Pieces required to complete:
Glyph of Heaven’s Fire
AoE light magic spells now have a 50% chance to do D6 fire damage in addition to their other effects
Glyph of Gushing Wounds
Bleed effects now do 1 die size more damage
Glyph of the Hawk Feast
Murder of Crows now summons hawks for 1 die size longer rounds.
Glyph of Inspired Hymns
While channeling healing spells a spirit appears above you and heals you for the same amount
Glyph of Lingering Ancestors
Resurrecting a spirit causes a ghostly version of that player to follow them around and assist them in combat for D6 rounds
Glyph of Mighty Victory
When landing a killing blow on an enemy a player will do 1 die size more damage for D4 rounds
Glyph of the Dragon
Whirling Dragon Punch now causes your fist to alight, setting enemies hit on fire for D6 damage over D4 rounds.
Glyph of Shadow
Activate stealth now removes all negative effects
Glyph of the Spirit Beast
Your aspect of the Beast and Dire Beast spells now allow you to channel the souls of long lost species
Glyph of Blazing Trail
Your charge attacks now leave a wall of fire in its wake for D4 rounds, cutting off line of sight
Glyph of the Ghoul
Your resurrect spell now works on dead enemies, binding them to your will to fight at your side for D6 rounds. Your Ghoul has half of its original HP when it was alive. Does not work on boss characters.
Glyph of Skeleton
Your resurrect spell now works on dead enemies, bringing forth the very skeleton from their bodies making them impervious to damage and lasting D4 rounds. Does not work on boss characters.
Glyph of The Clear Mind
Entering Serenity with a clear mind, stay in this state for 1 die size longer.
Scroll of Stamina
Increase your maximum health pool by D10 points for one day
Scroll of Agility
Double movement speed for 1 day
Scroll of Strength
Increase melee attacks by 1 die size for 1 day
Scroll of Intellect
Increase magic attacks by 1 die size for 1 day
Scroll of Stat Boost
Increase a stat of your choice by D20 points for 1 day
Increase magic by 1 die size for all rolls for 1 fight. Usable by
Tome of the Dawn
Increase magic by 1 die size for all rolls for 1 fight. Usable by the Golden Dawn or Silver Eagles
Book of Survival
Increase magic by 1 die size for all rolls for 1 fight. Usable by Blue Rose, Azure Deer, or Coral Peacock, and Green Mantis
Tome of the Hunter
Increase magic by 1 die size for all rolls for 1 fight. Usable by Crimson Lions, Purple Orcas, and Black Bulls
Fire Eater’s Guide
Allow fire magic spells to heal the caster for half its damage for 1 fight
Shadowy Tarot Card
A random card of demons. Collect the full set (10) to receive a reward
A random card of mages. Collect the full set (10) to receive a reward
A random card of villians. Collect the full set (10) to receive a reward
Inscription of the Blade
Permanently add D10 damage to a blade weapon
Inscription of the Feint
Permanently add D10 dodge to a weapon
Inscription of Restoration
Permanently add D10 healing to a weapon
Inscription of the Storm
Permanently add D10 spell damage to a caster’s weapon (staff / wand / etc)
Runescroll of Fortitude
Use during combat to boost your resilience. Any attack that would render you unconscious instead brings you to D20 health. Any attack that would outright kill you still does so.
You take and deal “X” more damage based on your current health. “X” is calculated in increments of 25%.
Deck of Death’s Embrace:
You deal +1 damage. Every time you land a killing blow on an enemy this bonus goes up by 1.
Deck of Greatness:
When dealing a killing blow to an enemy you have a 50% chance to gain a stack of Greatness, which increases a stat of your choice by D20 for the rest of the day.
You gain the ability to convert energy. Trigger this ability to absorb the next attack and convert 50% of that amount into a shield that lasts until the end of combat. May not be used more than once per fight.
Deck of Bolstering:
When any non-boss enemy dies, your are healed for 10% of your maximum health.
Deck of Bursting:
When landing a killing blow, all non-boss enemies around you explode for 10% of their maximum health, damaging each other.
Deck of Explosive Results:
Every other round you summon an explosive orb that slowly drifts away from you in a random direction. When coming in contact with an enemy it explodes for D20 damage.
Deck of Grievous Wounds:
When you strike enemies below 50% health they begin to bleed for D10 damage per round until they are healed above 50% health or die.
Deck of Necrotic Strikes:
Strike with this ability to apply a stack of blight that reduces healing on the target by 10% for D4 rounds. This effect stacks and refreshes the duration upon each subsequent strike. Regular melee damage is also dealt to the target.
Deck of Overflowing Life:
Casting or receiving healing effects in excess of a target’s maximum health are automatically converted to a shield.
Deck of Quaking Blows:
Strike with this ability to emit a shockwave, inflicting additional D10 damage and interrupting spellcasting to all additional enemies within 5 yards.
Deck of Raging Blows:
While attacking someone who hit you last round, you deal an additional 20% damage.
Deck of the Blood Ritual:
When landing a killing blow on an enemy, the leave behind a lingering pool of blood that heals allies and harm enemies who stand in it by D10.
Deck of the Skittish:
Crit (or soft crit) an enemy and they will not attack you for at least D4 rounds.
Deck of Tyrannical Judgement:
You gain 20% more health and deal 20% more damage for the duration of this fight. Usable once per day.
Deck of Volcanic Blows:
Summon a gout of flames to shoot out of the ground below the feet of D6 opponents for D10 damage. This is an ability and not a free action, takes 2 full rounds to recharge.
Rituals of the Moon:
Perform the rituals of this book to gain one of the following forms: lycanthrope, vampire, or ahool.