the quality of music made with your voice alone. You're just going to try to forget about the singing fish.
Pyrotechnics: F (Plus) (Plus). You have a very basic understanding of things that go flash, boom, bang. You're playing with fire, boy.
Stoneworking: E (Plus) (Plus). You know how to make stuff from stone. You gain a minor bonus when trying to maintain, repair, or create things that are entirely or at least mostly made of stone. Does this help you conjure better Walls of Stone at all...?
Swords: D. You have a working understanding of the makes, models, uses, and histories of swords. You gain a moderate bonus on attempts to identify, use, maintain, and/or create such weapons. And yes, lightsabers count as swords; anybody who thinks otherwise can take it up with Lord Vader.
Tailoring: D (Plus) (Plus). You know how to make things using needle, thread, and fabrics, and you get a moderate bonus when attempting to do so. EVERYONE KNOWS. You fool, what have you done?!
Trapbreaking: F. You know how to break traps, without getting caught in them. That's "productive," right?
Trapmaking: F (Plus). You know how to make traps. Now if you could just figure out how to make them work, you might have something.
Webweaving: F (Plus) (Plus). You know how to make... webs? At least, a Faerie spider seemed to think you weren't completely terrible at it, for a soft-shell. Who knows? If you keep running into giant spiders, this could become useful.
Woodworking: E (Plus) (Plus) (Plus). You know how to make stuff from wood. You gain a minor bonus when trying to maintain, repair, or create things that are entirely or at least mostly made of wood. You may want to improve this skill some more before you try fixing any roofs without using magic, though.
Psychic: You have developed the following spooky mental abilities.
Mental Concealment: E (Plus) (Plus). You can hide your psychic potential from other mind-readers and "awakened" intellects. You get a minor bonus on attempts to keep such interlopers out of your head. Using magic is still the more effective approach, but you can at least get rid of the tinfoil hat.
Mental Control: D (Plus) (Plus). You are able to use mental energy more efficiently. You get a moderate discount on all psychic techniques. But are you EVER going to learn any?
Mental Defense: D (Plus). You know how to construct defenses against all manner of mental attacks and influences. Your will is now like (low-grade) iron, giving you a moderate bonus to resist such unwanted effects.
Mental Enhancement: D. You are able to reinforce your... body?... with mental energy. Focused on the brain, this gives you a moderate bonus on attempts to absorb, retain, and recall information, and a minor bonus on attempts at telepathic projection. You're still not sure what it does for the rest of your body, though; hopefully, Grey Voice will explain that.
Mental Power: E (Plus) (Plus) (Plus). You are able to affect mental entities with the power of your mind. You gain a minor boost to the amount of psychic energy you generate. Congratulations, you are now (technically) an Esper! And without even one questionable brain surgery or drug regimen conducted by morally- and ethically-bankrupt lunatics!
Telepathy: E. You are able to communicate mind-to-mind. You can reliably use telepathy at close range, and gain a minor bonus to the stability, security, clarity, and comfort of any telepathic exchanges you initiate, though contact with non-telepaths incurs an automatic rank-down penalty, which worsens as distance or interference increase. Apparently, "line of thought" is a thing?
Sensory: You have trained to increase your awareness of the following sensory modes.
Elemental Sense: E (Plus) (E without Familiar Bond, E (Plus) (Plus) (Plus) to detect Fire and E (Plus) (Plus) to detect Earth w/Heart of Fire). You are able to sense the energy of the natural elements. You gain a minor bonus on attempts to detect and identify elemental energies and elemental beings. Just don't go looking for hydrogen elementals or something like that; knowing your luck, you might find one...
Fairy Sense: D (Plus) (Plus) (D (Plus) without Familiar Bond). You are able to sense the life-energy of the Fae from beyond visual range. You get a moderate bonus on attempts to detect and identify Faerie creatures and their creations, but Briar can still wander off unnoticed when you're paying attention to something else. Still not good enough!
Fairy Sight: D (Plus) (Plus) (D (Plus) without Familiar Bond). You are able to see the life-energy of the Fae. You get a moderate bonus on attempts to detect and identify Faerie creatures and their creations when they are in plain sight. The issue about Fae rarely being in plain sight remains a problem, but at least you can spot their dust-trails.
Listening: B (Plus) (B without Familiar Bond). You hear things, including mysterious voices from nowhere! And now it's happening without Ambrose's involvement! You get a massive bonus to hear things that aren't immediately obvious, or which might be drowned out by background noise. We're still going to talk very quietly, though. The local guys are jerks.
Looking: B (Plus) (Plus) (B (Plus) without Familiar Bond). You see everything, or damn near it. You get a massive bonus to spot things that aren't immediately obvious, or which are hidden, and can even see through various forms of magical concealment - at least the simple ones, at close range. Forget dead people; you're starting to see demons everywhere you look!
Mental Sense: D (Plus) (Plus) (Plus) You are able to sense purely mental phenomenon from beyond visual range. You get a moderate bonus on attempts to psychically detect and analyze other minds, and can pick up on strong, focused, surface-level thoughts from your target. Professor X probably wouldn't have any issue with this; some people just have "loud" minds. Right?
Mental Sight: D (Plus) (Plus). You have opened your mind's eye, and can "see" purely mental phenomenon. You gain a moderate bonus on attempts to detect and analyze other minds that are in plain (psychic!) sight. You've also learned that your third eye can apparently be blinded by intense magical energy. How inconvenient.
Scenting: D (Plus) (Plus) (Plus) (D (Plus) (Plus) without Familiar Bond). You smell things, for some strange and eldritch reason. You get a moderate bonus to detect odors that aren't immediately obvious, and a minor bonus when trying to identify scents you've encountered before. You've yet to find a practical application thus far, except for increased enjoyment of good food.
Trap Sense: E (Plus) (Plus). You know how to find traps. You gain a minor bonus to locate mechanical traps, and can attempt to locate magical traps without using spells of your own. However, you don't get any bonuses to disarm these devious devices.
Theology: You have studied the following categories of religious thought.
Buddhism: E. You have a basic understanding of the tenets of the Buddhist faith. You gain a minor bonus when attempting to identify or recall people, places, items, and customs associated with this belief system. Okay, it turns out that the smiling fat guy isn't actually the Buddha, though he might be on his way to becoming a Buddha.
Chinese: E. You have a basic understanding of the tenets of Chinese religion(s). You gain a minor bonus when attempting to identify or recall people, places, items, and customs associated with this (or perhaps these) belief system(s). You really don't like the looks of their afterlife...
Christianity: E (Plus). You have a basic understanding of the tenets of the Christian faith. You gain a minor bonus when attempting to identify or recall people, places, items, and customs associated with this belief system. Now, important question: does being a Goddess-worshipper make you a heathen, or a heretic?
Hyrulean Theology: C (Plus) (Plus) (Plus). You have a good understanding of Hyrulean religious beliefs, roughly at the level of a native acolyte of your age. You gain a major bonus when attempting to identify or recall people, places, items, and customs associated with this belief system. Being able to hear the whispers of the Goddesses definitely helps, so be sure to be thankful for Briar and the Familiar Bond in your prayers!
Shinto: D. You have a working understanding of the tenets of the Shinto faith. You gain a moderate bonus when attempting to identify or recall people, places, items, and customs associated with this belief system. It probably helps that you've met about a dozen actual kami face-to-face - hey, maybe you could ask one of them what the deal is with all the hilltop shrines?
Physical Prowess: B (Plus) (Plus) (Plus). You are extremely physically capable for your age and build. There are few humans your age who can match you, and that's before you start taking your exotic skills into account. Play nice, now.
Agility: C (Plus) (Plus) (Plus). You are more flexible and nimble than a normal person of your size. You gain a major bonus on attempts to move your body gracefully. Not only could you try out for ballet, you'd almost certainly get in - assuming there is a Ballet For Big Men?
Boarding: F. You can ride a board. But surely a Cali boy can do better than this?
Climbing: E (Plus). You can climb. You gain a minor bonus on attempts to scale (mostly-)vertical surfaces, as long as said surface includes plenty of hand- and footholds and isn't excessively high. Remember to bring some rope, and don't look down.
Dancing: C. You can dance. You gain a major bonus when attempting to get your groove on. And if it ever comes up (again), you can dance in costume armor without stepping on your partner's toes. PRAISE DOOM! DIN!
Dexterity: D (Plus) (Plus). Your hands are precision instruments. You gain a moderate bonus on attempts to perform feats that require significant hand/eye coordination. Who says videogames are bad for you?
Drawing: F (Plus) (Plus) (Plus). You can't draw. At least, not anything more complicated than stick figures.
Earth Resistance: E (Plus) (E without Heart of Fire). You are harder to hurt with the forces of elemental Earth. You gain minor resistance to everything from stinging sand to smashing rocks, though you should still avoid wrestling with Gorons or Earth Elementals without the benefits of ki. Also, watch out for Kahine's hugs.
Endurance: B (Plus) (Plus) (B (Plus) without Heart Container). You can keep going in spite of fatigue, pain, and injury. You gain massive resistance to weariness and general physical harm. This level of health and fitness lets you go a full twenty-four hours (and then some) without rest, and still be functional! And without using magic or ki! Sleep is for the weak!
Evasion: B (Plus) (Plus) (Plus). You have an outstanding aptitude for getting out of harm's way. You gain a massive bonus on attempts to dodge everything from punches to explosions, and you can react in time to negate long-range threats, as long as they aren't of the supersonic or "everything explodes" variety. At this point, Harmony is no more than a blip on your radar.
Fire Resistance: E (Plus) (Plus) (Plus) (E (Plus) without Heart of Fire). You are harder to hurt with the forces of elemental Fire. You gain minor resistance to heat and flame, but you should still keep a reasonable distance outside the blast radius of your own Fireballs.
Gymnastics: F. You can perform acrobatic feats. But until you rank this skill up some more, you're going to look like you're getting ready to kick someone's teeth in whenever you spin.
Ice Resistance: F. You are harder to hurt with the forces of elemental Ice. It's not cold, it's FREEZING!
Lightning Resistance: F (Plus). You are harder to hurt with the forces of elemental Lightning. SHOCKING!
Martial Concealment: E (Plus) (Plus). You can hide your fighting prowess, both in a battle and in everyday life. You gain a minor bonus on attempts to thwart Battle Awareness and similar skills, and can hide your martial ability from people who are really unobservant. To most, though, you still look like an extra in an action movie or something.
Pain Threshold: C (Plus) (Plus) (Plus). You can take a hit. Major injuries do not interrupt any actions you are taking, and you've reached the point where you can shrug off most non-crippling injuries with a manly grunt. Just try not to get blown up or dismembered, because that'll totally ruin your tough guy image.
Parkour: E (Plus) (Plus). You know that the shortest distance between two points is not always a straight line, and maneuver accordingly. You're able to navigate minor obstacles like grassy turf, slight inclines, and low fences when free-running, with no loss of speed or stability. ...does this really count as parkour?
Penmanship: D (Plus). You can write. You gain a moderate bonus to attempts to produce hand-written documents. Granted, your scrawl looks like the work of an eight-year-old, but at least it's accurate!
Reflexes: B (Plus) (Plus). You react faster and more accurately in response to changing conditions. You have a massive chance to act normally when ambushed or otherwise caught off-guard. You saw this movie where a guy snatched a knife out of the air and threw it back the way it came...
Riding: E (Plus) (Plus). You know how to ride living beings. You get a minor bonus on attempts to sit on and direct a horse or similar domesticated animals without falling off. It's not clear if this provides a bonus when riding on another person's shoulders, but you're probably too big for that now anyway.
Rolling: E. You know how to roll. You gain a minor bonus to speed, maneuverability, and general awareness whenever you engage in extended tumbling. It's still going to leave you awfully sore and disoriented outside of Goron Form, though.
Sleight of Hand: E (Plus). Your hands are quicker than the eye. You get a minor bonus on attempts to "relocate" or conceal small objects unnoticed, or to perform similar small, subtle tasks. But keen eyes will still notice that you do, in fact, have something up your sleeve.
Soccer: E (Plus). You know how to play the world's most popular sport. You get a minor bonus on the field, which puts you in the same league as most kids on Earth. Also, remember that outside of North America, it's called football.
Speed: B (Plus) (Plus). You have some outstanding speed. You gain a massive boost to your movement speed, as long as you're moving under your own physical power and not by means of a vehicle or spell that does all the work for you. One problem you've noticed; given your size, once you hit top speed, it's a little hard to STOP...
Spirit Resistance: D (Plus) (E (Plus) (Plus) (Plus) without Heart of Spirit). You are harder to hurt with the forces of elemental Spirit. You gain moderate resistance to spectral and soul-based attacks, which is undoubtedly going to come in handy now that you've met Urahara and gotten his attention.
Stealth: C (Plus) (Plus). You have outstanding skill at sneaking around. You get a major bonus on attempts to hide and move silently. You still can't hide in plain sight like an experienced ninja - at least, not without using magic - but you're getting there!
Strength: B (Plus) (Plus) (Plus). You have exceptional physical power. You gain a massive bonus to your melee attack and damage, as well as your carrying capacity, maximum lift, and other general feats of strength. You are officially a big boy! Or a little man! Or something that sounds less embarrassing than either of those!
Strength Control: B. You can use exactly as much or as little physical power as is necessary to get the job done. You gain a massive bonus on attempts to avoid accidentally damaging fragile objects or people you don't mean to hurt. You have officially fought a little girl in armed combat and technically lost! And this was a good thing!
Swimming: D. You can keep your head above water. You gain a moderate bonus to speed and maneuverability under calm conditions (or in a pool), and a minor bonus to the same in mild currents. Just keep swimming, just keep swimming...
Thunder Resistance: E (Plus) (Plus). You are harder to hurt with the forces of elemental Thunder. You gain minor resistance to sonic or explosive attacks. And on a related note, yes, meeting people WHO TALK LIKE THIS is one way of improving this skill. Ow, your ears...
Water Resistance: F (Plus) (Plus). You are harder to hurt with the forces of elemental Water. And you also have some trouble keeping up your speed when moving through water.
Social Prowess: B (Plus) (Plus). You are a very popular kid. This is reduced by Intimidating, when you try to be scary, but when was the last time that happened? Outside of a fight, that is.
Acting: B (Plus) (Plus). You can act very well. You get a massive bonus when attempting to "play a role," whether you're on stage or off it, and people will overlook major "inconsistencies" between the things you say or do and what a normal boy your age would. As basically NOTHING you say or do is what a normal boy your age would, this is very helpful. But seriously, the Drama Club is going to try to kidnap you if they clue in to your skills.
Allure (?): F (Plus). You saw a succubus doing something with her aura that made you zone out in confusion for a couple minutes. You might be able to recreate it, but why would you want to?
Comedy: C. You're funny. And in a good way! You gain a major bonus when trying to tell jokes or otherwise evoke laughter. This is the level of good (if unremarkable) jokes delivered with good timing, and is also the level at which you start being able to produce your own genuinely amusing material. Don't quit your day job just yet, but you might give serious thought to becoming the class clown.
Commanding King: E. You have a way with your social inferiors. You get a minor bonus on interactions with those who follow and/or obey you in some manner. What are your orders?
Cool: B (Plus) (Plus). You can keep yours, in the face of massive problems. Dude.
Disguise: F (Plus). You know how to pass yourself off as someone else. ...isn't this just another kind of Acting?
Elder King: D (Plus) (Plus) (Plus). You have a way of listening to your juniors that encourages them to trust and listen to you. You get a moderate bonus on social interactions with kids younger than you are. But you're going to need to interact with kids OTHER than Zelda to improve this skill any further.
Fighter's Rep: D (Plus). Not only are you the Under Tens Division World Champion, you beat a living vampire your age in an open match. These feats are worthy of recognition and respect within the martial arts community and the Moonlit World.
Guarded: C (Plus). You're very careful about who you trust, since evil demons, monsters, and ninja (oh my!) could be lurking anywhere. You get a major bonus to conceal your true thoughts and feelings.
Haggling: C. You know how to get the best deals. You gain a major bonus when trying to talk someone into charging you less, or paying you more, for an exchange of goods or services. You're able to haggle on the level of the average adult in a largely agrarian society, but that isn't going to be enough if you plan to keep making deals with the Fae.
King of Beasts: C (Plus) (C (Plus) (Plus) dogs, horses, or pigs, C (Plus) (Plus) (Plus) Moblin). You have a way with animals, and you only had to get sat on by a monstrous boar once to figure it out! You get a major bonus on social interactions with beasts, and are generally considered an honorary animal. You're not at Tarzan's level yet, so hold off on the yell.
King of Faeries: C (Plus) (Plus). You have a way with the Fae. You get a major bonus on social interactions with all manner of faerie creatures, from Briar's tiny cousins to full-blown Fae Lords to the wild things from the deep woods. This is good enough to make you an honorary fairy - "Yaaaay!" - though the greater Fae definitely don't consider you one of them. You are okay with this.
King of Men: B. You are a boss, bro. You get a massive bonus on social interactions with males. And you're FINALLY starting to interact with enough guys for this to be useful!
King of Monsters: C (Plus) (Plus) (Plus). You have a way of getting the things that go bump in the night to listen to you. You get a major bonus on social interactions with nonhuman sapients, and can more effectively apply intimidation, threats, and/or violence as part of such socialization. At this point, you're basically an honorary monster - maybe you should go kill something with your friends to celebrate?
King of Spirits: D (Plus) (Plus) (D (Plus) without Heart of Spirit). You have a way with the spirits, mon. You get a moderate bonus on social interactions with spectral entities, be they living, dead, or undead. De spirits are always wit'chu, mon.
King of Women: B (Plus). You have a way with women that seems to counterbalance the disadvantage of being born male. You get a massive bonus on social interactions with females. At this point, you're one of the girls! Congratulations...?
Manners: B. You have them, and they're incredible. You get a massive bonus in formal social situations, and a major bonus in informal ones. You can still make with the insults if it's appropriate to the situation, and they gain a slight sting because of how seldom you use them, and how downright classy you can make them sound.
Oratory: D (Plus) (Plus). You are skilled at formal speaking. You get a moderate bonus when giving speeches, telling stories, engaging in debate, or otherwise conversing in an organized, public venue. You're good enough to win an argument with yourself! Now if only Shadow You hadn't responded by trying to punch Actual You in the face...
Pranking: E (Plus) (Plus). You have some skill at playing tricks on people. You get a minor bonus on attempts to outfox others for humorous results, though there's no guarantee they'll be left laughing with you. But that's fine; in comedy, as in aught else, 'tis better to give than to receive.
Style: D. You have a sense of style. You gain a moderate bonus on social interactions when you dress for success. Your newly-pointy ears add a certain something, and your decision to show them off has earned Lucia's seal of approval!
Thing King: F. Your kingly charisma now extends to the realm of non-living objects, or at least to heavily enchanted ones. So that's a thing, now.
Threat: D (Plus). You can deliver a well-chosen word of warning. You gain a moderate bonus when making threats, be they subtle or blatant. Try not to make any small children cry.
Trolling: C (Plus) (Plus). You are a prodigy of the ancient art of trolling. If successful, your attempts to troll can induce a state of major anger and annoyance in your victims, fixing their attention on you for several minutes - or maybe just break their spirits and send them home crying. Your skills are such that you have trolled people without meaning to. Oops?
Wise King: E (Plus). Your erudite speech and sagacious insight appeal to the intelligentsia - in plain language, when you talk, smart people listen. You get a minor bonus on social interactions with the brain trust, but you're still more of a wise guy than a smart guy. Maybe you need a proper hat to help make it clear?
Words of Power: B. You have discovered that calling your attacks actually makes them stronger. You gain a massive bonus to the effectiveness of your spells and special techniques if you ham it up when invoking them. HAVE YOU HEARD THE WORD?
Young King: B (Plus) (Plus). You have a way of listening to your elders that, in turn, encourages them to listen to you. You get a massive bonus on social interactions with people older than you. At this point, you could pass as an adult! And with magic, you have! Bonus!
Spiritual Prowess: A (B (Plus) (Plus) (Plus) without Heart of Spirit). You have an extremely strong soul. This spiritual weight greatly reduces the undesirable side-effects of your Past Life Experience. The divine essence in the Heart Containers likely doesn't hurt, either.
Corruption Resistance: C (Plus) (Plus) (C (Plus) without Heart of Spirit). You can fend off various forms of supernatural contamination. You gain major resistance to "taint," and can handle long-term exposure to things and places like the Hellmouth. Congratulations, you are now functionally immune to Sunnydale's ambient corruption! You know, as long as you keep up with your purification rituals, Ambrose's wards keep working, and the Hellmouth doesn't open up... but what are the odds of that?
Corruption Sense: B (C (Plus) (Plus) (Plus) without Heart of Spirit). You are able to detect supernatural contamination. You gain a massive bonus to accuracy when tracking taint and can shut out the Hellmouth's influence at medium range, making this skill useful for ID'ing demons. Things may still get messy if a demon realizes you've blown its cover, but at least now it's an equal-opportunity mess.
Possession Resistance: E (Plus) (E without Heart of Spirit). A special technique for throwing off attempts to control your soul. You gain minor resistance to such dark trickery, regardless of whether your enemy is a living sorcerer, a ghost, or even a demon. The priests fear that this won't be enough to hold back Ganondorf and the Curse of Demise, but some defense is better than none at all, right?
Spirit Blast: E (Plus) (E without Heart of Spirit). A special technique which focuses your pure spiritual energy into a coherent beam of destruction. You can consistently deal damage equivalent to an unenhanced punch at a range of twenty-five feet. With your soul!
Spirit Shot: E (Plus) (Plus) (E (Plus) without Heart of Spirit). A special technique which focuses your pure spiritual energy into rapid-firing projectiles of pain. In one burst, you can get off half a dozen Spirit Shots that each hit with the force of a light punch - or a strong slap - or a couple dozen shots that just sting. Use more SOUL gun!
Spiritual Armor: E (Plus) (Plus) (E (Plus) without Heart of Spirit). A special technique which hardens the outer layers of your spiritual aura against attack. Your resistance to spiritual harm gains a minor bonus when this technique is active, enough to ward off attacks from the weakest spirits or let you shake a friendly ghost's hand without feeling a crippling chill. A bonus when dealing with the Memorians, perhaps?
Spiritual Attunement: D (E (Plus) (Plus) (Plus) without Heart of Spirit). You are able to alter your spiritual presence. You gain a moderate bonus on attempts to spiritually "blend in" with a location you're attuned to - a process that currently requires half an hour - but any effect on elemental affinities remains elusive. Maybe if you tried meditating under a waterfall or next to a big fire, or something...?
Spiritual Concealment: C (Plus) (C without Heart of Spirit). You are able to hide your spiritual presence. You get a major bonus on attempts to cloak your soul against notice by certain spells, spectral predators, and "enlightened" individuals. You're not sure if this will let you walk around Karakura without drawing Hollows, but it certainly can't hurt.
Spiritual Control: B (C (Plus) (Plus) (Plus) without Heart of Spirit). You are able to use spiritual energy more efficiently. You gain a massive discount on spiritual techniques, and experience a major decrease in unwanted ghostly attention. The Shinigami count as ghosts, right?
Spiritual Enhancement: D (Plus) (Plus) (Plus) (D (Plus) (Plus) without Heart of Spirit). You are able to reinforce your body with spiritual energy. You gain a moderate bonus on attempts to physically interact with the spiritual plane when using this technique, and your "glow" is now only obvious to nearby sensitives. Furthermore, you have a minor chance of forcing a possessing spirit - and ONLY a spirit - out of a living body! You just have to... punch it? Seriously, Elder Terok? Yes, seriously.
Spiritual Imbuement: D (Plus) (D without Heart of Spirit). You are able to infuse spiritual energy into objects. This gives said items a moderate chance to affect ghosts, spirits, and other incorporeal entities as though they were corporeal - if not necessarily alive. Magic is still the superior option, but this method is now almost practical.
Spiritual Overload: E (F (Plus) (Plus) (Plus) without Heart of Spirit). You have learned how to increase the power of spiritual techniques by imbuing extra soul-essence into them. You gain a minor bonus to the effects of Overloaded skills, but you can only use one such skill at a time, and you glow - spiritually - while doing so. Don't be surprised if someone asks you if you're possessed while using this ability.
Spiritual Power: C (Plus) (C without Heart of Spirit). You are able to affect spiritual entities with the power of your own soul. You get a major bonus when attempting to physically interact with spirits, but you also take a moderate penalty when attempting to hide from them (which is reduced by Spiritual Concealment). You also gain a minor bonus on attempts to resist spiritual possession; it only works against ghosts, but given that Hollows are a thing...
Spiritual Sense: A (Plus) (A without Heart of Spirit or Familiar Bond, B (Plus) (Plus) (Plus) without both). You are able to sense purely spiritual phenomenon from beyond visual range. You get a monstrous bonus to notice ambient spiritual energy, lingering spirits, or ethereal entities, and if you listen carefully, you can hear prayers. When someone asks you if you're a god, you say, "No, but I have a trinity on speed-dial."
Spiritual Sight: A (B (Plus) (Plus) (Plus) without Heart of Spirit or Familiar Bond, B (Plus) (Plus) without both). You are able to see purely spiritual phenomenon. You get a monstrous bonus when trying to discern ambient spiritual energy, lingering spirits, or ethereal entities. No ghost can hide from you! ...which is a distinctly mixed blessing, where Hollows are concerned.
Ki Prowess: B (Plus) (Plus). You have an excellent amount of ki for someone your age, and your ability to harness and utilize it is similarly the same as at C-rank, you say? Nonsense!
Ki Control (Foundational, Passive): A (Plus) (A without Heart Container). You are extremely adept at using ki more efficiently. You gain a monstrous discount on ki techniques, and if you get into a "beam duel" or similar clash of techniques, you are massively more likely to overcome your opponent. You also have a major efficiency boost when adjusting active ki techniques to meet changing circumstances, so you don't have to use another skill - though you still can, if you want to.
Ki Concealment (Passive): B (Plus) (Plus) (B (Plus) without Heart Container). You are able to hide your ki. You get a massive bonus on attempts to defeat aura-reading abilities, and can use a few major ki techniques - like staggered Body Flickers - undetected. The ninja will no longer be dismissive of your skills at all!
Ki Filtration (Discharge): E (Plus) (E without Heart Container). You are able to split ki into its three component energies. You can convert 16% of your ki to 1% of your energy-of-choice: mental; physical; or spiritual. With an exchange rate like this, wrestling the Boar is starting to look like a good option...
Ki Overload (Discharge): C (D (Plus) (Plus) (Plus) without Heart Container). You have learned how to increase the power of ki techniques by imbuing extra ki into them. You gain a major bonus to the effects of Overloaded skills, and can also (theoretically) split this overcharge between two skills, boosting them to a lesser extent. And hey! The telltale glow is almost gone!
Ki Enhancement (Foundational, Active): A (B (Plus) (Plus) (Plus) without Heart Container). You are skilled at using ki to boost your body's natural abilities. Your core enhancement technique provides a truly monstrous boost to your overall capabilities. HAAAAAAAA- *six episodes later* -AAAA!
Body Flicker (Discharge, Interrupt): A (Plus) (A without Heart Container). A high-speed movement technique that looks like teleportation. You gain a monumental bonus to movement speed when traveling in a (mostly) straight line, or a massive speed bonus in situations where you need to make several stops and starts in rapid succession - such as combat. You can come out of either mode with a physical attack or a second ki technique ready to go. You have left behind "roadrunner speed" and are closing in on "hedgehog."
Staggered Flicker (Active, Interrupt): E (Plus) (E without Heart Container). A defensive derivation of Body Flicker that allows for multiple moves over an extended period of time. You're currently able to hold two low-powered Flickers ready with this technique. Discount dodging at its finest!
Strike Flicker (Discharge): D (Plus) (Plus) (D (Plus) without Heart Container). A high-speed attack technique which accelerates one of your normal physical attacks to Body Flicker-like speeds. This grants a moderate bonus to damage, and imposes a moderate penalty to the target's attempts to dodge. The shock issue with weapons has also been resolved. Think fast!
Brain Enhancement (Active): E (Plus) (Plus) (Plus) (E (Plus) (Plus) without Heart Container). A variation on Ki Enhancement that favors the mind over the body. Provides a minor boost to mental parameters. At least, you think it does, your applications of it have been a bit hit-or-miss - mostly "miss." Still hasn't microwaved your brainmeats, though, so, yay?
Environmental Adaptation (Active): D (E (Plus) (Plus) (Plus) without Heart Container). You can use your ki to speed up the rate at which your body adjusts to sudden changes in local conditions. You can adapt to moderate environmental differences such as significant shifts in temperature or pressure almost instantly and without discomfort when using this skill. If nothing else, it makes taking hot baths more comfortable!
Ki Armor (Active): C (D (Plus) (Plus) (Plus) without Heart Container). You can use ki to harden your body against blows you cannot avoid. Your resistance to physical harm gains a major bonus when this technique is active, and can withstand punches from a typical monster your age, as long as they're not giving it their all. Claws and such are more of an issue, so this won't stop Kahlua if she ever decides to bite you.
Ki Strike (Active): E (Plus) (Plus) (E (Plus) without Heart Container). You can use ki to augment your attacks. Your unarmed strikes gain a minor bonus to damage when this technique is active, and can affect targets normally immune to mundane harm. It would still be a Shirou-tier idea to go hand-to-hand with a Heroic Spirit, though.
Substitution (Discharge, Interrupt): E (F (Plus) (Plus) (Plus) without Heart Container). A high-speed movement technique that involves exchanging positions with a random nearby object to avoid taking damage from an attack. You are slightly more likely to successfully use this skill in combat, but any competent enemy will realize they "missed" almost immediately. Thank the Goddesses for dumb mooks!
Ki Generation (Foundational, Passive): D (Plus) (Plus) (Plus) (D (Plus) (Plus) without Heart of Spirit). You have a working understanding of and proficiency at altering your body's production of ki. You gain a moderate bonus on attempts to manipulate this delicate process, and are a bit less likely to cause yourself injury when doing so. Maybe you should hang out in hot springs more often, if this is what meditating there does for you?
Ki Power (Passive): D (E (Plus) (Plus) (Plus) without Heart of Spirit). You generate more ki than is usual for someone of your age, build, and training. This moderate boost provides a clear advantage in contests of raw power.
Ki Recovery (Passive): D (E (Plus) (Plus) (Plus) without Heart of Spirit). You recuperate spent ki more quickly than normal. From two full days, you're now down to 38 hours and 20 minutes to fully recover from zero ki.
Ki Infusion (Foundational, Active): C (Plus) (C without Heart Container). You are skilled at "extending" your ki into things you are holding or touching. You gain a major bonus on attempts to infuse ki into non-living objects, which grants you a moderate awareness of the item in question and a minor boost to its use. All three bonuses are reduced by half a rank if the object already carries some form of energy (ki, magic, etc.), and are ranked-down if it's a creature (living or otherwise). One might call it a form of Stru-Ki-tural Grasping...
Ki Gardening (Active): F (Plus) (F without Heart Container). You can use ki to encourage plants you tend to grow better than they otherwise would. Maybe this will help out your struggling Hyrulean transplants?
Ki Grip (Active): F (Plus) (Plus) (F (Plus) without Heart Container). You can use ki to augment your grip. Try not to leave finger-shaped dents in the next thing you take hold of, okay?
Ki Step (Active): C (Plus) (Plus) (C (Plus) without Heart Container). You can use ki to traverse surfaces that shouldn't be able to support you. At this level, you can walk across weak surfaces like slender tree branches, rice paper, or thin ice, or along major inclines without losing your balance or making unwanted noise. You can also run across uncertain terrain - mud, sand, rotten floors, thick ice, moderate inclines, etc. - or cross it at a walk without leaving a physical trail. You wonder if you could run across a row of sloped and tiled rooftops...?
Slow Fall (Active): F (Plus) (Plus) (F (Plus) without Heart Container). You can use ki and a vertical surface within arm's reach to slow your descent. At least in theory.
Sword Beam (Active, optional Discharge): C (D (Plus) (Plus) (Plus) without Heart Container). A special technique that imbues your weapon (yes, even non-swords) with energy to increase the power of strikes, or attack at range. You are now able to reliably use Sword Beam in melee, though attempting to do so sequentially is still tricky. Levoknuckle's trick of "throwing swords" is going to take more work, but you're getting there.
Spin Attack (Discharge): E (Plus) (E without Heart Container). A derivation of the Sword Beam, which lets you spin and slash through everything within striking range. You gain a minor bonus to damage and accuracy when using this move. Try not to get dizzy!
Water Palm (Discharge): F (Plus) (F without Heart Container). A special technique that lets you launch bursts of compressed water. Even LESS useful than the Wind Palm it's derived from, since you need to be in (or at least touching) water to make it work.
Wind Palm (Discharge): E (Plus) (E without Heart Container). A special technique that lets you launch bursts of compressed air when you punch. You can generate a minor breeze, strong enough to blow someone's hair around or snuff a candle at close range. Somewhere, an Airbender is hanging his arrow-tattooed head in shame.
Ki Perception (Foundational, Passive): B (Plus) (Plus) (B (Plus) without Heart Container). You are highly skilled at reading your own ki. You gain a massive boost on attempts to analyze your life-force, and from this, derive a major bonus to comprehending any foreign influences upon your ki, whether good, bad, or neutral. In simpler terms? You know yourself pretty well. As for your enemies...
Battle Awareness (Passive): C (Plus) (Plus) (Plus). You are skilled at reading the flow of a fight. You gain a major bonus on attempts to predict what an opponent will do, before they do it. You can now anticipate power blows in time to come up with a response that you are actually capable of pulling off! Assuming the enemy doesn't have a speed advantage, of course, but that's what Body Flicker is for, right?
Ki Sense (Passive): B (Plus) (Plus) (Plus) (B (Plus) (Plus) without Heart Container). You are highly skilled at detecting and reading auras out of visual range. Your sense of unseen auras gains a massive boost to accuracy, allowing you to identify individuals you have only ever been near (though repeated near-encounters still helps), and you gain major resistance to being stunned by overwhelming auras.
Ki Sight (Passive): A (B (Plus) (Plus) (Plus) without Heart Container). You are incredibly skilled in the technique of reading an opponent's aura and fighting strength. As long as you can see the creature whose life-force you're reading, you gain a monstrous boost to the accuracy of the information you receive, and a massive reduction to the odds of any dangerous side-effects. Your head definitely won't explode if someone's power level is over 9000!
Ki Projection (Foundational, Active): C (Plus) (C without Heart Container). You are skilled at expelling ki from your body. You gain a major bonus on attempts to project ki, and can now solidify it. Okay, the shapes it can take are crude, permeable, and will discorporate after a second or two if you break contact, but still! Progress!
Doppelganger (Discharge): D (E (Plus) (Plus) (Plus) without Heart Container). A ki-based illusion technique that creates a visual "clone" of you. It's good enough to momentarily trick those who know you or who possess standard ki-based senses - and really, a moment's all you should need.
Ki Aura (Active): F (Plus) (Plus) (F (Plus) without Heart Container). A special technique that "hardens" the ki surrounding your body into a defensive barrier. Still in the testing stages, unfortunately.
Ki Blast (Discharge): C (Plus) (C without Heart Container). A special technique which focuses your pure life-force into a coherent beam of destruction. You can consistently deal damage equivalent to your most powerful enhanced punch at a range of about one hundred feet. This one will punch through thin common metals, and dent a lot of stronger and/or thicker stuff. Definitely not for use on friends.
Ki Beam (Discharge): F (Plus) (Plus) (Plus) (F (Plus) (Plus) without Heart Container). A special technique which focuses your pure life-force into a coherent, continuous beam of destruction. You can consistently deal damage equivalent to a slap each second the target remains in contact with the Beam. Must be used in tandem with a Ki Blast. Something, something, Boar Destruction Wave?
Ki Shot (Discharge): D (Plus) (D without Heart Container). A special technique which focuses your pure life-force into rapid-firing projectiles of pain. In one burst, you can get off half a dozen Ki Shots that each hit with the force of an unenhanced punch, or a couple dozen shots that strike like light punches. Guaranteed not to inflict worse harm than bruises!
Ki Shout (Discharge): F (Plus) (Plus) (F (Plus) without Heart Container). A special technique that lets you YELL REALLY LOUDLY. THUNDERBIRD APPROVES!
Terminology
Active: A ki technique with this descriptor does nothing until its activation cost is paid. Once it has been turned "on" in this manner, it provides all its described benefits until it lapses. While Alex is in combat, he can maintain Active ki techniques for two minutes per rank in Ki Prowess and the technique (or thirty seconds per plus); in less stressful situations, Alex can maintain Active ki techniques for up to twenty minutes per rank (or five minutes per plus).
Discharge: A ki technique with this descriptor operates by expelling a quantity of ki from Alex's body. As such, they have a very limited duration compared to Active techniques, which are still anchored to Alex's body and ambient ki. Assuming that they do not resolve instantly, Discharge techniques can remain active for twelve seconds per rank in Ki Prowess and the technique (or three seconds per plus).
Foundational: A ki technique with this descriptor is the most basic method of using ki in a particular way. All other ki techniques are derived from Foundational skills, and for the sake of convenience, are grouped under the Foundational skills which are most central to their function.
Control is the direct manipulation of ki itself, as well as its inherent properties.
Enhancement is the use of ki to increase the natural abilities of the user.
Generation is manipulating the processes which produce ki.
Infusion is imbuing ki into something other than the user.
Perception is the fundamental awareness of ki.
Projection is manifesting ki outside the body in a "pure" form.
Interrupt: A ki technique with this descriptor has next to no activation or cooldown time. It can be triggered instantly, even in response to sudden and unexpected events, or when Alex is gathering power for another ki technique. However, Interrupts cannot normally be performed at the same time as other ki techniques or other abilities (like spells); at most, they can be activated sequentially.
Passive: A ki technique with this descriptor has no activation cost or time. It is always "on" once learned, unless Alex makes a deliberate effort to suppress it, has completely exhausted his ki reserve, or is under an effect that interferes with his ability to use ki (such as an anti-magic field).
Using Ki Techniques
When activated, a ki technique consumes 1% of Alex's maximum ki per rank (counting both the rank of the technique and Alex's rank in Ki Prowess). This is before the discount for Ki Control is applied.
It requires approximately 1 second to activate a ki technique, followed by 1 second of "rest" before Alex can gather ki for another ki technique.
Alex can maintain one ki technique per rank (counting both his ranks in Ki Prowess and Ki Control). If he is currently maintaining his maximum number of ki techniques and wishes to activate another, he must first deactivate one of the ki techniques he is maintaining.
Passive techniques do not count against the maximum number of ki techniques Alex can maintain.
Ki techniques with similar effects (such as the speed boost from Ki Enhancement and the speed boost from Body Flicker) stack additively, not multiplicatively.
A Ki technique that is focused on producing a single, specific result is more powerful than a technique which produces a similar result as part of a "package" of effects. For example, the speed boost provided by Body Flicker is superior to the speed boost provided by Ki Enhancement. This assumes that both skills are at equal rank.
Magical Prowess: B (Plus) (Plus). You are an extremely skilled and powerful practitioner. You can defend yourself against most skilled spellcasters or major demons, and could give a group of lesser demons or a small army of normal humans problems.
Abjuration: B (Plus) (Plus). You have an exceptional understanding of general defensive magic. Your abjuration spells gain a major boost to safety and power, allowing you to banish things that should not be on Earth back to their own dimensions. You're going to be REALLY popular with the demon community when word of this gets out.
Abjuration Spells Known: Up to 6th-level Core Sorcerer/Wizard; 6th-level Sorcerer/Wizard "Evil"; 5th-level Witch; 4th-level Core Cleric; 4th-level Cleric "Evil"; 2nd-level Core Druid.
Augmentation: B (Plus). You have an exceptional understanding of enhancement magic, granting any such spells you cast a major boost to effectiveness, duration, and resistance to dispelling. It turns out that Silver Gauntlets/Power Gloves actually WERE better than your C-rank stuff. Next time, you'll be ready! Er, wait...
Augmentation Spells Known: Up to 6th-level Core Sorcerer/Wizard; 6th-level Sorcerer/Wizard "Evil"; 5th-level Witch; 4th-level Core Cleric; 4th-level Cleric "Evil"; 2nd-level Core Druid.
Conjuration: B (Plus). You have an excellent understanding of creation magic. Your conjured items gain a major boost to stability and duration, retain the special properties of their "real" counterparts, and are permanent - at least up to mid-level size and complexity. You can also conjure multiple copies of a single small and/or simple item with one spell. It's not mass production YET, but...
Conjuration Spells Known: Up to 4th-level Core Sorcerer/Wizard; 4th-level Sorcerer/Wizard "Evil"; 3rd-level Witch; 2nd-level Core Cleric; 2nd-level Cleric "Evil"; 2nd-level Core Druid. (Can potentially use one level higher.)
Counterspelling: F (Plus). You have a very basic understanding of how to use your spells to cancel out other people's spells. The tricky part is figuring out what the other guy is doing, BEFORE he does it - so pay attention!
Disenchantment: F. You have a very basic understanding of how to unmake magic items. Now, if you can figure out how to strip away the magic without destroying the item, you'll be golden.
Divination: B (Plus) (Plus) (Plus). You have an exceptional understanding of informational magic. Your divination spells gain a major boost to safety, effectiveness, and subtlety, and can even overcome basic defenses against scrying and other magical nosiness. You may not know everything yet, but it's only a matter of time.
Divination Spells Known: Up to 6th-level Core Sorcerer/Wizard; 6th-level Sorcerer/Wizard "Evil"; 5th-level Witch; 4th-level Core Cleric; 4th-level Cleric "Evil"; 2nd-level Core Druid.
Elementalism: B (Plus) (Plus) (Plus). You have a very good understanding of elemental magic - wind, fire, all that kind of thing. Your general elemental spells gain a major boost to safety and power, and you are now able to mix opposed forces in a single, short-term spell without it blowing up in your face! Let your powers combine!
Elementalism Spells Known: Up to 4th-level Core Sorcerer/Wizard; 4th-level Sorcerer/Wizard "Evil"; 3rd-level Witch; 2nd-level Core Cleric; 2nd-level Cleric "Evil"; 2nd-level Core Druid. (Can potentially use one level higher.)
Earth: C (Plus) (Plus) (Plus) (C (Plus) (Plus) without Heart of Fire). You have a good understanding of the power of earth. Your earth spells are significantly safer and more powerful than normal, allowing you make to the earth move - literally! - if only in a limited area. Rock on, man!
Earth Spells Known: Up to 5th-level Core Sorcerer/Wizard; 5th-level Sorcerer/Wizard "Evil"; 4th-level Witch; 3rd-level Core Cleric; 3rd-level Cleric "Evil"; 2nd-level Core Druid.
Fire: C (Plus) (Plus) (C without Heart of Fire). You have a good understanding of the power of fire. Your fire spells are significantly safer and more powerful, letting you burninate a single vampire without setting the room around it on fire. You know, unless it's full of gas or something.
Fire Spells Known: Up to 5th-level Core Sorcerer/Wizard; 5th-level Sorcerer/Wizard "Evil"; 4th-level Witch; 3rd-level Core Cleric; 3rd-level Cleric "Evil"; 2nd-level Core Druid.
Ice: E (Plus) (Plus) (Plus). You have a basic understanding of the power of ice. Your cryonic magic is slightly safer and more powerful. Chill out, man.
Ice Spells Known: Up to 3rd-level Core Sorcerer/Wizard; 3rd-level Sorcerer/Wizard "Evil"; 2nd-level Core Druid; 2nd-level Witch; 1st-level Core Cleric; 1st-level Cleric "Evil."
Lightning: E (Plus) (Plus). You have a basic understanding of the power of lightning. Your electromagnetic magic is slightly safer and more powerful. You're still a long way from becoming Magneto, though.
Lightning Spells Known: Up to 4th-level Core Sorcerer/Wizard; 4th-level Sorcerer/Wizard "Evil"; 3rd-level Witch; 2nd-level Core Cleric; 2nd-level Cleric "Evil"; 2nd-level Core Druid.
Thunder: D. You have a basic understanding of the power of sound. Your thunder spells are moderately safer and more powerful, and probably won't break anything you don't intend them to! Unless it's fragile.
Thunder Spells Known: Up to 4th-level Core Sorcerer/Wizard; 4th-level Sorcerer/Wizard "Evil"; 3rd-level Witch; 2nd-level Core Cleric; 2nd-level Cleric "Evil"; 2nd-level Core Druid.
Water: D. You have a working understanding of the power of water. Your water spells are moderately safer and more powerful, enough that a Zora would only regard your efforts with scorn instead of scornful pity. Progress!
Water Spells Known: Up to 3rd-level Core Sorcerer/Wizard; 3rd-level Sorcerer/Wizard "Evil"; 2nd-level Witch; 1st-level Core Cleric; 1st-level Cleric "Evil"; 2nd-level Core Druid.
Wind: D (Plus) (Plus) (Plus). You have a working understanding of the power of wind. Your wind spells are moderately safer and more powerful. Let's see how that home-wrecking wolf likes it when the pig learns how to huff and puff...
Wind Spells Known: Up to 4th-level Core Sorcerer/Wizard; 4th-level Sorcerer/Wizard "Evil"; 3rd-level Witch; 2nd-level Core Cleric; 2nd-level Cleric "Evil"; 2nd-level Core Druid. (Can potentially use one level higher.)
Wood: D. You have a working understanding of the power of wood. Your wood spells are moderately safer and more powerful. And now for a serious question: if you're no longer Deku Scrub-tier, does that make you a Deku Baba?
Wood Spells Known: Up to 3rd-level Core Sorcerer/Wizard; 3rd-level Sorcerer/Wizard "Evil"; 2nd-level Core Druid; 2nd-level Witch; 1st-level Core Cleric; 1st-level Cleric "Evil."
Enchantment: C (Plus) (Plus). You have a good understanding of mind magic. You get a significant bonus when attempting to make friends and influence people, and can turn hostile encounters into fairly helpful ones. After all, an enemy is just a negative friend, right?
Enchantment Spells Known: Up to 5th-level Core Sorcerer/Wizard; 5th-level Sorcerer/Wizard "Evil"; 4th-level Witch; 3rd-level Core Cleric; 3rd-level Cleric "Evil"; 2nd-level Core Druid.
Illusion: C. You have a good understanding of the magic of shadows and phantasms. Your illusion spells are significantly more convincing, and you can conjure quasi-real objects and energies out of shadow. As a bonus, proper Shadow Magic works on the undead! Including vampires!
Illusion Spells Known: Up to 4th-level Core Sorcerer/Wizard; 4th-level Sorcerer/Wizard "Evil"; 3rd-level Witch; 2nd-level Core Cleric; 2nd-level Cleric "Evil"; 2nd-level Core Druid.
Item Crafting: C (Plus). You have a good understanding of how to create magic items. You can make multi-use or permanent items that anyone can use, or small complex items restricted to spellcasters. Interestingly enough, this is just about the level of skill you need to make a magical bath - though it may end up not being as impressive as the one you studied in Faerie.
Mage Sense: A (B (Plus) (Plus) (Plus) without Familiar Bond). You're incredibly skilled at detecting magical energy even when you can't see it. You can interpret monstrous amounts of information, with a massively reduced chance to be overwhelmed by powerful magical signatures. You actually COULD navigate on the Hellmouth or other areas of strong ambient magic with your eyes closed, if you had enough familiarity and practice.
Mage Sight: A (B (Plus) (Plus) (Plus) without Familiar Bond). You're incredibly skilled at reading pure magical auras. You can interpret monstrous amounts of information, with a massively reduced chance to be overwhelmed by powerful magical signatures. Now it just needs a ridiculously chuuni name. Mystic Eyes of Magic Perception? The SharinGanon? The One Who Sees? Decisions, decisions...
Magic Power: D (Plus). You generate more mana than is usual for someone of your age and training. It's a moderate amount by your standards, which probably makes it ridiculous by the standards of most other practitioners... try not to spend it all in one fight, okay?
Mana Blade: E. You know how to infuse raw magical energy into a weapon! You gain a minor boost to the damage dealt by your weapon of choice while using this technique, and are less-likely to damage the weapon itself in the process. SWORD ON!
Mana Burst: E (Plus) (Plus) (Plus). You've learned how to release raw magical energy from your body. You gain a minor boost to your physical parameters when using this ability, but overall, it doesn't seem to be any different from Ki Enhancement. You might be better off sticking to magic.
Mana Concealment: A (Plus). You're able to hide your magical energy. You gain a monstrous bonus on attempts to conceal your magical aura, reducing it by three full ranks when you aren't casting spells, or four ranks if you are actively suppressing your power. You can also cast multiple 3rd-level or lower spells or a single 4th-level spell untraceably. Unnoticeable Scrying, you say? Yes, please!
Mana Control: A. You know how to use mana more efficiently. You get a monumental discount on all spells and mana-using special techniques, and your spells have a massive bonus on attempts to overcome those cast by a less-skilled opponent. CONTROL! UNLIMITED PO- I mean, PERFECT CONTROL!
Mana Flare: E. You can create a dazzling flash of light by manipulating your mana. You are slightly more likely to get the technique off before your target(s) can avert their eyes. The flash-blindness only lasts for a few seconds, and can be defeated by wearing sunglasses or having similar protections in place. What do you mean, you never saw this skill before? Maybe you should check your eyes?
Mana Infusion: E. You know how to infuse raw magical energy into objects, and make it stick. You gain a minor bonus on attempts to infuse mana into objects. Results of this skill may vary with the chosen receptacle, consult your local magical expert before using. ...wait, that's you...
Mana Recovery: D (Plus). You recuperate spent mana more quickly than normal. You get a moderate bonus to your hourly recovery, which is enough to take you from 0% to 100% in 38 hours and 24 minutes, instead of the original 48. Of course, you have MORE mana than that these days, but you're also rocking a Restful Blanket, so your real recovery time is somewhere around 34 hours.
Necromancy: C (Plus) (Plus) (Plus) (C (Plus) (Plus) without Heart of Spirit). You have a good understanding of the magic of death, spirits, curses, and undeath. Your necromantic spells are significantly safer (for you) and more powerful. You're also able to create intelligent undead - not that you WOULD - but more importantly, you can exterminate the walking dead en masse. As they say, dust to dust.
Necromancy Spells Known: Up to 5th-level Core Sorcerer/Wizard; 5th-level Sorcerer/Wizard "Evil"; 4th-level Witch; 3rd-level Core Cleric; 3rd-level Cleric "Evil"; 2nd-level Core Druid.
Summoning: A (Plus). You have an incredible understanding of space-time magic. Your summoning spells gain a monstrous boost to safety and power, and can even punch through basic wards meant to block them. And hey, you figured out what's up with your teleportation! ...still working on fixing it, though.
Summoning Spells Known: Up to 6th-level Core Sorcerer/Wizard; 6th-level Sorcerer/Wizard "Evil"; 5th-level Witch; 4th-level Core Cleric; 4th-level Cleric "Evil"; 2nd-level Core Druid.
Transformation: C (Plus) (Plus) (Plus). You have a good understanding of magic that changes the form and composition of things. Your transformation spells gain significant improvements to stability, scale, and complexity, and are safe to use on living things for medium-scale and/or mid-term changes. At long last, you can finally say the words: "It's Morphin' Time!"
Transformation Spells Known: Up to 4th-level Core Sorcerer/Wizard; 4th-level Sorcerer/Wizard "Evil"; 3rd-level Witch; 2nd-level Core Cleric; 2nd-level Cleric "Evil"; 2nd-level Core Druid. (Can potentially use one level higher.)
Using Spells
When cast, a spell consumes 1% of Alex's maximum mana per spell level. This is before the discount for Mana Control is applied.
It requires approximately 3 seconds to cast a spell that Alex knows, followed by 3 seconds of "rest" before he can gather mana to cast a new spell.
Alex can cast spells via extended rituals. This increases the casting time of the spell to 1 minute per spell level, and yields ONE of the following benefits: reducing the mana cost for the spell to 0%; or increasing Alex's maximum spellcasting level by one.
As a consequence of extended study with the Hyrulean priestly trio, Alex is able to cast cleric spells with a (Plus)1 spell level modifier, instead of the standard (Plus)2 modifier for converting arcane magic to divine magic. This only applies when he is using Dinnite spells and/or the Dinnite method, however.
Alex can alter certain parameters of existing spells - including range, number of targets, and duration - by spending more (or less) mana than usual. Increasing a parameter by one "increment" increases the mana cost by one spell level, while reducing a parameter by one increment reduces the mana cost by one spell level. Alex cannot increase a spell's effective level beyond the limits of his current spellcasting ability in the relevant school, and cannot decrease a spell's effective level below 0 (cantrip).
Range increments are: self; touch; close; medium; long; extreme; and unlimited.
Target increments are: self; single; one per 4 levels; one per 2 levels; one per level; mass.
Duration increments are: instantaneous; 1 round per level; 1 minute per level; 10 minutes per level; 1 hour per level; 10 hours per level; 1 day per level; indefinite (until dismissed, dispelled, or disjoined); permanent (until disjoined).
Spells Known
Spell List (Courtesy of kfrar)
Power Prowess: E (Plus). By combining mana and ki, you have tapped into the essence of the Triforce that lingers within you.
Maximum Power: C (Plus) (Plus) (C (Plus) without Heart Container). A special technique which focuses your power into a golden aura, boosting all of your abilities to the limit. This comes at the cost of being unable to use mana, ki, psychic, or spiritual energy for other purposes while the aura remains active, although "Power" skills are still available. Maximum Power drains 0.6% of your ki and 0.6% of your mana every 4 seconds of use, grants moderate magic resistance, and sometimes causes visions that communicate one's true nature to an opponent through a meeting of fists. You're still not sure why, but maybe you could ask the Goddesses?
Power Armor: E (Plus) (E without Heart Container). A special technique which focuses magical and vital energies through your body, reinforcing it against harm. Grants a minor bonus to all forms of defense, and as a bonus, is no longer uncomfortable to use. Still substantially inferior to Ki Armor and Augmentation spells, but it's a step in the right direction.
Power Aura: E (F (Plus) (Plus) (Plus) without Heart Container). A special technique which focuses magical and vital energies, creating an aura of... well, Power. You gain a minor bonus on attempts to awe, intimidate, or reassure targets, depending on the situation, generate just enough light to make yourself an obvious target, and radiate traces of divinity that don't seem to do anything significant. Yet. Power on.
Power Ball: D (E (Plus) (Plus) (Plus) without Heart Container). A special technique which focuses magical and vital energies into a golden orb that inflicts direct damage and temporary paralysis on its target. You gain a moderate bonus to the size, damage, speed, and debuff duration of this technique. In addition to your caution regarding Hylian steel equipment, you're also worried that some Hyrulean monsters may recognize Ganondorf's old move...
Power Blade: E (F (Plus) (Plus) (Plus) without Heart Container). A special technique which focuses magical and vital energies into whatever weapon you're wielding, imbuing it with a golden aura of destructive force. You gain a minor bonus to the duration of and damage dealt by this technique, and can now keep it from damaging your weapons! Or at least your magical, Goddess-given sword, which is really the only manufactured weapon you have that matters, right?
Power Burst: E (Plus) (E without Heart Container). A special technique which releases magical and vital energies in an omnidirectional explosion, with you at its heart. You gain a minor bonus to the speed, range, and violence of this technique, making it harder to dodge - though hardly more "accurate." The Burst itself still doesn't hurt you, but secondary effects like smoke or shrapnel might be a problem...
Power Fist: E (Plus) (Plus) (E (Plus) without Heart Container). A special technique that consists of a powerful backhand punch, infused with magical and vital energies. You gain a minor bonus to your chances of stunning and/or knocking back the target with this technique. That hand of yours glows with a not-yet awesome Power...
Power Overload: F (Plus) (F without Heart Container). A special technique that supercharges other Power techniques by pouring even more energy into them. Aside from increasing the cost and obviousness of such skills, Power Overload also takes a physical toll on your body when used, which seems to scale with the strength of the Overloaded technique. You may have discovered your first Forbidden Technique...
Power Sense: D (Plus) (D without Heart Container). A special technique which focuses magical and vital energies into an extrasensory ability similar to short-range sonar. You gain a moderate bonus to the area you can scan with this technique, as well as to its speed, duration, and accuracy. Power Sense can affect certain sensitive monsters (like living vampires) as a kind of debuff, due to the "noise" it makes, but you've also found that it's not powerful enough to overcome high-level anti-Divination wards for very long. Obviously, you need to use MORE POWER.
Power Sight: E (Plus) (Plus) (E (Plus) without Heart Container). A special technique which focuses magical and vital energies into your eyes, vastly enhancing their perceptive ability. You gain a minor bonus to the duration and accuracy of this skill. Your relative lack of control means your blazing golden gaze can't be hidden, risks damaging magically-sensitive materials, and makes people think you're not human. And remember, when someone asks you if you're a god, you say, "Yes!"
Power Slam: F (Plus) (Plus) (F (Plus) without Heart Container). A special technique which focuses magical and vital energies to amplify the impact of a physical grappling attack. Quick check: is it good or bad when you can bodyslam your opponent so hard that their head pops off?
PRIORITIES
Current Priorities
A Deal With A(n Ex-)Demon: You have made a binding pact with Batreaux, ARISEN DEMON of Skyloft, to gather at least 10 Gratitude Crystals each year, while also searching for a demon willing to use them to become human. In exchange, Batreaux will instruct you in the DARKEST SORCERY! Priestly magic is... not his forte. Occupies 1 Magical and 1 Social slot.
Bat-Winged Brews: You have made a binding pact with Vira, Mistress of the Dark (hail!), a half-Vire Fae potion brewer. In exchange for chasing off a snake, getting her some (rodent) test subjects, and forging a magic item, she will be researching a long-term regimen of potions for increasing health and ability, (eventually) providing you a source for Red and Blue Potions, and teaching you how to brew for a season. Occupies no slots; recorded here mainly because forgetting the details of a deal with a Fae would be Bad.
Extradimensional Exports: You've gotten into the shipping industry, along with Amy and Cordelia. You're selling Earth-native plants to Dekon the Deku Scrub, and spices to the Church of Hyrule. Occupies 1 Magical Slot.
How To Train Your Magical Horse: You've made arrangements with the Drakes to get riding lessons for yourself and training for Khamsin, in exchange for a few days' worth of spellwork and item crafting on your part. Occupies 1 Physical slot.
Lessons At Lu-Sensei's: You spend several hours each week training under the guidance of Lu Tze, Master of the School of Five Elements. Lu Tze counts as a tutor for Combat, Ki, and Physical training, and provides conditional benefits in other circumstances. Beware the Stick! Occupies 1 Combat, 1 Ki, and 1 Physical slot.
Magical Pen-Pal Alex: You have chosen to maintain regular correspondence with the kids you befriended during the World Tournament. As most of these kids are Japanese, this Social Priority will improve your grasp of the language, as well as providing a boost to certain other mental and social skills for as long as you continue it. You're... not entirely sure how one "completes" a Priority like this, though... Occupies 1 Social slot.
School: The bane of all children, but a necessary evil - emphasis on "evil," given that you know the school district employs demons. Occupies 1 Mental and 1 Social slot.
Seeds of the Future: You've agreed to pay Koron, your Kokiri druid tutor, by introducing a variety of mundane Hyrulean plants to Earth. You're also going to try and transplant some of the more magical varieties. Successfully adapting at least half of the Hyrule-native breeds to Earth will be enough to clear this Priority, and you get partial credit if you can get a magical plant to grow here in a diminished capacity. Occupies 1 Physical slot.
Talking Shop: You've agreed to pay Madam Lanora, your Zoran priestess tutor, by introducing her to the various priests, monks, and magic-users of your acquaintance, so that she can learn how faith and magic are treated by the people of Earth. To clear this Priority, Lanora must gain at least a working understanding of Earth religions and magical traditions (the equivalent of C-rank skill). Occupies 1 Social action.
Uncle (Gen)'s Rare Finds: You have agreed to work with the Japanese shopkeeper Gen, verifying the provenance of his wares, cleaning and maintaining various items, and helping him secure a regular supply of exotic components. In exchange, you get a lot of in-store credit - 40% of the profits from any deal you've contributed to, as well as 50% off on any potentially-magical writings, and free access to common spell components. Getting fired or taking over the shop will "complete" this Priority, as much as it CAN be completed. Occupies 1 Magical slot.
Completed/Abandoned Priorities
Me, My Dream Self, and Briar: You accepted Briar's offer to train your magical and mental defenses to help you deal with a vague presence lurking in your subconscious - which, with aid from a certain meddlesome wizard, you discovered to be the death-curse of the ancient Demon King, Demise. Eeep. You are no longer at risk of being subconsciously influenced by the Curse of Demise, but it's still there... Anyway, Priority: Complete!
Mission: Interdimensional Postman: You promised to find a way for Briar to make contact with her mother, and you did! Mission: Complete!
WEALTH
Available Funds: $310, $15 in yen.
Unspent Credit At Gen's: $3,220.
Savings: $1,000.
Rupees: 40 Green, 4 Blue, 1 Yellow, 1 Red. Total Value: 90 Rupees.
Assets: 80 gold coins, 149 silver coins.
INVENTORY
Consumables
Green Mana Rupees: Common Green Rupees infused with raw mana for recharge purposes. Alex currently has 2, each of which contains 20% of his mana. Shatter to use.
Mana Gem (Low Grade): A low-quality conjured gem infused with raw mana for recharge purposes. Contains 5% of Alex's mana. Shatter to use.
Ointment of True Seeing: A greasy paste made of saffron, Bullbo fat, and certain mushrooms from the Lost Woods, used as an essential material component in the Spell of True Seeing. You've got enough left to cast said spell twelve five times, assuming all the recipients have two eyes. Admittedly, this is not entirely a given...
Smoke Water: A relatively pricey mana restorative potion, purchased from Gen's. They restore 60% of your maximum mana each, and you currently have one. Please *glug glug glug* responsibly.
Spiritual Bandages: Pure spiritual material, harvested from Navi's Silent Realm and fashioned into bandages and dressings to help your spiritual wound heal without long-term consequences. But now that you've cast the Spell of Restoration, you've got a couple of months' worth of bandages left over. They have a strong affinity to Spirit.
Spring Dew: A relatively cheap mana restorative potion, purchased from Gen's. They restore 20% of your maximum mana each, and you currently have seven. Be sure to *glug glug glug* them all!
Non-Consumables
Akasha's Earrings: A pair of gold-mounted diamond stud earrings belonging to Akasha Bloodriver. Volunteered by Akasha to help fuel the Spell(s) of Restoration required to heal the spiritual injuries of Akua's deceased heart-sister, Jasmine. One use remains.
Alboa Plushie: The remains of the Ophidian Troglofae, Alboa, converted to a more portable and (morbidly) adorable form for temporary storage and latter processing. Corpse disposal probably isn't what the creator of the Spell to Shrink Items had in mind when s/he created that magic, but if the plush fits... This form will persist until June 25th, and the remains shouldn't suffer any decay in the meantime.
Alex's List (of Interesting People In Sunnydale Elementary): A list of those students Alex has passively investigated and confirmed to have some form of "exotic" potential. Prospective ki-users include Bob Marshall, Sheila Martini, and Cameron Walker. Possible internal magic-users include Michael Czajack, Jack O'Toole, and Tucker Wells. There are others in both categories, but those are the ones with the most potential. Oh, and you found a score of demon students, too.
Ambrose's List of Familiar Binding Ritual Sites: Several pages' worth of notes on a dozen different locations in the U.K. that Ambrose thinks would be good spots for you and Briar to perform your upcoming familiar binding ritual. Includes geographical coordinates, notations on local landowners and power groups, and some other useful information.
Ambrose's Who's Who, SoCal Edition: An ordinary notepad with about a dozen double-sided pages' worth of information on the most prominent groups and individuals in the magical community(ies?) of your neck of the woods. By its creator's admission, it's nowhere near complete, but it's a start. Read it.
(Ant)Arctic Weather Gear: An (almost) full set of winter clothes, suitable for surviving the coldest places on Earth. Fabricated using several examples of California's idea of "winter" attire as raw material, it includes a coat, pants, balaclava, and boots, but lacks snow goggles. Now includes a pair of Water Tribe Mittens, given to you by Katara on the occasion of your ninth birthday. Not REALLY necessary, since you have magic, but it made Mom happier. Also includes a matching set of clothes for Briar, who really appreciated the gesture.
Arcana Cabana Mail-Order Catalogue: A booklet of commonly-available goods that can be acquired from Balthazar Blake's shop. The proprietor has also mentioned a few "uncommonly" available wares, for clients that have proven themselves trustworthy.
Aries Crystal: A purple-black crystal shaped like the astrological sign you happen to have been born under. Can serve as a metamagic focus to extend the duration of a Spell of Summoning by fusing with the summoned creature, and auto-magically returns to you after being used. At least in theory. A gift from Beryl on the occasion of your ninth birthday.
Augury Sticks (Simple Wood): A set of rune-carved wooden sticks for performing auguries and other rituals of Divination. Magically conjured, they are stable enough to be permanent, unless or until they are broken or dispelled.
Best Big Brother Award: An award made of glued-together popsicle sticks, colored paper cut-outs, and a lot of sparkly bits, proclaiming you the "Best Big Brother." A gift from Zelda, on the occasion of your ninth birthday.
Black Mage Outfit: A conical yellow hat with a floppy brim, and a dark blue robe. Gifts from Ayane and Kasumi, respectively, on the occasion of your ninth birthday, as a response to the plush shurikens you gave them as part of the Christmas Plush Invasion of '99. Warning: May cause urges to shank morons and cast excessively destructive magic.
Black Turtle Incense: A high-quality brand of incense, imbued with spiritual energy and hints of youki. Obtained from the Shuzens for use in the Spell of Communion. Has affinity with Fire, Spirit, and Darkness.
Blessed Sword: A Hyrulean-style hand-and-a-half sword, scaled down to match your size and strength. Aside from being the classic (Plus)1 sword, it's sanctified by the Golden Goddesses, is absorbing small quantities of your excess ki, mana, and spirit - giving you a (Plus) to non-physical stealth as long as the Blessed Sword is present - and now has its own spirit and nascent awareness. Came with a free scabbard, and is now one-hundred percent real instead of needing to be summoned, but you still need a proper belt to hang the thing from.
Bloodstone Talisman: A heliotrope pendant set in silver. A gift from Shuzen Kahlua on the occasion of your ninth birthday, it has the potential to make a good enchanted item of protection. Moderate affinity for Life.
Boots of Air Walking: A pair of enchanted boots that let you walk on air as if it were a mostly-solid surface, and/or run away even faster than usual. The air-walking effect turns out to not synergize well with superhuman speed, but everything else works normally. Warded against magical detection.
Calligraphy Set: A kit containing pens, ink, guidebook, and other assorted tools for improving your formal handwriting. A gift from Cordelia on the occasion of your ninth birthday. Synergy bonus when used with the Personal Stationery, below.
Carrying Case (Small): A reinforced modern briefcase. Carried the Shuzens' final payment for enchanting Kahlua's Warrior-Princess Gauntlets. Probably isn't the same case that carried the down-payment. You still honestly have no idea what you're going to do with this.
Cauldron: A traditional black cookpot of the sort popularly associated with witches. A gift from Amy and Catherine Madison on the occasion of your ninth birthday, with the latter's assurance that there are some potions you just don't want to brew using modern cookware.
Cellphone: An eighth-birthday present from Cordelia. The service is only local, but it's paid up for a full year. Isn't Cordy generous?
Championship Belt: A white silk belt bearing the emblem of the World Martial Arts Tournament, a snarling green Oriental dragon with large, branching, antler-like horns, holding an orange crystal ball in one taloned paw. Zelda does indeed like it. Moderate affinity to Life, strong affinity to Spirit.
Cheap Drawing: A ham-fisted attempt at a cheap copy of an amateur's accidentally-created magical ritual circle. The now-defunct diagram it's based upon was in the viewing area of the Wolf's Den at the Sunnydale Zoo, its origins and function a mystery.
Cheque: Your winnings from the Twenty-First World Martial Arts Tournament. They work out to about 1,000 USD, and have been placed in a savings account.
Chloe's Invitation: Verbal permission from Lady Chloe, Great Fairy of... her personal domain in Faerie, to return to said domain in the future.
Clay Bottle (Gleeok Blood): Previously contained Gen's Spring Dew, and currently contains some of the dark blood of the Two-Headed Dragon of the Underworld, Gleeok, which you faced in the Eighth Round of the Ring of Trials. It's not Hylian glass, but it's still useful.
Clay Bottle (Hinana's Blood): Previously contained Gen's Spring Dew, and currently contains some of the lifeblood of the Great Island Boar, mixed with the soil where he fell. The Blood/Earth mixture has strong affinity for Life/Blood and Spirit, and moderate affinity for Earth. The Bottle may not be Hylian glass, but it's still useful.
Clay Bottle (Riverside Shrine Water): Previously contained Gen's Spring Dew, and currently contains Riverside Shrine Water, which has affinity with Water. It's not Hylian glass, but it's still useful.
Cold Stone Club: A foot-long, somewhat jagged cone-shaped piece of rock. Makes a halfway decent club for when you want to get in touch with your inner caveboy. Used to be the Cold Lava Club, but since you used it to Fabricate a pair of Obsidian Knives, it no longer contains more than traces of that glassy black volcanic mineral.
Colorful Whiteboard: A white plastic board with an attached marker, imbued with Illusion Magic and a remarkably broad color palette. Purchased from the Arcana Cabana as a souvenir gift for Zelda, who likes it very much.
Conjured Book: A plain brown book with a hundred blank pages. Utterly mundane, except that it's a quasi-permanent conjured item created by Alex. Has affinity with Wood and Magic.
Conjured Bottle: A plain glass bottle. Utterly mundane, except that it's a quasi-permanent conjured item created by Alex, and was used to store the Heart of the Storm until he handed it off to Robin. Has affinity for Earth and Magic.
Cool Shades: An awesome pair of spiky red sunglasses. You're not entirely sure where they came from, but they make you look good. Especially when you grin confidently. Why do you feel the urge to go shirtless and don a cape...?
Deku Nuts: A leather pouch containing 20 of the hard-shelled explosive buds of the Deku Baba. These can be used directly as flash-bangs, or (carefully) cracked open to extract approximately 5 Deku Seeds each, which make for good slingshot ammo. A gift from the fairies on the occasion of your ninth birthday.
Doctor Doom Figurine: A 12-inch poseable doll action figure of the Lord of Latveria. A gift from Larry on the occasion of your ninth birthday.
Doctor Doom Hallowe'en Costume: Your own take on the iconic armor of the comic book supervillain. Looks alright, but probably not very effective as ACTUAL armor. Even so, it pleases Doom.
Dracula Commemorative Coin: A gold coin bearing the effigy of Count Dracula on one face, and what you presume to be his coat of arms on the reverse. It was included in your payment for enchanting Kahlua's Warrior-Princess Gauntlets at Miss Akasha's request. You're not sure if she's making a statement or just taking a joke too far; either way, you're not calling it a "Dracula Dollar." Has moderate affinity with Dark, Earth (Metal), and Life (Blood).
Dragonfly Youkai Wing: A spell component, purchased from Uncle Gen's shop. Has affinity with Wind and Shadow.
Excaliboar: A large and surprisingly fierce-looking plush boar. A gift from Altria on the occasion of your ninth birthday.
Fairy Leaves (x7): Small bundles of large leaves (and vines) of uncertain origins, previously used as anti-Hellmouth packaging by Navi and her kids. Recycling, ho! Has minor affinity for Wood and Magic.
Fairy Ocarina: A non-magical wooden ocarina carved with leafy patterns and Fae symbols. The high level of craftsfairyship suggests that somebody with a lot of experience made this... A gift from the fairies on the occasion of your ninth birthday. Has minor affinity with Light, Spirit, Wind, and Wood.
Fairy Slingshot: A non-magical wooden slingshot carved with leafy patterns and Fae symbols, and fixed with a rubber strap that was most likely produced via magical means. A gift from the fairies on the occasion of your ninth birthday, and surprisingly dangerous in the right hands.
Fang: A snarling stuffed dog. A gift from Moka on the occasion of your ninth birthday. Not as adorable as the Little Boar Spirit.
Finalist's Plaque: A wooden-backed bronze commemorative plaque that proclaims the champion of the Twenty-First World Martial Arts Tournament's Under Tens Division. It has your name on it and everything.
Fiona's Talisman: A pendant of Protection From Chaos, made by a woman named Fiona who does a business in this sort of thing in Sunnydale. Has Catherine Madison's tacit approval. A gift from Uncle Rory, on the occasion of your ninth birthday. Has a minor affinity with Light.
Forked Metal Rods: A collection of bent bits of various metals, each one mystically attuned to a different plane of existence. Necessary focuses for the Spell of Plane Shifting, the Gate Spell, and related planar travel magics. Alex currently owns one attuned to Earth (specifically, to the area outside the Shuzen family's private demiplane).
Formal Spider-Silk Suit (Big and Tall Edition): A variation on Alex's Conjured formalwear, sized to fit his idealized adult form. Overall, the same style and quality as the kid-sized version, just with more material. Unmentionables included.
Formal Spider-Silk Suit (Excellent): Alex's first attempt at Conjuring kid-sized formalwear out of spider-silk, version three. In your father's words, it's too much for a family formal event, but should pass muster with the upper class.
Glacial Fragment (Impure): A fist-sized lump of ice magically harvested from the heart of a glacier. An early result of Alex's attempts at deep ice mining, the Fragment was contaminated by his magic signature, and lost some purity and value as a result. Has a moderate affinity with Ice.
Glass Bead: A small bead of completely clear glass. It's utterly mundane, except for the fact that it is the first item Alex has ever conjured that is truly permanent - a magical milestone, as it were. Has affinity with Earth and Magic.
Gleeok Blood: The dark blood of the Two-Headed Dragon of the Underworld, Gleeok, which you faced in the Eighth Round of the Ring of Trials. Potentially strong affinity to Dark, Fire, and Life, but you're still unsure if it's "real" enough to work as a reagent or not. Fingers remain crossed. Stored in a Clay Bottle.
Gold Incense: A high-quality brand of incense, imbued with spiritual energy that you can actually sense. Has affinity with Fire and Spirit. Conjured to replace the stuff you expended.
Goron Geode: A very roughly hemispherical stone shell, the interior of which contains a mix of clear, milky white, and pale blue crystals. A gift from Bando on the occasion of your ninth birthday. Moderate Earth affinity, minor affinity with Fire, Light, and Spirit.
Gratitude Crystallizer: Roughly the size of a baseball, this starburst-shaped crystal absorbs gratitude directed towards you and converts it into a solid, crystalline form. As a bonus, you don't need to take it out for it to work; you just need to do good deeds! Current Gratitude Content: 45/80. Has affinity with Light, Shadow, and Spirit.
Grimstalker's Armor: A (Plus)1 shadowed mail shirt of Fae battle silver, looted from the grimstalker that was squatting in Lady Chloe's domain. All craftsFaeship is of modest quality.
Grimstalker's Bow: A (Plus)1 ranged impact shortbow, looted from the grimstalker that was squatting in Lady Chloe's domain. Most craftsFaeship is of modest quality, although that impacting enhancement is an impressive piece of work.
Grimstalker's Poison Kit: A collection of poisons, antidotes, and related materials and implements. Looted from the grimstalker that was squatting in Lady Chloe's domain. What are you going to do with this?
Grimstalker's Sword-Shards: The leftover... slag, you suppose... of the process of disenchanting the Grimstalker's Sword. Composed mainly of silver, with some copper and trace metals. Weak affinity to Earth, Water, Light, and Shadow. Still definitely not what you were aiming for.
Guardian's Gauntlet: A shiny steel armor piece, formerly worn by a Guardian of the Silent Realm. Has affinity with Earth, Spirit, and Shadow.
Heart Container: A mystical trophy of your battle with the Armored Arachnid, Gohma. You've absorbed its power, increasing your maximum health by 33%. Due to this mystical reinforcement of the physical aspect of your being, you've also gained a permanent passive quarter-rank ( (Plus)) increase to your Endurance and all skills that utilize Ki and/or Power.
Heart of Courage: A mystical trophy of your battle with the Shadow of Courage, Dark Link. You've chosen to absorb its power in the form of a summoning: the Spell of the Dark Self. This ancient Hyrulean Shadow Magic was originally derived from study of the even more ancient Mirror of Shadow as a test of one's character, and allows you to create a Dark Self, a shadowy doppelganger of whomever you chose to target with the magic. While potentially very powerful, you can only maintain one such entity at a time, and it's not bound to obey you like other summons. Use wisely courageously.
Heart of Fire: A mystical trophy of your battle with the Volcanic Fury, Searfang. You've chosen to absorb its power to enhance your elemental affinity. As such, you gain a permanent passive half-rank ( (Plus) (Plus)) increase to Fire Affinity, Fire Elementalism, and Fire Resistance, and a quarter-rank ( (Plus)) increase to Earth Affinity, Earth Elementalism, and Earth Resistance.
Heart of Spirit: A mystical trophy of your battles in the Ring of Trials on Bali Ha'i. You've chosen to absorb its power to enhance your elemental affinity. As such, you gain a permanent passive half-rank ( (Plus) (Plus)) increase to Spirit Affinity and Spirit Resistance, and a quarter-rank ( (Plus)) increase to Necromancy, Spiritual Prowess, and all Spiritual skills.
Heart of Water: A mystical trophy of your battle with the Ophidian Troglofae, Alboa. You've chosen to absorb its power to enhance your elemental affinity, which (based on past evidence) will increase your Water Affinity and related skills, and maybe something else? Use pending.
Higurashi Ofudas: A box of fifty ofudas, drawn by Kagome's grandfather and powered by Kagome herself. A gift on the occasion of your ninth birthday, because you can never be too careful, especially in a town full of demons. Minor individual affinity for Light and Spirit.
Hinana's Hide: Magically-treated leather, processed from the hide of the Great Island Boar, Hinana. Has a major affinity for Spirit, made even stronger if used to create something for one of the hunters who killed him, and even more so if it's for Alex.
Horse Grooming Kit: A collection of brushes, scrapers, sponges, and picks, to keep your mount looking and feeling his best. You're sure Khamsin will appreciate it. A gift from Anna Drake on the occasion of your ninth birthday.
Hylian Glass Bottle: You've got a Bottle! Given to you as a gift by the Church, this magically-blown, nigh-indestructible glass container can safely hold everything from potions to fairies. You have yet to determine if it can ACTUALLY deflect hostile magic, or if that was just something Ganondorf imagined.
Hyrulean Seeds: A collection of seeds from various plants native to Hyrule, whose properties make them useful (if not especially valuable) as magical reagents. You're having some trouble getting them to grow in Sunnydale's environment, though...
Hyrulean Sorcerer's Robe: The traditional garment of all sorcerers - and magic-users in general - throughout Hyrule and its neighboring lands. Dark red to reflect your primary allegiance to Din, it is embroidered with gold symbols that anchor the standard stain- and damage-resistance and maintenance spells, and can be readily customized to suit your needs in the casting chamber or on the battlefield. All craftsHylianship is of the highest quality. A gift from Batreaux on the occasion of your ninth birthday.
Hyrulean Wallet: A leather pouch with a Green Rupee emblem on the side and Rupee-weighted drawstring. Magically bound to you to make it harder to steal. Holds up to 100 Rupees by volume.
Incense Burner: A metal sphere a couple of inches less in diameter than a soccer ball, supported by the coiling bodies of four Oriental dragons. Provided by the Shuzens for the Spell of Communion.
Island Pork Belly: Dried and salted pork, processed from the boars taken during the Great Island Boar Hunt. Retained for purposes of bacon. Moderate affinity to Life and Spirit.
Japanese Calligraphy Kit: A kit containing pens, ink, guidebook, and other assorted tools for improving your formal handwriting in Japanese. A gift from Kagome on the occasion of your ninth birthday. Your right hand aches just thinking about all those kanji...
Kimono: Actually a fairly complete set of traditional Japanese attire, not including the underwear. A (rather expensive) gift from Cordelia, primarily in dark blue silk.
Less-Worthless Promise: With Navi as your witness, you've promised not to make trouble for the Little Folk of the forest around the Memorian Outpost in Faerie - unless they start it. It's... not really much of a promise at all, hinging as it does on Navi's word and the fact that the Little Folk are even more worried about being noticed by their cousins in the Courts than you are. Something to build on, maybe.
Liantiel's Silk Clothing: A selection of clothes woven by the Fae spider-woman, Liantiel, as examples of her work to prospective customers on Earth. Moderate affinity to Shadow.
Lu's Home Gardening Kit: A box of seeds, a kunai, and a book of gardening tips that includes pointers on using ki in gardening, and the benefits of plants in meditation. A gift from Lu-sensei on the occasion of your ninth birthday.
Magic Booster Pack: A foil-wrapped pack of ten collectible playing cards from Magic: The Gathering. This batch was acquired from Urahara Shop; whether the Japanese translation will be worth extra playground cred remains to be seen.
Magic Cellphone: An enchanted cellphone, meant to give you a means of making secure long-distance phonecalls for supernatural affairs. A gift from Ambrose on the occasion of your ninth birthday. Be sure to read the manual.
Map, Annotated 2.0: A print-out map of shrines and temples in the area around your hotel. Somewhat detailed, it has public information culled from the Internet for most of the addresses you've picked out as potential spiritual hot-spots. Lu-sensei recommended visiting the Higurashi Shrine, which turned out to be good advice.
Maple Seeds: A bag of Japanese maple seeds collected from the Shuzen Estate, and presented on a small silk pillow. A gift from Akasha and the spirit of Castle Shuzen, on the occasion of your ninth birthday.
Meishi: Personalized "business cards." You've obtained one that has the contact info for Arisawa Tatsuki and Kurosaki Ichigo, and another that has the contact info for Shuzen Kahlua. You also have Altria Drake's address, which apparently has a wizard handling the mail. Higurashi Kagome has given you her number and mailing address as well. Additionally, you have a mailing address for Kasumi and Ayane. More recently, you've acquired contact info for Beryl, though only as a drop-box for letters. Even more recently, you've got a number and address for Dave Stutler, sorcerer's apprentice; the same for Hayashi Emiko, a fighting fan fox-girl; and a mailing address (and due to technological issues, ONLY a mailing address) for Sokka and Katara of the Southern Water Tribe. As of a chance meeting on Halloween '99, you have the contact info for one Celty Sturluson, headless Fae motorcyclist. Early 2000 added the mailing address for Mike Jones of C-Island. Mid-2000 added phone numbers for Alice and Miles Archer and Nicolau Muhlfeld, Quincy Elders of New York and Brazil, respectively.
Memorian Map (Updated): A map shown to you by Captain Marcus Valerius Faustus, last commanding officer of the Fifth Memorian Legion, ghostly ancient not-Roman, and general badass. It depicts the location of the Earth-side portion of a planar gate that leads to the Legion's outpost in Faerie. Subsequent checking of modern maps and consultation with Captain Marcus puts Memoria, and the base, in part of what is now France. You have both a memorized copy and a hard-copy of this chart, both of which are updated to reflect the more definite (if not entirely pinned-down) location.
Memorian Sending Stone: A small disc of enchanted stone that, when used as a focus, will allow you to cast a Spell of Sending through the wards of the Memorian Outpost. Being very old and originally intended to be disposable, the enchantment probably won't last more than one casting. Use wisely.
Memorian Standard: A Roman Memorian-style battlefield standard, which marks you as part of the First Magical Auxiliary of the Fifth Memorian Legion. Sports a boar rather than an eagle, and bears a number of protective enchantments for itself, its bearer, and any nearby allies. A gift from the undead legionaries on the occasion of your ninth birthday. Moderate affinity with Shadow and Spirit.
Memorian Warmage Robe: An "armored" magic-user's robe, in a style worn by Battle-Mages of the Memorian Legions. Enchanted to be quite a bit tougher than it looks, it's still inferior to mundane full-body armor, but it looks rather spiffy, and is warded against magical detection. You also left off the Memorian heraldry, just in case.
Mini Baba: An immature, mostly-immobile version of Hyrule's Deku Baba, this arboreal predator is currently growing nicely in a pot on your window, thanks to Briar's tender loving care. She calls it "Snappy."
Night Sky Projector: An enchanted crystal lamp that produces the image of a million starry points of light overhead. Currently in Zelda's possession.
Ninja Letter: A polite, congratulatory threat from the renegade ninja Raidou.
Novelty Cheque: A gimmicky, vastly oversized version of your actual cheque. Not worth anything except perhaps a chuckle or two. What are you going to do with it, anyway?
Oath to the Goddesses: You have sworn to do your best to make the Goddesses proud. Din already is, though she probably shouldn't have admitted that where Farore could hear it.
Ofuda of Good Fortune: A wood-carved spiritually-imbued blessing from the Hakuba Shrine, meant to be set up in your home. Received as a gift on the occasion of your ninth birthday. Moderate Light and Spiritual Affinities.
Old Man Shoes: A very nice pair of men's dress shoes, sized to fit your feet. A gift from Balthazar Blake on the occasion of your ninth birthday.
Pendant: A seventh-birthday gift from Amy, made of polished dark wood carved in the shape of the Gerudo Crest.
Personal Business Cards: A supply of conjured paper cards with Alex's contact information. ...that's it.
Personal Stationery: A collection of pens, pencils, erasers, whiteout, cards, envelopes, and paper - both blank sheets and monogrammed - most of which literally has your name on it. A gift from Cordelia on the occasion of your ninth birthday. Synergy bonus when used with the Calligraphy Set, above.
Plush Bilbo: A plush version of one Bilbo Baggins, as he appeared when uttering his final riddle to Gollum. A gift from Hayashi Emiko on the occasion of your ninth birthday, in response your raven-and-writing-desk gift to her during the Christmas Plush Invasion of '99.
Plush Dragon "Altria": Currently in Zelda's possession. A remarkably well-made and surprisingly accurate plush interpretation of a red, Oriental-style dragon. It looks a bit like that Volvagia creature you've seen in some of your dreams, but you decided to name it for your most formidable and respected opponent - for the lulz. As anticipated, Zelda loves it.
Red Suit: A fine formal suit in fiery red, with gold lining and a gold cummerbund. A gift from Lucia Drake on the occasion of your ninth birthday.
Restful Blankets: Simple blankets imbued with a Necromantic enchantment that reduces the need for sleep to just 2 hours a night. Alex has produced these for himself, Briar, and Amy, as well as a two-person model for his parents. They work exactly as advertised, but having so much extra time in the day has proven to have unexpected drawbacks for people who lack Alex's... Alex-ness.
Robin's List: A list of materials Briar's Big Brother Robin will require to imbue the Blessed Sword with the ability to transform into a different kind of sword. Among other things, includes: "magic coal/charcoal"; a plant-based oil; and several ounces of a shapeshifting monster's blood, ideally given willingly. Hmmm...
Scroll of Enchantment: A scroll purchased from Uncle Gen's shop, created by a magic-user he considers reputable and containing notes on - and possibly spells from - the school of mind-magic. Read it.
Security Mirror: A large overhead mirror taken from an abandoned gas station outside of town. Used as a focus for the Spell of Mirror Hideaway. Has an affinity to Shadow.
Shadow Horsehair: A hair from the Horse's mane, with potential use as a spell component. Has affinity to Life and Shadow, and lesser affinity to Earth and Fire.
Shuzens' Formal Invitation: A very formal letter on high-quality stationery, delivered by a creepy, purportedly Fate-altering Mothman on behalf of the Shuzen Clan of vampires.
Singing Stone: A psionic construct in the form of a three-inch tall crystal spire that "sings" when exposed to light. Can be turned off by putting it somewhere dark, or by using psychic powers to quiet it. A gift from Grey Voice on the occasion of your ninth birthday.
Slayers Boxed Set: A complete collection of all three seasons of your favorite anime: Slayers; Slayers Next; and Slayers Try. A gift from Shuzen Kahlua on the occasion of your ninth birthday.
Sparring Pads: A matched set of protective martial arts gear, including a head protector, full-length gloves, kneepads, and shin guards. Enough of Karakura's ambient spiritual energy seeped in that you could probably punch out a ghost while wearing these. A gift from Arisawa Tatsuki and Kurosaki Ichigo on the occasion of your ninth birthday. Has minor affinity to Spirit.
Spent Ammo: An spent shell casing and a twisted fragment of a grenade, salvaged from the Battle of the Eclipse. A gift from the Drakes' security personnel on the occasion of your ninth birthday, in recognition of your contribution saving their necks.
Stationery: A few sheets of high-quality writing paper and similarly well-made envelopes, taken from the desk of Mr. Randall Chase (with Cordelia's permission).
Sunset Fan: A traditional Japanese war fan with a brilliant image of a landscape at sunset on the paper. Pointy steel ribs and weighted frame also make it a practical weapon. A gift from Ayane on the occasion of your ninth birthday.
Suzuka's List: A collection of names and addresses of people in need of sorcerous assistance, gathered by the miko of the Hakuba Shrine on Alex's behalf. Specifically: a Buddhist temple dedicated to Raiden, in need of long-overdue repair from typhoon damage (repairs completed!); an old man with a magically-sealed box; a fortune teller who asked for Alex by description (visited, and frustrating); and a woman with a long-missing child.
Tamamo's Photo Collection: Over a dozen different photographs featuring Tamamo-no-Mae (specifically, one of her tail-avatars). No cheesecake, just a lot of good, silly fun. Has moderate Shadow Affinity.
Tamamo's Signed Photo: A photograph of Tamamo-no-Mae, Elder Mitsuki of the Hayashi Clan, yourself, and the spirit of Lady Akemi. Pronounced "Completely genuine!" by Tamamo, and bears her signature. For Hayashi Emiko's consideration. Has strong Shadow Affinity. Mailed to Emiko.
The Little Boar Spirit: An adorable plush boar (with tusks!), given to you by your even more adorable little sister as a gift on the occasion of your ninth birthday.
Tools of Mending: A box of typical garage tools, magically masterworked and enchanted to be more effective at repair work, as well as obscured against magical detection. Currently in Tony's possession.
Tournament Documents: A complete copy of the World Martial Arts Tournament's rules (for all divisions), as well as the documentation necessary to register and a formal invitation to the next tournament, which is in four years' time. Read them.
Tournament Tapes: A set of VHS tapes containing unedited footage of the Twenty-First World Martial Arts Tournament. Interestingly, while pure magic and mixed magic/ki techniques show up just fine, most pure ki techniques seem to not have been visible to the cameras. Weak affinity to Light, moderate affinity to Shadow. Watched them.
Training Saddle: A plain saddle to help get Khamsin accustomed to bearing a rider, and you to taking care of your own equipment. A gift from Altria on the occasion of your ninth birthday.
Trophy Spear: A wooden, currently headless spear crafted and imbued with some spiritual power by Shaman Tiriaq. Moderate affinity to Spirit.
Vambrace of Force Shield: A piece of armor, worn over the (left) forearm, and imbued with the power to project a small barrier of pure force that equates to a mundane shield for most purposes - save that it's a heck of a lot harder. Warded against magical detection, although this won't help much when the shield is up.
Visionary Focuses: A magically mastercrafted set of four small ivory pieces, consisting of detailed figurines of Din, Nayru, and Farore, and the Triforce Emblem. Conjured by Alex to serve as reusable focuses for the Spells of Vision and Literary Vision.
Wooden Boar Figurine: A small, somewhat-inexpertly carved figure of a boar, enchanted to come to life when commanded. A gift from Dave Stutler on the occasion of your ninth birthday.
Wooden Boomerang: A wooden throwing stick that (ostensibly) always returns to the thrower if it fails to hit the target. A gift from "Boomerang Brother" Sokka on the occasion of your ninth birthday.
Wooden Fox: A masterfully-carved figurine of a certain nine-tailed fox, imbued with the power to summon her exactly once. A gift from Lady Takara on the occasion of your ninth birthday. Be careful with this, hm?
Other Stuff
Conjuration Templates: You have committed to memory the physical structure and mystical essence of: a classy fountain pen; glass bottles for storing reagents; sheets of high-quality writing paper; fancy envelopes; Gold Incense; Gohma Webbing; (Ant)Arctic weather gear; a variety of island foodstuffs in their freshest (and rawest) forms; and now some Faerie Spider Webbing and Liantiel's Webbing. They can call you Spider-Ham.
Fairy House: A large "dollhouse" outfitted with actual tiny furniture, working plumbing, and other high-class residential features, all perfectly sized for Briar's use. A gift from the Shuzens - specifically, Kokoa, although not to you, because she doesn't like you NEARLY that much - it's large and complex enough that you can only stow it in your pocket by devoting a significant portion of your mana to the task.
Gold Incense (Reserve): A high-quality brand of incense, imbued with spiritual energy that you can actually sense. Has affinity with Fire and Spirit. This is your at-home reserve, equivalent to a full box.
Modern Magical Workshop (Basic): A corner of the Harris Family basement which has been converted to a production area for magical items. The equipment and reagents are good quality, but nothing too exceptional. For reasons of space, ventilation, and supply, the Workshop is currently limited to producing potions and hand- or mage-crafted items. Grants a minor increase to weekly productivity and item quality.
Stone Cellar: A two-room underground structure on Bali Ha'i, magically shaped out of black, volcanic rock. The (currently-sealed) entrance is located at the base of three stone pillars, and the Stone Cellar itself contains about half a ton of various pork products, subjected to both mundane and magical forms of preservation. Definitely not in any way the beginning of an Underworld.
Island Boar Bones: Cleaned bones, collected from the boars taken during the Great Island Boar Hunt. There's enough here for (less than) a dozen boars. Moderate affinity for Dark, Earth, and Spirit.
Island Boar Leather: Magically-treated leather, processed from the boars taken during the Great Island Boar Hunt. There's enough here to cover (less than) a dozen boars. Moderate affinity for Spirit.
Island Boar Meat: Dried and salted pork, processed from the boars taken during the Great Island Boar Hunt. There's enough here to make eleven boars. Moderate affinity for Life and Spirit.
The Library of Alexander (Harris): Your personal collection of books, covering topics ranging from pop culture media to mundane nonfiction to supernatural reference material. Unless otherwise noted, all titles have been read at least once.
A History of Japanese Fairies: A book discussing the presence and doings of minor fairies in Japan. A gift from Kasumi, smuggled out by Ayane, on the occasion of your ninth birthday.
Book of Koans: A collection of purportedly wise and thought-provoking sayings, their origins, and their meanings. A gift from Hayashi Emiko, on the occasion of your ninth birthday.
Books of Monstrous Manners: Two books meant to help monsters adapt their behavior and wardrobe to match human sensibilities. While you're not exactly a monster - not a word, Briar - you can probably find some helpful tips herein. Gifts from Shuzen Issa and Gyokuro on the occasion of your ninth birthday.
Buddhist Tomes: Three books and a heavy scroll, copied from the library of the temple you restored. They contain what one monk described as "the basics" of his faith's teachings, but you're more interested in the well-written elements of spiritual training they contain, as well as the fact that the authors wrote works on more advanced topics. Also, one of the books was copyrighted, so don't tell anyone.
Doctor Doom Comics Collection: An assortment of Marvel titles featuring appearances by Dr. Doom. A gift from Cordelia on the occasion of your ninth birthday. Not yet read.
Electrical Enchantments: A book on safely combining magic with modern electrical systems and appliances. Purchased from the Arcana Cabana. Not yet read.
Flawless Victory: The Collected Spiritual and Philosophical Wisdom of the Lord Grand Master Shang Tsung, Volume One. You've acquired this... questionable work.
Hyrulean Holy Books: A three-volume set of the core religious texts of the Church of the Golden Goddesses.
Japanese Spirit Dossier: A ring binder containing double-sided typewritten and imaged pages, with information on the common spiritual entities of Japan. Includes a section on Hollows and even (a small) one on Shinigami. A gift from Kurosaki Isshin and Masaki and Arisawa Akkiko, on the occasion of your ninth birthday.
Kitsune Legends: A collection of famous tales involving the fox-spirits of the Far East. Includes a whole chapter dedicated to Tamamo-no-Mae, possibly as a cautionary tale. A gift from Hayashi Asamu, on the occasion of your ninth birthday.
Kitsune Legends, Romantic Edition: A collection of famous tales involving the fox-spirits of the Far East, all of which involve human/kitsune romances. A gift from most if not all of the Hayashi sisters other than Emiko, on the occasion of your ninth birthday.
Magic of the Smithy: A book on combining magic and traditional smithing techniques. Acquired from the Arcana Cabana. Not yet read.
Necromancer's Diary: A rather shoddy book obtained from Gen's. Contains information on how to adapt the school of magic infamous for raising corpses for a land where people cremate their dead.
New Age Spiritualism Books: A mixed set of four books obtained from Gen's. Contains information on the modern, popular opinion of topics such as feng shui, meditation, natural medicine, spirituality, and other such things. If nothing else, they're good for a laugh and pointers on what NOT to do.
Supplementary Reading: A collection of reading materials acquired through Gen, covering such topics as ki and reiki theory, (ostensibly) psychic powers, Feng Shui, and geomancy. More productive in some areas than others.
The Fifth Element: A Collection of the Teachings of Grandmaster Wen, of the School of Five Elements. A book about ki, from a more academic perspective, composed of various lessons and pithy sayings attributed to the Founder of Lu-sensei's school of martial arts badassery. Although, as your teacher quoted the Grandmaster: "I never wrote any of this stuff, and I don't remember saying half of it. Are you boys sure you weren't drinking again?"
The Infernal Combustion Engine: An Introduction to Automotive Magic, compiled by Balthazar Blake. A gift from that self-same sorcerer, this book holds various low-level spells for the repair and maintenance of cars, as well as the mundane information necessary to make them and older, less-specialized spells work. Rather amusingly, Ambrose isn't currently aware that it exists.
Tobin's Spirit Guide, Third Edition: A copy of one volume in the highly-regarded paranormal researcher's guide to the supernatural. This volume covers the Orient and its most common or most significant paranormal natives. Features annotations by Yakumo Koizumi, aka Lafcadio Hearn, an international author from the turn of the previous century, most famous for his collections of Japanese legends and ghost stories.
Toil and Trouble: A book on brewing potions, with a distinctly alchemical perspective that belies its Shakespearean name. Acquired from the Arcana Cabana.
Traditional Reagents For the Modern Witch: A guide to acquiring common ingredients for making magic items in the modern world. A gift from Amy and Catherine Madison on the occasion of your ninth birthday.
Twentieth Century Sorcery, Volumes One through Nine: An encyclopedia chronicling individuals and events significant to the supernatural world over the majority of the Twentieth Century. The release of Volume Ten has been delayed on account of Dracula. Acquired from the Arcana Cabana. Not yet read.
Vampyr, 2000 Edition: A traditionally-styled reprinting of a classic tome that chronicles the nature and history of the common blood-drinking corpse-demon. This is the latest edition, and includes chapters on everything from "Vampyrs Throughout the Ages" and "Vampyrs and Magick" to "Vampyrs and Modern Weapons." A gift from Amelia Reinhardt on the occasion of your ninth birthday.
Weave of Magic: A book on combining magic and textiles. Acquired from the Arcana Cabana. Not yet read.
Ward on Alex's Room: A basic Abjuration-based warding array that helps to conceal magical activity within its boundaries. It allows Alex to cast any number of unsuppressed cantrips and/or suppressed 1st-level spells, or a small number of unsuppressed 1st-level spells, without being detected.
Wardstone Array: A rather advanced Abjuration-based warding array that conceals magical activity within its boundaries, as well as its own existence. It allows Alex to cast any number of unsuppressed spells of fourth-circle or lower without being detected, and might be able to conceal fifth-circle suppressed spells - assuming Alex can sufficiently build up his Mana Concealment. Courtesy of Ambrose.
Youkai Academy Brochure: A modest booklet containing information about this educational institute built for the sake of monsters. Includes contact information, an overview of the curriculum and policies, and enrollment options. Acquired (eventually) from the Exorcist and Headmaster, Tenmei Mikogami.
Discarded Items
Akkiko's Scroll of Consecration: A traditional Japanese rice-paper scroll, containing the ready-to-cast form of a spell that purifies the target area and wards it against supernatural evil. The writings gave you a glimpse into how the Arisawa family magic style works - but only a glimpse. Expended in the Familiar Binding Ritual.
Ambrose's Recording Crystal: An enchanted crystal ball that fits in the palm of your hand. Created by Ambrose as the magical equivalent of a video camera, so he can get a recording of the Familiar Binding Ritual. Self-levitating, and responds to voice commands, to an extent. Returned to Ambrose.
Antarctic Meteorite: A space rock that fell to Earth, retrieved from the Antarctic ice shelf with assistance from Elder Tiriaq, Shaman of the Southern Water Tribe. About the size of two of your fingers, it contains only trace amounts of funky space metal - not enough to make any kind of meteoric iron weapon. Has strong affinity with Earth and Time, moderate affinity with Darkness and Ice. Expended in the Familiar Binding Ritual.
Awakening the Third Eye: A book on clairvoyance, by one Mistress Ching. It reads like New Age spiritual mumbo-jumbo, but the woman seems to have known what she was talking about - up to a point. There's a number listed, "for further revelations from the spirit world, at only 995 Yen a minute," but you're resolved NOT to call it, except possibly for entertainment value. This book has since been returned to Gen's shop, but you did read it at least once - for whatever that was worth.
Celty's Halloween Delivery: A mysterious package delivered to you under eldritch circumstances on Halloween in Japan by one Celty Sturluson, Faerie biker. Contained a large Gratitude Crystal.
Christmas Plush Invasion: An army of plush animals, figures, and objects conjured up by Alex as presents for his friends and family on his ninth Christmas. So. Much. Plush.
Clay Bottle: Previously contained Gen's Spring Dew. Sold back to Gen.
Clay Bottles (x2, Empty): Previously contained Gen's Smoke Water. Sold back to Gen.
Ectoplasm: A small glass jar's worth of spectral residue - more popularly known as "slime" - gathered from the cell where you helped exorcise a tormented Fae ghost. Has a strong affinity with Spirit, and moderate affinity with Shadow. Expended in the Familiar Binding Ritual.
Essence of Shadow: A golfball-sized sphere of condensed Elemental Shadow, gathered at the Hakuba Shrine in the wake of your experiments with the Mirror of Shadow. Has a strong affinity with Shadow, and a minor affinity with Spirit (specifically, the spirit of Hakuba Ichirou). Expended in the Familiar Binding Ritual.
Essence of Wind: An amorphous mass of condensed Elemental Wind, gathered from above a thunderstorm over the desert outside Sunnydale. It seems kind of bland next to the Heart of the Storm, but sometimes simple is best, right? Currently stored in a conjured glass bottle in your dimensional pocket. Has strong affinity with Wind. Expended in the Familiar Binding Ritual.
Familiar Ritual Circle: Ambrose Edition 1.0: A magical diagram for a familiar binding ceremony, modified by Alex and Briar and further adjusted by Ambrose. Will moderately increase Briar's maximum magical capacity and magical recovery rate once the familiar bond is finalized. Expended in the Familiar Binding Ritual.
Gatesoil: A double-handful of packed earth, taken from the ground beneath and directly adjacent to the sealed portal that Briar originally used to come to Earth. Has a strong dual-affinity with Earth and Faerie Magic, and a moderate affinity with Darkness. It will work JUST FINE as an Earth reagent in the Familiar Binding Ritual. Expended in the Familiar Binding Ritual.
Glacial Core Fragment: A chunk of ice twice the size of a man's fist, harvested from the heart of a glacier with the aid of Elder Tiriaq, Shaman of the Southern Water Tribe. Has a strong affinity with Ice. Expended in the Familiar Binding Ritual.
Grimstalker's Arrows: Three crude-looking arrows crafted from flint, mundane wood, and leaves, their stone heads smeared with an unknown poison. Looted from the grimstalker that was squatting in Lady Chloe's domain. Tested to destruction.
Grimstalker's Belt: A belt of thorns bearing numerous pouches of undetermined content. Looted from the grimstalker that was squatting in Lady Chloe's domain. The Belt is as mundane as a Fae plant can be; the pouches and their contents remain unopened. Tested to destruction.
Grimstalker's Sword: A (Plus)1 sword of Fae battle silver, looted from the grimstalker that was squatting in Lady Chloe's domain. All craftsFaeship is of modest quality. Disenchanted a little TOO well.
Hakuba Charm: An omamori from the Hakuba Shrine, carrying a prayer for success in studies. The original charm was acquired in the hope it would assist with puzzle-locks on a particular quest; it was replaced at New Year's, as is traditional for avoiding bad luck. Given to Xander Harris as part of his ninth birthday present.
Heart of the Storm: An amorphous mass of elemental energies, collected from the middle of a thunderstorm over the desert outside Sunnydale. Despite the name, it has nothing to do with variant Heart Containers. Had strong affinities with Lightning, Thunder, Water, and Wind, and a minor affinity with Ice. Given to Robin to power the Fairy Death Machine.
Kagome's Ofuda: A paper prayer strip with the word "nakama" inked on it in slightly uneven characters, infused with potent but somewhat diffuse spiritual power. All in all, not a bad effort from a miko-in-training. Has a strong affinity with Light and Spirit, and a weak affinity with Time. Expended in the Familiar Binding Ritual.
Meditations Upon the Tao: A fairly large volume of philosophical commentary on the mind, the spirit, and the natural order of things, by one Zuang Lao. His writing style is long-winded and full of riddles, anecdotes, rambling diatribes, and other "old man" stuff. A lot of it's beyond your ability to make sense of at the moment. Perhaps you need to meditate further upon this topic...? This book has since been returned to Gen's shop, but you made a point of reading it thoroughly before then. You just wish it had been less of a headache...
Mirror of Shadows: A magical mirror originating from Hyrule, purportedly possessing the power to expel madness from those who look into it. It's almost certainly NOT the Mirror of Twilight, but considering that you had to fight Dark Link to get it, it may actually be the "Dark Mirror." Because what are the odds there'd be ANOTHER magic mirror connected to the Dark Interlopers? Has a VERY strong affinity to Shadow. Returned to the keeping of Elfaron, Sage of Shadow (possibly temporarily).
Obsidian Knife: A ritual knife, magically crafted from the glassy black volcanic rock of the Cold Lava Club. Good if unremarkable quality. Given to Gen for sale, estimated retail value: $200.
Obsidian Knife (Masterwork): A ritual knife, magically crafted from the glassy black volcanic rock of the Cold Lava Club, and then enhanced via an additional ritual. Top-quality. Given to Gen for sale, estimated retail value... pending.
Ore Chunks: Three pieces of stone, laced with samples of sungold, moonsilver, and Goddess copper. On loan from Navi to assist with your mining efforts. Returned to Navi.
Ore Samples: Samples of Goddess copper (9), moonsilver (2), and sungold (2) collected from Faerie at Robin's request (delivered by Navi), to help determine the quality of ore available at different locations. Part of Project Fairy Death Machine. Given to Robin, via Navi.
Potion of Blindness: A potion capable of permanently stealing the drinker's sight, brewed by you (with help from Zelda) to serve as a reagent in the Familiar Binding Ritual. Surprisingly, contains no alcohol. Due to being your first true potion, it has a strong affinity with Darkness. Expended in the Familiar Binding Ritual.
Power Sand: A gold-glowing grainy substance created when you used Maximum Power while under the effects of the (Earth) Elemental Body spell. Probably more accurately called "Power Dust," as it turned out to be transformed flakes of dead skin. Disposed of, since it originated within the Ring of Trials, and hence wasn't really "real" anyway. Noteworthy mostly for the reminder to clean up after yourself, and not leave parts of your body laying around for others to find.
Replenishing Quiver: An archer's quiver that conjures replacement arrows at need, although they disappear shortly after hitting the target. Also warded against magical detection. Given to Hakuba Ichirou.
Searfang's Horns: The broken-off ends of the horns of the Volcanic Fury, Searfang, courtesy of Bando the Celestial Goron. They have a strong affinity to Fire, and a moderate affinity to Earth and Shadow. Very valuable. Expended in the Familiar Binding Ritual.
Sewing Kit of Mending: A set of needles, scissors, thimble, threads, and... little pokey things... imbued with the Spell of Mending and warded against magical detection. Given to Katara.
Spidersilk Gi: A masterwork-quality martial arts robe in pure white, adorned with colorful imagery of the Five Elements School. Given to Lu-sensei.
Vial of Kahlua's Blood: A reagent requested for the enchanting of Kahlua's Warrior-Princess Gauntlets. Contains enough blood to do the job, while allowing for a modest margin of error. Be very, very careful with this. Strong affinity with Life (Blood), moderate affinity with Darkness. Used, returned to the Shuzens, and disposed of with fire.
Who's Who and What's That?: The June 1999 Edition of a long-running monthly magazine, focusing on recent supernatural events from around the world, and the individuals involved in them. Not as useful for learning about spiritual arts or psychic powers as you'd hoped, but the articles are interesting, well-written, and match up pretty well with what you already know. Getting a subscription or ordering some back issues might be a worthwhile investment. This magazine has since been returned to Gen's shop, but you read it before that.
Xenolith: A palm-sized crystal cluster you found encased in an old lava flow. You're not sure what sort of mineral(s) it contains, but it's pretty. Has affinity to Earth, and lesser affinity to Fire. Sold to Gen.
