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CG Ch.9 Transformation

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29 views47 pages

CG Ch.9 Transformation

Uploaded by

sammspooderman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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The Celestial Grimoire: Complete Compendium

Chapter IX: Transformation


1. Undead Traits [Free - Warhammer Fantasy: Tomb Kings] You are undead. Between
life and death. Your flesh and organs have long since rotted from your body, leaving you
as naught but bones, animated by your own soul. Your soul remains within your body as
a result of countless rituals and spells performed over your form prior to and during your
burial. As an undead, you do not age. You have no requirements or ability to do bodily
functions such as eating, drinking, sleeping or breathing. You have no organs to damage
or blood to bleed. The only way to kill you would be to smash up your bones till nothing
the size of a skull or larger remains.

You are enchanted so that, even despite lacking muscles or skin, you can move with
superhuman strength and speed, as well as move and think at all. Whilst many lesser
Nehekharan undead require the presence of a Liche Priest to maintain awareness and
only have the most basic of personalities, you have no requirement for support from a
Liche Priest and you maintain your full cognitive functions in this form. However, as you
are just old bones, you are quite vulnerable to fire, despite the relative sturdiness of your
form.

After the jump ends, this will become an Alt form for you.

2. Soul Gem [Free - Madoka Magica: Wraith Timeline] As part of your contract with
Kyubey, your soul has been partially separated from your body. It is contained within a
tiny gem with a color and aesthetic matching your personality and your wish...well, what
WOULD have been your wish if you chose a background, or just a look that ‘fits’ for
Drop-In. The benefits to this state are as follows:

Unaging - You do not physically age from the point of your contract onwards.

Magical Body - You can transform into a Magical Girl form by activating the Soul Gem,
where it will rest on a part of your body either embedded onto your skin or as a piece of
jewelry (it can remain in this form in your ‘civilian’ persona, as well). This creates a
‘projection’ around your physical form that is much more physically athletic and can take
a lot of physical punishment with only some of the damage and the pain. Being knocked
around or juggled by a powerful Wraith is still an unpleasant and painful experience, but
you’d have a good chance of surviving the first few attacks instead of immediately dying
like an ordinary person would. It’s in this form that you can use your Magic, detailed
below. Even better? As long as your Soul Gem is still intact, you can use magical energy
to regenerate your body even if you were just a smoldering pile of ash, though this takes
time and is a huge drain on your resources - you’re more likely to disappear without a full
‘tank’ of energy ready than completely regenerate from a single cell. You will also be
conscious through the entire experience, so...try not to get to that point.
Magical Girls, Represent! - As a bonus, your ‘transformed state’ has a neat costume and
aesthetic of your choosing. It doesn’t change its function, but if you want to wear a pretty
dress into battle or look like an armored knight of some kind, you can. Just note that
what you choose remains the same unless you find another way to modify it.

That said, this isn’t all sunshine and pink dresses. There are some downsides.

No Wish For You - I’m holding onto that wish of yours until we’re finished with your chain.
Believe me, it is not worth cashing in here.

Energy Requirements - Everything I explained above, and the Magic it powers, is a


product of the Soul Gem. The Soul Gem only has so much energy to spend and for the
duration of this jump, you can only regain energy by using the remnants of Wraiths after
defeating them. While you generally won’t have to worry about this if you pick your fights
wisely, using a huge amount of power or coming back from atomization will put you in
the red fairly quickly. Your mood will also dampen and become increasingly manic and
depressed the more severe your energy deficit is. This also ties into…

It’s Called a Soul Gem For A Reason You Moron - The Soul Gem literally houses your
soul. If you’re separated from it (more than a small room’s distance would do it), your
body will drop dead and start decomposing, utterly helpless until the Gem is returned to
it. You have no motor control or awareness in the Soul Gem itself, to boot. What’s more,
it’s amazingly fragile and if destroyed, will instantly kill you. Hm? You can survive this
somehow? Then your Soul Gem will reform with you, but it will lose the same amount of
energy needed to restore your body from the ground-up. You’ll need to ‘refill’ quickly.

Game Over - If your Soul Gem is destroyed (without some way to cheat death) or you
exhaust all of your energy, you suffer the same fate as other Magical Girls and vanish
from existence...although, in your case, you just go home safe and sound as if nothing
happened. Thankfully, this only applies to this jump - I’ll get to alternatives and how
things work onwards in a little bit.

3. Mankai Form ​[Free - Yuki Yuna is a Hero] Every Hero has access to a powerful, but
temporary form that completely changes their outfit, and super powers their weapon. In
order to access it, one needs to build up energy by fighting Vertexes or hostile foes. You
will be able to tell from a stamp somewhere on your clothes displaying a flower on it. The
more flowers that bloom on the stamp and the more elaborate it gets, the more energy
that has built up. Energy cannot be gained via training alone. This form is capable of
destroying the bodies of the weaker Vertexes to expose the soul that dare to threaten
humanity in a single strike and tearing into the outer shells of the strongest Vertexes.
This form is also capable of growing different, but thematically fitting powers, such as a
protective flowerbud holding two people in to protect them from the flames of
atmospheric reentry. One may also be able to fly in this form. However, this form comes
at a cost, called Sange.

See, all your power is borrowed from the god Shinju-Sama, and you must make a
sacrifice to gain this power. When the form ends, you lose a part of your body or your
mind. This can range from memories, to losing your sense of taste, to losing your
eyesight in one eye. Thankfully, your outfit will change to accommodate for any physical
losses so you won’t be affected by bigger sacrifices like losing the use of your legs, and
your instincts will never leave you if you lose your memory. And post-jump, you will gain
everything back and no longer need to give up any part of you to use Mankai.

4. Cell Phone ​[Free - Yuki Yuna is a Hero] This is a cool smartphone with all sorts of
apps. But it’s most important app, pre-installed, comes with a Hero App. This has a chat
function that lets you talk to other people in your friend group and you even are
represented by chibis. This Hero App will ding loudly with an alarm when the Vertex
arrive (But you could also tell, because time stops when they approach Shikoku except
for you and your friends). It even comes with some handy dandy informational material in
the app, such as the history of and how to fight the Vertex. And if you want to transform,
simply press the app to initiate the transformation. It can even tell you how many Vertex
you’re fighting and where they are.

5. Physical Enhancement [Free - Generic MG] Magical girls have to be fit. But when a
monster is bearing down on you on your first night, that’s a bit late to hit the gym.
Fortunately, your power includes some basic enhancements.

Muscles a dozen times as powerful, capable of letting you lift cars without hurting
yourself, tossing people through walls, and running across rooftops.

A full-body reinforcement by the same factor, protecting you from your new strength, as
well as making most enemy attacks into lighter punches. Not completely ignorable, but
you’ll take a good beating without going down.

Enhancements to balance and reflexes, as well as some acrobatics training settled into
your mind so you can use your new abilities to roofhop and stand on telephone poles
without issue.

6. Halfling Traits [Free - Warhammer Fantasy: Halflings] When man first came over to
the World’s Edge Mountains, the halflings followed. The dwarves recorded them as
“beardless manlings we first thought to be children.” That description is not far off. As a
halfling, you are only about three- to four-feet-tall, with the proportions to match. Most
halflings, both male and female, oft have a beergut to match their desire for both good
food and a comfortable life. I’ll leave that particular detail up to you. Their feet, large and
hairy on the tops, are naturally thick-skinned and leathery - rendering boots and other
forms of footwear redundant as they can even walk on broken glass or jagged
mountainous trails without damage. This and their naturally quick fingers and quiet
movement lend halflings a natural intuition at stealth and sneaking about - fitting with
their lack of physical strength.

Lastly, halflings have a native resistance to magic, both beneficial and harmful. It is not
to the same extent as dwarven near-immunity, but a fireball that would severely burn a
human soldier will leave a halfling singed and momentarily blinded.

After your decade here is up, you may choose to have your halfling form available as an
alternate form to transform into.

7. Badge of Office [Free - Warhammer Fantasy: Imperial Colleges of Magic] Each


Wind of Magic also affects the physical appearance of those Wizards bound to it, and
you may now possess these unique looks as well. Such changes to your visage become
an alternate form at the completion of your time here.

Amber: You bear the features of some animal whose aspect you favor. Perhaps instead
of human hair, you have a wolf’s mane, or your fingers have become eagles’ talons.

Amethyst: Your body is as hairless and pale as a bleached skeleton, and your head most
likely is as well.

Bright: Your face and arms are marked by crimson tattoos, which shift like flames when
you cast, and your hair is likely bright red and actually aflame at the tips.

Celestial: Your eyes may glow a faint blue at all times. Not the most obvious of effects,
but it is there.

Gold: It is likely that your experiments have led you with deep burns from fire and acid on
your skin, but that is not the sort of thing that keeps a good Gold Wizard down. It is also
possible that parts of your flesh have turned to solid gold.

Grey: You are likely lean and fit from your many wanderings, but otherwise this is the
least conspicuous effect. Perhaps your face is a little too forgettable, even...

Jade: Rather than an obvious elemental manifestation of some sort, you may seem to be
more ‘alive’ in general – at least during the spring and summer. More vibrant flesh, hair,
and eyes reflect the increased life within you. Of course, you might wrinkle and wither
somewhat during the fall and winter, but it is nothing too noticeable.

Light: Your hair is bright white, your skin is opalescent, and your eyes have no visible
pupils. You are slowly becoming a living point of light, in a sense.
8. Work-Life Balance - Low Tier [50 - Generic MG] Most magical girls have no ability to
mix their transformed and untransformed modes. Once they lose the frilly outfit, they are
nothing more than ordinary girls.

You are different.

For 50 CP, you retain Physical Enhancement at all times. In addition, you also retain
passive benefits from other alt-forms in all alt-forms.

9. Transformation Trinket [100 - Generic MG] You know what this is. The amulet or
whatever that a magical girl uses to transform. Although recent series have started
turning the girls’ phones into the transformation trinkets. Weird. Most magical girls have
a different appearance when transformed, but there are plenty of examples where the
“transformation” is just an outfit change and instant hairstyling. Uses this once
transforms you into your magical girl form. Using it again transforms you back.

For most girls this also enables them to use their powers (see the Powers section and
Work-Life Balance).

10. Redshift Jumper [100 - Tsukihime] The greatest expression of power isn’t anything as
subtle as presence or a mere sense of having moved forward somehow - it’s bright and
flashy colors that show you’re not someone to mess with! When you achieve or use any
supernatural power of your choosing, you may have your body change in appearance
somehow to match it - whether a different hair color, longer hair, a change in skin tone or
eye color, or other ‘minor’ changes in appearance. This is purely aesthetic and doesn’t
allow full-blown shapeshifting, but you can freely customize when and how these forms
appear, as well as change the appearance of similar transformations that don’t change
your body very much freely. This can be toggled and adjusted at will.

11. Unliving Abomination [100 - Valkyrie Profile] The undead condition comes with all it
implies, including the lack of vital organs or the need to breath and the like, except they
do not rot. Undead vary vastly in strength, but the intelligent ones are much more
powerful physically and magically than they ever were in life, and possess the same
capacity for growth the Einherjar do. Being one of these, you have a choice between
becoming a Demon, a kind of undead with greater physical power, endurance, and
speed than other undead, or a Vampire, which is inferior physically (but only when
compared to a Demon) in all but speed while instead possessing much more powerful
magic. It should be noted that neither of these creatures possess the weaknesses they
are said to in folklore.

12. Unison Compatibility [100 - Lyrical Nanoha] Interesting. This is a rare talent -
near-perfect compatibility with the Unison System. Normally a particular skill set and a bit
of luck is needed for this, but you seem to be the exception. Should you ever use it
yourself, the fusion is almost seamless and immediate, letting you function in
near-perfect unison with any Device regardless of function. Outside of this, you become
better at working as a duo with someone in a team, letting you move in sync that most
coordinated dancers or sports players would envy.

13. Henshin [100 - Generic MG] You gain two more forms at the start of this jump, for a
total of three. One will be an ordinary human form (or at least easily disguised as such,)
but the other two are obviously not human, and are related in some way. For example, a
wolf and a puppy.

The two nonhuman forms have boosted attributes in some way. For example, a tougher
wolf form and a puppy form with boosted healing magic.

At the start of future jumps, you may adjust your forms and boosts they provide.

14. Work-Life Balance - Mid Tier [100 - Generic MG] Most magical girls have no ability to
mix their transformed and untransformed modes. Once they lose the frilly outfit, they are
nothing more than ordinary girls.

You are different.

For 100 CP, you can use your active powers even while not transformed, but they are
harder to control and weaker. This also applies to powers that would otherwise be locked
to other alt-forms.

15. White Fan [100 - Wonderland No More] A small lace fan that, when waved, lets you
cast shrinking spells on yourself or an adjacent target of your choice. The shrinking lasts
for about an hour. If you already own a similar fan, you can choose to convert it into this
item.

16. Containment Armour [100 - Legend of Zelda: Oracle of Seasons] Onox’s armor,
really big. Onox’s true form, way too big. So big in fact that there’s no way he could ever
fit in there. Unless of course you start to introduce magic into the equation. This overly
large suit of armor somehow manages to fit anyone inside, no matter how big or oddly
shaped they are. Make no mistake, the armor itself is still huge compared to your
average hylian. Or... well, maybe it doesn’t have to be. In short, this suit of armor - which
doesn’t have to be a suit of armor, you could go with Veran’s half dress half pauldrons
thingee - condenses huge monsters into relatively normal sized people. It also comes
with an axe, a flail, and Onox’s weirdass flail-axe.

17. Sorcery - Shapeshifting (One Dot) [100 - World of Darkness: Sorcerer] Many
sorcerers have sought to make changes to their own forms, and the forms of others.
With knowledge of this path, such enchantments become possible.

[1] The shapeshifter can make one cosmetic change to themself.


18. Sorcery - Shapeshifting (Two Dots) [100 - World of Darkness: Sorcerer] Many
sorcerers have sought to make changes to their own forms, and the forms of others.
With knowledge of this path, such enchantments become possible.

[2] Noticeable changes to oneself, such as claws and scales are possible. Or a
completely different (but still human) face.

(CG Note: Requires Sorcery - Shapeshifting (One Dot) - World of Darkness:


Sorcerer first.)

19. Sorcery - Shapeshifting (Three Dots) [100 - World of Darkness: Sorcerer] Many
sorcerers have sought to make changes to their own forms, and the forms of others.
With knowledge of this path, such enchantments become possible.

[3] This level of shapeshifting allows the sorcerer to replace any one of their body parts
with an equivalent part from any animal. This can mean a fully clawed paw, an external
digestive system, or a shark-like jaw. Turning into a completely different person is also
possible.

(CG Note: Requires Sorcery - Shapeshifting (Two Dots) - World of Darkness:


Sorcerer first.)

20. Sorcery - Shapeshifting (Four Dots) [100 - World of Darkness: Sorcerer] Many
sorcerers have sought to make changes to their own forms, and the forms of others.
With knowledge of this path, such enchantments become possible.

[4] The sorcerer can at last affect another person with their spells, but still cannot take on
a fully non-human form with a single spell, shifting only into some half-way point between
their natural form and an animal of choice.

(CG Note: Requires Sorcery - Shapeshifting (Three Dots) - World of Darkness:


Sorcerer first.)

21. Sorcery - Shapeshifting (Five Dots) [100 - World of Darkness: Sorcerer] Many
sorcerers have sought to make changes to their own forms, and the forms of others.
With knowledge of this path, such enchantments become possible.

[5] The sorcerer can affect two targets of their choice, shift fully into any mundane
animal, or make multiple unrelated shifts to the same target.

(CG Note: Requires Sorcery - Shapeshifting (Four Dots) - World of Darkness:


Sorcerer first.)
22. Sorcery - Ephemera (Six Dots) [100 - World of Darkness: Sorcerer] This is the path
dealing with spirits and Otherworlds of all sorts. Those who walk this path are referred to,
amongst other things, Mediums.

[6] The sorcerer is now capable of astrally projecting, connecting their spirit to their
bodies with a silver cord that, if broken, leads to their deaths. This cord is protected by
the sorcerer’s raw will.

(CG Note: Requires Sorcery - Ephemera (Five Dots) - World of Darkness: Sorcery
first.)

23. Psychic Abilities - Astral Projection (Two Dots) [100 - World of Darkness: Sorcerer]
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance,
completely different. However, both manipulate the same powers, albeit in very different
ways, and are both considered forms of linear magic. While a sorcerer utilizes numerous
tools and ceremonies to harness supernatural powers, a psychic makes do with lots, and
lots, of willpower. Furthermore, the majority of psychic powers are innate, and can be
improved, but not gained, without outside interference, in stark contrast to sorcery.

Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot
affect the material world, except through the use of their psychic powers. They may also
perceive other astral projections, but other forms of spirits appear hazy and indistinct,
except to those with other spiritual senses. While outside their physical form, the psychic
loses all awareness of it, leaving it vulnerable to attack. Should the body die without its
spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death for
the purposes of this jump. Fortunately, short of outside intervention, the psychic may
return to their body at will, regardless of distance.

[2] The psychic is now capable of leaving their body for short periods( five minutes),
though they cannot travel more than a mile from their catatonic vessel. Furthermore,
whilst in astral form, they may only perceive the world through sight.

(CG Note: Requires Psychic Abilities - Astral Projection (One Dot) - World of
Darkness: Sorcerer first.)

24. Psychic Abilities - Astral Projection (Three Dots) [100 - World of Darkness:
Sorcerer] In the World of Darkness, psychic abilities and mythic sorcery are, at first
glance, completely different. However, both manipulate the same powers, albeit in very
different ways, and are both considered forms of linear magic. While a sorcerer utilizes
numerous tools and ceremonies to harness supernatural powers, a psychic makes do
with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate,
and can be improved, but not gained, without outside interference, in stark contrast to
sorcery.
Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot
affect the material world, except through the use of their psychic powers. They may also
perceive other astral projections, but other forms of spirits appear hazy and indistinct,
except to those with other spiritual senses. While outside their physical form, the psychic
loses all awareness of it, leaving it vulnerable to attack. Should the body die without its
spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death for
the purposes of this jump. Fortunately, short of outside intervention, the psychic may
return to their body at will, regardless of distance.

[3] The psychic’s hearing now works in astral form. They may remain outside their flesh
for up to an hour, and travel up to 500 miles from it.

(CG Note: Requires Psychic Abilities - Astral Projection (Two Dots) - World of
Darkness: Sorcerer first.)

25. Psychic Abilities - Astral Projection (Four Dots) [100 - World of Darkness:
Sorcerer] In the World of Darkness, psychic abilities and mythic sorcery are, at first
glance, completely different. However, both manipulate the same powers, albeit in very
different ways, and are both considered forms of linear magic. While a sorcerer utilizes
numerous tools and ceremonies to harness supernatural powers, a psychic makes do
with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate,
and can be improved, but not gained, without outside interference, in stark contrast to
sorcery.

Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot
affect the material world, except through the use of their psychic powers. They may also
perceive other astral projections, but other forms of spirits appear hazy and indistinct,
except to those with other spiritual senses. While outside their physical form, the psychic
loses all awareness of it, leaving it vulnerable to attack. Should the body die without its
spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death for
the purposes of this jump. Fortunately, short of outside intervention, the psychic may
return to their body at will, regardless of distance.

[4] The astral form of the psychic may travel 1,000 miles from its body, and remain
outside for up to five hours. With effort, they may also manifest visibly for mundane
observers as a silent and translucent, ghostly apparition.

(CG Note: Requires Psychic Abilities - Astral Projection (Three Dots) - World of
Darkness: Sorcerer first.)

26. Psychic Abilities - Astral Projection (Five Dots) [100 - World of Darkness:
Sorcerer] In the World of Darkness, psychic abilities and mythic sorcery are, at first
glance, completely different. However, both manipulate the same powers, albeit in very
different ways, and are both considered forms of linear magic. While a sorcerer utilizes
numerous tools and ceremonies to harness supernatural powers, a psychic makes do
with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate,
and can be improved, but not gained, without outside interference, in stark contrast to
sorcery.

Splitting one’s spirit from their body, becoming a living ghost. In this state, they cannot
affect the material world, except through the use of their psychic powers. They may also
perceive other astral projections, but other forms of spirits appear hazy and indistinct,
except to those with other spiritual senses. While outside their physical form, the psychic
loses all awareness of it, leaving it vulnerable to attack. Should the body die without its
spirit, a ghost will almost certainly result. Unfortunately, this will still count as a death for
the purposes of this jump. Fortunately, short of outside intervention, the psychic may
return to their body at will, regardless of distance.

[5] The psychic may now project their astral self anywhere in the world, so long as their
body remains healthy, and all their senses work normally. Manifesting visibly is no easier
than before, but the psychic’s appearance is now that of a blurry, translucent, idealized
version of themselves that is capable of speaking in a soft whisper. Neither the projection
nor voice appear upon recording.

(CG Note: Requires Psychic Abilities - Astral Projection (Four Dots) - World of
Darkness: Sorcerer first.)

27. Elf [100 - Re:Zero]


Another rare race, especially these days. The Elven race is one known for both great
beauty and a great sense of isolation, having mostly made their homes in isolated
locations in the world. There aren’t many left and you are one of the few. You’ll find
yourself with not just the classic pointed ears but an enhanced elegance, beauty and
sense for being graceful. You also have a notably higher talent for any kind of magic you
come across. Not enough to be called a prodigy by any means but certainly significant in
increasing how fast you learn it. If you wish, you may also be a half-elf, though the
differences are quite minor.

28. Uchide no Kozuchi [200 - Golden Sky Stories] A mallet of fortune, whose original
owner has been lost in the annals of folklore and mythology, this tool is believed to have
once been in the hands of a fortune god. Strangely enough however, bearing it doesn’t
seem to make you feel any luckier. Instead, strange size manipulating magic has been
woven into the hammer, and it seems that whatever this hits may grow twice its size, or
shrink by half. This effect doesn’t stack however, but you can freely shift the size within
the range by tapping the target with the mallet again.

29. Inert WizarDriver [200 - Kamen Rider Neo-Heisei Part 2] It appears that this is the
leftovers of some mad wizard’s attempt to create a mass produced Wizard belt...but,
unfortunately, without a sustainable source of magic it’s not much more than a hunk of
plastic with some pretty rings. The Belt itself seems to come with the Driver On,
Connect, Barrier and Chain Magic Rings. If the user has a source of Mana or usable
magic, they can activate the Driver On and transform into a Kamen Rider Mage. Though
not as magically or physically powerful as the unique Drivers with Enslaved Phantoms as
their power source, they provide quite a bit of strength and they allow the use of Magic
Rings...As a bonus, they have a built-in weapon in the form of a Scratch Nail, a sharp
gauntlet that can carve through enemies like Dustards and Ghouls in a few swipes of the
hand.

30. Zombie [200 - Sonny] You died. Don’t worry though, this one didn’t count. You’re now a
zombie, and one of the rare intelligent ones at that. Your skin is now a dull shade of
green, blue or red, your eyes glow a bright shade of yellow, and your physical might is a
fair bit beyond olympic gold medalists. You also have a special elemental gimmick;
choose between an affinity for a certain element of magic (check the notes), or forsake
elemental attacks and triple the strength bonus this perk provides. Contrary to most
zombie movies, the zombies of this universe don’t turn people by biting them. The
process of creation is unknown, though it’s almost certain that even if they didn’t create
them, the ZPCI are most certainly propagating the virus.

31. Lineage​​of​​Warriors​​[200 - Sailor Moon] A senshi’s duty is passed down from parent to
child. Even if people were usually immortal in the Silver Millennium, it only extended the
lifespan. People could be killed. Thus, a replacement for the senshi was needed in case
they died in their dangerous job. That job fell to their children. Chibi-Usa inherited her
power from her mother. You may find that your duty can be passed down too. If you ever
possess a power that must be accessed via a transformation, your kids will also have
this ability to transform into a magical warrior themselves. They also possess an intuitive
grasp of some mundane skills you learned, but they will need training to develop these
skills and powers. Big, powerful forms are not included, if it would not be something a
magical warrior could transform into, it wouldn’t be inherited.

32. Mark of the Beast [200 - DC Occult] Your inhuman source of power has left its mark on
you. Inhuman eye, skin, and hair color are all possible manifestations of it, and you may
very well appear inhumanly beautiful, terrifying, or imposing if you desire. Whatever the
case may be, you’re definitely going to be turning heads when you walk down the street.

33. Ghoul Powder [200 - Valkyrie Profile] Insidious and illegal, Ghoul Powder is a hybrid
Alchemy/Necromancy green and black compound that, when inhaled or ingested by a
normal, living human, destroys the mind of the host and turns them into a rampaging
undead. Feared by all, anyone caught with this substance is unlikely to make it out alive.
Because of the power of this powder, you get a single pouch if you purchase this.

34. Assassin [200 - Fate/kaleid liner PRISMA ILLYA] The Class Card of Hassan-i-Sabbah,
the Hundred-Faced Hassan.
Include: Limit Expand. This allows you to summon a noble phantasm that is in the form
of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their
noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared
to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being
uninstalled they will require an hour before being able to be used again.

Parameters:
Strength: C
Mana: D
Endurance: D
Luck: E
Agility: B

Class Skills:
Presence Concealment: A - Presence Concealment is the capacity to hide one's
presence as a Servant. It is a common skill to the Assassin class. It is possible to
disappear completely and become almost impossible to be detected. However, efficiency
will decrease once preparations to attack are taken.

Personal Skills:
Projectile (Daggers): C - Projectile (Daggers) is the expertise for throwing projectile
weapons; in this case, daggers. At rank C thrown projectile weapons are now
comparable to bullets.

Protection from Wind: B - Protection from Wind is a charm (spell) originated from the
Middle East, used mainly for protection against sandstorms and Jinns. It protects from all
wind based attacks under rank B.

Self-Modification: D - Self-Modification is the aptitude to merge one's own flesh with


body parts of others. The higher the ranking in this skill, the further away one is from
being a proper hero.

Noble Phantasm:
Zabaniya Delusional Illusion: C+ - This noble phantasm is able to make thirty copies of
yourself that only possess the capabilities of the Class Card. The copies restock after
death when you uninstall the card.
35. Jump Pearl Voice [200 - Mermaid Melody Pichi Pichi Pitch] Deep inside of you, there
is a melody calling out in your heart, a fantastic poetry that needs you to bring it to life! ♫
There are only supposed to be seven princesses, but Jump-chan decided to make an
exception. By activating your pearl with the catchphrase, “Jump Pearl Voice,” your pearl
turns into a microphone and you undergo a transformation into a human, magical girl.
You can maintain this form even underwater. Now your songs are truly magical – and I
mean literally! Evil people and those devoted to darkness will find your songs incredibly
painful, and take damage as if you were directly attacking them. The songs also have
the effect of dispelling hypnotic effects on victims, creating a protective shield of sorts
around the singers, and other special abilities. If enough passion and power is put into
the songs, there is even enough power to summon or dispel tsunamis. However, if you
take enough damage or use up enough of your energy, the transformation ceases and
you return to your normal self. In addition, while you can sing songs you already know,
the perk does not come with the ability to invent songs; mermaids instinctively know
certain songs, but others you will have to be taught by someone. If the perk is used by a
species that is not a mermaid and lacks a pearl, you manifest your microphone in some
other manner, such as from a part of your body.

36. Adult Mode [200 - Lyrical Nanoha] Power with age is problematic, especially if you’re
in a much younger body than you’re used to having...or worse, stuck in a child-like form
forever. Things like muscle movements, dexterity, and so on may not really follow you
that well when you’re barely the height of an adult human’s waist, too. This fixes that
problem. You may now spend a small amount of mana to change into an ‘adult form’,
which reflects your physical body in its prime in terms of age (or the nearest ‘adult’
equivalent), which will let you use said abilities without fear of a diminutive form holding
you back. Even outside of this ‘adult form’, your physical and mental abilities still function
as though you were in said prime, which can create quite a shock for someone who
thought arm-wrestling a child was a good idea, and lets you retain abilities that would be
lost with young or old age. Note that abilities or powers that specifically grow with age
don’t apply here - merely things that would be held back by a juvenile or elderly form.

37. Animal Form [200 - Lyrical Nanoha] A shapeshifter, huh? You have the ability to
change from your human form into that of a magical animal, no bigger than twice your
size, no smaller than a mouse. A ferret, a dire wolf, or something a bit more
fantastic...you may even be able to change into other forms aside from the one you start
with, after some practice. Note that while you can change your physical traits, this
usually won’t give you a magical abilities associated with that form - a big dragon would
get the strength and reptilian biology, but wouldn’t breathe fire on their own, for example.
Go forth, Jumper, and be the adorable ferret you want to be.

38. Form of the Queen [200 - Generic MG] This isn’t a form, but a super mode for
whatever form you currently have. You grow taller, more regal, and more commanding in
presence. Your clothes follow suit. In this form your allies gain clarity of thought and
strength of will from your presence. In addition, your strength increases by half again
from activating this form.

You can maintain this form for a few hours at first, and will need to take a long break if
you overdo it. The time you can spend in this form will extend with use.

39. Form of the Toy [200 - Generic MG] Let’s face it, if you have to assist your magical girl
while in school and you’re some small cute animal, you’re probably going to run into
trouble from the rules.

This makes you smaller, cuter, and completely unremarkable. If you activate this mode
while as a human, you’ll wind up as a child. If you activate it in an animal form, you’ll
wind up as a smaller version or potentially looking like a plush toy.

But this mode does make you magically and physically weaker, so if you need to fight
you should probably drop this.

40. Form of the Monster [200 - Generic MG] This isn’t a form, but a super mode for
whatever form you currently have. You grow bulkier, more fearsome, and possess a
more intimidating presence. Your clothes follow suit. In this form your enemies lose their
nerves and confidence in your presence. In addition, your strength increases by half
again from activating this form.

You can maintain this form for a few hours at first, and will need to take a long break if
you overdo it. The time you can spend in this form will extend with use.

41. Work-Life Balance - High Tier [200 - Generic MG] Most magical girls have no ability to
mix their transformed and untransformed modes. Once they lose the frilly outfit, they are
nothing more than ordinary girls.

You are different.

For 200 CP, there is no difference between your transformed and untransformed state,
except for your appearance. And there is no difference between your alt-forms, except
appearance.

42. Trapped In Another's Form [200 - Legend of Zelda: Majora’s Mask] What a terrible
night for a curse! And yet, that appears to be exactly what has befallen you. Trapped
inside a form that does not belong to you, cut off from all your equipment, weak,
defensele - OW! Did you just shoot explosive spit at me? How did you even know you
had that? Well, as you can clearly see you’re the kind to adapt easily to different shapes
and skills - maybe this curse won’t be so bad after all? Being trapped in a body not your
own won’t slow you down all that much, and lesser curses might bend a tad to let you
get away with far more than they ought to allow.
43. Undead Lich [200 - The Elder Scrolls] You have followed in the footsteps of the King of
Worms, and performed a necromantic ritual that transformed you into a lich. In addition
to being able to 'live' indefinitely, you are immune to any damage not magical in nature,
or dealt from silver or Daedric weaponry. Whether you appear as you did before the
ritual, or took on a more skeletal form is up to you.

44. Hircine's Ring [200 - The Elder Scrolls] A Daedric Artifact of Hircine, Daedric Prince of
the Hunt, takes the form of a silver ring with a wolf's head. This grants the wearer the
ability to transform into a bestial form similar to a Werebeast. Should you already be a
Werebeast, then this not only allows you a greater degree of control for your
transformation, it removes any drawbacks you would have as a Werebeast.

45. Shadow Hawk [200 - The Dragon Prince] You’ve got mail! Six magic arrows, tie a letter
to one and give it a name, then loose. The arrow will transform into a magic hawk that
will home in on the intended recipient, delivering your note.

46. Oni [200 - Re:Zero]


You are one of the last of the Oni Kind. A race of Demi-Humans that look fully human,
save for one or two horns on their head. Normally, a Oni acts little different from a
human, their horns not even visible, but the moment they call upon their power is when
their true nature is revealed. An Oni can summon their horns, appearing as shining
protrusions from their skull, and gaining greatly increased physical and magical power
while they do so. These horns act as mana gates, constantly gathering mana from
around the Oni to supply them with even more energy, but this transformed state also
fills the Oni with rage and bloodlust, making it dangerous to maintain.

47. Scarab King [300 - Warhammer Fantasy: Tomb Kings] A curse that you turned to
your advantage and control. Long ago, you were cursed by the Gods of the desert,
transforming yourself into a living mass of scarabs. You learnt to control this though,
learning how to switch between it and your original form at will. No doubt the Gods are
unhappy given you spat in their eye but with how lethal this form has made you, you may
find it difficult to care. You may take on the form of a swarm of scarabs, several times
your own body mass in the amount of them are created. Not only do you have full control
over each and every scarab, you will survive so long as even one of them remains.
However, these scarabs cannot go more than a few dozen meters from the majority of
scarabs, simply fading away if they go too far. The Scarabs also eat at the spirit of
whoever they attack at the same time as they eat at the flesh, eventually spreading the
remaining shreds of the soul into the air.

48. Trump Card ​[300 - Yuki Yuna is a Hero] Your node carried with it an artifact from the
old Hero system used 300 years ago, at the beginning of the Divine Era. Somehow the
Taisha did not completely wipe this node for whatever reason, perhaps due to an
oversight. Before Mankai was implemented in the system, a Hero would instead draw on
Shinju-Sama’s collective memory from all mythological figures that had walked the Earth.
They would gain the part of the power of a mythological figure, potentially anytime they
needed to. Their outfit would change, and their weapon would change, just like with
Mankai. They could also call upon it at will once they have unlocked their ability.

This can grant many powerful abilities, ranging from the ability to split yourself into seven
clones, all needing to be simultaneously killed in order to kill them permanently, to make
an enlarged yo-yo spin in the air and ride on it, or to carry a force of a nuclear bomb in
one’s fists. But like Mankai, this also came with a cost. The Trump Card would give great
physical damage to the Hero using it depending on the strength borrowed. They would
be hospitalized for days in extreme cases. And excessive and extended use over a short
period of time would deteriorate someone’s mental health, the severity of it also based
on the power of the borrowed historical figure.

Your Trump Card cannot carry with it any divine magical beings associated with the sky,
such as Zeus or Apollo. As Shinju-Sama’s collective memory includes those who walked
the land and is made up of the gods of land, it does not include divine beings for that
reason. Underworld figures, like Hades or Cerebus, are acceptable choices to make for
your Trump card, but it is not limited to those.

You get one to start out with, and over time you may unlock more with training.

49. Blessing to the Deep* [300 - Mermaid Melody Pichi Pichi Pitch] With so little of the
kingdom left, you have to find alternate means for acquiring servants and the like. In
exchange for its loyalty to you, you can bless any aquatic animal (as long as it is the size
of a dolphin or smaller) with magic. Through this gift, they gain a humanoid form akin to
that of the Sea Creature background, and generally some unique magical ability.
However, this boon is a gift from you, and can be withdrawn. Either by your own will, by
the servants voluntarily giving their life energy to you to restore your strength, or by
having your powers sealed, the blessing can be retracted, causing the beings to return
to their mundane forms. Generally, with a moderate capacity for magic, you can bless 3
to 7 water creatures at a time. In time, you may be able to find ways past these
limitations. As most sea life in this world is already intelligent, you do not need to worry
about boosting their intellect, but in worlds where the sea creatures lack sentience, you
will need to put a little extra oomph into your boons; however, the intelligence boost
remains permanent even if the rest of the blessing vanishes.

50. Perfect Human Body [300 - Symphogear] A sheaf of papers, with a single lily lying on
top. Reading through the complicated – and occasionally mad – alchemical scribblings,
you eventually realize that this lily is the secret to achieving a ‘perfect’ form, as identified
by Saint Germain through her research, which is contained within the sheaf of papers
before you. When consumed by a person, the lily causes one to transform into a
‘perfected’ human, a Progenitor of sorts through advanced Alchemy.
Perfect humans are incredibly intelligent, able to pick up the vast complications of
Alchemy with about as much difficulty as a regular human studying mundane sciences,
and have enough physical power and stamina to be on par with a Symphogear user.
They are also... well, female. Yes, Saint Germain deduced through her research that the
perfect human form is female, backing up her claims through the restrictions of a
Philosopher Stone. You may not like it, but this is what peak performance looks like.

51. Miracle Mallet [300 - Touhou Project: Parasol Paradise] A legendary artifact from the
tale of Issun-boushi, the Miracle Mallet is a small hammer with the power to change an
object's size. The original mallet can only be used by Inchlings, but this particular copy
has no such restrictions. Though this version lacks the ability to grant wishes, it lacks the
powerful corrupting influence of the original also.

52. Dragon Key [300 - Peter Pan] A large stone key that, when thrust straight into the heart
of a dragon, will turn it to stone indefinitely; however, if the key is removed from the rock,
the dragon will come back to life. While you can use the key with no trouble, the key can
otherwise only be wielded by someone with considerable patience.

53. Transmutation [300 - Cultist Simulator] Your affinity with the Forge has given you the
exceptional ability to transmute objects and even living things, provided the correct price
is paid. Magic begets magic, souls begets souls, and divinity begets divinity.

54. Size Change [300 - Wonderland No More] You can change between normal, small,
and giant versions of your current form, though you can also use this power multiple
times to stack up your growth/shrinking accordingly. To grow, you must make growing
motions with your hands (or other appendages), and to shrink, you must berate yourself
for being naughty until you literally shrink under the pressure. The small and giant forms
are essentially a quarter and four times your standard form. The size changes are based
on the normal size of your form, so preexisting size changes to your form will not affect
the parameters of your size change with the perk. While the normal size changes
maintain your proper proportions, by selectively choosing to do so (or fumbling when
using this power, you can instead make different parts of the body grow at different rates,
such that you could end up with an elongated neck or just a waddling head and feet like
happened with Alice In addition, this perk lets you force equivalent size changes on
other targets, though they can resist through spirit/willpower if they don’t want to change
size. You can combine this perk with Shape Change to make yourself (or others)
change both size and shape all at once.

55. Item Spirit [300 - Hyrule Warriors] Wizzro, the evil sorcerer of Cia’s dark armies. Fi, the
spirit of the Master Sword from ages past. Ghirahim, an ancient demon general. These
are people, yes, but the form you see them speaking in, fighting in, acting in, that is not
their true form.
On purchase, you may select a type of item of your choice, a sword, a ring, a harp, a
bottle, nothing too complex. This object is in reality, your true form. You are the spirit of a
magical object.

Depending on the origin you picked, this object is either heavily empowered by light,
pure magic, or darkness, with this nature spreading to the form you use to interact with
the world.

That other form resembles the race you selected, with an aesthetic influenced by the
energy that empowers your true form. It is empowered as well, but less so. You are
freely able to swap between these two forms, though not if your racial choice was taken
as a drawback.

Your true form is more than just a magically empowered object though. It has an ability
relating to its form, like a sword being extra great at cutting, or a bottle being exceptional
at sucking up and containing things. You are also able to manipulate in this form, though
it’s not as comfortable as your normal form.

56. Terminian Mask Collection [300 - Legend of Zelda: Majora’s Mask] Temina is a land
that may or may not be obsessed with Masks. They certainly have enough of them. Well,
anyways, if you desire a mask of your own, then look no further. Or I suppose I should
say, if you desire several masks of your own. You see, you may use this option to
acquire any and all of the masks that appear in Termina. However, you will not be
receiving the ones that have previously appeared in Hyrule. Beyond that, some of these
don’t actually do anything, you know? But, with that restriction you are allowed access to
any masks you desire. The massively powerful Giant’s Mask, the explosive Blast Mask,
the undead charisma of the Gibdo Mask and Captain’s Hat, the fairy calling Great Fairy’s
Mask. Er, well, not quite. There are two other masks you cannot grab. Majora’s Mask
and the Fierce Deity's Mask. Those are special. And already on offer.

57. Mirror Polish [300 - Legend of Zelda: Hero of Worlds] Upgrade for one of your
weapons or a shield, making them capable of reflecting projectile spells back upon the
caster.

58. Ravio's Bracelet [300 - Legend of Zelda: Hero of Worlds] A golden bracelet with an
enchanted purple jewel laid in it. The magic within allows you to transform into a painted
form, becoming two-dimensional and capable of travelling along any solid surface large
enough to hold your shape. This can be useful for sneaking, dodging attacks, and more.

59. Light Sphere [300 - Re:Zero]


A pretty little gem. The Light Sphere is a relic stolen from a great spirit beast in the long
distant past, similar to the one used by Zarestia. When you hold this gem and draw on
the power within it, you can attain half the power of one of the Great Spirits of the
elements. Fire, Water, Wind or Earth are what you can choose from. Not only does this
power greatly increase your physical abilities, it allows you to command your chosen
element in such great extents that you could even destroy half a city in a single attack.
While drawing on the gem’s power, you take on some monstrous traits similar to the
beast you chose to base the gem on and will find yourself filled with bloodthirsty urges,
though they are not uncontrollable. The gem’s power will only last a few hours at most
before needing a few days to recharge.

60. Familiar Belt [400 - Kamen Rider Neo-Heisei Part 2] This is a BIT of a transitional
device. After all, your studies will eventually allow you to utilize much stronger and more
effective ways of transformation. However, it’ll do for now. This belt is ‘empty’, but can
capture and contain a single Phantom with much the same rules as the Faust Driver.
However, instead of turning the Phantom into a summon, it simply devours it and uses its
body as the ‘transformation.’ In effect, it allows you to eat Phantoms for a stronger form.
However, you may only have one “Familiar” form at a time, so the best bet is to find a
form that suits your needs, and stick to it. Don’t worry, better times will come soon, as
long as you work for them.

61. Changeling [400 - Cultist Simulator] Flesh is but a carapace to you, and in the dances
that will follow you’ll come to understand how useful it can be to shed your skin. Through
this power, you may reshape your flesh and those of others in any matter of your
choosing, provided you are familiar with the final form that it will undertake. You could
change age and gender. You could grow wings, horns or additional limbs. You could
even use it to turn into someone or something else entirely. The more familiar you are
with a particular form, the easier it will be for you to replicate its original strength, even if
it's only a partial transformation.

62. Blood Water [400 - Sonny] The ZPCI were probably the people who made Zombies in
the first place. You might have been a part of that project, or maybe you’re just a well
versed mad scientist, but I digress. You’re a scientist of some kind whose profession
involves mutating people beyond belief. This includes a method to turn people into
zombies, but also a method that allows you to create super-strong somewhat magical
monstrosities that have effects based on whatever kind of magic you inject them with, if
at all. There is no way in this jump to prevent these monsters from going mad in some
sort of way, including but not limited to reduced cognitive functions, insanity, immense
bloodlust, or mind-shattering pain. So don’t use this on allies if you can help it.

63. Dark​​Crystal​​Earrings​​[400 - Sailor Moon] These silver earrings have a dark crystal
hanging from them, but you can change their appearance if you wish. They don’t even
have to be earrings, even. These crystal earrings will allow someone to take a dark
transformation, with powers and strength that are slightly above those of a Daimon and
they take on a uniform of your design. While you yourself cannot benefit from these
earrings, they make a good bargaining chip when you don’t feel like sharing your power
with someone but you wish to offer something.
64. Egg​[400 - A Practical Guide to Evil] A rather... understated name. This “egg” is
actually a powerful artifact, holding within it a Demon from the 13th layer of Hell.
Anything that demon touches will be slowly corrupted, twisted in both mind and flesh
until there’s nothing left of the being it once was.

65. Dragon Gem [400 - Valkyrie Profile] One of the Dragonians' legendary Dragon Gems,
often mistaken for the much more powerful Dragon Orb. It's not to be discounted,
however, as the Dragon Gem has the power to transform the user into a giant dragon
roughly the size of your typical t-rex with wings about twice that long. While its physical
abilities are no doubt scaled impressively, the most prominent new ability is the Dragon
Gem itself, which is now imbedded in the user's chest and can fire a large laser to tear
through opponents. The transformation costs quite a bit of energy to activate and
maintain, though it can also be fueled by the divine energy used in a PWS, lessening the
burden on the user for one short attack.

66. Hero App Dev Kit ​[400 - Yuki Yuna is a Hero] This is a high tech dev kit the Taisha will
create in a year after a certain Yuki Yuuna manages to impress Shinju-Sama into
allowing the Hero System to be used for everyone. A newer version of it that does not
cause Mankai, cause Sange, or gives faeries to Heroes. This is a downgrade from the
Hero system used by the Taisha initially, and arguably even from the Hero System used
at the start of the Divine Era. But such is the price of making the Hero system available
for all to use. However, while it can make literally anyone a Hero, power still seems to be
largely dependent on inborn talent. The average magical girl will be quite weak using the
standard Hero powers that come with the kit, compared to your allies that fight by your
side. They will need constant training to be comparable to you in power. Also comes with
a chat and messaging app to talk to other Heroes.

67. Pendant of Delmair [400 - Warhammer Fantasy: Amazons] A large opal with a shard
of obsidian embedded in it, making it resemble the eye of some kind of monster. The
Pendant of Delmair has the power to transform the wearer into a large were-jaguar,
granting them greatly increased physical attributes at the cost of their mental awareness,
letting them tear through even heavily armoured opponents in a berserker fury and
inciting terror amongst the enemy. The Pendant you have does not seem to have this
flaw, allowing you to freely swap between your human and Were-Jaguar forms while
retaining your full mental faculties.

68. Thor Card [400 - Fate/kaleid liner PRISMA ILLYA] The class card of the divine spirit
Thor has come into your possession. Including the class card as a weapon will bestow
you with an enlarged arm capable of great feats of strength and Megingjord, a gauntlet
capable of doubling the users strength. Installing the class card into your body will grant
you an enlarged arm, Meginjord, the clothing of the thunder god Thor and Mjolnir, a
hammer capable of devastating attacks ranging from lightning strikes to immense pillars
of lightning capable of breaking through A ranked magical barriers instantly and leaving
scars on the earth they travelled distancing kilometres.
69. Caster [400 - Fate/kaleid liner PRISMA ILLYA] The Class Card of Medea of Colchis,
the Witch of Betrayal.

Include: Limit Expand. This allows you to summon a noble phantasm that is in the form
of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their
noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared
to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being
uninstalled they will require an hour before being able to be used again

Parameters:
Strength: E
Mana: A
Endurance: E
Luck: C
Agility: D

Class Skills
Item Construction: B - Item Construction is a Caster-class skill. It is the skill to
manufacture magical items.

Territory Creation: B - Territory Creation is a Caster-class skill. It is the skill to build a


special terrain that is advantageous to oneself as a magus. At rank B creation of a
"Workshop" becomes possible.

Personal Skills
High-Speed Divine Words: B - High-Speed Divine Words is the power to activate
Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back
when words played a heavy role in spellcasting. As such, it is power long lost by modern
magi.

Noble Phantasm:

Rule Breaker: C - Rule Breaker: All Spells Must Be Broken is a weapon that materializes
the divinity of the witch of betrayal. It is an iridescent and jagged dagger that is thin,
brittle, and blunt. Its effectively nonexistent capacity as a weapon is that of a regular
dagger at most, and it would not be suitable for even killing a single person. Greatly
differing from other Noble Phantasms, its unique ability is that it is the ultimate anti-magic
Noble Phantasm capable of dispelling and destroying any kind of thaumaturgy, an effect
suitable to the Noble Phantasm that is a manifestation of Caster’s nature as the “Witch
of Betrayal”. It "transgresses" on all the magecraft of the targets it pierces, contracts
made from magical energy and life born from magical energy. Once it comes into contact
with the ensorcelled item or person, enchantments, connections bounded through
contracts, and creatures created and maintained by magical energy will all be returned to
their original components in a state "before they were made." Contracts will be wiped
clean and those with life will immediately cease to exist. There is a limit to what it is able
to dispel, meaning artifacts on the rank of Noble Phantasm will never be returned to their
original state no matter how low their rank.

70. Lancer [400 - Fate/kaleid liner PRISMA ILLYA] The Class Card of Cú Chulainn, the
Child of Light.

Include: Limit Expand. This allows you to summon a noble phantasm that is in the form
of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their
noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared
to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being
uninstalled they will require an hour before being able to be used again

Parameters:
Strength: C
Mana: D
Endurance: D
Luck: E
Agility: B

Class Skills:
Magic Resistance: D - Magic Resistance grants protection against magical effects.
Differently from the Resistance effect that merely rejects Magical Energy, this ability
cancels the spells altogether. At rank D Cancels Single-Action spells.

Personal Skills:
Battle Continuation: B - Battle Continuation is the strength of vitality for predicaments.
Also, the ability to withdraw from combat and reach allied territory alive after being
defeated. At rank B Makes it possible to fight even with deadly injuries.

Disengage: D - Disengage is the ability to break away from combat.


Divinity: C - Divinity is the measure of whether one has Divine Spirit aptitude or not. At
high levels one is treated as a mixed race of a Divine Spirit, and the level declines when
the Heroic Spirit's own rank as a Monster, Demonic Beast raises. It can also decrease
due one's dislike for the gods. It also has an effect, which reduces special defensive
values called "purge defense" in proportion to the Divinity's Rank. It can break through
Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.

Rune Magic: C - Rune Magic is knowledge about this type of Magecraft that originated in
northern Europe. At rank C this is the capacity to use the 18 original runes. By making
proper use of this, powerful and varied effects are mastered. Other than attacks, this is
mainly employed for effects corresponding to the Skills Magic Resistance, Clairvoyance,
for raising parameters, and etc. All of those are merely temporary and cannot you
employ multiple of those simultaneously.

Protection from Arrows: C - Protection from Arrows is an increased defense against


ranged attacks by predicting the projectiles' trajectories through exceptional means, such
as hearing the sound of air being cut, or sensing the killing intent of the enemy.

Noble Phantasm:
Gae Bolg: Barbed Spear that pierces with Death: B - Gae Bolg: Barbed Spear that
pierces with Death is an attack focused on a single target, created by Lancer to suit his
own style, that strikes a fatal blow that always pierces the opponent's heart and ruins
their body from within with its thousand iron thorns. It literally freezes the mana in the air,
and it can easily be perceived as a sure-kill technique by all those around simply from
being charged with magical energy. Once Gáe Bolg's name has been called, the cursed
spear reverses the nature of causality, the meaning of "cause and effect" in the order of
things, to make it so the cause of the "lance being thrust" comes from the effect of the
"opponent's heart being pierced" by it. It determines the opponent's fate simply through
its use, an always fatal move that pierces the heart with one thrust. It is also possible for
him to activate it without actively striking the heart. It is an attack on destiny itself, and
while not a surprising fact due its wielder's demi-god heritage, it is a top-notch power
even with its seeming limitations in power due to being a step away from the Authority of
the gods.

Gae Bolg: Soaring Spear that strikes with Death: B - Gae Bolg: Soaring Spear that
strikes with Death is the true use of Gáe Bolg, is the largest and most powerful attack
delivered using the spear. It is the “attack that unleashes countless darts at the enemy”
that is spoken of in the legends. It is the attack that made him a hero which utilizes the
full potential of the lance's curse, converting all of Lancer's magical energy into energy
and releasing the accumulated power after the spear is hurled, detonating on impact
with enough power to blow away a multitude of enemies. It does not carry the property or
concept of “always pierces the opponent’s heart”, but both the power and the area of
effect are increased.
71. Archer [400 - Fate/kaleid liner PRISMA ILLYA] The Class Card of the Counter
Guardian known as EMIYA.

Include: Limit Expand. This allows you to summon a noble phantasm that is in the form
of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their
noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared
to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being
uninstalled they will require an hour before being able to be used again.

Parameters:
Strength: E
Mana: C
Endurance: D
Luck: E
Agility: D

Class Skills:
Independent Action: C - Independent Action is the ability to remain independent even
when rejecting the Magical Energy supply from the Master. At the higher ranks, it is also
possible to remain for extended periods of time in this world without an established
contract. For the purposes of the Class Cards this allows you to keep them installed for
longer.

Magic Resistance: E - Magic Resistance grants protection against magical effects.


Differently from the Resistance effect that merely rejects Magical Energy, this ability
cancels the spells altogether. At rank E it cannot cancel spells, but magic damage is
reduced somewhat.

Personal Skills:
Clairvoyance: D - Clairvoyance connotes superior visual perception and dynamic
occipital capture, such as to supplement the long-range aiming of projectile weapons. At
higher ranks, it is possible that the bearers of this skill have acquired such abilities as
precognition ("future vision") and other forms of perception beyond standard eyesight
(X-ray vision and so forth). At rank D Capable of keeping track of fast-moving object
within a range of two kilometers.
Eye of the Mind (True): C - Eye of the Mind (True) is a heightened capacity for
observation, refined through experience. At rank B it is capable of calm analysis of battle
conditions even when in danger and deduce an appropriate course of action after
considering all possibilities to escape from a predicament. So long there is even a 10%
chance of a comeback, this ability greatly improves the chances of winning.

Magecraft: C - Magecraft is knowledge about modern Thaumaturgy. At rank C is capable


of using orthodox Thaumaturgy. Archer’s rank in using Projection Magic when the target
falls under the category of "sword" is A+.

Noble Phantasm:
Unlimited Bladeworks: E~EX - Unlimited Blade Works: Infinite Creation of Swords is the
Noble Phantasm of the Heroic Spirit EMIYA. Emiya does not have a true Noble
Phantasm that is the crystallized embodiment of a hero's existence like many demonic or
holy swords, but if a Noble Phantasm is considered to be a symbol of the Heroic Spirit,
then the Reality Marble is his Noble Phantasm. It is high-class thaumaturgy that
embodies their internal worlds and imprints them upon the world as a bounded field. It is
their one true specialization of magecraft, the result of "Sword" being both their Origin
and their Elemental Affinity, and the basis of their projection and reinforcement skills. It is
the definite answer obtained by someone whose life was saved by a sword, actually
merged and lived with a sword, and acted as a sword all of his life. Emiya has no
penalties from the world while utilizing his version of Unlimited Blade Works.

The Reality Marble's purpose is a steel manufacturing factory that produces the
countless famous swords without owners that extend into the horizon. It contains all of
the raw materials and sorcery needed for the formation of the weapons, and it records
and analyzes all weapons and defensive armaments encountered. The number of
unique weapons encountered and recorded by Archer exceeds numerous thousands,
most of which are Noble Phantasms. Their entire histories, compositions, and designs
are all perfectly recorded, allowing for instant proficiency with the weapons by inheriting
all combat skills and techniques utilized by their original owners. This allows for the
reproduction of Noble Phantasms, which would generally be impossible for a faker.

They can also be modified to the user's taste with reinforcement as shown by Archer's
Caladbolg II and Kanshou and Bakuya. Close combat weapons such as swords, spears,
and halberds are the main focus of the Reality Marble in accordance with Emiya's Origin
of "Sword", which also makes it impossible to record or reproduce modern weaponry like
guns and other mobile weapons. Shields and defensive armaments can be reproduced
with a much greater struggle, as the cost in magical energy is high, two or three times
greater than a sword, and the effects are merely transient compared to the originals.
Weapons encountered are immediately analyzed with a single glance, enabling them to
be projected immediately afterward, and once projected, they are stored within the
Reality Marble for later use. Shiro is able to instantly recognize dozens of weapons being
fired from the Gate of Babylon at an extremely high rate and instantly counter with
projections of the same weapons before they can strike.

The analysis of weapons is limited only to the direct use of human senses, meaning that
blueprints and materials will be unable to provide the necessary information for a proper
analysis. Shared memories, such as dreams shared with a Servant, can allow for
weapons to be analyzed and projected, even if they have been lost like Caliburn. The
quality of projected weapons will always be degraded by one rank due to humans being
unable to fully conceptualize the existence of an object through only one sense, and they
will never equal the originals without a technique such as detonating them as Broken
Phantasms. The Reality Marble allows for projection and reinforcement in the real world.
Weapons are produced within Unlimited Blade Works and then brought into the world,
greatly lowering the cost of reproducing them and allowing for numerous weapons to be
prepared at once to be projected. Weapons can be summoned directly to the user's
hands, or they can be summoned to levitate within the air and fire upon the enemy as
arrows much like the Gate of Babylon. Once the Reality Marble is deployed, all of the
weapons are available for use, and any weapon can immediately be called to the user's
hands or levitated even while the user is in direct combat. The weapons reproduced
once the Reality Marble is first activated will not consume magical energy, but those
used or destroyed within it will add to the cost of maintaining the bounded field. The
amount of energy used to reproduce weapons that did not exist after the bounded field
was expanded and the amount of energy used to recreate weapons destroyed while it is
activated is extremely costly.

72. Berserker [400 - Fate/kaleid liner PRISMA ILLYA] The Class Card of Heracles, the
greatest hero of Greek Mythology.

Include: Limit Expand. This allows you to summon a noble phantasm that is in the form
of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their
noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared
to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being
uninstalled they will require an hour before being able to be used again

Parameters:
Strength: A
Mana: B
Endurance: B
Luck: C
Agility: B

Class Skills:
Mad Enhancement: B - Mad Enhancement is a rank up for all parameters, but takes
away most of your sanity. While active the user will have to rely on brute force rather
than any technique. Toggleable.

Personal Skills:
Battle Continuation: B - Battle Continuation is the strength of vitality for predicaments.
Also, the ability to withdraw from combat and reach allied territory alive after being
defeated. At rank B Makes it possible to fight even with deadly injuries.

Bravery: A - Bravery is the ability to negate mental interference such as pressure,


confusion and fascination. Not usable under the effects of Mad Enhancement.

Divinity: B - Divinity is the measure of whether one has Divine Spirit aptitude or not. At
high levels one is treated as a mixed race of a Divine Spirit, and the level declines when
the Heroic Spirit's own rank as a Monster, Demonic Beast raises. It can also decrease
due one's dislike for the gods. It also has an effect, which reduces special defensive
values called "purge defense" in proportion to the Divinity's Rank. It can break through
Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.

Eye of the mind False: C - Eye of the Mind (False) is a natural talent to avoid danger on
the basis of an innate 6th sense, intuition, or prescience, where accuracy of instinct has
been augmented by experience—somewhat overcoming the problem of visual
obstructions that appear in the course of combat. The difference between Eye of the
Mind (True) and Eye of the Mind (False) lies in that the former is an ability that humans
can obtain through accumulation of experience. The 'False' version is superficially
similar, but in fact represents a natural instinct that cannot be obtained regardless of
effort or experience—even though experience can refine its accuracy. Calm analysis of
battle conditions, by which competent grasp of the status of the self and the opponent
are obtainable even in the midst of danger; utilization of such to deduce the appropriate
course of action that permits escape from a lethal predicament. (Even though Heracles's
sanity was lost due to Mad Enhancement, this skill remained effective as it is nearly an
instinct. When crossing swords with a seasoned swordsman like Artoria, he would not
fall for half-hearted feints.

Noble Phantasm:
God Hand: C - God Hand is a blessing of the gods representing immortality, as well as
being a curse, that was granted to him for completing his Twelve Labors in life. It is the
ability that required attacks of the highest grade to harm him and prevented him from
even being scratched by anyone during the Age of Gods, described as "nearly foul play"
even by acquaintances at the time. It lacks an overt external manifestation such as a
weapon or armor, but, in attributing a shape to it, can be said to be the body of the user
itself. It transforms the body into a tough suit of armor that acts similar to a conceptual
weapon in practice, coloring his body like lead and covering it with strange protrusions.

It provides three effects of resurrection, attack- nullification, and the ability of "immunity
against an attack he has experienced previously." This ability nullifies attacks under
C-rank and gives an extra life. This extra life restocks once per jump.

Nine Lives: The Shooting Hundred Heads: C~A - Nine Lives: The Shooting Hundred
Heads is the most trusted of all of Heracles's Noble Phantasms. It originally had the form
of the bow and arrows used to simultaneously exterminate the one hundred heads of
the Hydra, an immortal nine- headed serpent that would grow back no matter how many
times they were cut down. Upon slaying the Hydra, he became able to utilize techniques
that emulate the ability of the Noble Phantasm with other weapons, transforming it into
Style: Shooting the Hundred Heads, an all- purpose Noble Phantasm capable of
adapting and changing how it appears depending on the target and circumstances of its
use. Regardless of whether this technique is delivered with a bow, large sword, shield,
spear, axe, or possibly even unarmed, the technique boasts power on the level of Noble
Phantasms by drawing out the maximum power of the weapon. It can display power from
Anti-Unit to Anti-Army, even up to fortress sieging all depending on the circumstances. In
essence, it is “a high speed attack consisting of nine consecutive strikes, as swift as if
the attacks are overlapping.

73. Rider [400 - Fate/kaleid liner PRISMA ILLYA] The Class Card of Medusa, the Gorgon
of Greek Mythology.

Include: Limit Expand. This allows you to summon a noble phantasm that is in the form
of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their
noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared
to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being
uninstalled they will require an hour before being able to be used again.

Parameters:
Strength: C
Mana: C
Endurance: E
Luck: E
Agility: B
Class Skills:
Magic Resistance: C - Magic Resistance grants protection against magical effects.
Differently from the Resistance effect that merely rejects Magical Energy, this ability
cancels the spells altogether. At rank C it cancels spells with a chant below two verses.
Cannot defend against Magecraft on the level of High-Thaumaturgy and Greater Rituals.

Riding: A - Riding, the Class Skill of Rider and Saber, is the ability to ride mounts.
Rider-class Servants will typically possess a high rank, and A-rank can allow for
Phantasmal Beasts and Divine Beasts to be mounted.

Personal Skills:
Divinity: E - Divinity is the measure of whether one has Divine Spirit aptitude or not. At
high levels one is treated as a mixed race of a Divine Spirit, and the level declines when
the Heroic Spirit's own rank as a Monster, Demonic Beast raises. It can also decrease
due one's dislike for the gods. It also has an effect, which reduces special defensive
values called "purge defense" in proportion to the Divinity's Rank. It can break through
Skills such as Protection of the Faith and Enlightenment of the Sacred Fig.

Independent Action: D - Independent Action is the ability to remain independent even


when rejecting the Magical Energy supply from the Master. At the higher ranks, it is also
possible to remain for extended periods of time in this world without an established
contract. For the purposes of the Class Cards this allows you to keep them installed for
longer.

Monstrous Strength: C - Monstrous Strength is an ability possessed by monsters and


beasts, temporary boost of the Strength parameter by one rank for a time limit
determined by the ranking of this skill.

Mystic Eyes: A - Mystic Eyes is the possession of Mystic Eyes that are capable of
interfering with the outside world. The Mystic Eyes of Petrification are Rider's Mystic
Eyes, said to be a "curse of the gods sealed by the powers of shrines." Though
petrification sorcery is no strange thing for modern Thaumaturgy, even if its users are
rare and few in numbers, Mystic Eyes capable of petrifying others are something that
nobody, human or not, possesses in the present era. They are designated as Jewel
under the Noble Colors system, which surpasses the Gold- ranked Eyes of the Dead
Apostles and are exclusively possessed by Holy Spirits and Magical Beasts from the
Age of Gods. Those who possess Rank D or lower in Mana will be immediately petrified,
while those with Rank C may or may not be affected depending on the conditions. Those
with Rank B or higher won’t be petrified, but will sustain "pressure" from the Eyes and
receive a one rank-down to all parameters. The entire body of the target will be affected,
including clothing and weaponry, "killing them while alive" as they are turned to stone.
The ability is viable in petrifying a group of enemies, but it would not be useful against an
infinite number like the horde of shades spawned by Avenger. The amount of energy it
uses is comparable to also fighting them off with her Noble Phantasms, so it would
quickly drain her faster than simply fighting them off in melee combat.

Noble Phantasm:
Bellerophon: Bridle of Chivalry: A - Bellerophon is a shining golden bridle and whip
paired as a set that is capable of fully controlling a Divine Beast. It is an oddity even
among Noble Phantasms, having no effect without a mount. Its power is great, providing
extraordinary offensive and defensive capabilities of the highest level. You also gain the
ability to bring forth the Pegasus given to medusa by Poseidon

Breaker Gorgon: Self Seal, Temple of Darkness: D- - Breaker Gorgon is a powerful


Bounded Field on the scale of another world used by Medusa. It was a complement to
the temple of blood that "enveloped the world" on the Shapeless Isle, having "sealed the
world" instead. It only requires a steady supply of energy from the user to affect a target,
unlike Mystic Eyes that require a direct line of sight. It has the ability to "seal all magical
properties", catching its targets inside to become trapped within the mind of the user and
removing any abilities they possessed in the outside world. Those trapped within are
said to see a nightmare mixed with both delight and taboo.

74. Saber [400 - Fate/kaleid liner PRISMA ILLYA] The Class Card of Arturia Pendragon,
the Once and Future King.

Include: Limit Expand. This allows you to summon a noble phantasm that is in the form
of a weapon.

Install: Phantasm Summon. This allows you to gain the abilities of a servant and their
noble phantasms.

Parameters of skills and noble phantasms are more a ranking of how they are compared
to fellow servants.

Cards can be installed for as long as your magical energy can sustain them, after being
uninstalled they will require an hour before being able to be used again.

Parameters:
Strength: B
Mana: B
Endurance: C
Luck: A
Agility: C

Class Skills:
Magic Resistance: B - Magic Resistance grants protection against magical effects.
Differently from the Resistance effect that merely rejects Magical Energy, this ability
cancels the spells altogether. At rank B it cancels spells with a chant below three verses.
Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for them to be
affected.

Riding: C - Riding, the Class Skill of Rider and Saber, is the ability to ride mounts. At
rank C one can flawlessly ride animals and vehicles that received a proper training and
adjustment.

Personal Skills:
Charisma: C - Charisma is the natural talent to command an army. Increases the ability
of allies during group battles. A rare talent, and an ability inherent to Servants of the
Saver class. It is said that a rank of B in this skill is sufficient to lead a nation as its King.

Instinct: B - Instinct is the power to "feel" the most favourable developments for oneself
during battle.

Mana Burst: B - Mana Burst is the increase in performance caused by infusing one's
weapons and body with magical energy and instantly expelling it. Simply put, recreating
the effect of a jet burst by expending large amounts of Magical Energy.

Noble Phantasm:
Excalibur: A++ - Excalibur is a Divine Construct, the pinnacle of holy swords, and the
strongest holy sword; one of the ultimate god-forged weapons, a Last Phantasm, forged
by the planet as the crystallization of the wishes of mankind stored and tempered within
the planet. While there are many other Noble Phantasms crafted more splendidly and
with better skill, Excalibur is an illusion far superior to them. It cannot be called beautiful
because of its appearance, for the description of "beautiful" will only dirty it. It is instead
sacred, made from people's conception, legends weaved only out of hope. It is not a
myth or inhuman work, but a "crystal trained by the heart alone", making it reign as the
strongest fantasy. It is the crystallization of the prayer named "glory" and everything
etched in the hearts of those who are scattered at the sword's radiance; the nostalgic,
sorrowful, and hallowed dream of those who were placed on the bloody hell called a
battlefield, of all warriors past, present, and future fully exposed to the fear of death and
despair, and who still cling to a desire: "to be exalted.". Excalibur is a "sword that
amplifies", converting its user’s magical energy into offensive power and releasing it. It is
a weapon of directive energy that converts the magical energy of the wielder into light by
accelerating it with her factor of the dragon, intensifying the kinetic energy by
convergence and acceleration, allowing for the use of Divine Spirit-level thaumaturgy. It
is an "ultimate killing technique" that releases light holding energy equaling Artoria's total
amount of magical energy from the tip of the blade once the sword is swung. While the
result is what looks like a large beam of light, only the tip of the attack, which is a wave
of light that can mow through the surface of the Earth, is capable of doing damage, as
the beam is the result of the "dislocation" of everything the attack destroys in its path.
Invisible Air: Bounded Field of the Wind King: C - Invisible Air is a sheath of wind that
covers Excalibur and conceals it so that it cannot be easily recognized as the famous
holy sword of King Arthur and expose her identity. It is a bounded field closer to
magecraft than a Noble Phantasm that is made up of multiple layers of wind compressed
into super-high pressure air with a massive amount of magical energy, which distorts the
refraction of light and renders what is inside completely invisible. Upon Excalibur, it takes
on the shape of the blade and renders it as an invisible sword that doesn't appear even
as sparks fly off of it. It lacks the capacity to annihilate the enemy like Excalibur, being
more suited as a "sharp tool" in battle. It isn't used for any particular strength, but it is
easier to use in battle than Excalibur and it is a trump card that can bring about victory if
used well. It is also possible to implement the barrier on something other than the sword.
She can form the barrier in the area around her or as a quick defensive wall of wind,
which she can keep active for a number of minutes with her magical energy. Once the
barrier is released so that Excalibur can be used, the previously compressed wind
surges around her chaotically, creating a vacuum as it diffuses into the air with enough
force to knock over normal people and shake heavy, firm trees like a typhoon. The
compressed wind can also instead be released as a single use projectile weapon called
Strike Air: Hammer of the Wind King. Acting like a hammer made out of wind, it creates a
gale made out of super high pressure condensed air that is powerful enough to easily
crush and blow away armies and fling a stone slab weighing several tons into the air as if
it were nothing.

75. Gored Anew [400 - Warhammer: Fantasy: Beastmen] Beyond ascendance as a


Bloodbull servant of the Gods that takes to the field of battle, there exist two horrific
forms for a Minotaur to be shaped into. Were it not for their mindless rage and perpetual
hunger, both of these could have been as blessed gifts from their gods - and to have
these monsters in a herd is to all but guarantee victory. How fortuitous for you, then, to
have been morphed into one of these Bullgor anomalies. Choose one of the following for
your discount. You may purchase the other, at full price.

● CYGOR: A tainted cousin of the Minotaur, you are. At twenty-four-feet-tall, you have
one single, blind eye in the center of your skull - blind, for you see nothing of the physical
world. Instead, you bear witness to all that is magic, able to see the Winds themselves
as great swirls and streams of hellish color coursing through an invisible landscape,
pooling and winding together. Magicians and sorcerers are as bright, shining
sweetmeats against a flat-grey world, and it’s that light at their core, their soul, that is the
only thing capable of soothing your own hunger. There is one good thing for your
condition, however - beyond your massive size and bulk, with one meaty hand capable
of crushing a knight in full plate, your constant exposure to the Winds of Magic have left
magic itself glancing off your hide.

76. Unison System [400 - Lyrical Nanoha] The classification of a Unison Device is a
difficult one. They are completely artificial beings, including total sapience, wills of their
own and even their own linker cores, sometimes even with their own Devices. They can,
essentially, be broken down into three key aspects: sapience, an artificial linker core and
the capability to Unison, which is a physical merger of Device and master in order to
handle high volumes of manner – involved in casting high-energy spells or using
high-power modes such as Fulldrive. While most ordinary Mages can achieve the same
effects by careful preparation and focus, the Unison Device acts as a part of it’s users
subconscious, subtly tweaking the flow of mana and directing their master so the
process becomes instant and effortless for them.

This purchase includes the latter two characteristics, refined to be used in a traditional
Device, which makes your Device slightly strange among Unison Devices, as it isn’t truly
sapient – should you not choose to make it so in the previous section, that is. This also
gives your Device a truly strange feature – an artificial Linker Core, which would let it
cast spells and power it’s systems entirely independent of you, should you wish. It starts
at A-rank, and does not grow naturally, due to being mechanical in nature. (CG Note:
Requires Device - Lyrical Nanoha first.)

77. Pandemonium [400 - Touhou Project: Forbidden Hermit] You can manipulate density,
and everything related to density. By decreasing density, you could turn a mountain to
sand, even turn yourself into a mist that covers all Gensokyo at once, or travel as a
violent and largely untouchable fog (you can still hurt people, but being a fog makes it
hard to affect you at all), or just grow extremely large. By increasing density, you could
even collapse something into a miniature black hole (and by decreasing density, restore
it) or shrink yourself and other items.

78. Claimed for Posterity [400 - Ib] It’s wonderful to make your own art, but the real world
is full of lovely things as well. It’s such a shame that they all fade away so quickly, never
finding the eternity that paintings have. Fortunately, you can be their salvation. If you
have access to someone who has just died, you can claim him or her as your own
artwork. The subject will be reincarnated into a fitting art piece of your design, and be
given an appropriate title if you do not choose one for it. Unless you choose otherwise,
reality will shift so that other people, unless they were especially tied to that person, will
forget about your artwork’s original life, and believe that it is one of your own creations
(which it is, in a fashion). In addition, since the artwork still embodies the soul of the
person, you can give life to it even without the Paint to Life perk (and you won’t need to
use any of your own life force). If given life, the artwork will retain a degree of the
memories and personality of its past self; as a result, don’t expect it to necessarily follow
your orders.

79. Shape Change [400 - Wonderland No More] You can now “shake yourself” into a
creature of your choice (you get to choose each time you transform). This enables
transformation into general “species” of creatures rather than specific individuals, but it’s
still possible to turn into unique beings that constitute their own “species” (aka a boss
monster like the Jabberwocky). You keep your own mental characteristics and
powers/skills in addition to whatever special abilities your new form has. To transform,
you’ll need to recite some sort of poem or story featuring said animal; the stronger or
more magical the transformation is, the more lines you’ll need to recite. You can “shake”
yourself back to your original form at will, but you’ll need to recite more lines to transform
again. In addition, this perk also enables you to cancel physical transformations of other
individuals by physical grappling and “shaking” the respective target until they revert to
their original self; the stronger the transformation, the longer and more firmly you’ll need
to shake the target. You can combine this perk with Size Change to make yourself (or
others) change both size and shape all at once.

80. Royal Jelly [400 - Wonderland No More] A transparent jelly used by Flying Elephants
to transform into Queens. Usually, the jelly isn’t as effective on other creatures, merely
healing wounds (and eating too much at once can make you sick). However, not only
does this special version of the jelly offer improved healing without the risks, but it retains
the power of queens. When the jelly is fed to a wild(ish) animal, whether sapient or
non-sapient, the eater will transform into a “queen” version of the species – an enhanced
form that often has greater intelligence, size, power, and charisma over its own kind.

81. Legacy of Kadon [400 - Warhammer Fantasy: Imperial Colleges of Magic] Kadon
transformed himself into a hulking monster, but could not change himself back. He who
had invented the Scrolls of Binding was now forever a beast himself. That fate holds little
fear for you, for accepting the beast within has its benefits and you sup greedily of them.
When you transform any part of yourself from man to beast, the effect is amplified;
turning your hands into bestial claws would see them become capable of ripping through
steel as easily as flesh. Should you transform your whole being into that of a beast
through Ghur, as Kadon did, your foes will tremble before your new form - whether an
ancient saurian thing which puts the Dragons of Ulthuan to shame or a multi-headed
monstrosity which can swallow armies of mortal men, a beast truly out of legend
slumbers within you. You need only awaken it.

82. Seeking True Transmutation [400 - Warhammer Fantasy: Imperial Colleges of


Magic] The Gold Order has always sought a means to truly and permanently transform
matter from one type to another, and this is especially true of metals. You have not
achieved this yet, but you are closer than many. Any spell you cast to change one sort of
metal into another now lasts almost twice as long as it would if cast by another Gold
Wizard of otherwise equal power. This ensures, for instance, that your enemies’ armor
will be useless lead for practically the entire battle. Please transmute responsibly,
Magister.

83. Wall Merging [400 - Legend of Zelda: A Link Between Worlds] “What a sad, drab
painting you make. You can rot there for all I care.”

Although not on the same level as Yuga’s magical powers, you’ve mastered the art of
expending magical energy to merge with walls and other flat surfaces into a doodle form.
Whilst in walls, you can move across them with no regard for gravity and slip through tiny
cracks with ease, but you’ll be forcefully ejected once your magical reserves run dry, so
it’s best to ensure you’re somewhere safe before that happens.

84. Form Wrought by Wishes [400 - Legend of Zelda: The Minish Cap] Like Vaati, you
have attained an alternate form, decided by you but you must be able to pass common
scrutiny in Hyrule, that grants you an upgrade to your powers. Whilst in this form, which
is easy enough to maintain, your power has grown to the point where you can ragdoll a
knight in full-plate with little care and you can now even summon up some mid-boss tier
enemies per day, around six of them.

With greater Fire magic you can expect to blast holes in walls as if using potent, but
relatively common, explosives casually and illusion magic could be crafted from bending
heat and light to your will.

Water Magic enhanced this way allows you to create advanced constructs of fluid, exert
great pressure on those wet by your magic, and even compress dozens of gallons of
water into pinpricks that explosively expand at your behest.

Earth Magic stays simple in practice but what was once a few rocks has become
hundreds of pounds of stone and dirt acting as a single living flow. An avalanche leashed
to your will, use it wisely. You can also petrify your foes with a spell, though magical
resistance is still possible.

Wind Magic enhanced this way provides endless flight and greater control over the
atmosphere. Creating voids that injure those around them through vacuum and very
sudden gale force winds are all within your ability now.

The Element of Darkness adds an element of weight to your attacks, slightly dragging
those who get too close in, and can home in on foe skilled at dodging the normal way.

85. Princess in Disguise [400 - Legend of Zelda: The Wind Waker] So what if you’re the
long lost princess of a long lost kingdom? They can just get lost if they think you want
anything to do with that. You can, at will, create a weakened form of yourself, temporarily
cutting yourself off from as much or as little of your power as you want. Getting it back
requires a very magical girl-esque transformation, but you can get back as much or little
as you want each time. While sealed away, nobody can sense your sealed powers - the
man hunting you down would not see you for who you really are.

86. Never Ending Army [400 - Legend of Zelda: The Adventure of Link] The armies of
Ganon are growing every day. You, a “summoner” of sorts, are an example of why. You
can draw out your inner Malice to “taint” wildlife and weak willed beasts to become cruel,
loyal and vicious servants with the perk “Might of Monsters”, though attempting this on
those who have their senses does not guarantee their loyalty, only power and madness.
If you don’t have any local creatures around to corrupt, you could also give a bit of
sacrifice - using a vial of your own blood to create a beast with the powers of “Might of
Monsters.”

87. Disciples Draft [500 - Drakengard and Nier] You know the secret of making Disciples.
That’s the magically-bound bodyguard/familiar/boytoy variety, not the mundane
lower-case-d disciples. By taking a regular animal and empowering them with magic, you
can give them a human body and intelligence level, then forge a bond between them
and anyone you wish. Besides granting someone a loyal companion and partner,
Disciples are naturally gifted warriors, with a level of power above that of a regular
human, though still less than an Intoner. More importantly, Disciples boost the magic of
those they’re bonded with. For Intoners, that means allowing them to summon ‘Angels’
into this plane of reality with their Songs. For others, it may unlock any hidden abilities or
just strengthen their spells beyond what would normally be capable.

While the canon disciples get along with their intoners to… various degrees, you can be
a lot more prudent when giving them personalities, ensuring that they mesh well with
their bondmates. Or ensure that they don’t, if you’re feeling like a bitch.

Disciples are reliant on their bondmate’s energy to live. If a Disciple’s bondmate dies, or
if they’re released from their duties somehow, a Disciple will turn back into the animal
you crafted them from. Even if you recapture the animal and turn them into a Disciple
again, they won’t have any memories of their previous time being uplifted. Disciples can
also turn back into animals if they push themselves too far, such as if a Disciple attempts
to summon an Intoner’s Angel on their own.

88. Lust [500 - Re:Zero]


The other side of Lust is known as Variation and Change. It allows you to transform
anything you touch into something else, be it yourself or another being. As simple as
transforming wounded parts of your body into healthy parts or as grand as becoming a
monstrous, fire breathing dragon. Even magical abilities can be gained but your
transformations, of yourself and others, are limited by your overall magical ability. You
won’t be able to create changes more powerful than your own magic nor change your
magic to be more powerful. This ability costs 500.

89. Crimson Red Vermillion [600 - Tsukihime] You are what your family and many others
have struggled to achieve for generations - a perfectly realized demon within human
flesh. And unlike others, you are not at risk of being victim to the Inversion Impulse or
losing yourself completely - your human and demonic blood exist together in almost
symbiotic harmony, though you may be a tiny bit more sadistic or vicious in this form.
Your eyes change to an icy blue, your hair a fiery red, your body having become a living
Mystery, giving you resistance to magecraft, magic, and other forms of supernatural
influence or damage, as well as letting you damage or influence them in turn. All powers
you wield that are blatantly supernatural in nature and originate from your body increase
greatly in potency in this form, letting you become a terror and a reminder of why
mankind knew to hide from the ferocious Oni. At first, this increase in power is by
half-again of your full might… but with time and age, this may increase further.

Taking this in combination with The Beast lets you intermingle your physical strength and
Mystery seamlessly, increasing your already considerable might and letting you match
even aHeroic Spirit blow-for-blow in hand to hand combat...and perhaps even emerge
victorious. This form and its effects can be toggled on and off freely.

90. The Beast [600 - Tsukihime] A monster. That’s what you are. Your strength alone is
enough to put most human beings to shame - you can crush trees with your bare hand,
remove a human head with a lazy swipe, and move faster than the human eye can
follow. Your Endurance is similar, letting you withstand similar blows with ease, even
surviving vicious attacks from a Dead Apostle or a skilled assassin that would normally
tear a human being apart. In addition, your fighting style is both feral and graceful, letting
you channel a monstrous berserker rage through yourself yet remain completely lucid no
matter how overwhelming your bloodlust became, changing it into pure strength that
adds to your already considerable might. Finally, you possess a muscled and athletic
frame to match your newfound strength, which likely adds a considerable intimidation
factor… or just a show that you’re not to be angered needlessly.

91. Bloodline Establishment [600 - Kara no Kyokai] We all had to come from somewhere.
All of the various clans of the Hunter’s Organisation had to have been made, to have
had an originator. For psychic powers, such rare things, to come to be present in every
member of whole families is simply not natural. And that unnatural method is known to
you, just one of the many you now discover. Through a mixture of medicine, hypnosis,
certain magecraft-like practices, selective breeding and perhaps a touch of the inhuman
you are meant to hunt- you’ve learned to slowly create new Demon Hunting clans with
their own psychic bloodlines.

It can take generations to stabilise and hold true but you are not limited to only the
powers found in the four main branches of the Organisation- the Nanaya, Ryougi,
Asakami and Fujou. Instead, you are even able to slowly design new ones of a similar
level. A family of electrokinetics or who can naturally command low level spirits and
fairies? Taking the young Shirazumi boy’s predatory mutations and creating an entire line
of carnivorous demon hunters? All possible, with time and available subjects. The final
note to make is that, like the clans above, there can be a great deal of individuality in the
clans you breed. While most members will be stable and similar in psychic power, some
will rarely appear with much more impressive variants of the normal power, either
naturally or just through their life experiences.

92. Evolution [600 - Sonny] To start, you’re not exactly normal. You’re stronger than most
zombies would be by default, though only about twice over for now, and have the
potential to get far stronger. In fact, you can guide your body to grow in different places
as long as you train, such as building speed by weightlifting. This is meant to improve
what’s already there, so no growing extra arms. But as long as it’s already there, be it
poison gland or tail, it’s free game. Also, to help you along with this, your body improves
5 times as fast as it did before. In addition, pick one of three sub-trees to obtain.

-The Biological tree grants you great strength and speed, enough to outpace a car on
the freeway and then throw that same car like a rock. You also have the ability to
manipulate chemicals within yourself, though this limits itself to the body’s natural
chemicals and a few forms of poison and acid. With time, you could even shoot out brief
streams of high-powered acid or leverage your adrenaline to keep you fighting for far
longer than you could naturally.

-The Hydraulic tree increases your Focus and physical stamina to great heights, allowing
one to bombard an enemy with powerful spells or run for hours. You also gain the ability
to manipulate water from inside your body. This can eventually allow you to restore your
stamina and manipulate ice through reducing the temperature of water, or increase your
body temperature at the cost of Focus and stamina to massively improve your strength.

-The Psychological tree bestows powerful Instinct and durability, allowing you to
empower a simple mana blast to blow up a garage, and get run over by a tank with some
broken ribs at worst. In addition, you are granted control over your own bio-electricity
and the element of shadow. Bio-electricity is as it sounds, but shadow in this universe is
more on par with psychic attacks than a manipulation of a lack of light.

93. Final​​Hour​​Form​​[600 - Sailor Moon] You may call upon up to eight allies, companions
or otherwise to lend their collective power to you, temporarily empowering you to create
a super version of your current form. This “power” is the collective sum of their strength,
magic, skills, and other forms of power on top of yours. This is a temporary power up,
lasting only for a single, dramatic fight. Once per month, you may use this power. This
must be given with their consent, and the allies giving you the power must be near you to
give their power to you.

This new super version of you is a powerful form with a brand new design, and vary
wildly in appearance depending on who is donating the power. If a giant monster gave
you it’s power, you could find yourself taking a monster-like final boss esque form, for
example.

94. The​​Power​​of​​Bonds​​[600 - Sailor Moon] Your love and affection is an empowering


force that lets you protect your friends. When your friends are at your side, you feel far
more powerful than you could be, alone. For the people you’d die for, you become
almost godly in strength.

When your friends become distressed or are thrown in mortal peril, you enter a near
powerful superform. You can shrug off hits that could usually knock you into a wall, and
getting run-through by spears doesn’t phase you as long as they avoid any vital spots.
You slice through enemies like hot butter as you fight to keep your loved ones alive and
safe. A guardian protects.

95. Last​​Chance​​Fusion​​[600 - Sailor Moon] As a last resort you may combine your
essence with a willing person’s. This will combine your powers as you become
something greater than the whole, great, powerful, and big. If one or both of you are
injured at the time of the fusion, your wounds heal as the fusion process creates a
separate body out of both of your old ones. However, if this new form is slain, you will
both die with it. The other person is also the one in control with this form, although you
can give suggestions from the back of the fusion’s mind. You cannot choose to wrest
control over them except when you wish to break the fusion.

96. Primordial [600 - Justice League Dark] You’re not some common ghoulie. Something
about you is greater than others of your kind, enhancing your abilities beyond those of
your kind and granting new ones altogether. But that’s not all; this isn’t simply limited to
the monstrous forms gained here. Any alt form you assume will be pushed to the
absolute apex of their potential.

Vampires’ normal abilities are twice again as powerful and their weaknesses are
lessened. You are hardly weakened by sunlight and need a fraction of the amount of
blood required before. As well, any vampires you create are no longer mere fledglings,
beholden by their hunger, but are instead similar in strength and ability to what is
described in the Vampire perk above and can easily be created en masse, allowing you
to create large armies of powerful vampires in a short amount of time.. But the true
strength gained from this is an entirely new ability. You gain the ability to absorb the
ambient magic from around you, sucking it right out of the air – or potentially even pulling
it directly from the grasp of others attempting to wield it -- to drastically enhance your
own abilities and weaken anyone else drawing on it. You are even able to channel this
stolen magic into your vampiric to enhance their abilities as well.

97. Possessed​[600 - The Gods Are Bastards] You’re possessed by an archdemon, a


powerful creature born from hell and a daughter of it’s queen. By allowing it to take over,
it can cover itself in a sheath of infernal power, taking on a powerful combat form that’s
capable of flying into orbit with an opponent in hand without issue, then dropping at
maximum velocity in order to hit them with the planet. You may choose if it retained its
memories or not. If it did, this will be more of a give-and-take, as it will have its own
agenda but similarly have far more knowledge. If it did not, then you will almost entirely
be in charge, and the Archdemon will come to adore you if treated with kindness... but in
return, you won’t have access to it’s thousands of years worth of memories.

98. Incubation of the Soul [600 - Madoka Magica: Wraith TImeline] That’s a fancy way to
put it. Though even they don’t completely understand how it works, magic in this world is
generated by the power of the soul and intense emotions within sentient beings.
Incubators themselves aren’t really capable of such things (most of the time), yet
somehow found a way to harness it. Magic can create weapons from thin air, make
dimensional spaces, halt the flow of time and even reverse it completely to a
predetermined point. It can even create a wish tailored to the words and desires of a
user.

That said, this isn’t a free lunch. Magic is the same as any other energy in that an equal
amount of power is spent in the end result that was needed for it in the first place.
Constant use of Soul Gems makes the user increasingly melancholic and prone to
irrational behavior. A world-changing wish takes a ‘cost’ equal to what it created, and
could even destroy the one who made the contract entirely if they somehow tried to
change the physics of the world. Still, if you have the energy for it, magic can perhaps
change the world...or make a very small part of it better, if you heed the costs.

All of this said, you now have an understanding of how to enable other beings to use this
magic, and how to create Soul Gems of your own. You can, if you desire, grant the
wishes of others through a willing contract...but it won’t be able to escape the equivalent
exchange required, and you (or they) should be prepared for the costs and entropic
backlash. Or not. It’s not your problem, after all. Though something you should
remember is that if you make a contract for a wish with someone, it’s largely out of your
hands in both execution and end result. That’s a lesson a certain Incubator learned the
hard way...not that he’d remember anything if you asked him.

Strangely, even though a large amount of despair seems to create a larger ‘return’ of
energy, anyone who falls to despair while using a Soul Gem or having it shatter just
seem to vanish from existence. I wonder why that is...?

99. I’m Fighting For The Hero Club! ​[600 - Yuki Yuna is a Hero] While Mankai always
requires an appropriate buildup of energy and hard work to even activate, there is a
surefire way to activate Mankai. The god Shinju-Sama bequeathed their powers onto the
magical heroes to protect the still existing part of the world from the Vertexes, and thusly,
a strong desire to protect someone or something dear to Shinju’s warriors is enough to
activate Mankai.

For you, activating Mankai is much easier now, because you now carry a strong desire to
protect something other than you in your heart. Mankai can to be activated as many
times as you wish when someone or something you cherish is threatened. It could be
your loved ones, or a beloved pet, or your home. Even when you’re at your limit and
you’ve exhausted every last bit of stamina inside you, you may still keep activating
Mankai.

But do take note: Sange, where you lose a part of yourself, will still activate even after
the jump for Mankai activation beyond the first time during a fight or if you force an
activation without proper buildup of energy. You’ll still lose something of yourself that will
last for the rest of the jump. But your strong desire to protect your friends and those
precious to you will never burn away through exhaustion or otherwise outside of combat.
You’ll fight to the end to defend your friends.

100. Class Card Creation [600 - Fate/kaleid liner PRISMA ILLYA] You have gained
knowledge of the creation of the artefacts known as class cards. Through distilling the
experience of a life into a card you may grant people the abilities of that life. To create a
class card you may engrave either the abilities you have gained in a life on another
world or a skill you possess such as your knowledge of a magical style or martial art.
Some of your physical prowess may also be engraved onto the card granting increases
in physical ability to the wielder. You may also create cards from the souls of others if
you have some means of extracting them to use for the creation of the card. The cards
will have to be powered by the magical energy of their wielder and can be limited by the
aptitude of the user and will last as long as the user can maintain the power expenditure
of the card. They will also be limited like class cards in that after being used they will
require an hour before being able to be used again.

101. Emerald [600 - Fate/kaleid liner PRISMA ILLYA] You have been chosen to be the
master of a mystic code created by the magician Zelretch. As a mystic code created with
knowledge of the second true magic this kaleidostick known as Emerald has the ability to
provide it’s master with unlimited magical energy. It also provides it’s master with an A
rank magical barrier that shields from magical or physical attacks, accelerated healing,
increased strength and the ability to shape mana into rough constructs or blasts. To
utilise these abilities however requires the user to be within fifty metres and to be in
physical contact within the last thirty seconds. The kaleidostick having a personality/mind
is up to you however it will not count as a companion either way.

102. Almost Human [600 - Mermaid Melody Pichi Pichi Pitch] A lot of the humans in
the setting, at least the main characters, turn out in the end to be not entirely human – or
not at all – by the end of the story. Whenever you have a nonhuman body form, you can
shift to an alternate human form that embodies characteristics of that nonhuman form.
While you will have the appearance of a human, and physical and magical scans will
identify you as human, you retain special attributes and abilities of that nonhuman
species, with up to 75% of the power level normally accessible to that species. For
instance, a Pokémon’s human form would be considered human and immune to ball
capture, but you could access Pokémon attacks even if they could normally only work
with a Pokémon body Also, within this jump only, you can choose to start out as actually
another background species of your choice who is taking the form of a human form for
the duration of the jump; you will not get discounts for that second background, but you
can access a fair degree of the special abilities that that background normally has.

103. Sacred Guardian Beast ~ Hippocampus [600 - Mermaid Melody Pichi Pichi
Pitch] Though you may take the form of a lesser sea denizen, such as a penguin, your
truest form is that of the legendary Hippocampus, noble guardian for the sea. You are
given greater access to nature-based and divine magic in this form, while also gaining
greater strength and agility in both the sea and sky. The Hippocampus exists as the
gatekeeper for important seals, and thus you gain increased magical power, particularly
in breaking or reinforcing magical seals.

104. Not-Very-Fatal Death [600 - Dog Days] Flonyard contains a great magic that
means no one can be killed. You can now set up a similar field in places that you are
located at, equal in size to an entire battlefield. With willing permission from the
participants, you may apply this field to all in its radius. Anybody that would be severely
wounded or killed instead become Pet Balls for an hour, before they regain their original
form. Additionally, once per jump, this magic will activate to save you from death. Be
warned however, spreading out this magic across an area weakens it such that a strong
enough being can overpower it were they to come across it. Post Jump, you may change
into Pet Ball form when you want, however will not gain the invulnerability unless the
magic is activated, at which point the usual conditions apply.

105. Hero Crystal [600 - Dog Days] This small crystal has accepted you as its owner.
This acts as proof that you are a hero. When used, this crystal will age or de-age you to
your prime, as well as enhancing your magic, making spells slightly more power, and
powerful spells slightly easier to cast. Additionally, it creates a weak magical shield
around you, used to protect you from weaker magic. While using the crystal you are also
able to use more advanced versions of your crest spells, with them dealing more
damage or affecting a larger area. A fiery whip might become a giant flaming sword, or a
fireball spell may shoot out three. You can use this form for up to one hour each day.

106. Superb Song [600 - Symphogear] X-Drive. That's the name for when the
3,001,655,722 locks on a Symphogear is unleashed through the intake of massive
Phonic Gain, transforming the Gear into it's true form. Under X-Drive, the Gear is
capable of unassisted flight through angelic wings of light, and gains a white dominated
color scheme. Unfortunately, the conditions to gather the required Symphonic Gain can
vary greatly depending on it's source. It could take a group of schoolchildren's singing
with all their hopes and dreams or it could end up taking the combined singing of the
entire planet's population. But, should you require it, you should be able to find the
required amount of Phonic Gain for X-Drive at least once every jump beyond this.

107. Giant Clam* [600 - Peter Pan] A large clam big enough for you to lay down inside.
The interior is as soft as pillows, and you can close the clam at will to get a restful,
undisturbed sleep that fully restores your health. The clam is exceptionally hardy, and
enchanted with magic, so very few things can even scratch it. You can also command it
to close up with someone else inside, and it will only open at your order. Interestingly, if a
non-mermaid was inside the clam, that would make it irritated, perhaps enough for a
pearl to form. And since there is only just enough room for one person within the clam
and nothing else, the prisoner would therefore become the pearl. And, if everything is
perfect, a pearl can become a mermaid. Therefore, with the right skills (see Pearl
Dream) this can be very useful. As the subject already has a soul, it takes at most a year
to make him or her into a mermaid, and preexisting magical abilities help strengthen the
transformation. However, the subject only gains the body of a mermaid, not the mindset,
unless active measures are taken to suppress the memories and consciousness of the
subject during the rebirth.

108. Starstuff [600 - Peter Pan] A refilling bag of the mythical, green powder that can be
produced from stars under rare occasion. It has a variety of magical properties
depending on who is exposed. Any animal exposed to the substance transforms into a
mythical, humanoid creature similar to its origin; for instance, a fish may become a
mermaid, or a bird may become a fairy, though not the normal kinds found in Neverland.
Furthermore, humans exposed to it can fly and can gain artistic inspiration; however,
overexposure can lead to greed and paranoia. Outside of this purchase, the substance
is extremely difficult to find in the traditional Peter Pan, unless the setting was changed.
Also, unlike its form in the story, the Starstuff cannot be used to destabilize the fabric of
the universe.

109. Jumper-Ganon [600 - Legend of Zelda: A Link Between Worlds] “Behold! The
Triforce of Power! Join with me!”

In his final attempt to defeat Link, Yuga merged with Ganon to form a single being with
their strengths and weaknesses combined. Now, you may use this power on foes which
you have personally brought close to death to merge with them and thus provide
yourself with a temporary new transformation which grants you with their strengths at the
cost of their weaknesses also passing over to you in that form. This merged form heavily
resembles the original enemy, but can retain key elements of your appearance such as
eye colour or notable scars. Such transformations use up a great deal of energy, and
thus should be used sparingly, although they can draw upon almost any source of power
you possess to do so.

‘Jumper-Ganon’ can work with those who voluntarily wish to merge with you without the
need to fight or defeat them.

110. Paintbrush Magic [600 - Legend of Zelda: A Link Between Worlds] “Ah! As I
suspected, you're even lovelier as a painting.”

You’ve picked up the same skill at art-based magic as Yuga. Now, with a swish of the
wrist and a release of magical energy you may transform yourself, allies and weakened
enemies into two-dimensional paintings, capable of travelling through fissures between
Hyrule and Lorule as well as walking along walls and other flat surfaces. If you turn
someone 2D against a painting, they will become trapped within a form of stasis, where
they are conscious but unable to move or interact with the outside world. Perhaps these
powers could even be expanded to other uses with enough time and research..?
111. Demon of the Winds [600 - Legend of Zelda: Four Swords] Vaati may be a fool in
this era, but he’s no less powerful for it. And you seem to have the might and magic to
call yourself his equal. Though you need not become a mage of the wind precisely, it is
recommended to keep in the theme. Speaking of, beyond having a quite frankly
ludicrous level of talent for the winds, you also have the body of a demon. Malleable,
fueled by hate and all sorts of negative emotions and a host of abilities. Summoning
minions in your image, giant copies of your limbs, warping your body more or less freely
to create all sorts of weapons and armor. Your body is made from your will - if you want
to be a giant eyebat, you shall be one. If you want twelve limbs that are magical canons,
or flails for you to spin about you, you shall have those as well. You’ve also a talent for
possession, placing your essence inside statues to act as armor, or inside your minions
to ensure their loyalty.

112. Jumper’s Mask [600 - Legend of Zelda: Major’s Mask] Just as the Hero carved
the dragon into Majora’s Mask, it would seem that he himself was made into one at the
end of his life. But, this is not that mask. This mask is you own, something that rightly
should not exist just yet, if at all. Perhaps you messed with time to get it? Nonetheless,
this mask contains a small fraction of your own spirit, allowing any who wear it to
temporarily become a copy of you. Well, in shape at least. Any power or items it grants
are entirely up to you - simply wear the mask as you practice and use them, and they will
be imprinted upon the mask. This prevents you from handing away too much at once or
from changing it on short notice, but thankfully it isn’t being carved off your spirit to
power them.

113. Fierce Deity Mask [600 - Legend of Zelda: Majora’s Mask] No one really knows
what this mask is, or who it’s powered by. Could be a prior incarnation of Link, like the
one that slew the dragon known as Majora in the first place. Some think it’s a
combination of all other masks, empowered not by one, but by dozens of souls. What
really matters is what the mask does. Simply put, it enhances. An avenging swordsman
could become a wrathful hero, a mage of some small power could become a supreme
sorcerer... I almost wonder what would happen if Ganondorf tried to use it. And, what will
you become? Of course, if you wish it, then the mask can always be set to a ‘default’
state, that of the Oni shown by Link.

114. When on the Edge of Demise... [600 - Legend of Zelda: The Minish Cap] Like
many of the villains of this world when pushed to the absolute edge of your ability you
have a hidden ace. A monstrous form which enhances your ability to take and give
damage by a wide margin. You could be a vast being up to twenty-five meters tall or it
could just be a hyper focused version of yourself granting you a massive boost in overall
performance through compressing your power into a small form. Magical Ability
increases as well in this form. simultaneously. Further, any alternate forms you have
gained over your Jumps may now have their abilities freely combined in this form;
access any of your powers or racial traits from any form whilst in this one. This power
activates automatically if you are about to be defeated in combat supplying you with a
full restoration of Health and (this world’s) Magic.

115. Kin of the Rivers [600 - Legend of Zelda: The Wind Waker] Let us speak of the
Rito for a moment. In years gone by, they were known as the Zora. In essence, they
were fish people. But now they are birds. How exactly did this happen? With Valoo’s
Scale, an affinity for the wind could be created. Still, it must have been an immense
undertaking, if it was done on purpose. Let's assume it was, because it would be even
stranger to be an accident. Regardless, with an artifact of some kind, and an immense
amount of power, you can work that artifact into a person, thus making it a part of them.
Something to consider would be making a contract with a spirit of some kind, both for a
supply of foci and for them to handle the power.

Kin of the river does more than just provide them with a power, it gives part of that power
to their kids You’re basically creating a new species. It’s not a perfect process, seeing as
the Rito still need scales from Valoo during Wind Waker to get their wings, but it can
eventually go away without making them weaker, seeing as Valoo is nowhere to be seen
during BotW

116. Dark Beast [600 - Legend of Zelda: Twilight Princess] Some creatures are so
powerful, that the land itself is changed by their presence. You are one such being,
having been infused with some sort of dark power that has increased your size and
possibly even changed your appearance, making you much bigger than any person and
granting a few additional features such as the ability to shoot magical projectiles or
create lesser spawn of yourself. Not only that, but you’re capable of corrupting the
landscape near where you make your home. You might fill the land with poison, make a
mountain more volatile and prone to landslides or eruptions if it’s a volcano, or you might
just corrupt the existing wildlife to better serve you. Whatever changes have occurred in
your body, it would take a lot of courage to face you, now.

117. Battle with a True Hero [600 - Undertale] Being a Royal Guard means you serve a
higher purpose. You protect the lives of innocent people. You protect their hopes and
dreams. In the end, you're not just a fighter- You're a Protector. A Hero. And when you're
on the verge of defeat, and everything's on the line... Even if you're a monster, you're
just as Determined to win. Once per jump, you can activate a super-mode powered by
Determination, but there are two conditions- You must already be on the edge of defeat,
and there has to be more than the lives of you and your companions on the line if you
fail - The lives of a small nation of innocent people are the bare minimum stakes.
However, the super mode itself is extremely powerful- Upon activating it, not only do you
instantly heal all of your wounds, but you become much stronger, move much faster, and
can take more punishment than ever before. Your magical attacks become much more
potent, and you can take hits to your face with a grin. After the fight, though, you'll be
crippled- at the very least, you won't fight again for the rest of the jump. But isn't that a
fair price to pay for innocent lives?
118. Environmental Strength [600 - Genshin Impact] The Hilichurls know your type as
the Lawa, the top of the Hilichurl hierarchy. Their ‘king’ or ruler. After living for years in
areas abundant with elemental energy, that same energy has permeated throughout
their bones, muscles, and blood. This energy has mutated their bodies to make them
bigger and stronger. Essentially becoming partially an elemental being, they are able to
wield that magic through their body. Even teams of seasoned adventurers are hesitant to
go near areas where a Lawachurl is known to roam. This is the potential you contain
within yourself too, the ability to take in the power of the elements and become stronger
for it. Should you be able to contain more than one element, who knows how strong you
could become? It should be noted that this is not a fast process, and could take years to
fully realise.

119. Magical Weapon Maker [700 - Drakengard and Nier] A thousand some odd years
ago, magic was introduced to this world in the most dramatic way possible. As it turned
out, magic was deadly and damaging to humans, leading to the destruction of the
human race. Who could have guessed? But it’s the nature of humans to adapt and learn
when confronted with danger. And then weaponize that danger. Which is what the
humans did all that time ago.

You now have the knowledge that those humans developed. You can now take innocent
children and ‘develop’ them into magical weapons. Or monsters, if you want to be
accurate/empathetic about it. The process is complex, intricate and for most folks,
completely unconscionable. Besides bodily alteration, mental stress and what arguably
constitutes, torture, you need to infuse the bodies of your new Weapons with maso, an
extradimensional chemical that serves as the source of magic in Nier’s world. (If future
jumps you can substitute similar magical materials.) But if you completely ignore the
moral issues, the results are worth it. Examples from canon include No. 6, a giant
skeletal monster, No. 7, a boy with petrifaction powers, and the Grimoires, living books
capable of using powerful magic called Sealed Verses. With some experimentation, you
can come up with different variations too.

I’ll even give you some samples of maso to get you started. Go on, get to work. You
have Weapons to make.

120. Twilight Princess [700 - Legend of Zelda: Twilight Princess] You have no
blessing from the goddesses who banished your ancestors. Instead, you are the rightful
ruler of the Twilight Realm, wielding a portion of the Fused Shadow that houses your
ancestor’s dark magic. However, Zant, the usurper, has also cursed you with an imp-like
form… which might not be such a bad thing, depending on your tastes.

Among your powers are the ability to traverse the Twilight at-will, the ability to teleport
using Twilight Portals which you can open with a little effort, the ability to ‘disintegrate’
objects into black particles- including massive ones, like a good portion of a bridge- the
ability to take on a shadowy form to exist in the world of light, which also allows you to
meld into shadows or slip through cracks, the ability to float, change your shape
temporarily, and project dark energy that can break metal chains, and finally the ability to
extend your hair and use it as an additional, massive hand. As you collect more pieces
of the Fused Shadow your powers will grow. The drawback to these amazing powers is
an increased vulnerability to the light, and especially Light Magic; however, there might
be one who can remove this drawback, at great cost to themselves... You’ve been
‘cursed’ with an imp-like body, though your mind is still your own; you can choose
whether or not your imp form is your real appearance or not.

121. Pandemonium [800 - Touhou Project: Parasol Paradise] You will learn to
manipulate the density of any given object; to put it simply, assembly and dispersion. As
the object's density increases, it heats up, and as it decreases, it turns into a mist. As
such, you can also create smaller copies of yourself, or make yourself giant. You can
also decrease your own body's density to become a mist, allowing yourself to be
relatively undetectable, yet unable to interact with the world around you. This power can
also be used for very specific effects, such as compressing your attacks to focus their
power significantly, or to even create a spot so dense that it acts like a miniature black
hole, pulling objects and even the power of your foes towards it. Given time to develop
your power, you can even turn entire mountains into sand, and at your peak, even 4th
wall breaking concepts such as the HP and MP gauges can be dispersed away and
reassembled to a degree, though this will always be tiring to perform.

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