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		<updated>2026-04-05T03:29:58Z</updated>
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		<id>http://krystallos.imagination-evolution.net/index.php/Wild_Magic_Table</id>
		<title>Wild Magic Table</title>
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				<updated>2020-02-12T21:42:29Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:60%;border-collapse:collapse; border:0px;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;width:100%;background:red;color:white;font-weight:bold;padding-top:3px;padding-bottom:3px;&amp;quot;&amp;gt;Wild Magic Results&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; |D800 Roll&lt;br /&gt;
! style=&amp;quot;width:90%;&amp;quot; |Result&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
||001  || Wall of force appears in front of caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||002  || Caster smells like a skunk for spell duration &lt;br /&gt;
|- &lt;br /&gt;
||003  || Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||004  || Caster's clothes itch (+2 to initiative) &lt;br /&gt;
|- &lt;br /&gt;
||005  || Caster glows as per a light spell &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||006  || Spell effect has 60' radius centered on caster &lt;br /&gt;
|- &lt;br /&gt;
||007  || Next phrase spoken by caster becomes true, lasting for 1 turn  &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||008  || Caster's hair grows one foot in length &lt;br /&gt;
|- &lt;br /&gt;
||009  || Caster pivots 180 degrees &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||010  || Caster's face is blackened by small explosion &lt;br /&gt;
|- &lt;br /&gt;
||011  || Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||012  || Caster's head enlarges for 1d3 turns &lt;br /&gt;
|- &lt;br /&gt;
||013  || Caster reduces (reversed enlarge) for 1d3 turns &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||014  || Caster falls madly in love with target until a remove curse is cast &lt;br /&gt;
|- &lt;br /&gt;
||015  || Spell cannot be canceled at will by caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||016  || Caster polymorphs randomly &lt;br /&gt;
|- &lt;br /&gt;
||017  || Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||018  || Reversed tongues affects all within 60 feet of caster &lt;br /&gt;
|- &lt;br /&gt;
||019  || Wall of fire encircles caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||020  || Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns&lt;br /&gt;
|- &lt;br /&gt;
||021  || Caster suffers same spell effect as target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||022  || Caster levitates 20' for 1d4 turns &lt;br /&gt;
|- &lt;br /&gt;
||023  || Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw. &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||024  || Caster speaks in a squeaky voice for 1d6 days &lt;br /&gt;
|- &lt;br /&gt;
||025  || Caster gains X-ray vision for 1d6 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||026  || Caster ages 10 years &lt;br /&gt;
|- &lt;br /&gt;
||027  || Silence, 15' radius centers on caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||028  || 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster &lt;br /&gt;
|- &lt;br /&gt;
||029  || Reverse gravity beneath caster's feet for 1 round &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||030  || Colored streamers pour from caster's fingertips &lt;br /&gt;
|- &lt;br /&gt;
||031  || Spell effect rebounds on caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||032  || Caster becomes invisible &lt;br /&gt;
|- &lt;br /&gt;
||033  || Color spray from caster's fingertips &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||034  || Stream of butterflies pours from caster's mouth &lt;br /&gt;
|- &lt;br /&gt;
||035  || Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||036  || 3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp. &lt;br /&gt;
|- &lt;br /&gt;
||037  || Music fills the air &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||038  || Create food and water &lt;br /&gt;
|- &lt;br /&gt;
||039  || All normal fires within 60' of caster are extinguished &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||040  || One magical item within 30' of caster (randomly chosen) is permanently drained &lt;br /&gt;
|- &lt;br /&gt;
||041  || One normal item within 30' of caster (randomly chosen) becomes permanently magical &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||042  || All magical weapons within 30' of caster are increased by +2 for 1 turn &lt;br /&gt;
|- &lt;br /&gt;
||043  || Smoke trickles from the ears of all creatures within 60' of caster for 1 turn &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||044  || Dancing lights &lt;br /&gt;
|- &lt;br /&gt;
||045  || All creatures within 30' of caster begin to hiccup (+1 to casting times, -1 to THAC0)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||046  || All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open&lt;br /&gt;
|- &lt;br /&gt;
||047  || Caster and target exchange places &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||048  || Spell affects random target within 60' of the caster &lt;br /&gt;
|- &lt;br /&gt;
||049  || Spell fails but is not wiped from caster's mind &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||050  || Monster summoning II &lt;br /&gt;
|- &lt;br /&gt;
||051  || Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||052  || Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be stunned for 1d3 rounds. &lt;br /&gt;
|- &lt;br /&gt;
||053  || Caster and target exchange voices until a remove curse is cast  &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||054  || Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.&lt;br /&gt;
|- &lt;br /&gt;
||055  || Spell functions but shrieks like a shrieker &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||056  || Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50% &lt;br /&gt;
|- &lt;br /&gt;
||057  || Spell reversed, if reverse is possible &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||058  || Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (THAC0 equal to caster's).&lt;br /&gt;
|- &lt;br /&gt;
||059  || All weapons within 60' of caster glow for 1d4 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||060  || Spell functions; any applicable saving throw is not allowed &lt;br /&gt;
|- &lt;br /&gt;
||061  || Spell appears to fail when cast, but occurs 1-4 rounds later &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||062  || All magical items within 60' of caster glow for 2d8 days &lt;br /&gt;
|- &lt;br /&gt;
||063  || Caster and target switch personalities for 2d10 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||064  || Slow spell centered on target &lt;br /&gt;
|- &lt;br /&gt;
||065  || Target deluded &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||066  || Lightning bolt shoots toward target &lt;br /&gt;
|- &lt;br /&gt;
||067  || Target enlarged &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||068  || Darkness centered on target &lt;br /&gt;
|- &lt;br /&gt;
||069  || Plant growth centered on target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||070  || 1,000 lbs. of non-living matter within 10' of target vanishes &lt;br /&gt;
|- &lt;br /&gt;
||071  || Fireball centers on target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||072  || Target turns to stone &lt;br /&gt;
|- &lt;br /&gt;
||073  || Spell is cast; material components and memory of spell are retained &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||074  || Everyone within 10' of caster receives the benefits of a heal &lt;br /&gt;
|- &lt;br /&gt;
||075  || Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||076  || Wall of fire encircles target &lt;br /&gt;
|- &lt;br /&gt;
||077  || Target levitates 20' for 1d3 turns &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||078  || Target suffers blindness &lt;br /&gt;
|- &lt;br /&gt;
||079  || Target is charmed as per charm monster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||080  || Target forgets &lt;br /&gt;
|- &lt;br /&gt;
||081  || Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||082  || Rust monster appears in front of  target &lt;br /&gt;
|- &lt;br /&gt;
||083  || Target polymorphs randomly &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||084  || Target falls madly in love with caster until a dispel magic is cast. &lt;br /&gt;
|- &lt;br /&gt;
||085  || Target changes sex &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||086  || Small, black raincloud forms over target &lt;br /&gt;
|- &lt;br /&gt;
||087  || Stinking cloud centers on target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||088  || Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage&lt;br /&gt;
|- &lt;br /&gt;
||089  || Target begins sneezing. No spells can be cast until fit passes (1d6 rounds). &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||090  || Spell effect has 60' radius centered on target (all within radius suffer the effect) &lt;br /&gt;
|- &lt;br /&gt;
||091  || Target's clothes itch (+2 to initiative for 1d10 rounds) &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||092  || Target's race randomly changes until canceled by dispel magic  &lt;br /&gt;
|- &lt;br /&gt;
||093  || Target turns ethereal for 2d4 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||094  || Target hastened &lt;br /&gt;
|- &lt;br /&gt;
||095  || All cloth on target crumbles to dust &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||096  || Target sprouts leaves (no damage caused, can be pruned without harm) &lt;br /&gt;
|- &lt;br /&gt;
||097  || Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||098  || Target changes color (canceled by dispel magic) &lt;br /&gt;
|- &lt;br /&gt;
||099  || Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||100  || Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200% &lt;br /&gt;
|- &lt;br /&gt;
||101-110 || Slow creature pointed at for one turn&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||111-118 || Deludes wielder for one round into believing the wand functions as indicated by a second die roll&lt;br /&gt;
|- &lt;br /&gt;
||119-125 || Gust of wind, double force of spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||126-130 || Stinking cloud at 30-foot  range&lt;br /&gt;
|- &lt;br /&gt;
||131-133 || Heavy rain falls for one round in 60-foot radius of wand wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||134-136 || Summon rhino (1-25), elephant (26-50), or mouse (51-00)&lt;br /&gt;
|- &lt;br /&gt;
||137-146 || Lightning bolt (70' x 5') as wand&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||147-149 || Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)&lt;br /&gt;
|- &lt;br /&gt;
||150-153 || Enlarge target if within 60 feet of wand&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||154-158 || Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand&lt;br /&gt;
|- &lt;br /&gt;
||159-162 || Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||163-165 || Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)&lt;br /&gt;
|- &lt;br /&gt;
||166-169 || Diminish wand wielder to 1/12 height&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||170-179 || Fireball as wand&lt;br /&gt;
|- &lt;br /&gt;
||180-184 || Invisibility covers wand wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||185-187 || Leaves grow from target if within 60 feet of wand&lt;br /&gt;
|- &lt;br /&gt;
||188-190 || 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5d4 for number of hits&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||191-197 || Shimmering colors dance and play over a 40-by 30-foot area in front of wand; creatures therein blinded for 1d6 rounds&lt;br /&gt;
|- &lt;br /&gt;
||198-200 || Flesh to stone (or reverse if target is stone) if target is within 60 feet&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||201-210 || The wand fires a web (like the spell; the wand acts as one anchor point)&lt;br /&gt;
|- &lt;br /&gt;
||211-218 || The wand shocks the wielder as per a shocking grasp spell; the wielder must make a Dexterity check on 1d20 at -2 to keep holding the wand.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||219-225 || Reverse gravity affects the target and all within a 30-foot radius (including the caster, if close enough) for 1d4+1 rounds&lt;br /&gt;
|- &lt;br /&gt;
||226-230 || Tasha's uncontrollable hideous laughter affects the target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||231-233 || 800 small rubber balls (each 1 inch in diameter) rain down for 1d4 rounds within a 30-foot radius of the wielder, causing all in the area to make a Dexterity check on 1d20 or trip and fall. The balls remain in the area, causing further checks at the start of each round of combat, until they are carried or swept away.&lt;br /&gt;
|- &lt;br /&gt;
||234-236 || The wand summons: 01-25 Large dove (AC 7, MV 1, FL 36 D, HD 1/2, Att 1, DMG 1, AL N), 25-50 Large rabbit (AC 6, MV 18, HD 1/2, Att 1, DMG 1, AL N), 51-00 Large iguana (AC 4, MV 18, SW 16, HD 3, Att 1, DM 1d4, AL N)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||237-246 || The wand casts chain lightning at the target&lt;br /&gt;
|- &lt;br /&gt;
||247-249 || The target creature and the wielder are covered in liquid chocolate&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||250-253 || Haste affects the target&lt;br /&gt;
|- &lt;br /&gt;
||254-258 || The wand casts hold monster at the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||259-262 || Suds flow from the ground in a 90-foot radius around the wielder for 1d4+1 rounds, at 3 cubic feet per round. The suds are from 01-25 Soap, 26-00 Beer&lt;br /&gt;
|- &lt;br /&gt;
||263-265 || The target creature is polymorphed as per a wand of polymorphing into 01-75 A random creature (DM selects any random-monster table and rolls there) 76-00 Nonliving item (DM selects from random tables, rolls there)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||266-269 || The wand wielder spins clockwise (01-50) or counterclockwise (51-00) for 1d4 rounds and must make a Dexterity check in order to move or act each round thereafter for 1d4 rounds.&lt;br /&gt;
|- &lt;br /&gt;
||270-279 || The wand heals the wielder for 1d8 hit points if currently wounded&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||280-284 || The wand fires a magic missile as per a wand of magic missiles&lt;br /&gt;
|- &lt;br /&gt;
||285-287 || The target inflates like a balloon for 1d4 rounds and deflates for another 1d4 rounds; only living material of up to 1,000 pounds is affected (object will not float in the air)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||288-290 || The wand stretches out and flies at the target for 1d6 points of damage (treat as 6+4 HD creature; maximum range 90 feet)&lt;br /&gt;
|- &lt;br /&gt;
||291-297 || The wand wielder breathes fire as a randomly determined potion of fire breathing (only one breath use is allowed)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||298-300 || The target is disintegrated as per the spell&lt;br /&gt;
|- &lt;br /&gt;
||301-310 || Scare is cast at the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||311-318 || The wielder is affected by an irritating rash for 1d4 rounds, reducing Dexterity to 3&lt;br /&gt;
|- &lt;br /&gt;
||319-325 || Darkness affects the target every other round for 1d8+2 rounds.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||326-330 || Fumble affects the target at double normal duration&lt;br /&gt;
|- &lt;br /&gt;
||331-333 || The wand begins to gripe about the wielder's treatment of it, loudly complaining about the bad working conditions, the lousy pay, the long working hours, etc. (this effect is similar to that of a magic mouth; the wand is not actually sentient)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||334-336 || The wand summons 01-25 Buzzard 26-50 Giraffe 51-00 large-ish kitten (house cat)&lt;br /&gt;
|- &lt;br /&gt;
||337-346 || A delayed blast fireball takes effect from the point of casting, with a delay of 1d4 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||347-349 || The target and wielder are exchanged - wielder taking the place of the target, in the target's clothes and gear, target taking the place of the wielder, in the wielder's clothes and gear.&lt;br /&gt;
|- &lt;br /&gt;
||350-353 || Confusion affects the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||354-358 || Mirror image affects the target&lt;br /&gt;
|- &lt;br /&gt;
||359-362 || The target begins to recite very bad poetry for 2d4 rounds, taking no other action unless attacked, as if requested to do so under a charm spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||363-365 || A dust devil is summoned and attacks the target qv. the spell&lt;br /&gt;
|- &lt;br /&gt;
||366-369 || Jump affects the wielder randomly 1 Forward 2 Left 3 Backward 4 Right 5-6 Up 1 5 feet 2 10 feet 3 20 feet 4 30 feet 5-6 1d20+1d10 feet&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||370-379 || A force cage affects the target&lt;br /&gt;
|- &lt;br /&gt;
||380-384 || The wielder is affected by a Strength spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||385-387 || The target's weapon becomes 01-25 a teddy bear 26-50 a leg of mutton 51-75 a ladle 76-00 a herring. If the target has no weapon, choose another possession. If the target has no possessions, roll again, ignoring this result&lt;br /&gt;
|- &lt;br /&gt;
||388-390 || The wand spews colorless slime in a cone 30 feet wide and 6 feet long, affected the area as a grease spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||391-397 || A spell effect affects the target 01-50 fear 51-00 Faerie Fire&lt;br /&gt;
|- &lt;br /&gt;
||398-400 || An incendiary cloud affects the target area&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||401-410 || A chromatic orb affects the target&lt;br /&gt;
|- &lt;br /&gt;
||411-418 || The wielder is affected as if he had imbibed a philter of stammering and stuttering for 1d4+1 turns&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||419-425 || The wand creates a flaming sphere with affects the target&lt;br /&gt;
|- &lt;br /&gt;
||426-430 || A ray of enfeeblement affects the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||431-433 || The wand causes one of the following to fall upon the target: 01-25 a pillow (no damage) 26-75 a small table (1d6 damage, as club) 76-00 an anvil (3d10 damage, constitution check at -4 or be knocked unconscious for 2d6 turns)&lt;br /&gt;
|- &lt;br /&gt;
||434-436 || The wand summons 01-25 an ugly painting 26-50 bellows 51-00 a storm giant's boot&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||437-446 || The wand affects the target as per a ring of the ram with 3 charges expended at once&lt;br /&gt;
|- &lt;br /&gt;
||447-449 || The wand fires 1d4+2 cream puffs at the target, doing no damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||450-453 || The target is imbued with improved invisibility&lt;br /&gt;
|- &lt;br /&gt;
||454-458 || Fascinate affects the target, who focuses on the wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||459-462 || The wand causes the target's nose to grow 10 times its normal size for 1d4+2 rounds&lt;br /&gt;
|- &lt;br /&gt;
||463-465 || The target is affected as if a potion of gaseous form was imbibed&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||466-469 || The wielder levitates uncontrollably, always heading upward until the spell effect ends, then falls&lt;br /&gt;
|- &lt;br /&gt;
||470-479 || Evard's black tentacles takes effect around the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||480-484 || The wielder is affected by a stoneskin spell&lt;br /&gt;
|- &lt;br /&gt;
||485-487 || The wand summons a leprechaun. The DM should play the leprechaun to the hilt; it will try to gain control of the wand that summoned it and cause complete chaos for as long as possible&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||488-490 || A randomly chosen item on the target's person sprouts wings and attacks another enemy target for 1d2+1 rounds as a 6+4 HD creature. Only small hand-held objects are so affected, and the DM should decide what the item is and what it's combat statistics are (see animate object spell)&lt;br /&gt;
|- &lt;br /&gt;
||491-497 || The wand fizzles for 1d4+1 rounds, then causes a hypnotic pattern to appear, affecting all within range who gaze upon it.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||498-500 || A cone of cold affects the target area at double normal damage&lt;br /&gt;
|- &lt;br /&gt;
||501-505 || Summon 01-50 Monkey 51-75 Ape 76-00 Baboon&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||506-510 || An invisible organ plays for 1d6 rounds&lt;br /&gt;
|- &lt;br /&gt;
||511-515 || Target sprouts wings for 1d12 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||516-520 || Wielder sings for 1d4 rounds&lt;br /&gt;
|- &lt;br /&gt;
||521-525 || Target smells like horse dung.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||526-530 || 4-foot tall banana appears and dances for 1d8 rounds&lt;br /&gt;
|- &lt;br /&gt;
||531-535 || 5d4 roses shoot forth in a 20-foot long stream&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||536-540 || The target's armor turns to leaves&lt;br /&gt;
|- &lt;br /&gt;
||541-545 || The target is turned invisible&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||546-550 || The wielder must shout instead of talk for 1d4 rounds&lt;br /&gt;
|- &lt;br /&gt;
||551-555 || The target grows a tail&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||556-560 || An owlbear appears, runs towards the target, and hugs the victim for 1d4 rounds&lt;br /&gt;
|- &lt;br /&gt;
||561-565 || Mushrooms grow out of the target's ears&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||566-570 || Two tentacles grow on the wielder's shoulders&lt;br /&gt;
|- &lt;br /&gt;
||571-575 || Target's hair turns into snakes&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||576-580 || It rains in a 30-foot radius centered on the wielder for 1d10 rounds&lt;br /&gt;
|- &lt;br /&gt;
||581-585 || Target is polymorphed into a dog&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||586-590 || The target's nose grows two inches longer&lt;br /&gt;
|- &lt;br /&gt;
||591-595 || A meteor swarm detonates on the wielder, as the 9th level spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||596-600 || The wielder magic jars into the target's body&lt;br /&gt;
|- &lt;br /&gt;
||601-602 || Target loses all hair, fur or feathers&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||603-607 || Pit 10 feet deep (any necessary width) opens under target's feet&lt;br /&gt;
|- &lt;br /&gt;
||608-609 || Target gains +1 attack bonus for the next three rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||610-611 || On hundred small bats appear, swarm around the wielder's head for one round, then flit away&lt;br /&gt;
|- &lt;br /&gt;
||612-613 || Target grows wings, arms or tentacles&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||614-615 || Cage of heavy iron bars, 10' square and high, surrounds wielder&lt;br /&gt;
|- &lt;br /&gt;
||616-617 || Each piece of headgear within 20 feet, including helmets, changes into a skullcap topped by a bladed device, the blades turning in a breeze. (helicopter beanie)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||618-622 || Target's color turns to hot pink&lt;br /&gt;
|- &lt;br /&gt;
||623-625 || All gold within 10 feet of the wielder turns to lead&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||626-629 || Target is covered with a thick layer of honey&lt;br /&gt;
|- &lt;br /&gt;
||630-632 || In each of the next five rounds, 2d5 silver pieces shoots forth from each of the wielder's ears&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||633-634 || Target is garbed in a beautiful, well-tailored, embroidered silk coat (2000 gp value, magical, dispellable)&lt;br /&gt;
|- &lt;br /&gt;
||635-639 || Target is polymorphed into a giant rabbit (qv. polymorph other, check for mental change)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||640-641 || Target grows a large moustache in one round (possibly with goatee)&lt;br /&gt;
|- &lt;br /&gt;
||642-643 || Thousands of horseflies fill the area within 10 feet of the wielder, interfering with concentration and preventing spellcasting and combat. They remain for 5d4 turns but will not leave the area except to follow honey.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||644-648 || Target is affected by Otto's Irresistable Dance for three rounds (no saving throw)&lt;br /&gt;
|- &lt;br /&gt;
||649-652 || Stream of acid shoots out to 10-foot range, inflicting 3d8 points of damage (qv. dragon breath, save for half damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||653-655 || Band instruments appear between the wielder and the target. They play loudly and march back and forth for 1d4+2 rounds, as if used by invisible musicians, then vanish. Anyone trying to interfere takes 2d6 points of damage and is hurled back 10 feet&lt;br /&gt;
|- &lt;br /&gt;
||656-657 || Tree grows under the wielder, lifting him or her to the ceiling or 50-foot height, whichever is less&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||658-662 || One hundred dead and putrid fish rain down within 30 feet of the wielder&lt;br /&gt;
|- &lt;br /&gt;
||663-668 || Target glows for five rounds (as if double-intensity faerie fire), but thereafter the wielder vanishes (invisible, not dispellable) for 1d4+1 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||669-670 || The sound of ringing bells peals from the wand, drowning out all noise and speech for 1d4+1 rounds&lt;br /&gt;
|- &lt;br /&gt;
||671-675 || Dispel magic effect on everything within 20 feet of the wand, as if from an 11th level caster&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||676-677 || Wielder is polymorphed into a mule-centaur&lt;br /&gt;
|- &lt;br /&gt;
||678-684 || Monster Summoning IV spell effect, as if cast by the wand wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||685-686 || Target gains 3d4 hit points that remain for 6 turns (cannot be dispelled; damage is taken first from bonus hit points, etc.)&lt;br /&gt;
|- &lt;br /&gt;
||687-690 || Wielder floats 10 feet up as if feather fall in reverse gravity, hovers for 1d4+2 rounds, then drops suddenly&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||691-695 || Eight fiery spheres of different hues shoot forth at one-segment intervals, striking the target and seemingly causing great amounts of damage (illusary; actually only causing 1 point of damage each)&lt;br /&gt;
|- &lt;br /&gt;
||696-699 || All weapons held in hand within 30 feet turn into bunches of flowers&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||700 || Death magic directed at target, 60-foot maximum range 1 in 4 chance effect is reversed (target the wielder, rather than the target, etc.)&lt;br /&gt;
|-&lt;br /&gt;
||701 || User develops hiccups no action next round&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||702 || Gust of wind, 60' long, from wand toward target creature&lt;br /&gt;
|-&lt;br /&gt;
||703 || Fireworks; everybody within 80' of target creature blinded and disoriented for two rounds (-4 on attack rolls and saving throws)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||704 || Miniature snowstorm appears over target creature&lt;br /&gt;
|-&lt;br /&gt;
||705 || Paralysis ray at target creature (save vs. RSW or paralyzed for 20-Constitution in rounds)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||706 || Brightly colored flashing lights cover a 15' radius around target; all creatures in the area save vs. wand or are stunned 1d4 rounds&lt;br /&gt;
|-&lt;br /&gt;
||707 || Monster summoning: attack dog&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||708 || Monster summoning: attack cat&lt;br /&gt;
|-&lt;br /&gt;
||709 || Darkness spell, 5' radius, on target creature (save vs. spells or it moves with creature)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||710 || Enlarge target creature to twice normal size, no save&lt;br /&gt;
|-&lt;br /&gt;
||711 || Slow spell on target creature, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||712 || Monster summoning: attack rat (on 20, infects with leptospirosis)&lt;br /&gt;
|-&lt;br /&gt;
||713 || Faerie Fire on target creature only, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||714 || Popcorn sprays from wand at target creature&lt;br /&gt;
|-&lt;br /&gt;
||715 || Lightning bolt 10' wide, 40' long, 2 points of damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||716 || Monster summoning: attack chicken (target creature is -4 on attack rolls and saves while chicken attacks)&lt;br /&gt;
|-&lt;br /&gt;
||717 || Whiskey sprays from wand at target&lt;br /&gt;
|-  style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||718 || Ten fake gems shoot from wand at target creature, no damage, 1gp value each&lt;br /&gt;
|-&lt;br /&gt;
||719 || Reduce target creature to half normal size, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||720 || Magic missile at target creature, single missile&lt;br /&gt;
|-&lt;br /&gt;
||721 || Monster Summoning: Attack viper (Hit causes save vs. poison or lose 1hp per round for 4 rounds)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||722 || Confusion spell on target creature&lt;br /&gt;
|-&lt;br /&gt;
||723 || Ray of cold at target creature (2 points of damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||724 || Meteor automatically strikes target for 2 points of damage, then explodes for 2 points of fire damage 10' radius&lt;br /&gt;
|-&lt;br /&gt;
||725 || Swarm of attack wasps covers target creature, save vs. petrification or flee until they go away&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||726 || Flowers shoot from wand at target creature&lt;br /&gt;
|-&lt;br /&gt;
||727 || Acid shoots from wand in 60' stream (save vs. RSW or 2 points acid damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||728 || Monster Summoning: Grizzly bear&lt;br /&gt;
|-&lt;br /&gt;
||729 || Swarm of butterflies (target cannot make an effective attack this round)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||730 || Monster Summoning: Giant shark&lt;br /&gt;
|-&lt;br /&gt;
||731 || Fireball 20' radis 2 points of damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||732 || Monster Summoning: Skunk: stinking cloud on one creature, flees after delivering&lt;br /&gt;
|-&lt;br /&gt;
||733 || Levitate target creature (save vs. spells to avoid; if dropped, target feather falls)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||734 || Target creature turns a random bright color&lt;br /&gt;
|-&lt;br /&gt;
||735 || All of target creature's nonmagical equipment teleported back home (save vs. RSW to avoid)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||736 || Target creature's feet covered with chewing gum; successful Strength check to move, slowed if failed&lt;br /&gt;
|-&lt;br /&gt;
||737 || Monster Summoning: human pugilist&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||738 || Colored candies shoot from wand at target creature, no damage&lt;br /&gt;
|-&lt;br /&gt;
||739 || Burning hands (2 points damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||740 || Oil shoots from wand (target creature save RSW or fall)&lt;br /&gt;
|-&lt;br /&gt;
||741 || Scare spell at target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||742 || Target creature's mouth fills with chewing gum, must spend one round taking it out prior to using verbal spells, breath weapon, or biting&lt;br /&gt;
|-&lt;br /&gt;
||743 || Phantasmal force of hideous monster (DM's choice), poorly executed, doesn't fool anyone&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||744 || Mud sprays on target creature; successful Dexterity check or be blinded until wiped off&lt;br /&gt;
|-&lt;br /&gt;
||745 || Monster summoning: swarm of canaries (no effective threat)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||746 || Positive energy ray, 2 points vs. living, 6 points vs. undead, save vs. spells for half damage&lt;br /&gt;
|-&lt;br /&gt;
||747 || Negative energy ray, 2 points, 6 points vs. the living, save vs. spells for half damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||748 || Arrow +1, Range 120', THAc0 14, shatters whether hit or miss&lt;br /&gt;
|-&lt;br /&gt;
||749 || Monster Summoning: Shadow (1 HD, 1 hp, AC 10, 1 Attack, DM 1, THAc0 20, looks really dangerous)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||750 || Fool's gold (100 pieces) shoot from the wand, doing no damage&lt;br /&gt;
|-&lt;br /&gt;
||751 || Monster Summoning: Black pudding, 3HD; Target must make DEX check or be covered&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||752 || Monster Summoning: Gray ooze, 3HD; Target must make DEX check or be covered&lt;br /&gt;
|-&lt;br /&gt;
||753 || Monster Summoning: Ochre jelly, 3HD; Target must make DEX check or be covered&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||754 || Monster Summoning: Giant ant&lt;br /&gt;
|-&lt;br /&gt;
||755 || Target creature's sex changes (duration 24 hours)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||756 || Creeping bugs cover target creature (as creeping doom spell, but only four deadly bugs)&lt;br /&gt;
|-&lt;br /&gt;
||757 || Target creature polymorphed into berserk ogre that attacks anyone it can reach (save vs. spells to avoid transformation)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||758 || Stream of black pepper shoots at target (DEX check or sneezing causes -4 to attack rolls and saving throws for 1 round)&lt;br /&gt;
|-&lt;br /&gt;
||759 || Improved invisibility covers target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||760 || Target creature grows thick hair all over body (or loses it all if hairy); will be mistaken for werewolves, duration 24 hours&lt;br /&gt;
|-&lt;br /&gt;
||761 || Target creature becomes intoxicated (-6 to Intelligence, Wisdom, Dexterity and Charisma unless successful Constitution check) for one hour&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||762 || Monster Summoning: Tyrannosaurus rex, but only a baby (2 HD, 15 hp, AC 6, 1 Attack, DMG 1d8, THAc0 16)&lt;br /&gt;
|-&lt;br /&gt;
||763 || Squirts ink at target creature (save vs. RSW or blinded until target washes face)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||764 || All magic items carried by target creature glow a random bright color&lt;br /&gt;
|-&lt;br /&gt;
||765 || Dancing lights (glowing globes of random color)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||766 || Any normal fires or flames within 60' of target creature produce pyrotechnics (both smoke and fireworks)&lt;br /&gt;
|-&lt;br /&gt;
||767 || Miniature rain storm over target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||768 || Wet ice covers floor in a path in front of of the wander user 5' wide and 25' long; everyone in the path must make a Dexterity check or fall down&lt;br /&gt;
|-&lt;br /&gt;
||769 || Sounds of reinforcements, opponents check morale&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||770 || All leather items within 60' of target creature glow a random bright color&lt;br /&gt;
|-&lt;br /&gt;
||771 || Grease spell, where it would do the most harm to target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||772 || Dig spell under target creature&lt;br /&gt;
|-&lt;br /&gt;
||773 || Paper-mache crown appears on target creature, looks impressive; trumpet fanfare sounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||774 || All normal fires and flames within 60' of target creature goes out&lt;br /&gt;
|-&lt;br /&gt;
||775 || Monster summoning: mouse&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||776-777 || Insane priest of target creature's alignment (1 HD, no spells) appears and begins preaching&lt;br /&gt;
|-&lt;br /&gt;
||778 || Target creature saves vs. RSW or flees for 1d6 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||779 || Monster Summoning: normal rabbit (no effective attack)&lt;br /&gt;
|-&lt;br /&gt;
||780 || Insane dwarf appears and attacks target (2 HD)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||781 || Bouncing rubber ball (AC 0, 1 hp) attacks target; DEX check or be stunned for 1d4 rounds&lt;br /&gt;
|-&lt;br /&gt;
||782 || String of entanglement binds target; successful STR check to break free (once per round until free)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||783 || Reverse gravity on all within 10' of target, no save&lt;br /&gt;
|-&lt;br /&gt;
||784 || Cotton balls stream from wand&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||785 || Neon sign correctly declaring alignment of target creature appears in the air over its head&lt;br /&gt;
|-&lt;br /&gt;
||786 || Neon sign misrepresenting alignment of target creature appears in the air over its head (roll randomly for alignment displayed)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||787 || Blessed crossbow bolt shoots from end of wand and automatically hits target doing 1 pint of damage (kills rakshasas)&lt;br /&gt;
|-&lt;br /&gt;
||788 || Wall of peanut brittle appears between target and wand user&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||789 || Monster Summoning: Octopus (8 HD)&lt;br /&gt;
|-&lt;br /&gt;
||790 || Loud waltz music plays&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||791 || Target creature grows feather (last 1 hour)&lt;br /&gt;
|-&lt;br /&gt;
||792 || Demented cult leader appears and solicits donations; target must make Wisdom check or spend next round driving away the cultist&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||793 || Target creature must make successful Charisma check or goes insane for 1d12 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
||794 || Target creature covered with polka dots of a random bright color, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||795 || Sheriff appears and serves subpoena on target creature&lt;br /&gt;
|-&lt;br /&gt;
||796 || All metal items within 60' of target creature glow a random bright color&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||797 || Monster Summoning: 1d4+1 human lowlifes (1 HD, 1hp, AC 10, 1 Attack, DMG 1d4, THAc0 20 lawful evil)&lt;br /&gt;
|-&lt;br /&gt;
||798 || Monster Summoning: 1d4+1 human lowlifes (1 HD, 1hp, AC 10, 1 Attack, DMG 1d4, THAc0 20 neutral evil)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||799 || Monster Summoning: 1d4+1 human lowlifes (1 HD, 1hp, AC 10, 1 Attack, DMG 1d4, THAc0 20 chaotic evil)&lt;br /&gt;
|-&lt;br /&gt;
||800 || User is transformed into a fighter of equal level, double hit points, strength 18/01, AC 0, 2 Attacks per round; wand becomes dagger +2 for the rest of the day. Transformation lasts 24 hours&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Wild_Magic_Table</id>
		<title>Wild Magic Table</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Wild_Magic_Table"/>
				<updated>2020-02-12T21:41:33Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:60%;border-collapse:collapse; border:0px;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;width:100%;background:red;color:white;font-weight:bold;padding-top:3px;padding-bottom:3px;&amp;quot;&amp;gt;Wild Magic Results&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; |D800 Roll&lt;br /&gt;
! style=&amp;quot;width:90%;&amp;quot; |Result&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
||001  || Wall of force appears in front of caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||002  || Caster smells like a skunk for spell duration &lt;br /&gt;
|- &lt;br /&gt;
||003  || Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||004  || Caster's clothes itch (+2 to initiative) &lt;br /&gt;
|- &lt;br /&gt;
||005  || Caster glows as per a light spell &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||006  || Spell effect has 60' radius centered on caster &lt;br /&gt;
|- &lt;br /&gt;
||007  || Next phrase spoken by caster becomes true, lasting for 1 turn  &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||008  || Caster's hair grows one foot in length &lt;br /&gt;
|- &lt;br /&gt;
||009  || Caster pivots 180 degrees &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||010  || Caster's face is blackened by small explosion &lt;br /&gt;
|- &lt;br /&gt;
||011  || Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||012  || Caster's head enlarges for 1d3 turns &lt;br /&gt;
|- &lt;br /&gt;
||013  || Caster reduces (reversed enlarge) for 1d3 turns &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||014  || Caster falls madly in love with target until a remove curse is cast &lt;br /&gt;
|- &lt;br /&gt;
||015  || Spell cannot be canceled at will by caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||016  || Caster polymorphs randomly &lt;br /&gt;
|- &lt;br /&gt;
||017  || Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||018  || Reversed tongues affects all within 60 feet of caster &lt;br /&gt;
|- &lt;br /&gt;
||019  || Wall of fire encircles caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||020  || Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns&lt;br /&gt;
|- &lt;br /&gt;
||021  || Caster suffers same spell effect as target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||022  || Caster levitates 20' for 1d4 turns &lt;br /&gt;
|- &lt;br /&gt;
||023  || Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw. &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||024  || Caster speaks in a squeaky voice for 1d6 days &lt;br /&gt;
|- &lt;br /&gt;
||025  || Caster gains X-ray vision for 1d6 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||026  || Caster ages 10 years &lt;br /&gt;
|- &lt;br /&gt;
||027  || Silence, 15' radius centers on caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||028  || 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster &lt;br /&gt;
|- &lt;br /&gt;
||029  || Reverse gravity beneath caster's feet for 1 round &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||030  || Colored streamers pour from caster's fingertips &lt;br /&gt;
|- &lt;br /&gt;
||031  || Spell effect rebounds on caster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||032  || Caster becomes invisible &lt;br /&gt;
|- &lt;br /&gt;
||033  || Color spray from caster's fingertips &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||034  || Stream of butterflies pours from caster's mouth &lt;br /&gt;
|- &lt;br /&gt;
||035  || Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||036  || 3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp. &lt;br /&gt;
|- &lt;br /&gt;
||037  || Music fills the air &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||038  || Create food and water &lt;br /&gt;
|- &lt;br /&gt;
||039  || All normal fires within 60' of caster are extinguished &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||040  || One magical item within 30' of caster (randomly chosen) is permanently drained &lt;br /&gt;
|- &lt;br /&gt;
||041  || One normal item within 30' of caster (randomly chosen) becomes permanently magical &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||042  || All magical weapons within 30' of caster are increased by +2 for 1 turn &lt;br /&gt;
|- &lt;br /&gt;
||043  || Smoke trickles from the ears of all creatures within 60' of caster for 1 turn &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||044  || Dancing lights &lt;br /&gt;
|- &lt;br /&gt;
||045  || All creatures within 30' of caster begin to hiccup (+1 to casting times, -1 to THAC0)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||046  || All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open&lt;br /&gt;
|- &lt;br /&gt;
||047  || Caster and target exchange places &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||048  || Spell affects random target within 60' of the caster &lt;br /&gt;
|- &lt;br /&gt;
||049  || Spell fails but is not wiped from caster's mind &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||050  || Monster summoning II &lt;br /&gt;
|- &lt;br /&gt;
||051  || Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||052  || Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be stunned for 1d3 rounds. &lt;br /&gt;
|- &lt;br /&gt;
||053  || Caster and target exchange voices until a remove curse is cast  &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||054  || Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.&lt;br /&gt;
|- &lt;br /&gt;
||055  || Spell functions but shrieks like a shrieker &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||056  || Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50% &lt;br /&gt;
|- &lt;br /&gt;
||057  || Spell reversed, if reverse is possible &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||058  || Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (THAC0 equal to caster's).&lt;br /&gt;
|- &lt;br /&gt;
||059  || All weapons within 60' of caster glow for 1d4 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||060  || Spell functions; any applicable saving throw is not allowed &lt;br /&gt;
|- &lt;br /&gt;
||061  || Spell appears to fail when cast, but occurs 1-4 rounds later &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||062  || All magical items within 60' of caster glow for 2d8 days &lt;br /&gt;
|- &lt;br /&gt;
||063  || Caster and target switch personalities for 2d10 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||064  || Slow spell centered on target &lt;br /&gt;
|- &lt;br /&gt;
||065  || Target deluded &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||066  || Lightning bolt shoots toward target &lt;br /&gt;
|- &lt;br /&gt;
||067  || Target enlarged &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||068  || Darkness centered on target &lt;br /&gt;
|- &lt;br /&gt;
||069  || Plant growth centered on target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||070  || 1,000 lbs. of non-living matter within 10' of target vanishes &lt;br /&gt;
|- &lt;br /&gt;
||071  || Fireball centers on target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||072  || Target turns to stone &lt;br /&gt;
|- &lt;br /&gt;
||073  || Spell is cast; material components and memory of spell are retained &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||074  || Everyone within 10' of caster receives the benefits of a heal &lt;br /&gt;
|- &lt;br /&gt;
||075  || Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||076  || Wall of fire encircles target &lt;br /&gt;
|- &lt;br /&gt;
||077  || Target levitates 20' for 1d3 turns &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||078  || Target suffers blindness &lt;br /&gt;
|- &lt;br /&gt;
||079  || Target is charmed as per charm monster &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||080  || Target forgets &lt;br /&gt;
|- &lt;br /&gt;
||081  || Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||082  || Rust monster appears in front of  target &lt;br /&gt;
|- &lt;br /&gt;
||083  || Target polymorphs randomly &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||084  || Target falls madly in love with caster until a dispel magic is cast. &lt;br /&gt;
|- &lt;br /&gt;
||085  || Target changes sex &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||086  || Small, black raincloud forms over target &lt;br /&gt;
|- &lt;br /&gt;
||087  || Stinking cloud centers on target &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||088  || Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage&lt;br /&gt;
|- &lt;br /&gt;
||089  || Target begins sneezing. No spells can be cast until fit passes (1d6 rounds). &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||090  || Spell effect has 60' radius centered on target (all within radius suffer the effect) &lt;br /&gt;
|- &lt;br /&gt;
||091  || Target's clothes itch (+2 to initiative for 1d10 rounds) &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||092  || Target's race randomly changes until canceled by dispel magic  &lt;br /&gt;
|- &lt;br /&gt;
||093  || Target turns ethereal for 2d4 rounds &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||094  || Target hastened &lt;br /&gt;
|- &lt;br /&gt;
||095  || All cloth on target crumbles to dust &lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||096  || Target sprouts leaves (no damage caused, can be pruned without harm) &lt;br /&gt;
|- &lt;br /&gt;
||097  || Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||098  || Target changes color (canceled by dispel magic) &lt;br /&gt;
|- &lt;br /&gt;
||099  || Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||100  || Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200% &lt;br /&gt;
|- &lt;br /&gt;
||101-110 || Slow creature pointed at for one turn&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||111-118 || Deludes wielder for one round into believing the wand functions as indicated by a second die roll&lt;br /&gt;
|- &lt;br /&gt;
||119-125 || Gust of wind, double force of spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||126-130 || Stinking cloud at 30-foot  range&lt;br /&gt;
|- &lt;br /&gt;
||131-133 || Heavy rain falls for one round in 60-foot radius of wand wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||134-136 || Summon rhino (1-25), elephant (26-50), or mouse (51-00)&lt;br /&gt;
|- &lt;br /&gt;
||137-146 || Lightning bolt (70' x 5') as wand&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||147-149 || Stream of 600 large butterflies pour forth and flutter around for two rounds, blinding everyone (including wielder)&lt;br /&gt;
|- &lt;br /&gt;
||150-153 || Enlarge target if within 60 feet of wand&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||154-158 || Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand&lt;br /&gt;
|- &lt;br /&gt;
||159-162 || Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||163-165 || Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)&lt;br /&gt;
|- &lt;br /&gt;
||166-169 || Diminish wand wielder to 1/12 height&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||170-179 || Fireball as wand&lt;br /&gt;
|- &lt;br /&gt;
||180-184 || Invisibility covers wand wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||185-187 || Leaves grow from target if within 60 feet of wand&lt;br /&gt;
|- &lt;br /&gt;
||188-190 || 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path -- roll 5d4 for number of hits&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||191-197 || Shimmering colors dance and play over a 40-by 30-foot area in front of wand; creatures therein blinded for 1d6 rounds&lt;br /&gt;
|- &lt;br /&gt;
||198-200 || Flesh to stone (or reverse if target is stone) if target is within 60 feet&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||201-210 || The wand fires a web (like the spell; the wand acts as one anchor point)&lt;br /&gt;
|- &lt;br /&gt;
||211-218 || The wand shocks the wielder as per a shocking grasp spell; the wielder must make a Dexterity check on 1d20 at -2 to keep holding the wand.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||219-225 || Reverse gravity affects the target and all within a 30-foot radius (including the caster, if close enough) for 1d4+1 rounds&lt;br /&gt;
|- &lt;br /&gt;
||226-230 || Tasha's uncontrollable hideous laughter affects the target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||231-233 || 800 small rubber balls (each 1 inch in diameter) rain down for 1d4 rounds within a 30-foot radius of the wielder, causing all in the area to make a Dexterity check on 1d20 or trip and fall. The balls remain in the area, causing further checks at the start of each round of combat, until they are carried or swept away.&lt;br /&gt;
|- &lt;br /&gt;
||234-236 || The wand summons: 01-25 Large dove (AC 7, MV 1, FL 36 D, HD 1/2, Att 1, DMG 1, AL N), 25-50 Large rabbit (AC 6, MV 18, HD 1/2, Att 1, DMG 1, AL N), 51-00 Large iguana (AC 4, MV 18, SW 16, HD 3, Att 1, DM 1d4, AL N)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||237-246 || The wand casts chain lightning at the target&lt;br /&gt;
|- &lt;br /&gt;
||247-249 || The target creature and the wielder are covered in liquid chocolate&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||250-253 || Haste affects the target&lt;br /&gt;
|- &lt;br /&gt;
||254-258 || The wand casts hold monster at the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||259-262 || Suds flow from the ground in a 90-foot radius around the wielder for 1d4+1 rounds, at 3 cubic feet per round. The suds are from 01-25 Soap, 26-00 Beer&lt;br /&gt;
|- &lt;br /&gt;
||263-265 || The target creature is polymorphed as per a wand of polymorphing into 01-75 A random creature (DM selects any random-monster table and rolls there) 76-00 Nonliving item (DM selects from random tables, rolls there)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||266-269 || The wand wielder spins clockwise (01-50) or counterclockwise (51-00) for 1d4 rounds and must make a Dexterity check in order to move or act each round thereafter for 1d4 rounds.&lt;br /&gt;
|- &lt;br /&gt;
||270-279 || The wand heals the wielder for 1d8 hit points if currently wounded&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||280-284 || The wand fires a magic missile as per a wand of magic missiles&lt;br /&gt;
|- &lt;br /&gt;
||285-287 || The target inflates like a balloon for 1d4 rounds and deflates for another 1d4 rounds; only living material of up to 1,000 pounds is affected (object will not float in the air)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||288-290 || The wand stretches out and flies at the target for 1d6 points of damage (treat as 6+4 HD creature; maximum range 90 feet)&lt;br /&gt;
|- &lt;br /&gt;
||291-297 || The wand wielder breathes fire as a randomly determined potion of fire breathing (only one breath use is allowed)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||298-300 || The target is disintegrated as per the spell&lt;br /&gt;
|- &lt;br /&gt;
||301-310 || Scare is cast at the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||311-318 || The wielder is affected by an irritating rash for 1d4 rounds, reducing Dexterity to 3&lt;br /&gt;
|- &lt;br /&gt;
||319-325 || Darkness affects the target every other round for 1d8+2 rounds.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||326-330 || Fumble affects the target at double normal duration&lt;br /&gt;
|- &lt;br /&gt;
||331-333 || The wand begins to gripe about the wielder's treatment of it, loudly complaining about the bad working conditions, the lousy pay, the long working hours, etc. (this effect is similar to that of a magic mouth; the wand is not actually sentient)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||334-336 || The wand summons 01-25 Buzzard 26-50 Giraffe 51-00 large-ish kitten (house cat)&lt;br /&gt;
|- &lt;br /&gt;
||337-346 || A delayed blast fireball takes effect from the point of casting, with a delay of 1d4 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||347-349 || The target and wielder are exchanged - wielder taking the place of the target, in the target's clothes and gear, target taking the place of the wielder, in the wielder's clothes and gear.&lt;br /&gt;
|- &lt;br /&gt;
||350-353 || Confusion affects the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||354-358 || Mirror image affects the target&lt;br /&gt;
|- &lt;br /&gt;
||359-362 || The target begins to recite very bad poetry for 2d4 rounds, taking no other action unless attacked, as if requested to do so under a charm spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||363-365 || A dust devil is summoned and attacks the target qv. the spell&lt;br /&gt;
|- &lt;br /&gt;
||366-369 || Jump affects the wielder randomly 1 Forward 2 Left 3 Backward 4 Right 5-6 Up 1 5 feet 2 10 feet 3 20 feet 4 30 feet 5-6 1d20+1d10 feet&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||370-379 || A force cage affects the target&lt;br /&gt;
|- &lt;br /&gt;
||380-384 || The wielder is affected by a Strength spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||385-387 || The target's weapon becomes 01-25 a teddy bear 26-50 a leg of mutton 51-75 a ladle 76-00 a herring. If the target has no weapon, choose another possession. If the target has no possessions, roll again, ignoring this result&lt;br /&gt;
|- &lt;br /&gt;
||388-390 || The wand spews colorless slime in a cone 30 feet wide and 6 feet long, affected the area as a grease spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||391-397 || A spell effect affects the target 01-50 fear 51-00 Faerie Fire&lt;br /&gt;
|- &lt;br /&gt;
||398-400 || An incendiary cloud affects the target area&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||401-410 || A chromatic orb affects the target&lt;br /&gt;
|- &lt;br /&gt;
||411-418 || The wielder is affected as if he had imbibed a philter of stammering and stuttering for 1d4+1 turns&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||419-425 || The wand creates a flaming sphere with affects the target&lt;br /&gt;
|- &lt;br /&gt;
||426-430 || A ray of enfeeblement affects the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||431-433 || The wand causes one of the following to fall upon the target: 01-25 a pillow (no damage) 26-75 a small table (1d6 damage, as club) 76-00 an anvil (3d10 damage, constitution check at -4 or be knocked unconscious for 2d6 turns)&lt;br /&gt;
|- &lt;br /&gt;
||434-436 || The wand summons 01-25 an ugly painting 26-50 bellows 51-00 a storm giant's boot&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||437-446 || The wand affects the target as per a ring of the ram with 3 charges expended at once&lt;br /&gt;
|- &lt;br /&gt;
||447-449 || The wand fires 1d4+2 cream puffs at the target, doing no damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||450-453 || The target is imbued with improved invisibility&lt;br /&gt;
|- &lt;br /&gt;
||454-458 || Fascinate affects the target, who focuses on the wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||459-462 || The wand causes the target's nose to grow 10 times its normal size for 1d4+2 rounds&lt;br /&gt;
|- &lt;br /&gt;
||463-465 || The target is affected as if a potion of gaseous form was imbibed&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||466-469 || The wielder levitates uncontrollably, always heading upward until the spell effect ends, then falls&lt;br /&gt;
|- &lt;br /&gt;
||470-479 || Evard's black tentacles takes effect around the target&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||480-484 || The wielder is affected by a stoneskin spell&lt;br /&gt;
|- &lt;br /&gt;
||485-487 || The wand summons a leprechaun. The DM should play the leprechaun to the hilt; it will try to gain control of the wand that summoned it and cause complete chaos for as long as possible&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||488-490 || A randomly chosen item on the target's person sprouts wings and attacks another enemy target for 1d2+1 rounds as a 6+4 HD creature. Only small hand-held objects are so affected, and the DM should decide what the item is and what it's combat statistics are (see animate object spell)&lt;br /&gt;
|- &lt;br /&gt;
||491-497 || The wand fizzles for 1d4+1 rounds, then causes a hypnotic pattern to appear, affecting all within range who gaze upon it.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||498-500 || A cone of cold affects the target area at double normal damage&lt;br /&gt;
|- &lt;br /&gt;
||501-505 || Summon 01-50 Monkey 51-75 Ape 76-00 Baboon&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||506-510 || An invisible organ plays for 1d6 rounds&lt;br /&gt;
|- &lt;br /&gt;
||511-515 || Target sprouts wings for 1d12 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||516-520 || Wielder sings for 1d4 rounds&lt;br /&gt;
|- &lt;br /&gt;
||521-525 || Target smells like horse dung.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||526-530 || 4-foot tall banana appears and dances for 1d8 rounds&lt;br /&gt;
|- &lt;br /&gt;
||531-535 || 5d4 roses shoot forth in a 20-foot long stream&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||536-540 || The target's armor turns to leaves&lt;br /&gt;
|- &lt;br /&gt;
||541-545 || The target is turned invisible&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||546-550 || The wielder must shout instead of talk for 1d4 rounds&lt;br /&gt;
|- &lt;br /&gt;
||551-555 || The target grows a tail&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||556-560 || An owlbear appears, runs towards the target, and hugs the victim for 1d4 rounds&lt;br /&gt;
|- &lt;br /&gt;
||561-565 || Mushrooms grow out of the target's ears&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||566-570 || Two tentacles grow on the wielder's shoulders&lt;br /&gt;
|- &lt;br /&gt;
||571-575 || Target's hair turns into snakes&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||576-580 || It rains in a 30-foot radius centered on the wielder for 1d10 rounds&lt;br /&gt;
|- &lt;br /&gt;
||581-585 || Target is polymorphed into a dog&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||586-590 || The target's nose grows two inches longer&lt;br /&gt;
|- &lt;br /&gt;
||591-595 || A meteor swarm detonates on the wielder, as the 9th level spell&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||596-600 || The wielder magic jars into the target's body&lt;br /&gt;
|- &lt;br /&gt;
||601-602 || Target loses all hair, fur or feathers&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||603-607 || Pit 10 feet deep (any necessary width) opens under target's feet&lt;br /&gt;
|- &lt;br /&gt;
||608-609 || Target gains +1 attack bonus for the next three rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||610-611 || On hundred small bats appear, swarm around the wielder's head for one round, then flit away&lt;br /&gt;
|- &lt;br /&gt;
||612-613 || Target grows wings, arms or tentacles&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||614-615 || Cage of heavy iron bars, 10' square and high, surrounds wielder&lt;br /&gt;
|- &lt;br /&gt;
||616-617 || Each piece of headgear within 20 feet, including helmets, changes into a skullcap topped by a bladed device, the blades turning in a breeze. (helicopter beanie)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||618-622 || Target's color turns to hot pink&lt;br /&gt;
|- &lt;br /&gt;
||623-625 || All gold within 10 feet of the wielder turns to lead&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||626-629 || Target is covered with a thick layer of honey&lt;br /&gt;
|- &lt;br /&gt;
||630-632 || In each of the next five rounds, 2d5 silver pieces shoots forth from each of the wielder's ears&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||633-634 || Target is garbed in a beautiful, well-tailored, embroidered silk coat (2000 gp value, magical, dispellable)&lt;br /&gt;
|- &lt;br /&gt;
||635-639 || Target is polymorphed into a giant rabbit (qv. polymorph other, check for mental change)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||640-641 || Target grows a large moustache in one round (possibly with goatee)&lt;br /&gt;
|- &lt;br /&gt;
||642-643 || Thousands of horseflies fill the area within 10 feet of the wielder, interfering with concentration and preventing spellcasting and combat. They remain for 5d4 turns but will not leave the area except to follow honey.&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||644-648 || Target is affected by Otto's Irresistable Dance for three rounds (no saving throw)&lt;br /&gt;
|- &lt;br /&gt;
||649-652 || Stream of acid shoots out to 10-foot range, inflicting 3d8 points of damage (qv. dragon breath, save for half damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||653-655 || Band instruments appear between the wielder and the target. They play loudly and march back and forth for 1d4+2 rounds, as if used by invisible musicians, then vanish. Anyone trying to interfere takes 2d6 points of damage and is hurled back 10 feet&lt;br /&gt;
|- &lt;br /&gt;
||656-657 || Tree grows under the wielder, lifting him or her to the ceiling or 50-foot height, whichever is less&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||658-662 || One hundred dead and putrid fish rain down within 30 feet of the wielder&lt;br /&gt;
|- &lt;br /&gt;
||663-668 || Target glows for five rounds (as if double-intensity faerie fire), but thereafter the wielder vanishes (invisible, not dispellable) for 1d4+1 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||669-670 || The sound of ringing bells peals from the wand, drowning out all noise and speech for 1d4+1 rounds&lt;br /&gt;
|- &lt;br /&gt;
||671-675 || Dispel magic effect on everything within 20 feet of the wand, as if from an 11th level caster&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||676-677 || Wielder is polymorphed into a mule-centaur&lt;br /&gt;
|- &lt;br /&gt;
||678-684 || Monster Summoning IV spell effect, as if cast by the wand wielder&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||685-686 || Target gains 3d4 hit points that remain for 6 turns (cannot be dispelled; damage is taken first from bonus hit points, etc.)&lt;br /&gt;
|- &lt;br /&gt;
||687-690 || Wielder floats 10 feet up as if feather fall in reverse gravity, hovers for 1d4+2 rounds, then drops suddenly&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||691-695 || Eight fiery spheres of different hues shoot forth at one-segment intervals, striking the target and seemingly causing great amounts of damage (illusary; actually only causing 1 point of damage each)&lt;br /&gt;
|- &lt;br /&gt;
||696-699 || All weapons held in hand within 30 feet turn into bunches of flowers&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot;&lt;br /&gt;
||700 || Death magic directed at target, 60-foot maximum range 1 in 4 chance effect is reversed (target the wielder, rather than the target, etc.)&lt;br /&gt;
|-&lt;br /&gt;
||701 || User develops hiccups no action next round&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||702 || Gust of wind, 60' long, from wand toward target creature&lt;br /&gt;
|-&lt;br /&gt;
||703 || Fireworks; everybody within 80' of target creature blinded and disoriented for two rounds (-4 on attack rolls and saving throws)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||704 || Miniature snowstorm appears over target creature&lt;br /&gt;
|-&lt;br /&gt;
||705 || Paralysis ray at target creature (save vs. RSW or paralyzed for 20-Constitution in rounds)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||706 || Brightly colored flashing lights cover a 15' radius around target; all creatures in the area save vs. wand or are stunned 1d4 rounds&lt;br /&gt;
|-&lt;br /&gt;
||707 || Monster summoning: attack dog&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||708 || Monster summoning: attack cat&lt;br /&gt;
|-&lt;br /&gt;
||709 || Darkness spell, 5' radius, on target creature (save vs. spells or it moves with creature)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||710 || Enlarge target creature to twice normal size, no save&lt;br /&gt;
|-&lt;br /&gt;
||711 || Slow spell on target creature, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||712 || Monster summoning: attack rat (on 20, infects with leptospirosis)&lt;br /&gt;
|-&lt;br /&gt;
||713 || Faerie Fire on target creature only, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||714 || Popcorn sprays from wand at target creature&lt;br /&gt;
|-&lt;br /&gt;
||715 || Lightning bolt 10' wide, 40' long, 2 points of damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||716 || Monster summoning: attack chicken (target creature is -4 on attack rolls and saves while chicken attacks)&lt;br /&gt;
|-&lt;br /&gt;
||717 || Whiskey sprays from wand at target&lt;br /&gt;
|- &lt;br /&gt;
||718 || Ten fake gems shoot from wand at target creature, no damage, 1gp value each&lt;br /&gt;
|-&lt;br /&gt;
||719 || Reduce target creature to half normal size, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||720 || Magic missile at target creature, single missile&lt;br /&gt;
|-&lt;br /&gt;
||721 || Monster Summoning: Attack viper (Hit causes save vs. poison or lose 1hp per round for 4 rounds)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||722 || Confusion spell on target creature&lt;br /&gt;
|-&lt;br /&gt;
||723 || Ray of cold at target creature (2 points of damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||724 || Meteor automatically strikes target for 2 points of damage, then explodes for 2 points of fire damage 10' radius&lt;br /&gt;
|-&lt;br /&gt;
||725 || Swarm of attack wasps covers target creature, save vs. petrification or flee until they go away&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||726 || Flowers shoot from wand at target creature&lt;br /&gt;
|-&lt;br /&gt;
||727 || Acid shoots from wand in 60' stream (save vs. RSW or 2 points acid damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||728 || Monster Summoning: Grizzly bear&lt;br /&gt;
|-&lt;br /&gt;
||729 || Swarm of butterflies (target cannot make an effective attack this round)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||730 || Monster Summoning: Giant shark&lt;br /&gt;
|-&lt;br /&gt;
||731 || Fireball 20' radis 2 points of damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||732 || Monster Summoning: Skunk: stinking cloud on one creature, flees after delivering&lt;br /&gt;
|-&lt;br /&gt;
||733 || Levitate target creature (save vs. spells to avoid; if dropped, target feather falls)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||734 || Target creature turns a random bright color&lt;br /&gt;
|-&lt;br /&gt;
||735 || All of target creature's nonmagical equipment teleported back home (save vs. RSW to avoid)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||736 || Target creature's feet covered with chewing gum; successful Strength check to move, slowed if failed&lt;br /&gt;
|-&lt;br /&gt;
||737 || Monster Summoning: human pugilist&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||738 || Colored candies shoot from wand at target creature, no damage&lt;br /&gt;
|-&lt;br /&gt;
||739 || Burning hands (2 points damage)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||740 || Oil shoots from wand (target creature save RSW or fall)&lt;br /&gt;
|-&lt;br /&gt;
||741 || Scare spell at target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||742 || Target creature's mouth fills with chewing gum, must spend one round taking it out prior to using verbal spells, breath weapon, or biting&lt;br /&gt;
|-&lt;br /&gt;
||743 || Phantasmal force of hideous monster (DM's choice), poorly executed, doesn't fool anyone&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||744 || Mud sprays on target creature; successful Dexterity check or be blinded until wiped off&lt;br /&gt;
|-&lt;br /&gt;
||745 || Monster summoning: swarm of canaries (no effective threat)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||746 || Positive energy ray, 2 points vs. living, 6 points vs. undead, save vs. spells for half damage&lt;br /&gt;
|-&lt;br /&gt;
||747 || Negative energy ray, 2 points, 6 points vs. the living, save vs. spells for half damage&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||748 || Arrow +1, Range 120', THAc0 14, shatters whether hit or miss&lt;br /&gt;
|-&lt;br /&gt;
||749 || Monster Summoning: Shadow (1 HD, 1 hp, AC 10, 1 Attack, DM 1, THAc0 20, looks really dangerous)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||750 || Fool's gold (100 pieces) shoot from the wand, doing no damage&lt;br /&gt;
|-&lt;br /&gt;
||751 || Monster Summoning: Black pudding, 3HD; Target must make DEX check or be covered&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||752 || Monster Summoning: Gray ooze, 3HD; Target must make DEX check or be covered&lt;br /&gt;
|-&lt;br /&gt;
||753 || Monster Summoning: Ochre jelly, 3HD; Target must make DEX check or be covered&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||754 || Monster Summoning: Giant ant&lt;br /&gt;
|-&lt;br /&gt;
||755 || Target creature's sex changes (duration 24 hours)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||756 || Creeping bugs cover target creature (as creeping doom spell, but only four deadly bugs)&lt;br /&gt;
|-&lt;br /&gt;
||757 || Target creature polymorphed into berserk ogre that attacks anyone it can reach (save vs. spells to avoid transformation)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||758 || Stream of black pepper shoots at target (DEX check or sneezing causes -4 to attack rolls and saving throws for 1 round)&lt;br /&gt;
|-&lt;br /&gt;
||759 || Improved invisibility covers target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||760 || Target creature grows thick hair all over body (or loses it all if hairy); will be mistaken for werewolves, duration 24 hours&lt;br /&gt;
|-&lt;br /&gt;
||761 || Target creature becomes intoxicated (-6 to Intelligence, Wisdom, Dexterity and Charisma unless successful Constitution check) for one hour&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||762 || Monster Summoning: Tyrannosaurus rex, but only a baby (2 HD, 15 hp, AC 6, 1 Attack, DMG 1d8, THAc0 16)&lt;br /&gt;
|-&lt;br /&gt;
||763 || Squirts ink at target creature (save vs. RSW or blinded until target washes face)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||764 || All magic items carried by target creature glow a random bright color&lt;br /&gt;
|-&lt;br /&gt;
||765 || Dancing lights (glowing globes of random color)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||766 || Any normal fires or flames within 60' of target creature produce pyrotechnics (both smoke and fireworks)&lt;br /&gt;
|-&lt;br /&gt;
||767 || Miniature rain storm over target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||768 || Wet ice covers floor in a path in front of of the wander user 5' wide and 25' long; everyone in the path must make a Dexterity check or fall down&lt;br /&gt;
|-&lt;br /&gt;
||769 || Sounds of reinforcements, opponents check morale&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||770 || All leather items within 60' of target creature glow a random bright color&lt;br /&gt;
|-&lt;br /&gt;
||771 || Grease spell, where it would do the most harm to target creature&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||772 || Dig spell under target creature&lt;br /&gt;
|-&lt;br /&gt;
||773 || Paper-mache crown appears on target creature, looks impressive; trumpet fanfare sounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||774 || All normal fires and flames within 60' of target creature goes out&lt;br /&gt;
|-&lt;br /&gt;
||775 || Monster summoning: mouse&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||776-777 || Insane priest of target creature's alignment (1 HD, no spells) appears and begins preaching&lt;br /&gt;
|-&lt;br /&gt;
||778 || Target creature saves vs. RSW or flees for 1d6 rounds&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||779 || Monster Summoning: normal rabbit (no effective attack)&lt;br /&gt;
|-&lt;br /&gt;
||780 || Insane dwarf appears and attacks target (2 HD)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||781 || Bouncing rubber ball (AC 0, 1 hp) attacks target; DEX check or be stunned for 1d4 rounds&lt;br /&gt;
|-&lt;br /&gt;
||782 || String of entanglement binds target; successful STR check to break free (once per round until free)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||783 || Reverse gravity on all within 10' of target, no save&lt;br /&gt;
|-&lt;br /&gt;
||784 || Cotton balls stream from wand&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||785 || Neon sign correctly declaring alignment of target creature appears in the air over its head&lt;br /&gt;
|-&lt;br /&gt;
||786 || Neon sign misrepresenting alignment of target creature appears in the air over its head (roll randomly for alignment displayed)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||787 || Blessed crossbow bolt shoots from end of wand and automatically hits target doing 1 pint of damage (kills rakshasas)&lt;br /&gt;
|-&lt;br /&gt;
||788 || Wall of peanut brittle appears between target and wand user&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||789 || Monster Summoning: Octopus (8 HD)&lt;br /&gt;
|-&lt;br /&gt;
||790 || Loud waltz music plays&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||791 || Target creature grows feather (last 1 hour)&lt;br /&gt;
|-&lt;br /&gt;
||792 || Demented cult leader appears and solicits donations; target must make Wisdom check or spend next round driving away the cultist&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||793 || Target creature must make successful Charisma check or goes insane for 1d12 x 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
||794 || Target creature covered with polka dots of a random bright color, no save&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||795 || Sheriff appears and serves subpoena on target creature&lt;br /&gt;
|-&lt;br /&gt;
||796 || All metal items within 60' of target creature glow a random bright color&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||797 || Monster Summoning: 1d4+1 human lowlifes (1 HD, 1hp, AC 10, 1 Attack, DMG 1d4, THAc0 20 lawful evil)&lt;br /&gt;
|-&lt;br /&gt;
||798 || Monster Summoning: 1d4+1 human lowlifes (1 HD, 1hp, AC 10, 1 Attack, DMG 1d4, THAc0 20 neutral evil)&lt;br /&gt;
|- style=&amp;quot;background:beige;text-align:left;&amp;quot; &lt;br /&gt;
||799 || Monster Summoning: 1d4+1 human lowlifes (1 HD, 1hp, AC 10, 1 Attack, DMG 1d4, THAc0 20 chaotic evil)&lt;br /&gt;
|-&lt;br /&gt;
||800 || User is transformed into a fighter of equal level, double hit points, strength 18/01, AC 0, 2 Attacks per round; wand becomes dagger +2 for the rest of the day. Transformation lasts 24 hours&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Empress_of_the_Boudoir</id>
		<title>Empress of the Boudoir</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Empress_of_the_Boudoir"/>
				<updated>2018-03-17T04:19:11Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
* Empress Amelia of Amethyst&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The kiss is the sort that lasts forever and a day and tumbles into a dozen more. Long and passionate and filled with months of loneliness and need and desire and love. When, finally, it ends, Amelia draws back. Her violet eyes look deeply into Zyindra's green ones and she says, &amp;quot;Well, now, that was a kiss worth waiting for, wasn't it?&amp;quot; Her lips quirk into a smile. &amp;quot;And I did wait for it. I promise.&amp;quot; Given the queen's nature, that's no small pledge.&lt;br /&gt;
----&lt;br /&gt;
The kiss is the sort that lasts forever and a day and tumbles into a dozen more. Long and passionate and filled with months of loneliness and need and desire and love. When, finally, it ends, Amelia draws back. Her violet eyes look deeply into Zyindra's green ones and she says, &amp;quot;Well, now, that was a kiss worth waiting for, wasn't it?&amp;quot; Her lips quirk into a smile. &amp;quot;And I did wait for it. I promise.&amp;quot; Given the queen's nature, that's no small pledge.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;After her bath, back at my quarters?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia nods.&lt;br /&gt;
----&lt;br /&gt;
Zyindra tries to hold herself back from the full depths of the kiss, but there is no denying that Amelia fires her emotions and her imagination, and arouses her spirit and her body; she doesn't last long trying to maintain her restraint. Finally, however, they part and breathe, and the teen witch shakes her head, smiling wryly. &amp;quot;Better than poetry, however florid.&amp;quot; she teases brightly, then guides the freshly bathed blonde Empress to the bed. &amp;quot;It is wonderful to see you again, Amelia. Even better to hold you, and kiss you again.&amp;quot; But Zyindra wasn't waiting for this. She had rather assumed such a thing would never happen again.&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;I'm afraid I will not be able to resist temptation for long.&amp;quot; Amelia admits as she settles down onto the bed and draws Zyindra into her arms. &amp;quot;And rational conversation won't be possible soon. Let me say the things I need to say, please, before I lose myself.&amp;quot; She kisses a temple. Then a neck. Then an earlobe.&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;I would never stop you, Amelia.&amp;quot; Zyindra offers, sliding her arms around the blonde in return. She doesn't push her away, but she's not - yet - encouraging more physical familiarities. She recognizes the need to not further enflame the passionate empress' desires until some communication is achieved other than that of need and pheromones.&lt;br /&gt;
----&lt;br /&gt;
Amelia leans her head back, then to one side and then the other. She stretches out the muscles, then says, &amp;quot;I am being pushed by my advisors, by my people even, to produce an heir.&amp;quot; She closes her eyes and leans her forehead against Zyindra's shoulder. &amp;quot;Obviously, that will not happen until the present crisis has passed. I can't be incapacitated by pregnancy or child rearing. I need to focus. But...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She takes a deep breath. Is there a tremble there, in the way she breathes in and out? &amp;quot;My Magus General wishes to retire. I won't allow him to do so until the crisis has passed. When it has, though... when it has... I want you to come and take the position. But there's more. I also... I have arranged a trade with the Amazonites. I will receive the lore of how two women can reproduce...&amp;quot; She trails off, lifting her head and looking into Zyindra's eyes. Waiting for her to respond.&lt;br /&gt;
----&lt;br /&gt;
Zyindra holds Amelia without pulling her closer. She just stays present. Engaged. Listening. In contact. But inside, her mind, her heart, her soul is aswirl in confusion. Of course they want Amelia to produce an heir; she's honestly surprised that she can convince the nobles to wait out the current crisis.&lt;br /&gt;
&lt;br /&gt;
But then comes news of the Magus General. She wants Zyindra to take the job? But she's not a magi, and she's no general. Not to mention the fact that she's not a noble. And why would she want to be up close, there at the capital, when Amelia is going to have to find someone, a consort, and produce an heir? That would be all new kinds of terrible torture to watch up close.&lt;br /&gt;
&lt;br /&gt;
Then comes the last, and Zyindra's emerald eyes go wide with shock. &amp;quot;What?&amp;quot; Sure, Zyindra knows that the Amazonite barbarians can do that. And she's not completely flummoxed that they would consider sharing it with the Empress, though that does seem rather rare. But ... what does this mean? &amp;quot;Amelia ... &amp;quot; The young witch takes a breath, and then turns sharply to look over into the corner, at a pair of rather amused amber-glowing eyes. Whatever she thinks back at Sabbath, he yerfs amusedly and then curls back up, as if his work is done.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OK. I'm shocked.&amp;quot; Zyindra finally admits. &amp;quot;Nore than a little stunned and surprised. I had no idea you ... you thought of me that seriously. I mean ... that is what you are suggesting, aren't you? That I would achieve a title, take the position as Magus General, and then we would marry and produce an heir together?&amp;quot; Or maybe two! Hey, there's more than one womb in this equation.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;Magus General is like a Surgeon General or a Postmaster General. Its not a military position. Its chief magical advisor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;Zy probably doesn't realize that. :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;But I appreciate the intel. :)&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Amelia watches Zyindra work her way through the whole of it and her smile grows as her clever witch figures it all out. &amp;quot;Yes. As Magus General, you would be my chief advisor in all matters of magic and you would govern the activities of all mages in the employ of the empire. As for marriage... yes. You would be princess consort. There would be some additional ceremonial duties but, beyond that, your main tasks would involve being a wife, a mother, and Magus General.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Her breathing and voice have grown stronger and more sure now that the idea hasn't ben rejected outright. &amp;quot;I have had many lovers, Zyindra, but none whom I have connected with so deeply as you. Yes, at first, it was just flirtation. A fascination I had with someone who was so different and exotic but in the brief time I was able to know you in person... love is a luxury you forced me to purchase, I'm afraid, even if I probably can't afford it.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
It takes Zyindra a little bit to work her way around to saying more. Clearly, she is still stunned and processing. But she's not pulling away, and she's not trying to maintain distance. Just trying to work through all of this. &amp;quot;I won't lie to you, Amelia. I never have, and I am not going to start. I am surprised, and a bit shocked, that your feelings for me are so deep.&amp;quot; She sighs, and shrugs her shoulders. &amp;quot;I knew mine were, but I had resigned myself to the fact that would be largely one-sided, the infatuation of the inexperienced girl for the worldly and amazing Empress.&amp;quot; Maybe a little flattery with her honesty isn't a bad thing?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will admit that I foresee plenty of possibilities for problems with this plan.&amp;quot; Zyindra offers, after a bit more thought. &amp;quot;But I do not consider any of them necessarily insurmountable, save one.&amp;quot; She leans close, emerald eyes peering into light purple ones. &amp;quot;Are you sure that as a witch I can qualify for Magus General? I am willing. But I do not want to become any more of a divisive figure for the Empire than absolutely necessary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then Zyindra presses a light kiss to Amelia's lips. &amp;quot;As for the rest of the plan ... I love the idea, as I love you. And I will do all I can to help us both face and meet the challenges that arise to the plan.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Amelia's smile turns into sunshine, a beaming moment where her lips stretch wide and pure joy radiates through. &amp;quot;The purpose of the Magus General is to understand magic and ensure it is used to the best benefit of the Empire, my witch. I am absolutely confident your unique perspective will accomplish the task with brilliance. You are, of course, right, but you will, by the end of this, be a war hero. No one will gainsay me wedding a hero of the war and, while no monarch of Amethyst has ever done so, marriage to one's own gender has been a right of the Empire for nearly an age.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This will not be a pleasant conflict.&amp;quot; Her smile fades. &amp;quot;I anticipate, in the end, having to send troops into Peridot. Once they are there, in order to ensure the city does not become a problem again and to ensure the ticks are truly gone, I will need to absorb it into the empire. I will be a conquerer. People will die in the process. I do not look forward to this but... it must occur.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Zyindra nuzzles Amelia's cheek and ear, holding her close as she listens. She gets how hard this is, and she is supporting Amelia. No more joking, no teasing, and no lovey-dovey talk of a future they can build together, no matter how much both may want it. For now, this is about the burdens of leadership and command. &amp;quot;I understand. And not all of those who are lost will be soldiers, yours or the enemy's. Many will be the innocents trapped in the middle, despite our best efforts to avoid and minimize such losses. I am sorry, Amelia. I doubt there is any way that I can avoid that outcome for you, no matter what I try. All I can do is hold and support you as you bear through it, for the greater good.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;Of course. Well.&amp;quot; Amelia clears her throat. &amp;quot;Tomorrow I will speak to the Baron. There are certain formalities to making you an official member of the Magus Corps of Amethyst. He will need to knight you and then send the proper paperwork to my office, where it will be approved and you will be added to the rolls. Once such is done, you will be an official servant of the Empire, assigned as the magus of Fao. From there, I have people who can work to build your legend and reputation in order to ensure you are well received by the people when official announcements are made, sometime hence.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
The redheaded witch shakes her head slightly, a wry amusement, and then she nuzzles Amelia's cheek once more. &amp;quot;Alright. Though why 'the Baron' should knight me, I have no idea.&amp;quot; In her view, she cannot much imagine she has done anything worthy of such recognition. Her perspective is a tad skewed. She glances at Sabbath again. &amp;quot;Have you been telling tales?&amp;quot; she offers accusingly. The fox barely opens one eye and gives an almsot sneeze-like yerf of denial, then buries his nose under his fluffy tail, done with the bipeds for now.&lt;br /&gt;
----&lt;br /&gt;
Amelia laughs at the antics of both mistress and familiar. &amp;quot;Local rulers have the right to knight those who offer service. Regional rulers have the right to fill empty noble seats of higher rank. All such appointments must be approved by the Empress but I receive hundreds a year. I have people who look into the matter and advise me on the propriety of things. Usually I sign off on it. I am not here, darling, officially. I can't knight you. It must be done locally and, locally, your shadowy friend is my hand.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Zyindra chuckles and shakes her head. &amp;quot;I do not question why it should be the Baron, only why it is that I would be worthy of it.&amp;quot; she explains. &amp;quot;But if you are sure of this, I will accept. What Lucius will say, I cannot begin to guess.&amp;quot; And how this may obtain regarding Lucius and Shiphrah she's not even going to begin to speculate without speaking with both of them. Another time. &amp;quot;I suspect if you knighted me, Amelia, it would catch attention we would prefer to avoid, and raise questions of propriety later.&amp;quot; Meaning she accepts this is the plan. &amp;quot;Is that all we need to talk about?&amp;quot; Might as well ask, right?&lt;br /&gt;
----&lt;br /&gt;
Amelia closes her eyes and taps her list, reviewing a mental checklist. One has to be organized to control the largest Empire in Krystallos after all. &amp;quot;... yes. Yes, I do believe it is.&amp;quot; The blonde queen opens her eyes and her lips curl into a rather bewitching smile. &amp;quot;We may now move onto the second portion of our evening.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;Or is that third?&amp;quot; Zyindra offers, as she tilts her head to the side and brings her lips to Amelia's, kissing softly, tenderly, sliding her arms further around the blonde Empress, until they meet at the small of her back. &amp;quot;For the record, since I have not said it yet: I am really, really glad to see you. Welcome to Fao.&amp;quot; She winks. &amp;quot;And welcome to my bedroom.&amp;quot; And her bed.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia smiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;Okay. There's one more thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;When Zyindra orgasms for the final time, she'll have her first vision in months.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven giggles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;She was TOLD she needed to relax.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;For the visions to come. :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;I'm still working out the details of the vision but you'll have it by next session.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;OK.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;And there you go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven smooches. :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven needs to pop off. I have problems I need to deal with. Catch you tomorrow.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Empress_of_the_Boudoir</id>
		<title>Empress of the Boudoir</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Empress_of_the_Boudoir"/>
				<updated>2018-03-17T04:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: Created page with &amp;quot;The kiss is the sort that lasts forever and a day and tumbles into a dozen more. Long and passionate and filled with months of loneliness and need and desire and love. When, f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The kiss is the sort that lasts forever and a day and tumbles into a dozen more. Long and passionate and filled with months of loneliness and need and desire and love. When, finally, it ends, Amelia draws back. Her violet eyes look deeply into Zyindra's green ones and she says, &amp;quot;Well, now, that was a kiss worth waiting for, wasn't it?&amp;quot; Her lips quirk into a smile. &amp;quot;And I did wait for it. I promise.&amp;quot; Given the queen's nature, that's no small pledge.&lt;br /&gt;
----&lt;br /&gt;
The kiss is the sort that lasts forever and a day and tumbles into a dozen more. Long and passionate and filled with months of loneliness and need and desire and love. When, finally, it ends, Amelia draws back. Her violet eyes look deeply into Zyindra's green ones and she says, &amp;quot;Well, now, that was a kiss worth waiting for, wasn't it?&amp;quot; Her lips quirk into a smile. &amp;quot;And I did wait for it. I promise.&amp;quot; Given the queen's nature, that's no small pledge.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;After her bath, back at my quarters?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia nods.&lt;br /&gt;
----&lt;br /&gt;
Zyindra tries to hold herself back from the full depths of the kiss, but there is no denying that Amelia fires her emotions and her imagination, and arouses her spirit and her body; she doesn't last long trying to maintain her restraint. Finally, however, they part and breathe, and the teen witch shakes her head, smiling wryly. &amp;quot;Better than poetry, however florid.&amp;quot; she teases brightly, then guides the freshly bathed blonde Empress to the bed. &amp;quot;It is wonderful to see you again, Amelia. Even better to hold you, and kiss you again.&amp;quot; But Zyindra wasn't waiting for this. She had rather assumed such a thing would never happen again.&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;I'm afraid I will not be able to resist temptation for long.&amp;quot; Amelia admits as she settles down onto the bed and draws Zyindra into her arms. &amp;quot;And rational conversation won't be possible soon. Let me say the things I need to say, please, before I lose myself.&amp;quot; She kisses a temple. Then a neck. Then an earlobe.&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;I would never stop you, Amelia.&amp;quot; Zyindra offers, sliding her arms around the blonde in return. She doesn't push her away, but she's not - yet - encouraging more physical familiarities. She recognizes the need to not further enflame the passionate empress' desires until some communication is achieved other than that of need and pheromones.&lt;br /&gt;
----&lt;br /&gt;
Amelia leans her head back, then to one side and then the other. She stretches out the muscles, then says, &amp;quot;I am being pushed by my advisors, by my people even, to produce an heir.&amp;quot; She closes her eyes and leans her forehead against Zyindra's shoulder. &amp;quot;Obviously, that will not happen until the present crisis has passed. I can't be incapacitated by pregnancy or child rearing. I need to focus. But...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She takes a deep breath. Is there a tremble there, in the way she breathes in and out? &amp;quot;My Magus General wishes to retire. I won't allow him to do so until the crisis has passed. When it has, though... when it has... I want you to come and take the position. But there's more. I also... I have arranged a trade with the Amazonites. I will receive the lore of how two women can reproduce...&amp;quot; She trails off, lifting her head and looking into Zyindra's eyes. Waiting for her to respond.&lt;br /&gt;
----&lt;br /&gt;
Zyindra holds Amelia without pulling her closer. She just stays present. Engaged. Listening. In contact. But inside, her mind, her heart, her soul is aswirl in confusion. Of course they want Amelia to produce an heir; she's honestly surprised that she can convince the nobles to wait out the current crisis.&lt;br /&gt;
&lt;br /&gt;
But then comes news of the Magus General. She wants Zyindra to take the job? But she's not a magi, and she's no general. Not to mention the fact that she's not a noble. And why would she want to be up close, there at the capital, when Amelia is going to have to find someone, a consort, and produce an heir? That would be all new kinds of terrible torture to watch up close.&lt;br /&gt;
&lt;br /&gt;
Then comes the last, and Zyindra's emerald eyes go wide with shock. &amp;quot;What?&amp;quot; Sure, Zyindra knows that the Amazonite barbarians can do that. And she's not completely flummoxed that they would consider sharing it with the Empress, though that does seem rather rare. But ... what does this mean? &amp;quot;Amelia ... &amp;quot; The young witch takes a breath, and then turns sharply to look over into the corner, at a pair of rather amused amber-glowing eyes. Whatever she thinks back at Sabbath, he yerfs amusedly and then curls back up, as if his work is done.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OK. I'm shocked.&amp;quot; Zyindra finally admits. &amp;quot;Nore than a little stunned and surprised. I had no idea you ... you thought of me that seriously. I mean ... that is what you are suggesting, aren't you? That I would achieve a title, take the position as Magus General, and then we would marry and produce an heir together?&amp;quot; Or maybe two! Hey, there's more than one womb in this equation.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;Magus General is like a Surgeon General or a Postmaster General. Its not a military position. Its chief magical advisor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;Zy probably doesn't realize that. :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;But I appreciate the intel. :)&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Amelia watches Zyindra work her way through the whole of it and her smile grows as her clever witch figures it all out. &amp;quot;Yes. As Magus General, you would be my chief advisor in all matters of magic and you would govern the activities of all mages in the employ of the empire. As for marriage... yes. You would be princess consort. There would be some additional ceremonial duties but, beyond that, your main tasks would involve being a wife, a mother, and Magus General.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Her breathing and voice have grown stronger and more sure now that the idea hasn't ben rejected outright. &amp;quot;I have had many lovers, Zyindra, but none whom I have connected with so deeply as you. Yes, at first, it was just flirtation. A fascination I had with someone who was so different and exotic but in the brief time I was able to know you in person... love is a luxury you forced me to purchase, I'm afraid, even if I probably can't afford it.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
It takes Zyindra a little bit to work her way around to saying more. Clearly, she is still stunned and processing. But she's not pulling away, and she's not trying to maintain distance. Just trying to work through all of this. &amp;quot;I won't lie to you, Amelia. I never have, and I am not going to start. I am surprised, and a bit shocked, that your feelings for me are so deep.&amp;quot; She sighs, and shrugs her shoulders. &amp;quot;I knew mine were, but I had resigned myself to the fact that would be largely one-sided, the infatuation of the inexperienced girl for the worldly and amazing Empress.&amp;quot; Maybe a little flattery with her honesty isn't a bad thing?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will admit that I foresee plenty of possibilities for problems with this plan.&amp;quot; Zyindra offers, after a bit more thought. &amp;quot;But I do not consider any of them necessarily insurmountable, save one.&amp;quot; She leans close, emerald eyes peering into light purple ones. &amp;quot;Are you sure that as a witch I can qualify for Magus General? I am willing. But I do not want to become any more of a divisive figure for the Empire than absolutely necessary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then Zyindra presses a light kiss to Amelia's lips. &amp;quot;As for the rest of the plan ... I love the idea, as I love you. And I will do all I can to help us both face and meet the challenges that arise to the plan.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Amelia's smile turns into sunshine, a beaming moment where her lips stretch wide and pure joy radiates through. &amp;quot;The purpose of the Magus General is to understand magic and ensure it is used to the best benefit of the Empire, my witch. I am absolutely confident your unique perspective will accomplish the task with brilliance. You are, of course, right, but you will, by the end of this, be a war hero. No one will gainsay me wedding a hero of the war and, while no monarch of Amethyst has ever done so, marriage to one's own gender has been a right of the Empire for nearly an age.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This will not be a pleasant conflict.&amp;quot; Her smile fades. &amp;quot;I anticipate, in the end, having to send troops into Peridot. Once they are there, in order to ensure the city does not become a problem again and to ensure the ticks are truly gone, I will need to absorb it into the empire. I will be a conquerer. People will die in the process. I do not look forward to this but... it must occur.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Zyindra nuzzles Amelia's cheek and ear, holding her close as she listens. She gets how hard this is, and she is supporting Amelia. No more joking, no teasing, and no lovey-dovey talk of a future they can build together, no matter how much both may want it. For now, this is about the burdens of leadership and command. &amp;quot;I understand. And not all of those who are lost will be soldiers, yours or the enemy's. Many will be the innocents trapped in the middle, despite our best efforts to avoid and minimize such losses. I am sorry, Amelia. I doubt there is any way that I can avoid that outcome for you, no matter what I try. All I can do is hold and support you as you bear through it, for the greater good.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;Of course. Well.&amp;quot; Amelia clears her throat. &amp;quot;Tomorrow I will speak to the Baron. There are certain formalities to making you an official member of the Magus Corps of Amethyst. He will need to knight you and then send the proper paperwork to my office, where it will be approved and you will be added to the rolls. Once such is done, you will be an official servant of the Empire, assigned as the magus of Fao. From there, I have people who can work to build your legend and reputation in order to ensure you are well received by the people when official announcements are made, sometime hence.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
The redheaded witch shakes her head slightly, a wry amusement, and then she nuzzles Amelia's cheek once more. &amp;quot;Alright. Though why 'the Baron' should knight me, I have no idea.&amp;quot; In her view, she cannot much imagine she has done anything worthy of such recognition. Her perspective is a tad skewed. She glances at Sabbath again. &amp;quot;Have you been telling tales?&amp;quot; she offers accusingly. The fox barely opens one eye and gives an almsot sneeze-like yerf of denial, then buries his nose under his fluffy tail, done with the bipeds for now.&lt;br /&gt;
----&lt;br /&gt;
Amelia laughs at the antics of both mistress and familiar. &amp;quot;Local rulers have the right to knight those who offer service. Regional rulers have the right to fill empty noble seats of higher rank. All such appointments must be approved by the Empress but I receive hundreds a year. I have people who look into the matter and advise me on the propriety of things. Usually I sign off on it. I am not here, darling, officially. I can't knight you. It must be done locally and, locally, your shadowy friend is my hand.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
Zyindra chuckles and shakes her head. &amp;quot;I do not question why it should be the Baron, only why it is that I would be worthy of it.&amp;quot; she explains. &amp;quot;But if you are sure of this, I will accept. What Lucius will say, I cannot begin to guess.&amp;quot; And how this may obtain regarding Lucius and Shiphrah she's not even going to begin to speculate without speaking with both of them. Another time. &amp;quot;I suspect if you knighted me, Amelia, it would catch attention we would prefer to avoid, and raise questions of propriety later.&amp;quot; Meaning she accepts this is the plan. &amp;quot;Is that all we need to talk about?&amp;quot; Might as well ask, right?&lt;br /&gt;
----&lt;br /&gt;
Amelia closes her eyes and taps her list, reviewing a mental checklist. One has to be organized to control the largest Empire in Krystallos after all. &amp;quot;... yes. Yes, I do believe it is.&amp;quot; The blonde queen opens her eyes and her lips curl into a rather bewitching smile. &amp;quot;We may now move onto the second portion of our evening.&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&amp;quot;Or is that third?&amp;quot; Zyindra offers, as she tilts her head to the side and brings her lips to Amelia's, kissing softly, tenderly, sliding her arms further around the blonde Empress, until they meet at the small of her back. &amp;quot;For the record, since I have not said it yet: I am really, really glad to see you. Welcome to Fao.&amp;quot; She winks. &amp;quot;And welcome to my bedroom.&amp;quot; And her bed.&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia smiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;Okay. There's one more thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;When Zyindra orgasms for the final time, she'll have her first vision in months.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven giggles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;She was TOLD she needed to relax.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;For the visions to come. :)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;I'm still working out the details of the vision but you'll have it by next session.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven says, &amp;quot;OK.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Amelia says, &amp;quot;And there you go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven smooches. :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;OOC&amp;gt; Raven needs to pop off. I have problems I need to deal with. Catch you tomorrow.&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Journal</id>
		<title>Journal</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Journal"/>
				<updated>2018-03-17T04:16:34Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* The Land of Wild Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Krystallos West==&lt;br /&gt;
===Burnt Offerings===&lt;br /&gt;
** Off-Panel: [[Before the Swallowtail Festival]]&lt;br /&gt;
* [[The Swallowtail Festival, part 1]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Swallowtail Festival, part 2]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Festival]]. &lt;br /&gt;
** Off-Panel: [[After the Festival]]&lt;br /&gt;
* [[The Boar Hunt]]. 5th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Boar Hunt]].&lt;br /&gt;
* [[The Boneyard Desecration]]. 5th &amp;amp; 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Desecration]].&lt;br /&gt;
* [[The Merchant's Daughter]]. 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Haunting of Chopper's Isle]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Haunting of Chopper's Isle]].&lt;br /&gt;
* [[Dinner with a Ranger]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Invading the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Below the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Glassworks]].&lt;br /&gt;
* [[Investigating Thistletop]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part I]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part II]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of Infiltrating Thistletop]].&lt;br /&gt;
&lt;br /&gt;
===City of Secrets===&lt;br /&gt;
* [[Haunted Home]]. 12th day of Tanzinite, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Gold Goblin]]. 13th day of Tanzinite - 13th day of Obsidian, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Investigation Session 2015-05-12|Investigating the Gold Goblin.]]&lt;br /&gt;
* [[Terror in the Dark]]. 3rd day of Opal, year 54 of the Age of the Great Invasion.&lt;br /&gt;
===The Half-Dead City===&lt;br /&gt;
* [[Journey to Shabatti]]. 13th day of Opal, year 54 - 3rd day of Tourmaline, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 1]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 2]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The Maiden Tree]]. 10th day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Lottery]]. 4th to 7th day of Alexanderite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 1]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 2]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 3]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 4]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Tomb of Akhentepi - Finds]] What was found at the tomb&lt;br /&gt;
===The Heart of Amethyst===&lt;br /&gt;
* [[A Troll in the Heart of Temperance]]. 12th day of Onyx, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Dream Slug]]. &lt;br /&gt;
===The Land of Wild Secrets===&lt;br /&gt;
* [[A New Beginning, part 1]]. 1st day of Citrine, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[An Off Witch, a Dangerous Imbalance]] - off-panel RP&lt;br /&gt;
* [[Baron Evaluations]] - off-panel RP&lt;br /&gt;
* [[Empress of the Boudoir]] - off-panel RP&lt;br /&gt;
&lt;br /&gt;
==Krystallos East==&lt;br /&gt;
===Preamble RP===&lt;br /&gt;
* [[I Need a Guide]], first meeting of [[Kikao]] and [[Sharrondra]]&lt;br /&gt;
* [[What's In a Name]], early conversation of [[Kikao]] and [[Sharrondra]] on their first journey&lt;br /&gt;
===Prisoners===&lt;br /&gt;
* [[Rough log of Prisoner sessions]] - Needs a lot of cleaning up, but this should provide everyone what we need.&lt;br /&gt;
* [[Good night, Guide]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-03-16T12:24:53Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Cyphers &amp;amp; Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=3&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=24 Spent/24 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 4 (3pts for 1st, +2 each after)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 4 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet. For each level of Effort applied, you can take an additional person with you.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 4 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 4 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Talk:Zyindra</id>
		<title>Talk:Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Talk:Zyindra"/>
				<updated>2018-02-28T03:12:51Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Tier 2 to Tier 3 Advancement Choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier 3 to Tier 3 Advancement Choices==&lt;br /&gt;
* ''Increase Effort by 1.''&lt;br /&gt;
* Increases Magic skill to Specialized.&lt;br /&gt;
* Add 4 points to stat pools (1 to each, including special pool)&lt;br /&gt;
* Increase Intellect edge by 1&lt;br /&gt;
==Tier 2 to Tier 3 Advancement Choices==&lt;br /&gt;
* ''Increase Effort by 1.''&lt;br /&gt;
* ''Increases Magic skill to Specialized.''&lt;br /&gt;
* ''Add 4 points to stat pools (1 to each, including special pool)''&lt;br /&gt;
* ''Increase Intellect edge by 1''&lt;br /&gt;
&lt;br /&gt;
==Spheres of Magic Choices==&lt;br /&gt;
''High Caster'', gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.&lt;br /&gt;
&lt;br /&gt;
'''Spell Points:''' 6 (1 per level, +1 per level for drawbacks, + INT bonus)&lt;br /&gt;
&lt;br /&gt;
* ''Healing'' Patron (Positive Material Plane), using ''Life sphere'', gained as bonus at 1st level.&lt;br /&gt;
* ''Fate Sphere'' taken at 1st level.&lt;br /&gt;
* Base talent at 1st level used to purchase access to ''Protection Sphere''&lt;br /&gt;
* First bonus talent at 1st level used to purchase ''Armored Magic (aegis)'' talent in ''Protection Sphere''&lt;br /&gt;
* Second bonus talent at 1st level used to purchase ''Greater Healing talent'' in ''Life Sphere''&lt;br /&gt;
* Custom drawbacks for casting (5, +1 spell point per level)&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
* Craft (Int)&lt;br /&gt;
* Fly (Dex)&lt;br /&gt;
* Heal (Wis)&lt;br /&gt;
* Intimidate (Cha)&lt;br /&gt;
* Knowledge (arcana) (Int)&lt;br /&gt;
* Knowledge (history) (Int)&lt;br /&gt;
* Knowledge (nature) (Int)&lt;br /&gt;
* Knowledge (planes) (Int) --&amp;gt; Knowledge (Religion)&lt;br /&gt;
* Profession (Wis)&lt;br /&gt;
* Spellcraft (Int)&lt;br /&gt;
* Use Magic Device (Cha)&lt;br /&gt;
==Hexes==&lt;br /&gt;
* '''Aura of Purity''' has a very limited use but is great for that use. Negating airborn ickies in a 10 foot area.&lt;br /&gt;
* '''Charm''' is essentially a charm person spell that works on any creature.&lt;br /&gt;
* '''Feral Speech''' lets you talk to animals.&lt;br /&gt;
* '''Flight''' gives you feather fall at your level. At 3rd it turns into levitate and at 5th into fly.&lt;br /&gt;
* '''Fortune''' grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.&lt;br /&gt;
* '''Mudwitch''' lets you turn into ooze.&lt;br /&gt;
* '''Peacebond''' prevent someone from drawing a weapon (including ammunition like arrows) for a number of rounds equal to your level. Will save negates.&lt;br /&gt;
* '''Prehensile Hair''' give you... well... prehensile hair. It grows up to 10 feet long, acts as a limb with your INT score in place of STR and if used to attack does 1d3 damage. It can manipulate items but not weapons with full dexterity. You can do it level minutes per day, spent in 1 minute increments.&lt;br /&gt;
* '''Slumber''' is basically the sleep spell on a single creature within 30 feet for level rounds. Will negates. It isn't bound to the HD level of the creature but the sleep can end with the use of a standard action on the part of another party. You can use it once per creature per day.&lt;br /&gt;
* '''Swamp's Grasp''' turns a 10 foot square per level within 90 feet into difficult terrain for 3+INT modifier rounds.&lt;br /&gt;
* '''Tongues''' lets you understand any spoken language for a number of minutes per day equal to your level (spent in 1 minute increments). Once you reach 5th you can also speak any language.&lt;br /&gt;
* '''Wards''' gives whomever you ward +2 AC, +2 to saves which lasts until the target is hit or fails a saving throw. You can't use it on yourself, the ward gets better at higher levels and there's no limit on how often you can use it, though you can only have one ward up at a time. There's nothing about range here.&lt;br /&gt;
* '''Water Lung''' lets you or a target breathe water for 1 minute. Or a water breathing target can breathe air for 1 minute.&lt;br /&gt;
* '''Catseye''' give you cat eyes (and dark vision) for 24 hours. Or an ally. Only one active at a time. Zyindra's would be fox eyes, naturally.&lt;br /&gt;
* '''Familiar Growth''' gives Sabbath a battle form. Making him an animal companion (qv. Druid of equal level) for 1 minute per level.&lt;br /&gt;
* '''Scuttle''' lets you climb like a spider.&lt;br /&gt;
* '''Whispers''' lets you summon guidance for you or an ally that gives a bonus of half your level on a skill that lasts for 1 turn, 1 minute or 1 day depending on the skill chosen.&lt;br /&gt;
* '''Will-O-Wisp''' lets you summon a pale light that lasts for 1 hour and gives you and your allies +4 to Perception checks made to notice things.&lt;br /&gt;
* '''Eldritch Ally''' increases effective caster level by 1 while in physical contact with familiar.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
*'''Cooperative Crafting''': You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.&lt;br /&gt;
*'''Craft Wondrous Item''': &lt;br /&gt;
*'''Extra Hex''': &lt;br /&gt;
*'''Craft Rituals''': You may research rituals.&lt;br /&gt;
*'''Extra Magic Talent''': Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.&lt;br /&gt;
&lt;br /&gt;
*'''Extra Spell Points''': Increase spell point pool by 2.&lt;br /&gt;
*'''Cunning''': +3 skill points, +1 per Hit Die beyound 3&lt;br /&gt;
*'''Curious''': Add 3 skills to your list of class skills&lt;br /&gt;
*'''Improved Cunning''': Gain a skill rank per Hit Die.&lt;br /&gt;
&lt;br /&gt;
== Spheres of Power ==&lt;br /&gt;
&lt;br /&gt;
Talents I want:&lt;br /&gt;
*Warp Sphere&lt;br /&gt;
**Unseeing Teleport - choose direction and distance rather than LoS&lt;br /&gt;
**Distant Teleport - increase to Long range when spending spell point&lt;br /&gt;
**&amp;lt;s&amp;gt;Quick Teleport - Teleport as a move action rather than standard action&amp;lt;/s&amp;gt;&lt;br /&gt;
**Emergency Teleport - Teleport to evade attacks, granting ''evasion'' and a bonus of half caster level to AC and Reflex saves&lt;br /&gt;
*Light Sphere&lt;br /&gt;
**Blinding Light&lt;br /&gt;
**Bound Light&lt;br /&gt;
**Searing Light&lt;br /&gt;
**Lasting Light&lt;br /&gt;
**Illuminate&lt;br /&gt;
*Healing Sphere&lt;br /&gt;
**Resuscitate - heal back from the dead within 1 round&lt;br /&gt;
**Restorative Cure - spend spell point when healing to also remove conditions or restore ability damage at the same time&lt;br /&gt;
**Restore Soul - adds 1d8 to ''heal''; also cured of ability drain and temporary negative levels&lt;br /&gt;
**&amp;lt;s&amp;gt;Greater Healing (two more times)&amp;lt;/s&amp;gt; ''This is capped at x3 for now, as game balance is discussed.''&lt;br /&gt;
**Ranged Healing - Close range instead of touch&lt;br /&gt;
**&amp;lt;s&amp;gt;Mass Healing - +1 person per 2 levels at once&amp;lt;/s&amp;gt;&lt;br /&gt;
*Fate Sphere&lt;br /&gt;
**Greater Consecration - increase radius&lt;br /&gt;
*Diviniation Sphere&lt;br /&gt;
**Base&lt;br /&gt;
**Detect Undead Talent - grant the ability to detect undead based on the Life Sphere rather than the Death Sphere.&lt;br /&gt;
*Protection Sphere&lt;br /&gt;
**Distant Protection - Ward or Aegis within Close range rather than touch&lt;br /&gt;
**Greater Barrier - barrier as flat plane&lt;br /&gt;
**Resistance - aegis grants bonus to saving throws&lt;br /&gt;
**Obstruction (aegis) - absorbs damage, granting low DR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;br /&gt;
&lt;br /&gt;
==Cypher System Character Sheet==&lt;br /&gt;
{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
===Pools===&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
===Edge &amp;amp; Effort===&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 2&lt;br /&gt;
===Skills===&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
===Special Abilities===&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
=Pathfinder Character Sheet=&lt;br /&gt;
{{CharInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Class=Witch (Patron: Healing)&lt;br /&gt;
|Archetype=Hex Channeler&lt;br /&gt;
|Level=6&lt;br /&gt;
|Race=Human&lt;br /&gt;
|XP=15,000&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Age=18&lt;br /&gt;
|Alignment=Neutral Good&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Favored Class=Witch&lt;br /&gt;
|}}&lt;br /&gt;
==Attributes==&lt;br /&gt;
'''STR''' 12 (+1) • '''DEX''' 15 (+2) • '''CON''' 13 (+1) • '''INT''' 18 (+4) • '''WIS''' 18 (+4) • '''CHA''' 12 (+1)&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Hit Points''' 33 • '''Initiative''' +2 • '''Speed''' 30 ft (land) • '''Inspiration Points''': 4 • '''Stamina Points''': 3&lt;br /&gt;
&lt;br /&gt;
==Defenses &amp;amp; Attacks==&lt;br /&gt;
'''Armor Class''' 14/19 • '''Touch''' 12/14 • '''Flat-Footed''' 11/17 • '''CMD''' 18 • '''Flat-Footed CMD''' 14&lt;br /&gt;
* '''''Armor''''': Protection Aegis • '''AC Bonus''' +6 • '''Max DEX''' NA • '''Armor Check Penalty''' 0 • '''Spell Failure''' 0% • 5 hours&lt;br /&gt;
'''Fortitude Save''' +3 • '''Reflex Save''' +4 (+6 w/ fox) • '''Will Save''' +8&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Base Attack Bonus''' +3 • '''Melee Attack''' +4 • '''Ranged Attack''' +5 • '''CMB +4&lt;br /&gt;
* '''''Spellstaff''''' • '''Attack Bonus''' +7 • '''Damage''' 1d6 • '''Crit''' 19-20/x2 • '''Range''' 60 ft • '''Type''' Force&lt;br /&gt;
&lt;br /&gt;
==Trained Skills==&lt;br /&gt;
2 skill ranks per level (Witch class), +4 per level (Intelligence), +1 per level (Focus class), +1 per level (human race), +1 per level (Cunning feat), +2 per level (Background): 66 skill points&lt;br /&gt;
* Craft/Alchemy &amp;amp;copy; +6 ''(Int)'' '''+19'''&lt;br /&gt;
* Craft/Cooking &amp;amp;copy; +5 ''(Int)'' '''+12'''&lt;br /&gt;
* Diplomacy +4 ''(Chr)'' '''+5''' (+6 for Gather Information checks)&lt;br /&gt;
* Fly &amp;amp;copy; +1 ''(Dex)'' '''+3''' (+7 with broom)&lt;br /&gt;
* Heal &amp;amp;copy; +6 ''(Wis)'' '''+13'''&lt;br /&gt;
* Knowledge/Arcana &amp;amp;copy; +6 ''(Int)'' '''+13'''&lt;br /&gt;
* Knowledge/Dungeoneering +3 ''(Int)'' '''+7'''&lt;br /&gt;
* Knowledge/History &amp;amp;copy; +3 ''(Int)'' '''+10'''&lt;br /&gt;
* Knowledge/Local &amp;amp;copy; +3 ''(Int)'' '''+11'''&lt;br /&gt;
* Knowledge/Nature &amp;amp;copy; +3 ''(Int)'' '''+10'''&lt;br /&gt;
* Knowledge/Religion &amp;amp;copy; +4 ''(Int)'' '''+11'''&lt;br /&gt;
* Linguistics +3 ''(Int)'' '''+7'''&lt;br /&gt;
* Perception +5 ''(Wis)'' '''+9''' (+11 when within arm's length of your familiar) [Sabbath: +12]&lt;br /&gt;
* Sense Motive +4 ''(Wis)'' '''+8''' (+10 when within arm's length of your familiar)&lt;br /&gt;
* Spellcraft &amp;amp;copy; +6 ''(Int)'' '''+13'''&lt;br /&gt;
* Survival +3 ''(Wis)'' '''+6''' [Sabbath: +7, +11 tracking scent]&lt;br /&gt;
* Use Magic Device &amp;amp;copy; +1 ''(Cha)'' '''+5'''&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills==&lt;br /&gt;
* Acrobatics ''(Dex)'' +2&lt;br /&gt;
* Appraise ''(Int)'' +4&lt;br /&gt;
* Bluff ''(Cha)'' +1&lt;br /&gt;
* Climb ''(Str)'' +1&lt;br /&gt;
* Disable Device ''(Dex)'' +2 '''TRAINED ONLY'''&lt;br /&gt;
* Disguise ''(Cha)'' +1&lt;br /&gt;
* Escape Artist ''(Dex)'' +2&lt;br /&gt;
* Handle Animal ''(Cha)'' +1 '''TRAINED ONLY'''&lt;br /&gt;
* Intimidate &amp;amp;copy; ''(Cha)'' +1&lt;br /&gt;
* Perform ''(Cha)'' +1&lt;br /&gt;
* Profession ''(Wis)'' +4 '''TRAINED ONLY'''&lt;br /&gt;
* Ride ''(Dex)'' +2&lt;br /&gt;
* Sleight of Hand ''(Dex)'' +2 '''TRAINED ONLY'''&lt;br /&gt;
* Stealth ''(Dex)'' +2&lt;br /&gt;
* Swim ''(Str)'' +1&lt;br /&gt;
----&lt;br /&gt;
'''Languages''': Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite, Citrinic, Ancient Citrinic&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
* '''Weapons''': Simple Weapons&lt;br /&gt;
* '''Armor/Shields''': None&lt;br /&gt;
==Traits, Drawbacks and Feats==&lt;br /&gt;
* '''Adopted''' ''(Trait)'': You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).&lt;br /&gt;
* '''Alchemical Adept''' ''(Trait)'': You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.&lt;br /&gt;
* '''Caretaker''' ''(Trait)'': You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.&lt;br /&gt;
* '''Well-Informed''' ''(Trait)'': You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.&lt;br /&gt;
----&lt;br /&gt;
* '''Attached''' ''(Drawback)'': Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.&lt;br /&gt;
----&lt;br /&gt;
* '''Alertness''' ''(Class Feature Feat)'': '''When within arm's length of your familiar''' you gain +2 on Perception and Sense Motive checks.&lt;br /&gt;
* '''Brew Potion''' ''(Class Feature Feat)'': You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price. &lt;br /&gt;
----&lt;br /&gt;
* '''Amateur Investigator''' ''(Feat)'': You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.&lt;br /&gt;
* '''Extra Hex''' ''(Feat)'': Gain 1 extra hex class power. You chose Healing Touch.&lt;br /&gt;
----&lt;br /&gt;
* '''Cantrip''': (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created. &lt;br /&gt;
** You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target. &lt;br /&gt;
** You may clean, soil, or color up to 1 cubic ft of material per round. &lt;br /&gt;
** You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action. &lt;br /&gt;
** You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects. &lt;br /&gt;
** You may open or close a door or container weighing no more than 30 lbs. &lt;br /&gt;
** You may chill, warm, or flavor 1 lbs. of nonliving material. &lt;br /&gt;
** You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles. &lt;br /&gt;
** You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round. &lt;br /&gt;
** You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.&lt;br /&gt;
----&lt;br /&gt;
* '''Cunning''' ''(Feat, 3rd level)'': You gain +3 skill points, and +1 skill point per character level above 3rd.&lt;br /&gt;
* '''Extra Magic Talent''' ''(Feat, 5th level)'': Gain 1 extra magic talent (Spheres &amp;amp; Powers magic system)&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* +1 Skill Point per level&lt;br /&gt;
* +1 Feat at 1st level&lt;br /&gt;
* +2 to any attribute at 1st level&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
* '''Sphere Casting''': You can cast sphere magic as detailed in the magical abilities section below.&lt;br /&gt;
* '''Hex''': You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.&lt;br /&gt;
** '''Cauldron (Ex)''': You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.&lt;br /&gt;
** '''Healing (Su)''': You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell (2d8+15).&lt;br /&gt;
** '''Prehensile Hair (Su)''': The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.&lt;br /&gt;
** '''Fortune''' grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.&lt;br /&gt;
** '''Channel Positive Energy''' grants the witch the ability to ''channel positive energy'' in a manner similar to that of a priest. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the witch. The witch can channel energy a number of times per day equal to 3 + her Charisma modifier (4x per day). This otherwise functions as a cleric using channel energy, except the witch does not require a holy symbol to use this ability. The hex channeler uses her witch level as her cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The hex channeler can choose whether or not to include herself or her familiar in this effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes, but not hexes gained through the Extra Hex feat), she can instead increase her channel energy amount by 1d6.&lt;br /&gt;
* '''Witch's Familiar''': You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:&lt;br /&gt;
** While the familiar is within arm's length you gain the '''Alertness''' feat.&lt;br /&gt;
** You may cast spells with a target of &amp;quot;You&amp;quot; on your familiar as a touch spell. &lt;br /&gt;
** You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.&lt;br /&gt;
** Your familiar gives you a special ability (+2 bonus on Reflex saves).&lt;br /&gt;
* '''Ability Score Increases:'''&lt;br /&gt;
** ''+1 Wisdom'' @ 4th level&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| Potion of Healing (her own; 1d8+4; Wild Surge check when drunk -- fed to Kaza, created flaming sphere wild surge||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| (2) Fire Ward Gel (her own make; 1 hour resistance to fire if slathered on beforehand ||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 anti-plague&amp;lt;br/&amp;gt;1 anti-toxin&amp;lt;br/&amp;gt;1 bloodblock&amp;lt;br/&amp;gt;2 sunrods&amp;lt;br/&amp;gt;2 vials of holy water&amp;lt;br/&amp;gt;2 vials of liquid rainbow&amp;lt;br/&amp;gt;1 vial of ''potion of restoration''&amp;lt;br/&amp;gt;Veterinary potion for Sabbath&amp;lt;br/&amp;gt;Cure Moderate Wounds (self) [2d8+15, wild surge check required]&amp;lt;br/&amp;gt;Seasickness cures&amp;lt;br/&amp;gt;(2) Mage Armor potions [+5 AC 4 hours, wild surge check required]&amp;lt;br /&amp;gt;(2) Fortune potions [+1 to any 1 check, 5 min]&amp;lt;br/&amp;gt;Warp Potion [100ft range, LoS required, wild surge check required] ||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;s&amp;gt;Bracers of Armor +1&amp;lt;/s&amp;gt; ||  || &amp;lt;s&amp;gt;Worn&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| '''Bag of Holding''' ''Type I' This appears to be a common cloth sack about 2 feet by 4 feet in size. The ''bag of holding'' opens into a non-dimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This particular bag weighs 15 pounds at all times. It is capable of holding up to 250 lbs and 30 cubic feet.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.  ||  || Backpack&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;s&amp;gt;masterwork blue glass duck from faerie hole&amp;lt;/s&amp;gt; ||  || wrapped in rags in bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/broom-of-flying Broom of Flying]:  Grants up to 9 hours per day 40ft flight +4 Fly skill checks, carry up to 200 pounds; also flies to owner from as far away as 300 yards with command word.|| 3 lbs  || bag of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magical Abilities==&lt;br /&gt;
* '''Spell Points:''' 16 ''(1 per level, +1 per level for drawbacks, + INT bonus)''&lt;br /&gt;
* '''Caster Level''': +6&lt;br /&gt;
* '''Casting Ability Modifier''': INT (+4)&lt;br /&gt;
* '''Saving Throw DC''': 17 (10 + 1/2 caster level + INT modifier)&lt;br /&gt;
* '''Magical Skill Bonus''': +6&lt;br /&gt;
* '''Magical Skill Defense''': 17&lt;br /&gt;
* '''Concentration Check:''' +10 (INT+MSB) vs DC 15 + Caster level&lt;br /&gt;
===Magical Tradition===&lt;br /&gt;
* '''Focus Casting''': Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
* '''Magical Signs''': Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br&amp;gt; &lt;br /&gt;
''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
* '''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br&amp;gt; &lt;br /&gt;
''Zyindra has taken this drawback twice.''&lt;br /&gt;
* '''Wild Magic''': Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a Spell Point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic creates.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wild Magic Table]]&lt;br /&gt;
&lt;br /&gt;
===Life Sphere===&lt;br /&gt;
[[Image:lifesphere.png|right|150px]]You wield the powers of life.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Invigorate (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': 1 hour&lt;br /&gt;
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies. &lt;br /&gt;
=====Cure (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': Instant&lt;br /&gt;
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half). &lt;br /&gt;
=====Restore (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': Instant&lt;br /&gt;
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following. Note that if the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.&lt;br /&gt;
* Heals 1d4 points of ability damage to one ability score of your choice. &lt;br /&gt;
* Removes the fatigued condition or lessens exhaustion to fatigued. &lt;br /&gt;
* Removes the sickened condition or lessens nauseated to sickened. &lt;br /&gt;
* Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. &lt;br /&gt;
* Removes the staggered condition. &lt;br /&gt;
* Removes the dazzled condition.&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Greater Restore (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
When ''restoring'' a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.&lt;br /&gt;
=====Greater Healing (Talent) x2=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
Your ''cure'' effect heals 3 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level. [1d8+12]&lt;br /&gt;
=====Restore Health (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 0 (does not cost anything additional for the ''Healing''&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
Your ''cure'' ability heals an additional 1d8 hit points. When ''restoring'' a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.&lt;br /&gt;
=====Mass Healing (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': +1&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
&lt;br /&gt;
You may spend an additional spell point when using a ''cure'' or ''invigorate'' to affect an additional creature per 2 caster levels (+3 currently). All targets must be within range. &lt;br /&gt;
&lt;br /&gt;
===Fate Sphere===&lt;br /&gt;
[[Image:fatesphere.png|right|150px]]You command cosmic forces including luck, destiny, and alignment.&lt;br /&gt;
&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Word (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close (25 ft)&lt;br /&gt;
* '''Duration''': Variable&lt;br /&gt;
As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word. Some Fate talents are marked (word). These talents grant you additional words.&lt;br /&gt;
======Hallow (word)======&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close (25 ft)&lt;br /&gt;
* '''Duration''': 1 minute per caster level&lt;br /&gt;
You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.&lt;br /&gt;
&lt;br /&gt;
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.&lt;br /&gt;
&lt;br /&gt;
=====Consecration (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': 20 ft radius centered on self&lt;br /&gt;
* '''Duration''': Variable&lt;br /&gt;
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration. Fate talents marked (consecration) grant you additional consecrations.&lt;br /&gt;
======Serendipity (consecration)======&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': 20 ft radius centered on self&lt;br /&gt;
* '''Duration''': Concentration. Spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Greater Serendipity (Talent)=====&lt;br /&gt;
When you use your serendipity ''consecration'', in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.&lt;br /&gt;
&lt;br /&gt;
===Protection Sphere===&lt;br /&gt;
[[Image:protectionphere.png|right|150px]]You are a user of the magics of preservation.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Ward (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Radius centered on starting location&lt;br /&gt;
* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward: &lt;br /&gt;
======Barrier (ward)======&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Radius centered on starting location&lt;br /&gt;
* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).&lt;br /&gt;
&lt;br /&gt;
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.&lt;br /&gt;
&lt;br /&gt;
If you maintain your barrier through concentration, its HP is renewed each round on your turn. &lt;br /&gt;
=====Aegis (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere: &lt;br /&gt;
======Deflection (aegis)======&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels. &lt;br /&gt;
====Talents====&lt;br /&gt;
=====Armored Magic (aegis) Talent=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.&lt;br /&gt;
===Light Sphere===&lt;br /&gt;
[[Image:lightsphere.png|right|150px]]You may create and manipulate light.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
====Glow (Base Power)====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft (Ranged touch attack roll required)&lt;br /&gt;
* '''Duration''': 1 minute per level&lt;br /&gt;
As a standard action, you may cause an object or creature to ''glow'' for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.&lt;br /&gt;
&lt;br /&gt;
As a free action, you may cause any creature or object you have caused to ''glow'' that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.&lt;br /&gt;
&lt;br /&gt;
As a standard action, you may cause one of your ''glow'' effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue ''glowing'' brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.&lt;br /&gt;
&lt;br /&gt;
Whenever a ''glow'' effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the ''glow'' effect must pass a magic skill check against the MSD of the ''darkness'' effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.&lt;br /&gt;
&lt;br /&gt;
Some talents are designated (light), which add additional effects to your ''glow'' ability. You may only apply the benefits of one (light) talent to any individual ''glow'' effect. While you may only apply one such talent to an individual ''glow'' effect, areas of bright light from different ''glow'' effects can overlap.&lt;br /&gt;
&lt;br /&gt;
When augmenting a ''glow'' effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a ''glowing'' object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.&lt;br /&gt;
====Talents====&lt;br /&gt;
You currently have no additional Talents in the Light Sphere.&lt;br /&gt;
&lt;br /&gt;
===Warp Sphere===&lt;br /&gt;
[[Image:warpsphere.png|right|150px]]You can twist space to your whim.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Teleport (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close or 25 ft + 2.5 ft per caster level (Additional spell point to increase to Medium or 100 ft + 10/caster level)&lt;br /&gt;
* '''Duration''': Instantaneous&lt;br /&gt;
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.&lt;br /&gt;
&lt;br /&gt;
=====Bend Space (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': Varies&lt;br /&gt;
Talents marked ''(space)'' grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.&lt;br /&gt;
&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Teleport Beacon (space talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': Unlimited (same plane)&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level. You may spend a spell point to ''teleport'' yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you may instead ''teleport'' your teleport beacon to you. You must use the ''Unwilling Teleport'' talent to do this with an unwilling creature, and they are allowed a saving throw as normal.&lt;br /&gt;
&lt;br /&gt;
You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the ''Group Teleport'' talent, you may use the ''Group Teleport'' talent to ''teleport'' multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).&lt;br /&gt;
=====Quick Teleport (space talent)=====&lt;br /&gt;
* '''Spell Point Cost''': +1&lt;br /&gt;
* '''Action''': Move action&lt;br /&gt;
* '''Range''': Close range (25 ft + 1ft)&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
When ''teleporting'' yourself or a group that includes yourself, you may spend an additional spell point to ''teleport'' as a move action instead of a standard action. You cannot make a free touch attack as part of a quick teleport, but you may affect another creature if you are already touching them.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;width:100%;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;Font-weight:bold;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:2%&amp;quot;| C&lt;br /&gt;
| style=&amp;quot;width:2%&amp;quot;| M&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot;| Name&lt;br /&gt;
| style=&amp;quot;width:13%&amp;quot;| Cast&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Components&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Range&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| AoE&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Duration&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot;| Save&lt;br /&gt;
| style=&amp;quot;width:2%&amp;quot;| SR&lt;br /&gt;
| style=&amp;quot;width:25%&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Arcane_Mark|Arcane Mark]]|| 1 standard action|| V, S|| touch|| one personal rune or mark, all of which must fit within 1 sq. ft.|| Duration permanent|| none|| no|| Magically inscribe rune, mark, 6 char, vis or invis&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Bleed|Bleed]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one living creature|| instantaneous|| Will negates|| yes|| Causes stabilized to begin bleeding to death&lt;br /&gt;
|-&lt;br /&gt;
|| || X || [[Zyindra's Spell List#Dancing_Lights|Dancing Lights]]|| 1 standard action|| V, S|| medium (100 ft. + 10 ft./level)|| Up to four lights, all within a 10-ft.-radius area|| 1 minute (D)|| none|| no|| Made lights&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Daze|Daze]]|| 1 standard action|| V, S, M (a pinch of wool or similar substance)|| close (25 ft. + 5 ft./2 levels)|| one humanoid creature of 4 HD or less|| 1 round|| Will negates|| yes|| clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions&lt;br /&gt;
|-&lt;br /&gt;
|| || X || [[Zyindra's Spell List#Detect_Magic|Detect Magic]]|| 1 standard action|| V, S|| 60 ft.|| cone-shaped emanation|| concentration, up to 1 min./level (D)|| none|| no|| 1st Round: Presence or absence of magical auras,&amp;lt;br /&amp;gt;2nd Round: Number of different magical auras and the power of the most potent aura&amp;lt;br /&amp;gt;3rd Round: The strength and location of each aura. Knowledge (arcana) to determine school of magic (One check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Detect_Poison|Detect Poison]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature, one object, or a 5-ft. cube|| instantaneous|| none|| no|| determine exact type of poison with a DC 20 Wisdom check&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Guidance|Guidance]]|| 1 standard action|| V, S|| touch|| creature touched|| 1 minute or until discharged|| Will negates (harmless)|| yes|| +1 competence bonus on a single attack roll, saving throw, or skill check&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Light|Light]]|| 1 standard action|| V, M/DF (a firefly)|| touch|| object touched|| 10 min./level|| none|| no|| 20-foot radius from the point touched&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Mending|Mending]]|| 10 minutes|| V, S|| 10 ft.|| one object of up to 1 lb./level|| instantaneous|| Will negates|| yes|| restoring 1d4 hit points&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Message|Message]]|| 1 standard action|| V, S, F (a piece of copper wire)|| medium (100 ft. + 10 ft./level)|| one creature/level|| 10 min./level|| none|| no|| whisper messages, receive whispered replies, nearby can hear with a DC 25 Perception check&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Purify_Food_and_Water|Purify Food and Water]]|| 1 standard action|| V, S|| 10 ft.|| 1 cu. ft./level of contaminated food and water|| instantaneous|| Will negates|| yes|| spoiled, rotten, diseased, poisonous, or contaminated food and water pure and suitable for eating and drinking&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Read_Magic|Read Magic]]|| 1 standard action|| V, S, F (a clear crystal or mineral prism)|| personal|| you|| 10 min./level|| decipher magical inscriptions on objects||  || &lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Resistance|Resistance]]|| 1 standard action|| V, S, M/DF (a miniature cloak)|| touch|| creature touched|| 1 minute|| Will negates (harmless)|| yes (harmless)|| granting it a +1 resistance bonus on saves&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Spark|Spark]]|| 1 standard action|| V or S|| close (25 ft. + 5 ft./2 levels)|| one Fine object|| instantaneous|| Fortitude negates (object)|| yes (object)|| unattended Fine flammable object catch on fire&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Stabilize|Stabilize]]|| 1 standard action|| V,S|| close (25 ft. + 5 ft./2 levels)|| one living creature|| instantaneous|| Will negates (harmless)|| yes (harmless)|| automatically stabilized and does not lose any further hit points&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Touch_of_Fatigue|Touch of Fatigue]]|| 1 standard action|| V, S, M (a drop of sweat)|| touch|| creature touched|| 1 round/level|| Fortitude negates|| yes|| immediately fatigued for the spell's duration&lt;br /&gt;
|-&lt;br /&gt;
!| C|| M|| Name|| Comp|| Components|| Range|| AoE|| Duration|| Save|| SR|| Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Cure_Light_Wounds|Cure Light Wounds]]|| 1 standard action|| V, S|| touch|| creature touched|| instantaneous|| Will half (harmless)|| yes (harmless)|| cures 1d8 points of damage +1 point per caster level (maximum +5)&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Diagnose_Disease|Diagnose Disease]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature, one object, or a 5-ft. cube|| instantaneous|| none|| no|| any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects, +4 bonus on Heal checks&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Ear-Piercing_Scream|Ear-Piercing Scream]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature|| instantaneous for damage; 1 round for dazed condition.|| Fortitude partial (see text)|| yes|| dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Identify|Identify]]|| 1 standard action|| V, S, M (wine stirred with an owl's feather)|| 60 ft.|| cone-shaped emanation|| 3 rounds/level (D)|| none|| no|| functions as detect magic, +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Mage_Armor|Mage Armor]]|| 1 standard action|| V, S, F (a piece of cured leather)|| touch|| creature touched|| 1 hour/level (D)|| Will negates (harmless)|| no|| +4 armor bonus to AC&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Sanctify_Corpse|Sanctify Corpse]]|| 1 standard action|| V, S, DF, M (a pinch of silver dust)|| touch|| corpse touched|| 24 hours|| none|| no|| preventing it from being turned into an undead creature&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Sleep|Sleep]]|| 1 round|| V, S, M (fine sand, rose petals, or a live cricket)|| medium (100 ft. + 10 ft./level)|| one or more living creatures within a 10-ft.-radius burst|| 1 min./level|| Will negates|| yes|| 4 HD of creatures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage)&lt;br /&gt;
===Flaws===&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-02-28T03:11:12Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Edge &amp;amp; Effort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=3&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=24 Spent/24 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 4 (3pts for 1st, +2 each after)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 4 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet. For each level of Effort applied, you can take an additional person with you.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 4 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-02-21T16:24:50Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=3&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=24 Spent/24 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 4 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet. For each level of Effort applied, you can take an additional person with you.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 4 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-02-21T16:24:08Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=3&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 4 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet. For each level of Effort applied, you can take an additional person with you.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 4 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-02-21T16:23:49Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Special Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 4 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet. For each level of Effort applied, you can take an additional person with you.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 4 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-24T03:02:19Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Special Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 4 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet. For each level of Effort applied, you can take an additional person with you.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
* '''Countermagic''' (4 Intellect): You immediately end one ongoing magical effect within immediate range. You can also use this power defensively to negate a magical attack aimed at you. If you use it on a magical device, the device loses power for 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-24T02:55:21Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Special Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet. For each level of Effort applied, you can take an additional person with you.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-24T02:53:36Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Special Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
* '''Font of Healing''': With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect. A single creature can benefit from this ability only once per day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-24T02:34:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Pools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 10 &amp;amp;middot; '''SPEED''' 12 &amp;amp;middot; '''INTELLECT''' 21 &amp;amp;middot; '''RADIANCE''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2018-01-24T02:34:00Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Edge &amp;amp; Effort */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 3&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Talk:Zyindra</id>
		<title>Talk:Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Talk:Zyindra"/>
				<updated>2018-01-24T02:33:41Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Tier 2 to Tier 3 Advancement Choices */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier 2 to Tier 3 Advancement Choices==&lt;br /&gt;
* Increase Effort by 1.&lt;br /&gt;
* Increases Magic skill to Specialized.&lt;br /&gt;
* Add 4 points to stat pools (1 to each, including special pool)&lt;br /&gt;
* Increase Intellect edge by 1&lt;br /&gt;
&lt;br /&gt;
==Spheres of Magic Choices==&lt;br /&gt;
''High Caster'', gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.&lt;br /&gt;
&lt;br /&gt;
'''Spell Points:''' 6 (1 per level, +1 per level for drawbacks, + INT bonus)&lt;br /&gt;
&lt;br /&gt;
* ''Healing'' Patron (Positive Material Plane), using ''Life sphere'', gained as bonus at 1st level.&lt;br /&gt;
* ''Fate Sphere'' taken at 1st level.&lt;br /&gt;
* Base talent at 1st level used to purchase access to ''Protection Sphere''&lt;br /&gt;
* First bonus talent at 1st level used to purchase ''Armored Magic (aegis)'' talent in ''Protection Sphere''&lt;br /&gt;
* Second bonus talent at 1st level used to purchase ''Greater Healing talent'' in ''Life Sphere''&lt;br /&gt;
* Custom drawbacks for casting (5, +1 spell point per level)&lt;br /&gt;
&lt;br /&gt;
==Class Skills==&lt;br /&gt;
* Craft (Int)&lt;br /&gt;
* Fly (Dex)&lt;br /&gt;
* Heal (Wis)&lt;br /&gt;
* Intimidate (Cha)&lt;br /&gt;
* Knowledge (arcana) (Int)&lt;br /&gt;
* Knowledge (history) (Int)&lt;br /&gt;
* Knowledge (nature) (Int)&lt;br /&gt;
* Knowledge (planes) (Int) --&amp;gt; Knowledge (Religion)&lt;br /&gt;
* Profession (Wis)&lt;br /&gt;
* Spellcraft (Int)&lt;br /&gt;
* Use Magic Device (Cha)&lt;br /&gt;
==Hexes==&lt;br /&gt;
* '''Aura of Purity''' has a very limited use but is great for that use. Negating airborn ickies in a 10 foot area.&lt;br /&gt;
* '''Charm''' is essentially a charm person spell that works on any creature.&lt;br /&gt;
* '''Feral Speech''' lets you talk to animals.&lt;br /&gt;
* '''Flight''' gives you feather fall at your level. At 3rd it turns into levitate and at 5th into fly.&lt;br /&gt;
* '''Fortune''' grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.&lt;br /&gt;
* '''Mudwitch''' lets you turn into ooze.&lt;br /&gt;
* '''Peacebond''' prevent someone from drawing a weapon (including ammunition like arrows) for a number of rounds equal to your level. Will save negates.&lt;br /&gt;
* '''Prehensile Hair''' give you... well... prehensile hair. It grows up to 10 feet long, acts as a limb with your INT score in place of STR and if used to attack does 1d3 damage. It can manipulate items but not weapons with full dexterity. You can do it level minutes per day, spent in 1 minute increments.&lt;br /&gt;
* '''Slumber''' is basically the sleep spell on a single creature within 30 feet for level rounds. Will negates. It isn't bound to the HD level of the creature but the sleep can end with the use of a standard action on the part of another party. You can use it once per creature per day.&lt;br /&gt;
* '''Swamp's Grasp''' turns a 10 foot square per level within 90 feet into difficult terrain for 3+INT modifier rounds.&lt;br /&gt;
* '''Tongues''' lets you understand any spoken language for a number of minutes per day equal to your level (spent in 1 minute increments). Once you reach 5th you can also speak any language.&lt;br /&gt;
* '''Wards''' gives whomever you ward +2 AC, +2 to saves which lasts until the target is hit or fails a saving throw. You can't use it on yourself, the ward gets better at higher levels and there's no limit on how often you can use it, though you can only have one ward up at a time. There's nothing about range here.&lt;br /&gt;
* '''Water Lung''' lets you or a target breathe water for 1 minute. Or a water breathing target can breathe air for 1 minute.&lt;br /&gt;
* '''Catseye''' give you cat eyes (and dark vision) for 24 hours. Or an ally. Only one active at a time. Zyindra's would be fox eyes, naturally.&lt;br /&gt;
* '''Familiar Growth''' gives Sabbath a battle form. Making him an animal companion (qv. Druid of equal level) for 1 minute per level.&lt;br /&gt;
* '''Scuttle''' lets you climb like a spider.&lt;br /&gt;
* '''Whispers''' lets you summon guidance for you or an ally that gives a bonus of half your level on a skill that lasts for 1 turn, 1 minute or 1 day depending on the skill chosen.&lt;br /&gt;
* '''Will-O-Wisp''' lets you summon a pale light that lasts for 1 hour and gives you and your allies +4 to Perception checks made to notice things.&lt;br /&gt;
* '''Eldritch Ally''' increases effective caster level by 1 while in physical contact with familiar.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
*'''Cooperative Crafting''': You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.&lt;br /&gt;
*'''Craft Wondrous Item''': &lt;br /&gt;
*'''Extra Hex''': &lt;br /&gt;
*'''Craft Rituals''': You may research rituals.&lt;br /&gt;
*'''Extra Magic Talent''': Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.&lt;br /&gt;
&lt;br /&gt;
*'''Extra Spell Points''': Increase spell point pool by 2.&lt;br /&gt;
*'''Cunning''': +3 skill points, +1 per Hit Die beyound 3&lt;br /&gt;
*'''Curious''': Add 3 skills to your list of class skills&lt;br /&gt;
*'''Improved Cunning''': Gain a skill rank per Hit Die.&lt;br /&gt;
&lt;br /&gt;
== Spheres of Power ==&lt;br /&gt;
&lt;br /&gt;
Talents I want:&lt;br /&gt;
*Warp Sphere&lt;br /&gt;
**Unseeing Teleport - choose direction and distance rather than LoS&lt;br /&gt;
**Distant Teleport - increase to Long range when spending spell point&lt;br /&gt;
**&amp;lt;s&amp;gt;Quick Teleport - Teleport as a move action rather than standard action&amp;lt;/s&amp;gt;&lt;br /&gt;
**Emergency Teleport - Teleport to evade attacks, granting ''evasion'' and a bonus of half caster level to AC and Reflex saves&lt;br /&gt;
*Light Sphere&lt;br /&gt;
**Blinding Light&lt;br /&gt;
**Bound Light&lt;br /&gt;
**Searing Light&lt;br /&gt;
**Lasting Light&lt;br /&gt;
**Illuminate&lt;br /&gt;
*Healing Sphere&lt;br /&gt;
**Resuscitate - heal back from the dead within 1 round&lt;br /&gt;
**Restorative Cure - spend spell point when healing to also remove conditions or restore ability damage at the same time&lt;br /&gt;
**Restore Soul - adds 1d8 to ''heal''; also cured of ability drain and temporary negative levels&lt;br /&gt;
**&amp;lt;s&amp;gt;Greater Healing (two more times)&amp;lt;/s&amp;gt; ''This is capped at x3 for now, as game balance is discussed.''&lt;br /&gt;
**Ranged Healing - Close range instead of touch&lt;br /&gt;
**&amp;lt;s&amp;gt;Mass Healing - +1 person per 2 levels at once&amp;lt;/s&amp;gt;&lt;br /&gt;
*Fate Sphere&lt;br /&gt;
**Greater Consecration - increase radius&lt;br /&gt;
*Diviniation Sphere&lt;br /&gt;
**Base&lt;br /&gt;
**Detect Undead Talent - grant the ability to detect undead based on the Life Sphere rather than the Death Sphere.&lt;br /&gt;
*Protection Sphere&lt;br /&gt;
**Distant Protection - Ward or Aegis within Close range rather than touch&lt;br /&gt;
**Greater Barrier - barrier as flat plane&lt;br /&gt;
**Resistance - aegis grants bonus to saving throws&lt;br /&gt;
**Obstruction (aegis) - absorbs damage, granting low DR&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;br /&gt;
&lt;br /&gt;
==Cypher System Character Sheet==&lt;br /&gt;
{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
===Pools===&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
===Edge &amp;amp; Effort===&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 2&lt;br /&gt;
===Skills===&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
===Special Abilities===&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
=Pathfinder Character Sheet=&lt;br /&gt;
{{CharInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Class=Witch (Patron: Healing)&lt;br /&gt;
|Archetype=Hex Channeler&lt;br /&gt;
|Level=6&lt;br /&gt;
|Race=Human&lt;br /&gt;
|XP=15,000&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Age=18&lt;br /&gt;
|Alignment=Neutral Good&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Favored Class=Witch&lt;br /&gt;
|}}&lt;br /&gt;
==Attributes==&lt;br /&gt;
'''STR''' 12 (+1) • '''DEX''' 15 (+2) • '''CON''' 13 (+1) • '''INT''' 18 (+4) • '''WIS''' 18 (+4) • '''CHA''' 12 (+1)&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Hit Points''' 33 • '''Initiative''' +2 • '''Speed''' 30 ft (land) • '''Inspiration Points''': 4 • '''Stamina Points''': 3&lt;br /&gt;
&lt;br /&gt;
==Defenses &amp;amp; Attacks==&lt;br /&gt;
'''Armor Class''' 14/19 • '''Touch''' 12/14 • '''Flat-Footed''' 11/17 • '''CMD''' 18 • '''Flat-Footed CMD''' 14&lt;br /&gt;
* '''''Armor''''': Protection Aegis • '''AC Bonus''' +6 • '''Max DEX''' NA • '''Armor Check Penalty''' 0 • '''Spell Failure''' 0% • 5 hours&lt;br /&gt;
'''Fortitude Save''' +3 • '''Reflex Save''' +4 (+6 w/ fox) • '''Will Save''' +8&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
'''Base Attack Bonus''' +3 • '''Melee Attack''' +4 • '''Ranged Attack''' +5 • '''CMB +4&lt;br /&gt;
* '''''Spellstaff''''' • '''Attack Bonus''' +7 • '''Damage''' 1d6 • '''Crit''' 19-20/x2 • '''Range''' 60 ft • '''Type''' Force&lt;br /&gt;
&lt;br /&gt;
==Trained Skills==&lt;br /&gt;
2 skill ranks per level (Witch class), +4 per level (Intelligence), +1 per level (Focus class), +1 per level (human race), +1 per level (Cunning feat), +2 per level (Background): 66 skill points&lt;br /&gt;
* Craft/Alchemy &amp;amp;copy; +6 ''(Int)'' '''+19'''&lt;br /&gt;
* Craft/Cooking &amp;amp;copy; +5 ''(Int)'' '''+12'''&lt;br /&gt;
* Diplomacy +4 ''(Chr)'' '''+5''' (+6 for Gather Information checks)&lt;br /&gt;
* Fly &amp;amp;copy; +1 ''(Dex)'' '''+3''' (+7 with broom)&lt;br /&gt;
* Heal &amp;amp;copy; +6 ''(Wis)'' '''+13'''&lt;br /&gt;
* Knowledge/Arcana &amp;amp;copy; +6 ''(Int)'' '''+13'''&lt;br /&gt;
* Knowledge/Dungeoneering +3 ''(Int)'' '''+7'''&lt;br /&gt;
* Knowledge/History &amp;amp;copy; +3 ''(Int)'' '''+10'''&lt;br /&gt;
* Knowledge/Local &amp;amp;copy; +3 ''(Int)'' '''+11'''&lt;br /&gt;
* Knowledge/Nature &amp;amp;copy; +3 ''(Int)'' '''+10'''&lt;br /&gt;
* Knowledge/Religion &amp;amp;copy; +4 ''(Int)'' '''+11'''&lt;br /&gt;
* Linguistics +3 ''(Int)'' '''+7'''&lt;br /&gt;
* Perception +5 ''(Wis)'' '''+9''' (+11 when within arm's length of your familiar) [Sabbath: +12]&lt;br /&gt;
* Sense Motive +4 ''(Wis)'' '''+8''' (+10 when within arm's length of your familiar)&lt;br /&gt;
* Spellcraft &amp;amp;copy; +6 ''(Int)'' '''+13'''&lt;br /&gt;
* Survival +3 ''(Wis)'' '''+6''' [Sabbath: +7, +11 tracking scent]&lt;br /&gt;
* Use Magic Device &amp;amp;copy; +1 ''(Cha)'' '''+5'''&lt;br /&gt;
&lt;br /&gt;
==Untrained Skills==&lt;br /&gt;
* Acrobatics ''(Dex)'' +2&lt;br /&gt;
* Appraise ''(Int)'' +4&lt;br /&gt;
* Bluff ''(Cha)'' +1&lt;br /&gt;
* Climb ''(Str)'' +1&lt;br /&gt;
* Disable Device ''(Dex)'' +2 '''TRAINED ONLY'''&lt;br /&gt;
* Disguise ''(Cha)'' +1&lt;br /&gt;
* Escape Artist ''(Dex)'' +2&lt;br /&gt;
* Handle Animal ''(Cha)'' +1 '''TRAINED ONLY'''&lt;br /&gt;
* Intimidate &amp;amp;copy; ''(Cha)'' +1&lt;br /&gt;
* Perform ''(Cha)'' +1&lt;br /&gt;
* Profession ''(Wis)'' +4 '''TRAINED ONLY'''&lt;br /&gt;
* Ride ''(Dex)'' +2&lt;br /&gt;
* Sleight of Hand ''(Dex)'' +2 '''TRAINED ONLY'''&lt;br /&gt;
* Stealth ''(Dex)'' +2&lt;br /&gt;
* Swim ''(Str)'' +1&lt;br /&gt;
----&lt;br /&gt;
'''Languages''': Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite, Citrinic, Ancient Citrinic&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
* '''Weapons''': Simple Weapons&lt;br /&gt;
* '''Armor/Shields''': None&lt;br /&gt;
==Traits, Drawbacks and Feats==&lt;br /&gt;
* '''Adopted''' ''(Trait)'': You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).&lt;br /&gt;
* '''Alchemical Adept''' ''(Trait)'': You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.&lt;br /&gt;
* '''Caretaker''' ''(Trait)'': You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.&lt;br /&gt;
* '''Well-Informed''' ''(Trait)'': You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.&lt;br /&gt;
----&lt;br /&gt;
* '''Attached''' ''(Drawback)'': Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.&lt;br /&gt;
----&lt;br /&gt;
* '''Alertness''' ''(Class Feature Feat)'': '''When within arm's length of your familiar''' you gain +2 on Perception and Sense Motive checks.&lt;br /&gt;
* '''Brew Potion''' ''(Class Feature Feat)'': You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price. &lt;br /&gt;
----&lt;br /&gt;
* '''Amateur Investigator''' ''(Feat)'': You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.&lt;br /&gt;
* '''Extra Hex''' ''(Feat)'': Gain 1 extra hex class power. You chose Healing Touch.&lt;br /&gt;
----&lt;br /&gt;
* '''Cantrip''': (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created. &lt;br /&gt;
** You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target. &lt;br /&gt;
** You may clean, soil, or color up to 1 cubic ft of material per round. &lt;br /&gt;
** You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action. &lt;br /&gt;
** You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects. &lt;br /&gt;
** You may open or close a door or container weighing no more than 30 lbs. &lt;br /&gt;
** You may chill, warm, or flavor 1 lbs. of nonliving material. &lt;br /&gt;
** You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles. &lt;br /&gt;
** You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round. &lt;br /&gt;
** You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.&lt;br /&gt;
----&lt;br /&gt;
* '''Cunning''' ''(Feat, 3rd level)'': You gain +3 skill points, and +1 skill point per character level above 3rd.&lt;br /&gt;
* '''Extra Magic Talent''' ''(Feat, 5th level)'': Gain 1 extra magic talent (Spheres &amp;amp; Powers magic system)&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* +1 Skill Point per level&lt;br /&gt;
* +1 Feat at 1st level&lt;br /&gt;
* +2 to any attribute at 1st level&lt;br /&gt;
==Class Abilities==&lt;br /&gt;
* '''Sphere Casting''': You can cast sphere magic as detailed in the magical abilities section below.&lt;br /&gt;
* '''Hex''': You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.&lt;br /&gt;
** '''Cauldron (Ex)''': You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.&lt;br /&gt;
** '''Healing (Su)''': You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell (2d8+15).&lt;br /&gt;
** '''Prehensile Hair (Su)''': The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.&lt;br /&gt;
** '''Fortune''' grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.&lt;br /&gt;
** '''Channel Positive Energy''' grants the witch the ability to ''channel positive energy'' in a manner similar to that of a priest. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the witch. The witch can channel energy a number of times per day equal to 3 + her Charisma modifier (4x per day). This otherwise functions as a cleric using channel energy, except the witch does not require a holy symbol to use this ability. The hex channeler uses her witch level as her cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The hex channeler can choose whether or not to include herself or her familiar in this effect.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes, but not hexes gained through the Extra Hex feat), she can instead increase her channel energy amount by 1d6.&lt;br /&gt;
* '''Witch's Familiar''': You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:&lt;br /&gt;
** While the familiar is within arm's length you gain the '''Alertness''' feat.&lt;br /&gt;
** You may cast spells with a target of &amp;quot;You&amp;quot; on your familiar as a touch spell. &lt;br /&gt;
** You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.&lt;br /&gt;
** Your familiar gives you a special ability (+2 bonus on Reflex saves).&lt;br /&gt;
* '''Ability Score Increases:'''&lt;br /&gt;
** ''+1 Wisdom'' @ 4th level&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| Potion of Healing (her own; 1d8+4; Wild Surge check when drunk -- fed to Kaza, created flaming sphere wild surge||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| (2) Fire Ward Gel (her own make; 1 hour resistance to fire if slathered on beforehand ||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 anti-plague&amp;lt;br/&amp;gt;1 anti-toxin&amp;lt;br/&amp;gt;1 bloodblock&amp;lt;br/&amp;gt;2 sunrods&amp;lt;br/&amp;gt;2 vials of holy water&amp;lt;br/&amp;gt;2 vials of liquid rainbow&amp;lt;br/&amp;gt;1 vial of ''potion of restoration''&amp;lt;br/&amp;gt;Veterinary potion for Sabbath&amp;lt;br/&amp;gt;Cure Moderate Wounds (self) [2d8+15, wild surge check required]&amp;lt;br/&amp;gt;Seasickness cures&amp;lt;br/&amp;gt;(2) Mage Armor potions [+5 AC 4 hours, wild surge check required]&amp;lt;br /&amp;gt;(2) Fortune potions [+1 to any 1 check, 5 min]&amp;lt;br/&amp;gt;Warp Potion [100ft range, LoS required, wild surge check required] ||  || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;s&amp;gt;Bracers of Armor +1&amp;lt;/s&amp;gt; ||  || &amp;lt;s&amp;gt;Worn&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| '''Bag of Holding''' ''Type I' This appears to be a common cloth sack about 2 feet by 4 feet in size. The ''bag of holding'' opens into a non-dimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This particular bag weighs 15 pounds at all times. It is capable of holding up to 250 lbs and 30 cubic feet.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.  ||  || Backpack&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| &amp;lt;s&amp;gt;masterwork blue glass duck from faerie hole&amp;lt;/s&amp;gt; ||  || wrapped in rags in bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || bag of holding&lt;br /&gt;
|-&lt;br /&gt;
|| [http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/broom-of-flying Broom of Flying]:  Grants up to 9 hours per day 40ft flight +4 Fly skill checks, carry up to 200 pounds; also flies to owner from as far away as 300 yards with command word.|| 3 lbs  || bag of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magical Abilities==&lt;br /&gt;
* '''Spell Points:''' 16 ''(1 per level, +1 per level for drawbacks, + INT bonus)''&lt;br /&gt;
* '''Caster Level''': +6&lt;br /&gt;
* '''Casting Ability Modifier''': INT (+4)&lt;br /&gt;
* '''Saving Throw DC''': 17 (10 + 1/2 caster level + INT modifier)&lt;br /&gt;
* '''Magical Skill Bonus''': +6&lt;br /&gt;
* '''Magical Skill Defense''': 17&lt;br /&gt;
* '''Concentration Check:''' +10 (INT+MSB) vs DC 15 + Caster level&lt;br /&gt;
===Magical Tradition===&lt;br /&gt;
* '''Focus Casting''': Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it.&amp;lt;br&amp;gt;&lt;br /&gt;
''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
* '''Magical Signs''': Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br&amp;gt; &lt;br /&gt;
''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
* '''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br&amp;gt; &lt;br /&gt;
''Zyindra has taken this drawback twice.''&lt;br /&gt;
* '''Wild Magic''': Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a Spell Point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic creates.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wild Magic Table]]&lt;br /&gt;
&lt;br /&gt;
===Life Sphere===&lt;br /&gt;
[[Image:lifesphere.png|right|150px]]You wield the powers of life.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Invigorate (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': 1 hour&lt;br /&gt;
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies. &lt;br /&gt;
=====Cure (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': Instant&lt;br /&gt;
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half). &lt;br /&gt;
=====Restore (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft w/ Ranged Healing talent&lt;br /&gt;
* '''Duration''': Instant&lt;br /&gt;
As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following. Note that if the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.&lt;br /&gt;
* Heals 1d4 points of ability damage to one ability score of your choice. &lt;br /&gt;
* Removes the fatigued condition or lessens exhaustion to fatigued. &lt;br /&gt;
* Removes the sickened condition or lessens nauseated to sickened. &lt;br /&gt;
* Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. &lt;br /&gt;
* Removes the staggered condition. &lt;br /&gt;
* Removes the dazzled condition.&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Greater Restore (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
When ''restoring'' a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.&lt;br /&gt;
=====Greater Healing (Talent) x2=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
Your ''cure'' effect heals 3 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level. [1d8+12]&lt;br /&gt;
=====Restore Health (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 0 (does not cost anything additional for the ''Healing''&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
Your ''cure'' ability heals an additional 1d8 hit points. When ''restoring'' a target, you may make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.&lt;br /&gt;
=====Mass Healing (Talent)=====&lt;br /&gt;
* '''Spell Point Cost''': +1&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': N/A&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
&lt;br /&gt;
You may spend an additional spell point when using a ''cure'' or ''invigorate'' to affect an additional creature per 2 caster levels (+3 currently). All targets must be within range. &lt;br /&gt;
&lt;br /&gt;
===Fate Sphere===&lt;br /&gt;
[[Image:fatesphere.png|right|150px]]You command cosmic forces including luck, destiny, and alignment.&lt;br /&gt;
&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Word (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close (25 ft)&lt;br /&gt;
* '''Duration''': Variable&lt;br /&gt;
As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word. Some Fate talents are marked (word). These talents grant you additional words.&lt;br /&gt;
======Hallow (word)======&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close (25 ft)&lt;br /&gt;
* '''Duration''': 1 minute per caster level&lt;br /&gt;
You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.&lt;br /&gt;
&lt;br /&gt;
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.&lt;br /&gt;
&lt;br /&gt;
=====Consecration (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': 20 ft radius centered on self&lt;br /&gt;
* '''Duration''': Variable&lt;br /&gt;
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration. Fate talents marked (consecration) grant you additional consecrations.&lt;br /&gt;
======Serendipity (consecration)======&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': 20 ft radius centered on self&lt;br /&gt;
* '''Duration''': Concentration. Spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Greater Serendipity (Talent)=====&lt;br /&gt;
When you use your serendipity ''consecration'', in addition to bestowing a luck bonus upon your allies, all enemies within the area of effect also suffer a -1 penalty to their own attack rolls, skill checks, ability checks, and saving throws.&lt;br /&gt;
&lt;br /&gt;
===Protection Sphere===&lt;br /&gt;
[[Image:protectionphere.png|right|150px]]You are a user of the magics of preservation.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Ward (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Radius centered on starting location&lt;br /&gt;
* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward: &lt;br /&gt;
======Barrier (ward)======&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Radius centered on starting location&lt;br /&gt;
* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.&lt;br /&gt;
You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).&lt;br /&gt;
&lt;br /&gt;
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.&lt;br /&gt;
&lt;br /&gt;
If you maintain your barrier through concentration, its HP is renewed each round on your turn. &lt;br /&gt;
=====Aegis (base power)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere: &lt;br /&gt;
======Deflection (aegis)======&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels. &lt;br /&gt;
====Talents====&lt;br /&gt;
=====Armored Magic (aegis) Talent=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.&lt;br /&gt;
===Light Sphere===&lt;br /&gt;
[[Image:lightsphere.png|right|150px]]You may create and manipulate light.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
====Glow (Base Power)====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch or 25 ft (Ranged touch attack roll required)&lt;br /&gt;
* '''Duration''': 1 minute per level&lt;br /&gt;
As a standard action, you may cause an object or creature to ''glow'' for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.&lt;br /&gt;
&lt;br /&gt;
As a free action, you may cause any creature or object you have caused to ''glow'' that is within Medium range to shed light as a torch, shedding normal light to 20 ft and increasing the light level by one step to a maximum of normal for 20 ft beyond this. Reducing this light is also a free action.&lt;br /&gt;
&lt;br /&gt;
As a standard action, you may cause one of your ''glow'' effects within Medium range to shed bright light for as long as you concentrate. This produces bright light for 30 ft +5 ft per 2 caster levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per 2 caster level beyond this. As a free action, you may spend a spell point to allow the creature or object to continue ''glowing'' brightly without concentration for 1 minute per caster level, or until the glow effect expires, whichever comes first. The bright light produced by this effect is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by daylight, but it may affect creatures with Light Blindness or other conditions.&lt;br /&gt;
&lt;br /&gt;
Whenever a ''glow'' effect interacts with a magical darkness effect (such as from the Dark sphere) the caster of the ''glow'' effect must pass a magic skill check against the MSD of the ''darkness'' effect’s caster. If he succeeds, the Light effect functions normally. If he fails, the Dark effect functions normally (outlines are swallowed, light sources are hampered, etc.) An area filled with normal or bright light from a glow effect is no longer considered an area of darkness for Dark sphere abilities.&lt;br /&gt;
&lt;br /&gt;
Some talents are designated (light), which add additional effects to your ''glow'' ability. You may only apply the benefits of one (light) talent to any individual ''glow'' effect. While you may only apply one such talent to an individual ''glow'' effect, areas of bright light from different ''glow'' effects can overlap.&lt;br /&gt;
&lt;br /&gt;
When augmenting a ''glow'' effect with a (light) talent, the effect is applied once per round, at the end of the caster’s turn. For example, if a ''glowing'' object is thrown into a large group of enemies, it would only affect those within the area where it landed, not those targets it passed by to arrive in that area.&lt;br /&gt;
====Talents====&lt;br /&gt;
You currently have no additional Talents in the Light Sphere.&lt;br /&gt;
&lt;br /&gt;
===Warp Sphere===&lt;br /&gt;
[[Image:warpsphere.png|right|150px]]You can twist space to your whim.&lt;br /&gt;
====Base Powers====&lt;br /&gt;
=====Teleport (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Close or 25 ft + 2.5 ft per caster level (Additional spell point to increase to Medium or 100 ft + 10/caster level)&lt;br /&gt;
* '''Duration''': Instantaneous&lt;br /&gt;
You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.&lt;br /&gt;
&lt;br /&gt;
=====Bend Space (Base Power)=====&lt;br /&gt;
* '''Spell Point Cost''': 0&lt;br /&gt;
* '''Action''': Standard&lt;br /&gt;
* '''Range''': Touch&lt;br /&gt;
* '''Duration''': Varies&lt;br /&gt;
Talents marked ''(space)'' grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.&lt;br /&gt;
&lt;br /&gt;
====Talents====&lt;br /&gt;
=====Teleport Beacon (space talent)=====&lt;br /&gt;
* '''Spell Point Cost''': 1&lt;br /&gt;
* '''Action''': N/A&lt;br /&gt;
* '''Range''': Unlimited (same plane)&lt;br /&gt;
* '''Duration''': 1 hour per caster level&lt;br /&gt;
You may designate a touched spot, object, or creature as a personal dimensional beacon, which lasts for one hour per caster level. You may spend a spell point to ''teleport'' yourself to your teleport beacon regardless of how far away it is, so long as it is on the same plane. If your teleport beacon is a creature or object, you may instead ''teleport'' your teleport beacon to you. You must use the ''Unwilling Teleport'' talent to do this with an unwilling creature, and they are allowed a saving throw as normal.&lt;br /&gt;
&lt;br /&gt;
You may take this talent multiple times. You may have a number of active beacons at any one time equal to the number of times you have taken this talent. If you possess multiple teleport beacons and the ''Group Teleport'' talent, you may use the ''Group Teleport'' talent to ''teleport'' multiple teleport beacons at once, as if you were touching all affected targets. All affected teleport beacons must be teleported to the same location (you, or an unaffected teleport beacon of your choice).&lt;br /&gt;
=====Quick Teleport (space talent)=====&lt;br /&gt;
* '''Spell Point Cost''': +1&lt;br /&gt;
* '''Action''': Move action&lt;br /&gt;
* '''Range''': Close range (25 ft + 1ft)&lt;br /&gt;
* '''Duration''': N/A&lt;br /&gt;
When ''teleporting'' yourself or a group that includes yourself, you may spend an additional spell point to ''teleport'' as a move action instead of a standard action. You cannot make a free touch attack as part of a quick teleport, but you may affect another creature if you are already touching them.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;width:100%;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;Font-weight:bold;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:2%&amp;quot;| C&lt;br /&gt;
| style=&amp;quot;width:2%&amp;quot;| M&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot;| Name&lt;br /&gt;
| style=&amp;quot;width:13%&amp;quot;| Cast&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Components&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Range&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| AoE&lt;br /&gt;
| style=&amp;quot;width:10%&amp;quot;| Duration&lt;br /&gt;
| style=&amp;quot;width:8%&amp;quot;| Save&lt;br /&gt;
| style=&amp;quot;width:2%&amp;quot;| SR&lt;br /&gt;
| style=&amp;quot;width:25%&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Arcane_Mark|Arcane Mark]]|| 1 standard action|| V, S|| touch|| one personal rune or mark, all of which must fit within 1 sq. ft.|| Duration permanent|| none|| no|| Magically inscribe rune, mark, 6 char, vis or invis&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Bleed|Bleed]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one living creature|| instantaneous|| Will negates|| yes|| Causes stabilized to begin bleeding to death&lt;br /&gt;
|-&lt;br /&gt;
|| || X || [[Zyindra's Spell List#Dancing_Lights|Dancing Lights]]|| 1 standard action|| V, S|| medium (100 ft. + 10 ft./level)|| Up to four lights, all within a 10-ft.-radius area|| 1 minute (D)|| none|| no|| Made lights&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Daze|Daze]]|| 1 standard action|| V, S, M (a pinch of wool or similar substance)|| close (25 ft. + 5 ft./2 levels)|| one humanoid creature of 4 HD or less|| 1 round|| Will negates|| yes|| clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions&lt;br /&gt;
|-&lt;br /&gt;
|| || X || [[Zyindra's Spell List#Detect_Magic|Detect Magic]]|| 1 standard action|| V, S|| 60 ft.|| cone-shaped emanation|| concentration, up to 1 min./level (D)|| none|| no|| 1st Round: Presence or absence of magical auras,&amp;lt;br /&amp;gt;2nd Round: Number of different magical auras and the power of the most potent aura&amp;lt;br /&amp;gt;3rd Round: The strength and location of each aura. Knowledge (arcana) to determine school of magic (One check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.)&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Detect_Poison|Detect Poison]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature, one object, or a 5-ft. cube|| instantaneous|| none|| no|| determine exact type of poison with a DC 20 Wisdom check&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Guidance|Guidance]]|| 1 standard action|| V, S|| touch|| creature touched|| 1 minute or until discharged|| Will negates (harmless)|| yes|| +1 competence bonus on a single attack roll, saving throw, or skill check&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Light|Light]]|| 1 standard action|| V, M/DF (a firefly)|| touch|| object touched|| 10 min./level|| none|| no|| 20-foot radius from the point touched&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Mending|Mending]]|| 10 minutes|| V, S|| 10 ft.|| one object of up to 1 lb./level|| instantaneous|| Will negates|| yes|| restoring 1d4 hit points&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Message|Message]]|| 1 standard action|| V, S, F (a piece of copper wire)|| medium (100 ft. + 10 ft./level)|| one creature/level|| 10 min./level|| none|| no|| whisper messages, receive whispered replies, nearby can hear with a DC 25 Perception check&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Purify_Food_and_Water|Purify Food and Water]]|| 1 standard action|| V, S|| 10 ft.|| 1 cu. ft./level of contaminated food and water|| instantaneous|| Will negates|| yes|| spoiled, rotten, diseased, poisonous, or contaminated food and water pure and suitable for eating and drinking&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Read_Magic|Read Magic]]|| 1 standard action|| V, S, F (a clear crystal or mineral prism)|| personal|| you|| 10 min./level|| decipher magical inscriptions on objects||  || &lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Resistance|Resistance]]|| 1 standard action|| V, S, M/DF (a miniature cloak)|| touch|| creature touched|| 1 minute|| Will negates (harmless)|| yes (harmless)|| granting it a +1 resistance bonus on saves&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Spark|Spark]]|| 1 standard action|| V or S|| close (25 ft. + 5 ft./2 levels)|| one Fine object|| instantaneous|| Fortitude negates (object)|| yes (object)|| unattended Fine flammable object catch on fire&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Stabilize|Stabilize]]|| 1 standard action|| V,S|| close (25 ft. + 5 ft./2 levels)|| one living creature|| instantaneous|| Will negates (harmless)|| yes (harmless)|| automatically stabilized and does not lose any further hit points&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Touch_of_Fatigue|Touch of Fatigue]]|| 1 standard action|| V, S, M (a drop of sweat)|| touch|| creature touched|| 1 round/level|| Fortitude negates|| yes|| immediately fatigued for the spell's duration&lt;br /&gt;
|-&lt;br /&gt;
!| C|| M|| Name|| Comp|| Components|| Range|| AoE|| Duration|| Save|| SR|| Notes&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Cure_Light_Wounds|Cure Light Wounds]]|| 1 standard action|| V, S|| touch|| creature touched|| instantaneous|| Will half (harmless)|| yes (harmless)|| cures 1d8 points of damage +1 point per caster level (maximum +5)&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Diagnose_Disease|Diagnose Disease]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature, one object, or a 5-ft. cube|| instantaneous|| none|| no|| any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects, +4 bonus on Heal checks&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Ear-Piercing_Scream|Ear-Piercing Scream]]|| 1 standard action|| V, S|| close (25 ft. + 5 ft./2 levels)|| one creature|| instantaneous for damage; 1 round for dazed condition.|| Fortitude partial (see text)|| yes|| dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Identify|Identify]]|| 1 standard action|| V, S, M (wine stirred with an owl's feather)|| 60 ft.|| cone-shaped emanation|| 3 rounds/level (D)|| none|| no|| functions as detect magic, +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Mage_Armor|Mage Armor]]|| 1 standard action|| V, S, F (a piece of cured leather)|| touch|| creature touched|| 1 hour/level (D)|| Will negates (harmless)|| no|| +4 armor bonus to AC&lt;br /&gt;
|-&lt;br /&gt;
|| ||  || [[Zyindra's Spell List#Sanctify_Corpse|Sanctify Corpse]]|| 1 standard action|| V, S, DF, M (a pinch of silver dust)|| touch|| corpse touched|| 24 hours|| none|| no|| preventing it from being turned into an undead creature&lt;br /&gt;
|-&lt;br /&gt;
|| 1 || X || [[Zyindra's Spell List#Sleep|Sleep]]|| 1 round|| V, S, M (fine sand, rose petals, or a live cricket)|| medium (100 ft. + 10 ft./level)|| one or more living creatures within a 10-ft.-radius burst|| 1 min./level|| Will negates|| yes|| 4 HD of creatures&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage)&lt;br /&gt;
===Flaws===&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2018-01-22T13:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Oh? You have suppositions? What thoughts are you holding hostage?&amp;quot; Lucius teases, coming back to sit down on the stool near Zyindra. &amp;quot;I am glad you are enjoying cataloguing the library. I can assure you that is most helpful. I don't think I can handle rifling through so many books. Have you found anything of note? Perhaps something to shed more light regarding what this particular shard represents and why Olivin found it necessary to extend his life for so long?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No hostages.&amp;quot; Zyindra quips back, as she continues cooking, busying hands as her mind processes. She has begun the effort of folding and refolding the meat in the pan as it soaks up the oil, and with it the flavor of the spices and such simmering with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are quite a few interesting volumes. I have managed to find what appears to have been Olivin's inventory, and I am in the process of cross-checking against the current contents of the library to see if there are any volumes present that are not in that inventory, or any that are missing.&amp;quot; the redheaded teen witch explains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of the things I was looking for was evidence of a personal journal. Thus far, the inventory is the closest I have found to that, but I will continue to look. I do not recall any specific texts on Obsidian, but I will go over the list a second time to make sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra pauses with the meat, leaving it to simmer on its own, as she opens the iron doors to the oven and uses magic to carry the hot loaf pans over to a safe spot on the counter. Quick and sure movements of her knife free the loaves from their pans, letting them pop out so that she can place them in a basket and cover them with a gingham-pattern cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume any texts with information on the Invaders would also be a priority for us.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Invaders, previous Barons, geography of the area,&amp;quot; Lucius notes as he leans over and sneaks a whiff of the simmering meat. &amp;quot;Anything like that would be helpful. I was thinking, have you considered his journal was in the books? Like margin notes or letters in the books themselves?&amp;quot;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;quot;There are quite literally thousands of books. I am at this point about two thirds of the way through the inventory check.&amp;quot; Zyindra offers, before she continues explaining. With the bread loaves tucked away in their gingham blankets, she moves to check on the meat once more, and the pan withe mixed veggies as well - some of their company don't eat meat, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can tell you that they are all in excellent, indeed pristine condition. They have hardly been touched, except perhaps very lightly and gently, and they have been expertly and finely repaired wherever they might have previously had damage. There are no signs of margin notes, other missives, or any loose inserts in any of the books I have checked thus far. From what I have seen, I imagine Olivin would have considered such a thing sacrilege.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What there is on the Invaders are simply copies of rather widespread texts. Nothing different or unique. The only data on the geography of the barony would be a copy of the original survey map - of which we already had one, though this one is a bit larger - and a copy of the original survey report upon which it was based. It is woefully narrow in scope, covering only from here to the watchtower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the prior barons, there is a family bible covering the original hereditary rulers, and property records covering its various transfers. Until yourself, none of those have ever taken permanent residence within the barony. Originally given to a Scapolite general, and inherited by his son, the barony lay fallow when the Empire fell. The Onyxish Cryptocracy never filled the position, although the property was bought and sold several times, passing to various hands as a retreat. When it became a part of the Amethystish Empire it was eventually given to a baron who died without issue. He was eventually replaced by another, who died less than a year ago, also without issue. Then it was given to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra finally decides it is time, and removes the meat from the stove's heat, covering the container to keep the moisture and heat in. She does the same with the veggies, and then starts assembling plates. &amp;quot;That is what I have found so far. Not terribly helpful, I know. I am sorry.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up from his seat and takes the plates from Zyindra, standing in front of her and making sure he has her full attention. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't be sorry,&amp;quot; He starts, hesitating a moment as his gaze rests upon Zyindra. A swirl of emotions reflect in his face: uncertainty, sadness, love, anxiousness, determination. It ends with a stubborn, pleading insistence &amp;quot;You are not a servant or a child. You do not take orders from me and everything you do is a welcome kindness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He fiddles with the plates like a nervous boy talking to a girl for the first time; his question skews from anything that might've been expected he would say next. &amp;quot;Do you think I've changed?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Naturally the redheaded teen witch gives Lucius her attention when he seeks it, though she was trying to get those plates onto trays, and her hands itch to gather them up. &amp;quot;I was not trying to imply anything else, Lucius. Only that some disappointment in the current results would be only natural, and I wished it were not so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She considers him for a bit after his question, perhaps mulling over the right thing to say or way to say it. &amp;quot;Haven't we all changed, at least a bit?&amp;quot; she first says, smiling. &amp;quot;I feel we all have, at least a bit. But I still see the person - my friend - that I knew, despite any changes. What there has been has been minor, and largely induced simply by the responsibilities thrust upon you. And their weight.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius has watched Zyindra stack the plates, the silverware, and the cups. He has watched her fold the napkins and pour the gravies. Whether they were in Vesicule, Barony Fao or somewhere in between, he's spent plenty of time hanging out in the kitchen. He turns and places the plates on the appropriate tray and then moves to the drawer where the silverwear is hidden and starts pulling out the right amounts. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I guess I don't feel like I've changed. The burden of the Barony isn't much different than the burden of my family. It's not exactly where I thought I would be but it's not dissimilar either. Sometimes I sense that my friends are treating me like I'm vastly different than what I was. Of course I didn't really expect to have any real friends, so I suppose that's different.&amp;quot; As he talks, Lucius counts and recounts the silverware, stops and then starts again as he continues to talk. &amp;quot;You know, Olivin had collected books that my father had written.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;As I said, I feel whatever changes that may have occurred have been rather minor.&amp;quot; Zyindra offers, smiling.&lt;br /&gt;
&lt;br /&gt;
She watches him take care of laying things out without interrupting or fidgeting, recognizing that he wants to do this. Instead she leans against the counter while lightly stroking the head of her walking stick, fingers idly tracing patterns of the wood's shape around the pieces of totem crystals embedded in the stick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I saw the name.&amp;quot; Zyindra admits. &amp;quot;But I had not been sure it was your father, or simply another who shared his name.&amp;quot; Of course, she knows his father is a poet. But surely he is not he only poet of that name in Krystallos' history?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not believe we are treating you vastly differently. I surely hope not.&amp;quot; Zyindra answers at last. &amp;quot;Our mode of address may have changed, especially in front of others.&amp;quot; Calling him the Baron, of course. &amp;quot;But that is only our effort - clumsy, perhaps - to reinforce your authority and support you in the eyes of others who do not know you as we do.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius takes the silverware and places it on the tray. &amp;quot;I do not know any other Zachary Delanoire who has written the titles collected by Olivin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turns to face Zyindra. &amp;quot;I'm sure you saw the margin note next to the books in the ledger. Ever since I saw them, I can't get the words out of my mind. It's silly really. Why would I even care what he thinks? Or what anyone thinks?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra glances at Lucius once more, and then away as they finish assembling the meal. &amp;quot;Of course I saw the notes. But I thought little of them.&amp;quot; Which sounds dismissive, and is to some extent. But it is not meant to be dismissive of her friend's emotions, as she clarifies momentarily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe he was honestly expressing a hope, generated from literally hundreds of years of his own observations, that you might prove a better baron than the dozen or so absentee landlords who had come before, who cared nothing for this place, the people, or the betterment of these lands. And I should venture to say that you have already proven far better than all of those who came before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are here, working daily to improve what you can in this place, and to build a future homeland for your own people and all those who might seek refuge here. And that lies beyond actually worrying over how to prevent the furtherance of the devastation visited upon Krystallos' lands and peoples by the Invaders.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Small circles of gray color Lucius' cheeks before he turns away to grab the cups and place them on the tray. &amp;quot;I guess that makes sense. He was relatively old and saw more nobility pass through the Barony than most.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
He turns back to Zyindra again. &amp;quot;I know I've protested my assignment as the Baron of Fao. When I arrived at Borderpoint, when we met for the first time, I expected the beginning of years traveling throughout Krystallos for the company. I was looking forward to the freedom it would give me while still serving their needs. This assignment has changed all of that. But even though I would gladly give up this position, I know it's important and I know I need to succeed.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;And do you resent this assignment still?&amp;quot; Zyindra questions, turning to face Lucius rather than busying herself with minutiae and giving him the privacy to pace and express as he sees fit. This, it seems, she deems too important to simply toss off.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Granted, you are no longer so mobile as you were expecting.&amp;quot; The redhead nods at that. &amp;quot;But I daresay this assignment offers you more potential to help your people, and the Company, than you ever could have done.&amp;quot; Of course, he has as much as said that, but it bears repeating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So too, it is not as if you are ensconced in a palace.&amp;quot; Zyindra shrugs. &amp;quot;We go out and explore this land. And you with us. I daresay you have years of such explorations still ahead, before things could even begin to get so formalized and finished. Hopefully by the time all of that is done, you will feel more ready to settle down and stay in one place, and find the adventures of your spirit in what you can build.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2018-01-19T12:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Oh? You have suppositions? What thoughts are you holding hostage?&amp;quot; Lucius teases, coming back to sit down on the stool near Zyindra. &amp;quot;I am glad you are enjoying cataloguing the library. I can assure you that is most helpful. I don't think I can handle rifling through so many books. Have you found anything of note? Perhaps something to shed more light regarding what this particular shard represents and why Olivin found it necessary to extend his life for so long?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No hostages.&amp;quot; Zyindra quips back, as she continues cooking, busying hands as her mind processes. She has begun the effort of folding and refolding the meat in the pan as it soaks up the oil, and with it the flavor of the spices and such simmering with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are quite a few interesting volumes. I have managed to find what appears to have been Olivin's inventory, and I am in the process of cross-checking against the current contents of the library to see if there are any volumes present that are not in that inventory, or any that are missing.&amp;quot; the redheaded teen witch explains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of the things I was looking for was evidence of a personal journal. Thus far, the inventory is the closest I have found to that, but I will continue to look. I do not recall any specific texts on Obsidian, but I will go over the list a second time to make sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra pauses with the meat, leaving it to simmer on its own, as she opens the iron doors to the oven and uses magic to carry the hot loaf pans over to a safe spot on the counter. Quick and sure movements of her knife free the loaves from their pans, letting them pop out so that she can place them in a basket and cover them with a gingham-pattern cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume any texts with information on the Invaders would also be a priority for us.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Invaders, previous Barons, geography of the area,&amp;quot; Lucius notes as he leans over and sneaks a whiff of the simmering meat. &amp;quot;Anything like that would be helpful. I was thinking, have you considered his journal was in the books? Like margin notes or letters in the books themselves?&amp;quot;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;quot;There are quite literally thousands of books. I am at this point about two thirds of the way through the inventory check.&amp;quot; Zyindra offers, before she continues explaining. With the bread loaves tucked away in their gingham blankets, she moves to check on the meat once more, and the pan withe mixed veggies as well - some of their company don't eat meat, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can tell you that they are all in excellent, indeed pristine condition. They have hardly been touched, except perhaps very lightly and gently, and they have been expertly and finely repaired wherever they might have previously had damage. There are no signs of margin notes, other missives, or any loose inserts in any of the books I have checked thus far. From what I have seen, I imagine Olivin would have considered such a thing sacrilege.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What there is on the Invaders are simply copies of rather widespread texts. Nothing different or unique. The only data on the geography of the barony would be a copy of the original survey map - of which we already had one, though this one is a bit larger - and a copy of the original survey report upon which it was based. It is woefully narrow in scope, covering only from here to the watchtower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the prior barons, there is a family bible covering the original hereditary rulers, and property records covering its various transfers. Until yourself, none of those have ever taken permanent residence within the barony. Originally given to a Scapolite general, and inherited by his son, the barony lay fallow when the Empire fell. The Onyxish Cryptocracy never filled the position, although the property was bought and sold several times, passing to various hands as a retreat. When it became a part of the Amethystish Empire it was eventually given to a baron who died without issue. He was eventually replaced by another, who died less than a year ago, also without issue. Then it was given to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra finally decides it is time, and removes the meat from the stove's heat, covering the container to keep the moisture and heat in. She does the same with the veggies, and then starts assembling plates. &amp;quot;That is what I have found so far. Not terribly helpful, I know. I am sorry.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up from his seat and takes the plates from Zyindra, standing in front of her and making sure he has her full attention. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't be sorry,&amp;quot; He starts, hesitating a moment as his gaze rests upon Zyindra. A swirl of emotions reflect in his face: uncertainty, sadness, love, anxiousness, determination. It ends with a stubborn, pleading insistence &amp;quot;You are not a servant or a child. You do not take orders from me and everything you do is a welcome kindness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He fiddles with the plates like a nervous boy talking to a girl for the first time; his question skews from anything that might've been expected he would say next. &amp;quot;Do you think I've changed?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Naturally the redheaded teen witch gives Lucius her attention when he seeks it, though she was trying to get those plates onto trays, and her hands itch to gather them up. &amp;quot;I was not trying to imply anything else, Lucius. Only that some disappointment in the current results would be only natural, and I wished it were not so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She considers him for a bit after his question, perhaps mulling over the right thing to say or way to say it. &amp;quot;Haven't we all changed, at least a bit?&amp;quot; she first says, smiling. &amp;quot;I feel we all have, at least a bit. But I still see the person - my friend - that I knew, despite any changes. What there has been has been minor, and largely induced simply by the responsibilities thrust upon you. And their weight.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius has watched Zyindra stack the plates, the silverware, and the cups. He has watched her fold the napkins and pour the gravies. Whether they were in Vesicule, Barony Fao or somewhere in between, he's spent plenty of time hanging out in the kitchen. He turns and places the plates on the appropriate tray and then moves to the drawer where the silverwear is hidden and starts pulling out the right amounts. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I guess I don't feel like I've changed. The burden of the Barony isn't much different than the burden of my family. It's not exactly where I thought I would be but it's not dissimilar either. Sometimes I sense that my friends are treating me like I'm vastly different than what I was. Of course I didn't really expect to have any real friends, so I suppose that's different.&amp;quot; As he talks, Lucius counts and recounts the silverware, stops and then starts again as he continues to talk. &amp;quot;You know, Olivin had collected books that my father had written.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;As I said, I feel whatever changes that may have occurred have been rather minor.&amp;quot; Zyindra offers, smiling.&lt;br /&gt;
&lt;br /&gt;
She watches him take care of laying things out without interrupting or fidgeting, recognizing that he wants to do this. Instead she leans against the counter while lightly stroking the head of her walking stick, fingers idly tracing patterns of the wood's shape around the pieces of totem crystals embedded in the stick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I saw the name.&amp;quot; Zyindra admits. &amp;quot;But I had not been sure it was your father, or simply another who shared his name.&amp;quot; Of course, she knows his father is a poet. But surely he is not he only poet of that name in Krystallos' history?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not believe we are treating you vastly differently. I surely hope not.&amp;quot; Zyindra answers at last. &amp;quot;Our mode of address may have changed, especially in front of others.&amp;quot; Calling him the Baron, of course. &amp;quot;But that is only our effort - clumsy, perhaps - to reinforce your authority and support you in the eyes of others who do not know you as we do.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius takes the silverware and places it on the tray. &amp;quot;I do not know any other Zachary Delanoire who has written the titles collected by Olivin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turns to face Zyindra. &amp;quot;I'm sure you saw the margin note next to the books in the ledger. Ever since I saw them, I can't get the words out of my mind. It's silly really. Why would I even care what he thinks? Or what anyone thinks?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra glances at Lucius once more, and then away as they finish assembling the meal. &amp;quot;Of course I saw the notes. But I thought little of them.&amp;quot; Which sounds dismissive, and is to some extent. But it is not meant to be dismissive of her friend's emotions, as she clarifies momentarily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe he was honestly expressing a hope, generated from literally hundreds of years of his own observations, that you might prove a better baron than the dozen or so absentee landlords who had come before, who cared nothing for this place, the people, or the betterment of these lands. And I should venture to say that you have already proven far better than all of those who came before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are here, working daily to improve what you can in this place, and to build a future homeland for your own people and all those who might seek refuge here. And that lies beyond actually worrying over how to prevent the furtherance of the devastation visited upon Krystallos' lands and peoples by the Invaders.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2018-01-18T13:14:05Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Oh? You have suppositions? What thoughts are you holding hostage?&amp;quot; Lucius teases, coming back to sit down on the stool near Zyindra. &amp;quot;I am glad you are enjoying cataloguing the library. I can assure you that is most helpful. I don't think I can handle rifling through so many books. Have you found anything of note? Perhaps something to shed more light regarding what this particular shard represents and why Olivin found it necessary to extend his life for so long?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No hostages.&amp;quot; Zyindra quips back, as she continues cooking, busying hands as her mind processes. She has begun the effort of folding and refolding the meat in the pan as it soaks up the oil, and with it the flavor of the spices and such simmering with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are quite a few interesting volumes. I have managed to find what appears to have been Olivin's inventory, and I am in the process of cross-checking against the current contents of the library to see if there are any volumes present that are not in that inventory, or any that are missing.&amp;quot; the redheaded teen witch explains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of the things I was looking for was evidence of a personal journal. Thus far, the inventory is the closest I have found to that, but I will continue to look. I do not recall any specific texts on Obsidian, but I will go over the list a second time to make sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra pauses with the meat, leaving it to simmer on its own, as she opens the iron doors to the oven and uses magic to carry the hot loaf pans over to a safe spot on the counter. Quick and sure movements of her knife free the loaves from their pans, letting them pop out so that she can place them in a basket and cover them with a gingham-pattern cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume any texts with information on the Invaders would also be a priority for us.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Invaders, previous Barons, geography of the area,&amp;quot; Lucius notes as he leans over and sneaks a whiff of the simmering meat. &amp;quot;Anything like that would be helpful. I was thinking, have you considered his journal was in the books? Like margin notes or letters in the books themselves?&amp;quot;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;quot;There are quite literally thousands of books. I am at this point about two thirds of the way through the inventory check.&amp;quot; Zyindra offers, before she continues explaining. With the bread loaves tucked away in their gingham blankets, she moves to check on the meat once more, and the pan withe mixed veggies as well - some of their company don't eat meat, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can tell you that they are all in excellent, indeed pristine condition. They have hardly been touched, except perhaps very lightly and gently, and they have been expertly and finely repaired wherever they might have previously had damage. There are no signs of margin notes, other missives, or any loose inserts in any of the books I have checked thus far. From what I have seen, I imagine Olivin would have considered such a thing sacrilege.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What there is on the Invaders are simply copies of rather widespread texts. Nothing different or unique. The only data on the geography of the barony would be a copy of the original survey map - of which we already had one, though this one is a bit larger - and a copy of the original survey report upon which it was based. It is woefully narrow in scope, covering only from here to the watchtower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the prior barons, there is a family bible covering the original hereditary rulers, and property records covering its various transfers. Until yourself, none of those have ever taken permanent residence within the barony. Originally given to a Scapolite general, and inherited by his son, the barony lay fallow when the Empire fell. The Onyxish Cryptocracy never filled the position, although the property was bought and sold several times, passing to various hands as a retreat. When it became a part of the Amethystish Empire it was eventually given to a baron who died without issue. He was eventually replaced by another, who died less than a year ago, also without issue. Then it was given to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra finally decides it is time, and removes the meat from the stove's heat, covering the container to keep the moisture and heat in. She does the same with the veggies, and then starts assembling plates. &amp;quot;That is what I have found so far. Not terribly helpful, I know. I am sorry.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up from his seat and takes the plates from Zyindra, standing in front of her and making sure he has her full attention. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't be sorry,&amp;quot; He starts, hesitating a moment as his gaze rests upon Zyindra. A swirl of emotions reflect in his face: uncertainty, sadness, love, anxiousness, determination. It ends with a stubborn, pleading insistence &amp;quot;You are not a servant or a child. You do not take orders from me and everything you do is a welcome kindness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He fiddles with the plates like a nervous boy talking to a girl for the first time; his question skews from anything that might've been expected he would say next. &amp;quot;Do you think I've changed?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Naturally the redheaded teen witch gives Lucius her attention when he seeks it, though she was trying to get those plates onto trays, and her hands itch to gather them up. &amp;quot;I was not trying to imply anything else, Lucius. Only that some disappointment in the current results would be only natural, and I wished it were not so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She considers him for a bit after his question, perhaps mulling over the right thing to say or way to say it. &amp;quot;Haven't we all changed, at least a bit?&amp;quot; she first says, smiling. &amp;quot;I feel we all have, at least a bit. But I still see the person - my friend - that I knew, despite any changes. What there has been has been minor, and largely induced simply by the responsibilities thrust upon you. And their weight.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius has watched Zyindra stack the plates, the silverware, and the cups. He has watched her fold the napkins and pour the gravies. Whether they were in Vesicule, Barony Fao or somewhere in between, he's spent plenty of time hanging out in the kitchen. He turns and places the plates on the appropriate tray and then moves to the drawer where the silverwear is hidden and starts pulling out the right amounts. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I guess I don't feel like I've changed. The burden of the Barony isn't much different than the burden of my family. It's not exactly where I thought I would be but it's not dissimilar either. Sometimes I sense that my friends are treating me like I'm vastly different than what I was. Of course I didn't really expect to have any real friends, so I suppose that's different.&amp;quot; As he talks, Lucius counts and recounts the silverware, stops and then starts again as he continues to talk. &amp;quot;You know, Olivin had collected books that my father had written.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;As I said, I feel whatever changes that may have occurred have been rather minor.&amp;quot; Zyindra offers, smiling.&lt;br /&gt;
&lt;br /&gt;
She watches him take care of laying things out without interrupting or fidgeting, recognizing that he wants to do this. Instead she leans against the counter while lightly stroking the head of her walking stick, fingers idly tracing patterns of the wood's shape around the pieces of totem crystals embedded in the stick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I saw the name.&amp;quot; Zyindra admits. &amp;quot;But I had not been sure it was your father, or simply another who shared his name.&amp;quot; Of course, she knows his father is a poet. But surely he is not he only poet of that name in Krystallos' history?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not believe we are treating you vastly differently. I surely hope not.&amp;quot; Zyindra answers at last. &amp;quot;Our mode of address may have changed, especially in front of others.&amp;quot; Calling him the Baron, of course. &amp;quot;But that is only our effort - clumsy, perhaps - to reinforce your authority and support you in the eyes of others who do not know you as we do.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius takes the silverware and places it on the tray. &amp;quot;I do not know any other Zachary Delanoire who has written the titles collected by Olivin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He turns to face Zyindra. &amp;quot;I'm sure you saw the margin note next to the books in the ledger. Ever since I saw them, I can't get the words out of my mind. It's silly really. Why would I even care what he thinks? Or what anyone thinks?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra glances at Lucius once more, and then away as they finish assembling the meal. &amp;quot;Of course I saw the notes. But I thought little of them.&amp;quot; Which sounds dismissive, and is to some extent. But it is not meant to be dismissive of her friend's emotions, as she clarifies momentarily. &amp;quot;I believe he was honestly expressing a hope, generated from literally hundreds of years of his own observations, that you might prove a better baron than the dozen or so absentee landlords who had come before, who cared nothing for this place, the people, or the betterment of these lands. And I should venture to say that you have already proven far better than all of those who came before. You are here, working daily to improve what you can in this place, and to build a future homeland for your own people and all those who might seek refuge here. And that lies beyond actually worrying over how to prevent the furtherance of the devastation visited upon Krystallos' lands and peoples by the Invaders.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-18T14:05:10Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Oh? You have suppositions? What thoughts are you holding hostage?&amp;quot; Lucius teases, coming back to sit down on the stool near Zyindra. &amp;quot;I am glad you are enjoying cataloguing the library. I can assure you that is most helpful. I don't think I can handle rifling through so many books. Have you found anything of note? Perhaps something to shed more light regarding what this particular shard represents and why Olivin found it necessary to extend his life for so long?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No hostages.&amp;quot; Zyindra quips back, as she continues cooking, busying hands as her mind processes. She has begun the effort of folding and refolding the meat in the pan as it soaks up the oil, and with it the flavor of the spices and such simmering with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are quite a few interesting volumes. I have managed to find what appears to have been Olivin's inventory, and I am in the process of cross-checking against the current contents of the library to see if there are any volumes present that are not in that inventory, or any that are missing.&amp;quot; the redheaded teen witch explains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of the things I was looking for was evidence of a personal journal. Thus far, the inventory is the closest I have found to that, but I will continue to look. I do not recall any specific texts on Obsidian, but I will go over the list a second time to make sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra pauses with the meat, leaving it to simmer on its own, as she opens the iron doors to the oven and uses magic to carry the hot loaf pans over to a safe spot on the counter. Quick and sure movements of her knife free the loaves from their pans, letting them pop out so that she can place them in a basket and cover them with a gingham-pattern cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume any texts with information on the Invaders would also be a priority for us.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Invaders, previous Barons, geography of the area,&amp;quot; Lucius notes as he leans over and sneaks a whiff of the simmering meat. &amp;quot;Anything like that would be helpful. I was thinking, have you considered his journal was in the books? Like margin notes or letters in the books themselves?&amp;quot;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;quot;There are quite literally thousands of books. I am at this point about two thirds of the way through the inventory check.&amp;quot; Zyindra offers, before she continues explaining. With the bread loaves tucked away in their gingham blankets, she moves to check on the meat once more, and the pan withe mixed veggies as well - some of their company don't eat meat, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can tell you that they are all in excellent, indeed pristine condition. They have hardly been touched, except perhaps very lightly and gently, and they have been expertly and finely repaired wherever they might have previously had damage. There are no signs of margin notes, other missives, or any loose inserts in any of the books I have checked thus far. From what I have seen, I imagine Olivin would have considered such a thing sacrilege.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What there is on the Invaders are simply copies of rather widespread texts. Nothing different or unique. The only data on the geography of the barony would be a copy of the original survey map - of which we already had one, though this one is a bit larger - and a copy of the original survey report upon which it was based. It is woefully narrow in scope, covering only from here to the watchtower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the prior barons, there is a family bible covering the original hereditary rulers, and property records covering its various transfers. Until yourself, none of those have ever taken permanent residence within the barony. Originally given to a Scapolite general, and inherited by his son, the barony lay fallow when the Empire fell. The Onyxish Cryptocracy never filled the position, although the property was bought and sold several times, passing to various hands as a retreat. When it became a part of the Amethystish Empire it was eventually given to a baron who died without issue. He was eventually replaced by another, who died less than a year ago, also without issue. Then it was given to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra finally decides it is time, and removes the meat from the stove's heat, covering the container to keep the moisture and heat in. She does the same with the veggies, and then starts assembling plates. &amp;quot;That is what I have found so far. Not terribly helpful, I know. I am sorry.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up from his seat and takes the plates from Zyindra, standing in front of her and making sure he has her full attention. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't be sorry,&amp;quot; He starts, hesitating a moment as his gaze rests upon Zyindra. A swirl of emotions reflect in his face: uncertainty, sadness, love, anxiousness, determination. It ends with a stubborn, pleading insistence &amp;quot;You are not a servant or a child. You do not take orders from me and everything you do is a welcome kindness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He fiddles with the plates like a nervous boy talking to a girl for the first time; his question skews from anything that might've been expected he would say next. &amp;quot;Do you think I've changed?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Naturally the redheaded teen witch gives Lucius her attention when he seeks it, though she was trying to get those plates onto trays, and her hands itch to gather them up. &amp;quot;I was not trying to imply anything else, Lucius. Only that some disappointment in the current results would be only natural, and I wished it were not so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She considers him for a bit after his question, perhaps mulling over the right thing to say or way to say it. &amp;quot;Haven't we all changed, at least a bit?&amp;quot; she first says, smiling. &amp;quot;I feel we all have, at least a bit. But I still see the person - my friend - that I knew, despite any changes. What there has been has been minor, and largely induced simply by the responsibilities thrust upon you. And their weight.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius has watched Zyindra stack the plates, the silverware, and the cups. He has watched her fold the napkins and pour the gravies. Whether they were in Vesicule, Barony Fao or somewhere in between, he's spent plenty of time hanging out in the kitchen. He turns and places the plates on the appropriate tray and then moves to the drawer where the silverwear is hidden and starts pulling out the right amounts. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I guess I don't feel like I've changed. The burden of the Barony isn't much different than the burden of my family. It's not exactly where I thought I would be but it's not dissimilar either. Sometimes I sense that my friends are treating me like I'm vastly different than what I was. Of course I didn't really expect to have any real friends, so I suppose that's different.&amp;quot; As he talks, Lucius counts and recounts the silverware, stops and then starts again as he continues to talk. &amp;quot;You know, Olivin had collected books that my father had written.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;As I said, I feel whatever changes that may have occurred have been rather minor.&amp;quot; Zyindra offers, smiling.&lt;br /&gt;
&lt;br /&gt;
She watches him take care of laying things out without interrupting or fidgeting, recognizing that he wants to do this. Instead she leans against the counter while lightly stroking the head of her walking stick, fingers idly tracing patterns of the wood's shape around the pieces of totem crystals embedded in the stick.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I saw the name.&amp;quot; Zyindra admits. &amp;quot;But I had not been sure it was your father, or simply another who shared his name.&amp;quot; Of course, she knows his father is a poet. But surely he is not he only poet of that name in Krystallos' history?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not believe we are treating you vastly differently. I surely hope not.&amp;quot; Zyindra answers at last. &amp;quot;Our mode of address may have changed, especially in front of others.&amp;quot; Calling him the Baron, of course. &amp;quot;But that is only our effort - clumsy, perhaps - to reinforce your authority and support you in the eyes of others who do not know you as we do.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-15T16:34:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Oh? You have suppositions? What thoughts are you holding hostage?&amp;quot; Lucius teases, coming back to sit down on the stool near Zyindra. &amp;quot;I am glad you are enjoying cataloguing the library. I can assure you that is most helpful. I don't think I can handle rifling through so many books. Have you found anything of note? Perhaps something to shed more light regarding what this particular shard represents and why Olivin found it necessary to extend his life for so long?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No hostages.&amp;quot; Zyindra quips back, as she continues cooking, busying hands as her mind processes. She has begun the effort of folding and refolding the meat in the pan as it soaks up the oil, and with it the flavor of the spices and such simmering with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are quite a few interesting volumes. I have managed to find what appears to have been Olivin's inventory, and I am in the process of cross-checking against the current contents of the library to see if there are any volumes present that are not in that inventory, or any that are missing.&amp;quot; the redheaded teen witch explains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of the things I was looking for was evidence of a personal journal. Thus far, the inventory is the closest I have found to that, but I will continue to look. I do not recall any specific texts on Obsidian, but I will go over the list a second time to make sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra pauses with the meat, leaving it to simmer on its own, as she opens the iron doors to the oven and uses magic to carry the hot loaf pans over to a safe spot on the counter. Quick and sure movements of her knife free the loaves from their pans, letting them pop out so that she can place them in a basket and cover them with a gingham-pattern cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume any texts with information on the Invaders would also be a priority for us.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Invaders, previous Barons, geography of the area,&amp;quot; Lucius notes as he leans over and sneaks a whiff of the simmering meat. &amp;quot;Anything like that would be helpful. I was thinking, have you considered his journal was in the books? Like margin notes or letters in the books themselves?&amp;quot;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;quot;There are quite literally thousands of books. I am at this point about two thirds of the way through the inventory check.&amp;quot; Zyindra offers, before she continues explaining. With the bread loaves tucked away in their gingham blankets, she moves to check on the meat once more, and the pan withe mixed veggies as well - some of their company don't eat meat, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can tell you that they are all in excellent, indeed pristine condition. They have hardly been touched, except perhaps very lightly and gently, and they have been expertly and finely repaired wherever they might have previously had damage. There are no signs of margin notes, other missives, or any loose inserts in any of the books I have checked thus far. From what I have seen, I imagine Olivin would have considered such a thing sacrilege.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What there is on the Invaders are simply copies of rather widespread texts. Nothing different or unique. The only data on the geography of the barony would be a copy of the original survey map - of which we already had one, though this one is a bit larger - and a copy of the original survey report upon which it was based. It is woefully narrow in scope, covering only from here to the watchtower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the prior barons, there is a family bible covering the original hereditary rulers, and property records covering its various transfers. Until yourself, none of those have ever taken permanent residence within the barony. Originally given to a Scapolite general, and inherited by his son, the barony lay fallow when the Empire fell. The Onyxish Cryptocracy never filled the position, although the property was bought and sold several times, passing to various hands as a retreat. When it became a part of the Amethystish Empire it was eventually given to a baron who died without issue. He was eventually replaced by another, who died less than a year ago, also without issue. Then it was given to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra finally decides it is time, and removes the meat from the stove's heat, covering the container to keep the moisture and heat in. She does the same with the veggies, and then starts assembling plates. &amp;quot;That is what I have found so far. Not terribly helpful, I know. I am sorry.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up from his seat and takes the plates from Zyindra, standing in front of her and making sure he has her full attention. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't be sorry,&amp;quot; He starts, hesitating a moment as his gaze rests upon Zyindra. A swirl of emotions reflect in his face: uncertainty, sadness, love, anxiousness, determination. It ends with a stubborn, pleading insistence &amp;quot;You are not a servant or a child. You do not take orders from me and everything you do is a welcome kindness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He fiddles with the plates like a nervous boy talking to a girl for the first time; his question skews from anything that might've been expected he would say next. &amp;quot;Do you think I've changed?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Naturally the redheaded teen witch gives Lucius her attention when he seeks it, though she was trying to get those plates onto trays, and her hands itch to gather them up. &amp;quot;I was not trying to imply anything else, Lucius. Only that some disappointment in the current results would be only natural, and I wished it were not so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She considers him for a bit after his question, perhaps mulling over the right thing to say or way to say it. &amp;quot;Haven't we all changed, at least a bit?&amp;quot; she first says, smiling. &amp;quot;I feel we all have, at least a bit. But I still see the person - my friend - that I knew, despite any changes. What there has been has been minor, and largely induced simply by the responsibilities thrust upon you. And their weight.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-13T14:11:03Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Oh? You have suppositions? What thoughts are you holding hostage?&amp;quot; Lucius teases, coming back to sit down on the stool near Zyindra. &amp;quot;I am glad you are enjoying cataloguing the library. I can assure you that is most helpful. I don't think I can handle rifling through so many books. Have you found anything of note? Perhaps something to shed more light regarding what this particular shard represents and why Olivin found it necessary to extend his life for so long?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No hostages.&amp;quot; Zyindra quips back, as she continues cooking, busying hands as her mind processes. She has begun the effort of folding and refolding the meat in the pan as it soaks up the oil, and with it the flavor of the spices and such simmering with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are quite a few interesting volumes. I have managed to find what appears to have been Olivin's inventory, and I am in the process of cross-checking against the current contents of the library to see if there are any volumes present that are not in that inventory, or any that are missing.&amp;quot; the redheaded teen witch explains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of the things I was looking for was evidence of a personal journal. Thus far, the inventory is the closest I have found to that, but I will continue to look. I do not recall any specific texts on Obsidian, but I will go over the list a second time to make sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra pauses with the meat, leaving it to simmer on its own, as she opens the iron doors to the oven and uses magic to carry the hot loaf pans over to a safe spot on the counter. Quick and sure movements of her knife free the loaves from their pans, letting them pop out so that she can place them in a basket and cover them with a gingham-pattern cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume any texts with information on the Invaders would also be a priority for us.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Invaders, previous Barons, geography of the area,&amp;quot; Lucius notes as he leans over and sneaks a whiff of the simmering meat. &amp;quot;Anything like that would be helpful. I was thinking, have you considered his journal was in the books? Like margin notes or letters in the books themselves?&amp;quot;&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&amp;quot;There are quite literally thousands of books. I am at this point about two thirds of the way through the inventory check.&amp;quot; Zyindra offers, before she continues explaining. With the bread loaves tucked away in their gingham blankets, she moves to check on the meat once more, and the pan withe mixed veggies as well - some of their company don't eat meat, after all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can tell you that they are all in excellent, indeed pristine condition. They have hardly been touched, except perhaps very lightly and gently, and they have been expertly and finely repaired wherever they might have previously had damage. There are no signs of margin notes, other missives, or any loose inserts in any of the books I have checked thus far. From what I have seen, I imagine Olivin would have considered such a thing sacrilege.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What there is on the Invaders are simply copies of rather widespread texts. Nothing different or unique. The only data on the geography of the barony would be a copy of the original survey map - of which we already had one, though this one is a bit larger - and a copy of the original survey report upon which it was based. It is woefully narrow in scope, covering only from here to the watchtower.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the prior barons, there is a family bible covering the original hereditary rulers, and property records covering its various transfers. Until yourself, none of those have ever taken permanent residence within the barony. Originally given to a Scapolite general, and inherited by his son, the barony lay fallow when the Empire fell. The Onyxish Cryptocracy never filled the position, although the property was bought and sold several times, passing to various hands as a retreat. When it became a part of the Amethystish Empire it was eventually given to a baron who died without issue. He was eventually replaced by another, who died less than a year ago, also without issue. Then it was given to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra finally decides it is time, and removes the meat from the stove's heat, covering the container to keep the moisture and heat in. She does the same with the veggies, and then starts assembling plates. &amp;quot;That is what I have found so far. Not terribly helpful, I know. I am sorry.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-07T19:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Oh? You have suppositions? What thoughts are you holding hostage?&amp;quot; Lucius teases, coming back to sit down on the stool near Zyindra. &amp;quot;I am glad you are enjoying cataloguing the library. I can assure you that is most helpful. I don't think I can handle rifling through so many books. Have you found anything of note? Perhaps something to shed more light regarding what this particular shard represents and why Olivin found it necessary to extend his life for so long?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No hostages.&amp;quot; Zyindra quips back, as she continues cooking, busying hands as her mind processes. She has begun the effort of folding and refolding the meat in the pan as it soaks up the oil, and with it the flavor of the spices and such simmering with it. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are quite a few interesting volumes. I have managed to find what appears to have been Olivin's inventory, and I am in the process of cross-checking against the current contents of the library to see if there are any volumes present that are not in that inventory, or any that are missing.&amp;quot; the redheaded teen witch explains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of the things I was looking for was evidence of a personal journal. Thus far, the inventory is the closest I have found to that, but I will continue to look. I do not recall any specific texts on Obsidian, but I will go over the list a second time to make sure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zyindra pauses with the meat, leaving it to simmer on its own, as she opens the iron doors to the oven and uses magic to carry the hot loaf pans over to a safe spot on the counter. Quick and sure movements of her knife free the loaves from their pands, letting them pop out so that she can place them in a basket and cover them with a gingham-pattern cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I assume any texts with information on the Invaders would also be a priority for us.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-04T01:44:46Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius gets up and goes over to the oven, taking a deep whiff of the aroma emanating from it. He fills his lungs with the sweet smell and then lets it out slowly before he turns around to face Zyindra.  &amp;quot;Busy. I've been spending extra time to help train Mareet and make sure Cecile is ready to take the lead when we finally get enough residents to warrant a larger fighting group. Sebastian continues to bombard me with important items that need my decision right away and he fusses over every task. We've lost our Librarian who I'm pretty certain was more important than any of us could have imagined. We've got to find a new librarian with special qualifications, find that lost shard, destroy the creature that was my Cousin and ensure he doesn't find the Lost General. Then there is that strange man with the mushrooms and the other oddities all around us. And of course Dru is being Dru. I have no wounds, or other ailments. I am not sick in any way thanks to your adept skills and am assured that I am tick free. Overall, I suppose I can say is I am well, thank you. How are you feeling?&amp;quot; &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Zyindra smirks a bit as Lucius takes his time delivering a rendition of all of the bits and pieces demanding a portion of his limited but vitally necessary attentions, but she listens patiently while she continues her preparations.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I believe you are very right about our lamented librarian. In truth, I suspect he may well have been even more important than I believed, but I do not yet have proof enough to affirm my suppositions.&amp;quot; she mentions, honestly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I understand all of the things weighing upon you, Lucius. I do sometimes wonder what else some of us can do to step in and assist you. I do what I can, but I also do not wish to undermine your authority.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am enjoying working on cataloging the new library, however.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-01T13:13:47Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not been pre-salted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-01T13:12:24Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
During the week between finding Olivin dead and the halflings arriving, Lucius is found, one noontime, sitting at the kitchen table watching Zyindra make the meal. With everything that has been going on over the weeks, all the duties to be attended to and the emergencies to manage, there has been very little time to just sit and enjoy the company of friends. So Lucius sits and watches, a rare moment of unmasked Luciusness before he became Baron. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should use those spice you used last night. Those were really good.&amp;quot; Lucius says  with a bit of hopefulness. &amp;quot;What were they called?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;With last night's fish, I was using salted fish as a base, adding sliced onions, dill, parsley, raw garlic, and lemon, along with a sprinkle of cinnamon.&amp;quot; Zyindra offers, happy to explain as she works. &amp;quot;That combination will not work nearly so well on this dried venison. The meat's texture is different, and it has not be pre-alted.&amp;quot; Still she turns and offers a smile to the dark-haired young ''man'' behind her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I promise, I will find a good combination.&amp;quot; Indeed, she is already simmering the meat on a pan with olive oil, letting the dried meat soak that up and loosen, relaxing and softening as she works in freshly ground peppers and a tumeric base cayenne juice not unlike a tabasco. The best smell in the kitchen, even so, is Zyindra's freshly baking small loaves of honeyed pumpernickel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are you feeling?&amp;quot; Zyindra inquires, as she continues cooking.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations</id>
		<title>Baron Evaluations</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Baron_Evaluations"/>
				<updated>2017-12-01T01:34:51Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: Created page with &amp;quot;===Player Characters=== 75px 75px 75px ===Important NPCs=== ''none yet'' ===Locations=== * Fao B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Journal</id>
		<title>Journal</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Journal"/>
				<updated>2017-12-01T01:33:48Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* The Land of Wild Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Krystallos West==&lt;br /&gt;
===Burnt Offerings===&lt;br /&gt;
** Off-Panel: [[Before the Swallowtail Festival]]&lt;br /&gt;
* [[The Swallowtail Festival, part 1]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Swallowtail Festival, part 2]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Festival]]. &lt;br /&gt;
** Off-Panel: [[After the Festival]]&lt;br /&gt;
* [[The Boar Hunt]]. 5th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Boar Hunt]].&lt;br /&gt;
* [[The Boneyard Desecration]]. 5th &amp;amp; 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Desecration]].&lt;br /&gt;
* [[The Merchant's Daughter]]. 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Haunting of Chopper's Isle]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Haunting of Chopper's Isle]].&lt;br /&gt;
* [[Dinner with a Ranger]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Invading the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Below the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Glassworks]].&lt;br /&gt;
* [[Investigating Thistletop]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part I]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part II]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of Infiltrating Thistletop]].&lt;br /&gt;
&lt;br /&gt;
===City of Secrets===&lt;br /&gt;
* [[Haunted Home]]. 12th day of Tanzinite, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Gold Goblin]]. 13th day of Tanzinite - 13th day of Obsidian, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Investigation Session 2015-05-12|Investigating the Gold Goblin.]]&lt;br /&gt;
* [[Terror in the Dark]]. 3rd day of Opal, year 54 of the Age of the Great Invasion.&lt;br /&gt;
===The Half-Dead City===&lt;br /&gt;
* [[Journey to Shabatti]]. 13th day of Opal, year 54 - 3rd day of Tourmaline, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 1]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 2]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The Maiden Tree]]. 10th day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Lottery]]. 4th to 7th day of Alexanderite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 1]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 2]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 3]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 4]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Tomb of Akhentepi - Finds]] What was found at the tomb&lt;br /&gt;
===The Heart of Amethyst===&lt;br /&gt;
* [[A Troll in the Heart of Temperance]]. 12th day of Onyx, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Dream Slug]]. &lt;br /&gt;
===The Land of Wild Secrets===&lt;br /&gt;
* [[A New Beginning, part 1]]. 1st day of Citrine, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[An Off Witch, a Dangerous Imbalance]] - off-panel RP&lt;br /&gt;
* [[Baron Evaluations]] - off-panel RP&lt;br /&gt;
&lt;br /&gt;
==Krystallos East==&lt;br /&gt;
===Preamble RP===&lt;br /&gt;
* [[I Need a Guide]], first meeting of [[Kikao]] and [[Sharrondra]]&lt;br /&gt;
* [[What's In a Name]], early conversation of [[Kikao]] and [[Sharrondra]] on their first journey&lt;br /&gt;
===Prisoners===&lt;br /&gt;
* [[Rough log of Prisoner sessions]] - Needs a lot of cleaning up, but this should provide everyone what we need.&lt;br /&gt;
* [[Good night, Guide]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-14T13:57:35Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Usually the last one up and about, for some reason, Lucius is awake or at least as awake as he can be so early in the morning. He pushes the door to the kitchen open, stifling a yawn. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know you don't have to make breakfast every morning.&amp;quot; Even as Lucius says the words, it's obvious from the look on his face that he'd be quite sad at not enjoying the good food Zyindra makes.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Sabbath gives a sharp little bark from his spot under the trestle table, and then turns his muzzle to watch Lucius enter. He ducks back under the table, staying out of the way, though the tip of his nose and tail are still visible.&lt;br /&gt;
&lt;br /&gt;
Zyindra looks up from Sabbath at Lucius and smiles, shaking her head. &amp;quot;I want to eat, too. If I am going to cook for myself, why shouldn't I cook for everyone else? Everyone does better with a healthy meal first thing in the day, after all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That green-golden glow forms in her eyes as she glances at a mug, which proceeds to sparkle as it floats over to the fire, the glow spreading to the pot in which the coffee is resting, which then tilts itself to pour out a measure. The pot resettles, and the mug floats over to Lucius.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your usual, this morning?&amp;quot; the redheaded witch then asks.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
As is usual, Lucius is always wary around all animals including Sabbath and Kaza and unless dire circumstances force him to acknowledge them, they are merely background noise to be politely ignored. &lt;br /&gt;
&lt;br /&gt;
Lucius takes the offered mug with a smirk. &amp;quot;Since you've already gone to the trouble. I suppose it would be rude of me to decline.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Ever polite.&amp;quot; the redheaded witch offers, the glow fading from the mug as it is taken, and from her eyes a moment later. She does not bother with magic, then, as she pulls out a plate and fills it with Lucius' usual preferred breakfast; they have all known one another quite long enough to know each other that well, and she really is the best cook in the group.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wanted to apologize for disrupting the meeting last night. I will speak with Shiphrah later to make my apologies to her personally, but it was your meeting.&amp;quot; And this is the first time she is seeing anyone but Sabbath since the incident occurred. She offers this, even as she extends the filled plate to Lucius with a slight nod.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius takes the offered plate with his free hand. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are all under great pressure these days. I, myself, have been known to get a upset occasionally.&amp;quot; He motions over to the few stools in the corner for those who need a moment to sit while working in the kitchen. &amp;quot;Why don't we sit down and you can tell me what's bothering you?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No, really. It's alright. I don't need to burden you ...&amp;quot; Zyindra starts to demure, clearly intending to let the opportunity pass. She's even visibly shaking her head, when from behind Lucius comes a sharp bark. Sabbath has come out from under the trestle table to stare at Zyindra intently.&lt;br /&gt;
&lt;br /&gt;
The two lock eyes for a bit, and finally Zyindra's shoulders slump a bit. Apparently feeling vindicated, Sabbath returns to all fours, swishes his tail and disappears back under the table, his work here done.&lt;br /&gt;
&lt;br /&gt;
Zyindra, apparently defeated, walks over to one of the stools Lucius indicated and settles herself. Clearly, she had no problem taking responsibility and apologizing, but she really didn't want to talk about her feelings, not even with Lucius, possibly her closest friend in the party.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The truth is, I suppose, there are two things bothering me.&amp;quot; Zyindra begins. &amp;quot;The first is that the ticks upset and anger me. They can be anyone. And there is no healing the damage they do, no restoring those they affect. They are forever gone.&amp;quot; For someone who has made it her life's work from her youngest days to help and heal others, clearly this would be upsetting. It's not hard to understand; this is not just death, but the true unmaking of the living person. Anathema.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But more strongly, to be fair, is my fear.&amp;quot; Zyindra looks very, very uncomfortable admitting this. This, it seems, is what she was avoiding sharing. This is what Sabbath apparently demands she share, in spite of herself. &amp;quot;I am terrified of this apparent threat of the sleeping god-general, Kitiara.&amp;quot; Zyindra sighs pensively. &amp;quot;It - she - is a '''god-general'''. We cannot defeat that sort of power without the ''Totems'' and armies. And we have neither. We may well be destined to face this threat. But I cannot help believing that we cannot win, and we will be destroyed.&amp;quot; And like any mortal being, Zyindra doesn't want to die. &amp;quot;It does not help that you are now having visions. Yet my own have been silent.&amp;quot; Is that because of her fear? Or is there an even worse reason?&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lucius places his plate and mug on the counter next to the stools and listens to Zyindra as she lays out her concerns. It doesn't matter that his delectable meal might be getting cold, he shows his caring by showing that she is more important than a tasty meal. When she has finally paused he waits to see if she might say anymore before speaking himself.&lt;br /&gt;
&lt;br /&gt;
Then he takes a deep breath and clasps his hands together in front of him. &amp;quot;I can understand why you would be upset. Those are two very serious concerns. The ticks alone are incredibly disturbing without definite ways to recognize them right away. I fear that no one can be trusted and even after trust has been obtained, it needs to be renewed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lucius refrains from muddling things up by adding his own feelings about trust. He lives in a world where secrets rule and trust is rarely given. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Having to deal with a god-general on top of the horror of the ticks is beyond anyone's wildest imaginings. And it makes sense that you are afraid. I believe it's safe to say that we are all afraid.&amp;quot; Because anyone who isn't a little bit afraid of a god-general doesn't truly understand the breadth of the problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As for this vision I had, I hope that has not upset you. I had not had a chance to elaborate last night but after mulling over the possibilities, I believe the Horned Lady, an icon of Onyx, wanted to show me something. She is the keeper of secrets lost to nature and I believed she wanted to talk to me and give me a map of a location. From her I believe I now know approximately where in the Barony, there might be a lost temple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lucius places his hands in his lap, head bowed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did not plan for it to happen and it is not something I believe is like what you experience in your visions. There was no future seeing involved or cryptic message. That day, I had gone to the temple and sought out a bit of inspiration, perhaps an epiphany from Onyx. As you know, the totems don't interfere directly in our lives except through their icons. Even so, I hoped to be inspired with a new solution to fix all the problems we're having. Even just the hint of a solution would have been welcomed. Being a Baron is not easy and I fear I am failing my people.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra shakes her head. &amp;quot;I am not blaming you, Lucius. It is what it is.&amp;quot; And the story of how he obtained his vision certain reassures her that its source is more likely legitimate than misinformation from the ''enemy''. &amp;quot;But I won't say it isn't unsettling.&amp;quot; And isn't there enough unsettling things already?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did get a message from the Queen this morning. She has received our messages regarding the tick, and the original intelligence on the god-general.&amp;quot; Zyindra mentions. She did send a message on Lucius' behalf before they left for Vesicule, and finally has a response back. How she managed to send these she has not explained, other than blushing brilliantly whenever the subject was brought up. &amp;quot;Of course, we did not have a name then. I am paraphrasing quite a bit, but she promises that she is on the tick problem as of now. She has dealt with one who was impersonating the ambassador of Peridot to her court, and expelled the rest of their delegation to demonstrate her displeasure. She extorts us in strongest possible terms to do all we can on the front of the god-general, and leave the ticks to her efforts wherever we can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch sighs. &amp;quot;You are not failing your people, Lucius. You are struggling against nearly impossible odds. You have a target location. We will just have to check it out carefully, and hope we can do something before this god-general can be awakened by the enemy.&amp;quot; How, she has no idea.&lt;br /&gt;
&lt;br /&gt;
Zyindra passes her hand over Lucius' plate, reheating things. &amp;quot;I would like to ask a few questions about this new cousin of yours, when you have the time. And I will see to scanning everyone that has come in, just to double-check.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius nods in agreement. &amp;quot;Truly much is unsettling. Though I am glad to hear that the Queen is working to clean out her court. Hopefully we can trust that she is truly she and not one of them. I suppose I can inquire if there are rumours that match the Queen's actions. It will be slow to find out but where we are already is quite slow. Definitely check the others when you can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He sighs at Zyindra's questioning of his cousin, picking his mug back up and taking a sip. It's as if he expected someone would eventually start asking questions. &amp;quot;What do you want to know about Drew?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra frowns quite unhappily at the thought that the Queen could in fact be one of those vile, disgusting, evil ticks. That didn't have to be said, damnit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, her name, first. Why she is here?&amp;quot; Zyindra starts in with Lucius about Drew, shooing him to start eating lest she have to reheat the food once again. &amp;quot;And, if you will allow me, on a more personal note I am curious about her rather profound resemblance to the Queen.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius turns to his food and takes a bite, savoring the flavor and spice. As most Onyxish, he loves all his food spicy and hot. He lets his appreciation for breakfast be known by taking a second and then a third bite before even beginning to answer Zyindra's questions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Her name is Drusilla. She's Brutus' replacement for the company. I call her Drew, but only because she calls me Lucy. You can call her Drusilla. You'll like her. Everyone likes her. If you ask me, it's most unbecoming.&amp;quot; It's odd that perhaps he might have preferred the dislike that Brutus showed to him over the obvious niceness coming from Drusilla.&lt;br /&gt;
&lt;br /&gt;
He shrugs. &amp;quot;The Queen? Honestly, I don't see the resemblence.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Drusilla.&amp;quot; Zyindra repeats, almost as if she is tasting the name, deciding if she feels it is the truth or not - a true label for the individual she has encountered. &amp;quot;I do not know why you would feel it unbecoming for a businesswoman to be liked by most who encounter her. Surely that would be of benefit to her in doing business?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
But on the question of the resemblance, Zyindra is not mincing words. &amp;quot;I never took you for a blind person, Lucius. Yes, she looks virtually like the Queen's twin, if not for her coloration. Even her voice is eerily similar, although her accent is different.&amp;quot; And to be blunt, Zyindra is almost thinking that Lucius is being purposefully obtuse. It would be far from the first time, after all.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-12T02:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Usually the last one up and about, for some reason, Lucius is awake or at least as awake as he can be so early in the morning. He pushes the door to the kitchen open, stifling a yawn. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know you don't have to make breakfast every morning.&amp;quot; Even as Lucius says the words, it's obvious from the look on his face that he'd be quite sad at not enjoying the good food Zyindra makes.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Sabbath gives a sharp little bark from his spot under the trestle table, and then turns his muzzle to watch Lucius enter. He ducks back under the table, staying out of the way, though the tip of his nose and tail are still visible.&lt;br /&gt;
&lt;br /&gt;
Zyindra looks up from Sabbath at Lucius and smiles, shaking her head. &amp;quot;I want to eat, too. If I am going to cook for myself, why shouldn't I cook for everyone else? Everyone does better with a healthy meal first thing in the day, after all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That green-golden glow forms in her eyes as she glances at a mug, which proceeds to sparkle as it floats over to the fire, the glow spreading to the pot in which the coffee is resting, which then tilts itself to pour out a measure. The pot resettles, and the mug floats over to Lucius.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your usual, this morning?&amp;quot; the redheaded witch then asks.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
As is usual, Lucius is always wary around all animals including Sabbath and Kaza and unless dire circumstances force him to acknowledge them, they are merely background noise to be politely ignored. &lt;br /&gt;
&lt;br /&gt;
Lucius takes the offered mug with a smirk. &amp;quot;Since you've already gone to the trouble. I suppose it would be rude of me to decline.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Ever polite.&amp;quot; the redheaded witch offers, the glow fading from the mug as it is taken, and from her eyes a moment later. She does not bother with magic, then, as she pulls out a plate and fills it with Lucius' usual preferred breakfast; they have all known one another quite long enough to know each other that well, and she really is the best cook in the group.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wanted to apologize for disrupting the meeting last night. I will speak with Shiphrah later to make my apologies to her personally, but it was your meeting.&amp;quot; And this is the first time she is seeing anyone but Sabbath since the incident occurred. She offers this, even as she extends the filled plate to Lucius with a slight nod.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius takes the offered plate with his free hand. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are all under great pressure these days. I, myself, have been known to get a upset occasionally.&amp;quot; He motions over to the few stools in the corner for those who need a moment to sit while working in the kitchen. &amp;quot;Why don't we sit down and you can tell me what's bothering you?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No, really. It's alright. I don't need to burden you ...&amp;quot; Zyindra starts to demure, clearly intending to let the opportunity pass. She's even visibly shaking her head, when from behind Lucius comes a sharp bark. Sabbath has come out from under the trestle table to stare at Zyindra intently.&lt;br /&gt;
&lt;br /&gt;
The two lock eyes for a bit, and finally Zyindra's shoulders slump a bit. Apparently feeling vindicated, Sabbath returns to all fours, swishes his tail and disappears back under the table, his work here done.&lt;br /&gt;
&lt;br /&gt;
Zyindra, apparently defeated, walks over to one of the stools Lucius indicated and settles herself. Clearly, she had no problem taking responsibility and apologizing, but she really didn't want to talk about her feelings, not even with Lucius, possibly her closest friend in the party.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The truth is, I suppose, there are two things bothering me.&amp;quot; Zyindra begins. &amp;quot;The first is that the ticks upset and anger me. They can be anyone. And there is no healing the damage they do, no restoring those they affect. They are forever gone.&amp;quot; For someone who has made it her life's work from her youngest days to help and heal others, clearly this would be upsetting. It's not hard to understand; this is not just death, but the true unmaking of the living person. Anathema.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But more strongly, to be fair, is my fear.&amp;quot; Zyindra looks very, very uncomfortable admitting this. This, it seems, is what she was avoiding sharing. This is what Sabbath apparently demands she share, in spite of herself. &amp;quot;I am terrified of this apparent threat of the sleeping god-general, Kitiara.&amp;quot; Zyindra sighs pensively. &amp;quot;It - she - is a '''god-general'''. We cannot defeat that sort of power without the ''Totems'' and armies. And we have neither. We may well be destined to face this threat. But I cannot help believing that we cannot win, and we will be destroyed.&amp;quot; And like any mortal being, Zyindra doesn't want to die. &amp;quot;It does not help that you are now having visions. Yet my own have been silent.&amp;quot; Is that because of her fear? Or is there an even worse reason?&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lucius places his plate and mug on the counter next to the stools and listens to Zyindra as she lays out her concerns. It doesn't matter that his delectable meal might be getting cold, he shows his caring by showing that she is more important than a tasty meal. When she has finally paused he waits to see if she might say anymore before speaking himself.&lt;br /&gt;
&lt;br /&gt;
Then he takes a deep breath and clasps his hands together in front of him. &amp;quot;I can understand why you would be upset. Those are two very serious concerns. The ticks alone are incredibly disturbing without definite ways to recognize them right away. I fear that no one can be trusted and even after trust has been obtained, it needs to be renewed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lucius refrains from muddling things up by adding his own feelings about trust. He lives in a world where secrets rule and trust is rarely given. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Having to deal with a god-general on top of the horror of the ticks is beyond anyone's wildest imaginings. And it makes sense that you are afraid. I believe it's safe to say that we are all afraid.&amp;quot; Because anyone who isn't a little bit afraid of a god-general doesn't truly understand the breadth of the problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As for this vision I had, I hope that has not upset you. I had not had a chance to elaborate last night but after mulling over the possibilities, I believe the Horned Lady, an icon of Onyx, wanted to show me something. She is the keeper of secrets lost to nature and I believed she wanted to talk to me and give me a map of a location. From her I believe I now know approximately where in the Barony, there might be a lost temple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lucius places his hands in his lap, head bowed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did not plan for it to happen and it is not something I believe is like what you experience in your visions. There was no future seeing involved or cryptic message. That day, I had gone to the temple and sought out a bit of inspiration, perhaps an epiphany from Onyx. As you know, the totems don't interfere directly in our lives except through their icons. Even so, I hoped to be inspired with a new solution to fix all the problems we're having. Even just the hint of a solution would have been welcomed. Being a Baron is not easy and I fear I am failing my people.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra shakes her head. &amp;quot;I am not blaming you, Lucius. It is what it is.&amp;quot; And the story of how he obtained his vision certain reassures her that its source is more likely legitimate than misinformation from the ''enemy''. &amp;quot;But I won't say it isn't unsettling.&amp;quot; And isn't there enough unsettling things already?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did get a message from the Queen this morning. She has received our messages regarding the tick, and the original intelligence on the god-general.&amp;quot; Zyindra mentions. She did send a message on Lucius' behalf before they left for Vesicule, and finally has a response back. How she managed to send these she has not explained, other than blushing brilliantly whenever the subject was brought up. &amp;quot;Of course, we did not have a name then. I am paraphrasing quite a bit, but she promises that she is on the tick problem as of now. She has dealt with one who was impersonating the ambassador of Peridot to her court, and expelled the rest of their delegation to demonstrate her displeasure. She extorts us in strongest possible terms to do all we can on the front of the god-general, and leave the ticks to her efforts wherever we can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch sighs. &amp;quot;You are not failing your people, Lucius. You are struggling against nearly impossible odds. You have a target location. We will just have to check it out carefully, and hope we can do something before this god-general can be awakened by the enemy.&amp;quot; How, she has no idea.&lt;br /&gt;
&lt;br /&gt;
Zyindra passes her hand over Lucius' plate, reheating things. &amp;quot;I would like to ask a few questions about this new cousin of yours, when you have the time. And I will see to scanning everyone that has come in, just to double-check.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius nods in agreement. &amp;quot;Truly much is unsettling. Though I am glad to hear that the Queen is working to clean out her court. Hopefully we can trust that she is truly she and not one of them. I suppose I can inquire if there are rumours that match the Queen's actions. It will be slow to find out but where we are already is quite slow. Definitely check the others when you can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He sighs at Zyindra's questioning of his cousin, picking his mug back up and taking a sip. It's as if he expected someone would eventually start asking questions. &amp;quot;What do you want to know about Drew?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra frowns quite unhappily at the thought that the Queen could in fact be one of those vile, disgusting, evil ticks. That didn't have to be said, damnit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, her name, first. Why she is here?&amp;quot; Zyindra starts in with Lucius about Drew, shooing him to start eating lest she have to reheat the food once again. &amp;quot;And, if you will allow me, on a more personal note I am curious about her rather profound resemblance to the Queen.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-11T03:10:51Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Usually the last one up and about, for some reason, Lucius is awake or at least as awake as he can be so early in the morning. He pushes the door to the kitchen open, stifling a yawn. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know you don't have to make breakfast every morning.&amp;quot; Even as Lucius says the words, it's obvious from the look on his face that he'd be quite sad at not enjoying the good food Zyindra makes.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Sabbath gives a sharp little bark from his spot under the trestle table, and then turns his muzzle to watch Lucius enter. He ducks back under the table, staying out of the way, though the tip of his nose and tail are still visible.&lt;br /&gt;
&lt;br /&gt;
Zyindra looks up from Sabbath at Lucius and smiles, shaking her head. &amp;quot;I want to eat, too. If I am going to cook for myself, why shouldn't I cook for everyone else? Everyone does better with a healthy meal first thing in the day, after all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That green-golden glow forms in her eyes as she glances at a mug, which proceeds to sparkle as it floats over to the fire, the glow spreading to the pot in which the coffee is resting, which then tilts itself to pour out a measure. The pot resettles, and the mug floats over to Lucius.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your usual, this morning?&amp;quot; the redheaded witch then asks.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
As is usual, Lucius is always wary around all animals including Sabbath and Kaza and unless dire circumstances force him to acknowledge them, they are merely background noise to be politely ignored. &lt;br /&gt;
&lt;br /&gt;
Lucius takes the offered mug with a smirk. &amp;quot;Since you've already gone to the trouble. I suppose it would be rude of me to decline.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Ever polite.&amp;quot; the redheaded witch offers, the glow fading from the mug as it is taken, and from her eyes a moment later. She does not bother with magic, then, as she pulls out a plate and fills it with Lucius' usual preferred breakfast; they have all known one another quite long enough to know each other that well, and she really is the best cook in the group.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wanted to apologize for disrupting the meeting last night. I will speak with Shiphrah later to make my apologies to her personally, but it was your meeting.&amp;quot; And this is the first time she is seeing anyone but Sabbath since the incident occurred. She offers this, even as she extends the filled plate to Lucius with a slight nod.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius takes the offered plate with his free hand. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are all under great pressure these days. I, myself, have been known to get a upset occasionally.&amp;quot; He motions over to the few stools in the corner for those who need a moment to sit while working in the kitchen. &amp;quot;Why don't we sit down and you can tell me what's bothering you?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No, really. It's alright. I don't need to burden you ...&amp;quot; Zyindra starts to demure, clearly intending to let the opportunity pass. She's even visibly shaking her head, when from behind Lucius comes a sharp bark. Sabbath has come out from under the trestle table to stare at Zyindra intently.&lt;br /&gt;
&lt;br /&gt;
The two lock eyes for a bit, and finally Zyindra's shoulders slump a bit. Apparently feeling vindicated, Sabbath returns to all fours, swishes his tail and disappears back under the table, his work here done.&lt;br /&gt;
&lt;br /&gt;
Zyindra, apparently defeated, walks over to one of the stools Lucius indicated and settles herself. Clearly, she had no problem taking responsibility and apologizing, but she really didn't want to talk about her feelings, not even with Lucius, possibly her closest friend in the party.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The truth is, I suppose, there are two things bothering me.&amp;quot; Zyindra begins. &amp;quot;The first is that the ticks upset and anger me. They can be anyone. And there is no healing the damage they do, no restoring those they affect. They are forever gone.&amp;quot; For someone who has made it her life's work from her youngest days to help and heal others, clearly this would be upsetting. It's not hard to understand; this is not just death, but the true unmaking of the living person. Anathema.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But more strongly, to be fair, is my fear.&amp;quot; Zyindra looks very, very uncomfortable admitting this. This, it seems, is what she was avoiding sharing. This is what Sabbath apparently demands she share, in spite of herself. &amp;quot;I am terrified of this apparent threat of the sleeping god-general, Kitiara.&amp;quot; Zyindra sighs pensively. &amp;quot;It - she - is a '''god-general'''. We cannot defeat that sort of power without the ''Totems'' and armies. And we have neither. We may well be destined to face this threat. But I cannot help believing that we cannot win, and we will be destroyed.&amp;quot; And like any mortal being, Zyindra doesn't want to die. &amp;quot;It does not help that you are now having visions. Yet my own have been silent.&amp;quot; Is that because of her fear? Or is there an even worse reason?&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lucius places his plate and mug on the counter next to the stools and listens to Zyindra as she lays out her concerns. It doesn't matter that his delectable meal might be getting cold, he shows his caring by showing that she is more important than a tasty meal. When she has finally paused he waits to see if she might say anymore before speaking himself.&lt;br /&gt;
&lt;br /&gt;
Then he takes a deep breath and clasps his hands together in front of him. &amp;quot;I can understand why you would be upset. Those are two very serious concerns. The ticks alone are incredibly disturbing without definite ways to recognize them right away. I fear that no one can be trusted and even after trust has been obtained, it needs to be renewed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Lucius refrains from muddling things up by adding his own feelings about trust. He lives in a world where secrets rule and trust is rarely given. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Having to deal with a god-general on top of the horror of the ticks is beyond anyone's wildest imaginings. And it makes sense that you are afraid. I believe it's safe to say that we are all afraid.&amp;quot; Because anyone who isn't a little bit afraid of a god-general doesn't truly understand the breadth of the problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As for this vision I had, I hope that has not upset you. I had not had a chance to elaborate last night but after mulling over the possibilities, I believe the Horned Lady, an icon of Onyx, wanted to show me something. She is the keeper of secrets lost to nature and I believed she wanted to talk to me and give me a map of a location. From her I believe I now know approximately where in the Barony, there might be a lost temple.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lucius places his hands in his lap, head bowed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did not plan for it to happen and it is not something I believe is like what you experience in your visions. There was no future seeing involved or cryptic message. That day, I had gone to the temple and sought out a bit of inspiration, perhaps an epiphany from Onyx. As you know, the totems don't interfere directly in our lives except through their icons. Even so, I hoped to be inspired with a new solution to fix all the problems we're having. Even just the hint of a solution would have been welcomed. Being a Baron is not easy and I fear I am failing my people.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Zyindra shakes her head. &amp;quot;I am not blaming you, Lucius. It is what it is.&amp;quot; And the story of how he obtained his vision certain reassures her that its source is more likely legitimate than misinformation from the ''enemy''. &amp;quot;But I won't say it isn't unsettling.&amp;quot; And isn't there enough unsettling things already?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I did get a message from the Queen this morning. She has received our messages regarding the tick, and the original intelligence on the god-general.&amp;quot; Zyindra mentions. She did send a message on Lucius' behalf before they left for Vesicule, and finally has a response back. How she managed to send these she has not explained, other than blushing brilliantly whenever the subject was brought up. &amp;quot;Of course, we did not have a name then. I am paraphrasing quite a bit, but she promises that she is on the tick problem as of now. She has dealt with one who was impersonating the ambassador of Peridot to her court, and expelled the rest of their delegation to demonstrate her displeasure. She extorts us in strongest possible terms to do all we can on the front of the god-general, and leave the ticks to her efforts wherever we can.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch sighs. &amp;quot;You are not failing your people, Lucius. You are struggling against nearly impossible odds. You have a target location. We will just have to check it out carefully, and hope we can do something before this god-general can be awakened by the enemy.&amp;quot; How, she has no idea.&lt;br /&gt;
&lt;br /&gt;
Zyindra passes her hand over Lucius' plate, reheating things. &amp;quot;I would like to ask a few questions about this new cousin of yours, when you have the time. And I will see to scanning everyone that has come in, just to double-check.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-08T12:35:02Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Usually the last one up and about, for some reason, Lucius is awake or at least as awake as he can be so early in the morning. He pushes the door to the kitchen open, stifling a yawn. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know you don't have to make breakfast every morning.&amp;quot; Even as Lucius says the words, it's obvious from the look on his face that he'd be quite sad at not enjoying the good food Zyindra makes.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Sabbath gives a sharp little bark from his spot under the trestle table, and then turns his muzzle to watch Lucius enter. He ducks back under the table, staying out of the way, though the tip of his nose and tail are still visible.&lt;br /&gt;
&lt;br /&gt;
Zyindra looks up from Sabbath at Lucius and smiles, shaking her head. &amp;quot;I want to eat, too. If I am going to cook for myself, why shouldn't I cook for everyone else? Everyone does better with a healthy meal first thing in the day, after all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That green-golden glow forms in her eyes as she glances at a mug, which proceeds to sparkle as it floats over to the fire, the glow spreading to the pot in which the coffee is resting, which then tilts itself to pour out a measure. The pot resettles, and the mug floats over to Lucius.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your usual, this morning?&amp;quot; the redheaded witch then asks.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
As is usual, Lucius is always wary around all animals including Sabbath and Kaza and unless dire circumstances force him to acknowledge them, they are merely background noise to be politely ignored. &lt;br /&gt;
&lt;br /&gt;
Lucius takes the offered mug with a smirk. &amp;quot;Since you've already gone to the trouble. I suppose it would be rude of me to decline.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Ever polite.&amp;quot; the redheaded witch offers, the glow fading from the mug as it is taken, and from her eyes a moment later. She does not bother with magic, then, as she pulls out a plate and fills it with Lucius' usual preferred breakfast; they have all known one another quite long enough to know each other that well, and she really is the best cook in the group.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wanted to apologize for disrupting the meeting last night. I will speak with Shiphrah later to make my apologies to her personally, but it was your meeting.&amp;quot; And this is the first time she is seeing anyone but Sabbath since the incident occurred. She offers this, even as she extends the filled plate to Lucius with a slight nod.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Lucius takes the offered plate with his free hand. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are all under great pressure these days. I, myself, have been known to get a upset occasionally.&amp;quot; He motions over to the few stools in the corner for those who need a moment to sit while working in the kitchen. &amp;quot;Why don't we sit down and you can tell me what's bothering you?&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;No, really. It's alright. I don't need to burden you ...&amp;quot; Zyindra starts to demure, clearly intending to let the opportunity pass. She's even visibly shaking her head, when from behind Lucius comes a sharp bark. Sabbath has come out from under the trestle table to stare at Zyindra intently.&lt;br /&gt;
&lt;br /&gt;
The two lock eyes for a bit, and finally Zyindra's shoulders slump a bit. Apparently feeling vindicated, Sabbath returns to all fours, swishes his tail and disappears back under the table, his work here done.&lt;br /&gt;
&lt;br /&gt;
Zyindra, apparently defeated, walks over to one of the stools Lucius indicated and settles herself. Clearly, she had no problem taking responsibility and apologizing, but she really didn't want to talk about her feelings, not even with Lucius, possibly her closest friend in the party.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The truth is, I suppose, there are two things bothering me.&amp;quot; Zyindra begins. &amp;quot;The first is that the ticks upset and anger me. They can be anyone. And there is no healing the damage they do, no restoring those they affect. They are forever gone.&amp;quot; For someone who has made it her life's work from her youngest days to help and heal others, clearly this would be upsetting. It's not hard to understand; this is not just death, but the true unmaking of the living person. Anathema.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But more strongly, to be fair, is my fear.&amp;quot; Zyindra looks very, very uncomfortable admitting this. This, it seems, is what she was avoiding sharing. This is what Sabbath apparently demands she share, in spite of herself. &amp;quot;I am terrified of this apparent threat of the sleeping god-general, Kitiara.&amp;quot; Zyindra sighs pensively. &amp;quot;It - she - is a '''god-general'''. We cannot defeat that sort of power without the ''Totems'' and armies. And we have neither. We may well be destined to face this threat. But I cannot help believing that we cannot win, and we will be destroyed.&amp;quot; And like any mortal being, Zyindra doesn't want to die. &amp;quot;It does not help that you are now having visions. Yet my own have been silent.&amp;quot; Is that because of her fear? Or is there an even worse reason?&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-07T12:06:25Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Usually the last one up and about, for some reason, Lucius is awake or at least as awake as he can be so early in the morning. He pushes the door to the kitchen open, stifling a yawn. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know you don't have to make breakfast every morning.&amp;quot; Even as Lucius says the words, it's obvious from the look on his face that he'd be quite sad at not enjoying the good food Zyindra makes.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Sabbath gives a sharp little bark from his spot under the trestle table, and then turns his muzzle to watch Lucius enter. He ducks back under the table, staying out of the way, though the tip of his nose and tail are still visible.&lt;br /&gt;
&lt;br /&gt;
Zyindra looks up from Sabbath at Lucius and smiles, shaking her head. &amp;quot;I want to eat, too. If I am going to cook for myself, why shouldn't I cook for everyone else? Everyone does better with a healthy meal first thing in the day, after all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That green-golden glow forms in her eyes as she glances at a mug, which proceeds to sparkle as it floats over to the fire, the glow spreading to the pot in which the coffee is resting, which then tilts itself to pour out a measure. The pot resettles, and the mug floats over to Lucius.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your usual, this morning?&amp;quot; the redheaded witch then asks.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
As is usual, Lucius is always wary around all animals including Sabbath and Kaza and unless dire circumstances force him to acknowledge them, they are merely background noise to be politely ignored. &lt;br /&gt;
&lt;br /&gt;
Lucius takes the offered mug with a smirk. &amp;quot;Since you've already gone to the trouble. I suppose it would be rude of me to decline.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;quot;Ever polite.&amp;quot; the redheaded witch offers, the glow fading from the mug as it is taken, and from her eyes a moment later. She does not bother with magic, then, as she pulls out a plate and fills it with Lucius' usual preferred breakfast; they have all known one another quite long enough to know each other that well, and she really is the best cook in the group.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wanted to apologize for disrupting the meeting last night. I will speak with Shiphrah later to make my apologies to her personally, but it was your meeting.&amp;quot; And this is the first time she is seeing anyone but Sabbath since the incident occurred. She offers this, even as she extends the filled plate to Lucius with a slight nod.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-07T01:42:44Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Usually the last one up and about, for some reason, Lucius is awake or at least as awake as he can be so early in the morning. He pushes the door to the kitchen open, stifling a yawn. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know you don't have to make breakfast every morning.&amp;quot; Even as Lucius says the words, it's obvious from the look on his face that he'd be quite sad at not enjoying the good food Zyindra makes.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Sabbath gives a sharp little bark from his spot under the trestle table, and then turns his muzzle to watch Lucius enter. He ducks back under the table, staying out of the way, though the tip of his nose and tail are still visible.&lt;br /&gt;
&lt;br /&gt;
Zyindra looks up from Sabbath at Lucius and smiles, shaking her head. &amp;quot;I want to eat, too. If I am going to cook for myself, why shouldn't I cook for everyone else? Everyone does better with a healthy meal first thing in the day, after all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That green-golden glow forms in her eyes as she glances at a mug, which proceeds to sparkle as it floats over to the fire, the glow spreading to the pot in which the coffee is resting, which then tilts itself to pour out a measure. The pot resettles, and the mug floats over to Lucius.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your usual, this morning?&amp;quot; the redheaded witch then asks.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-07T00:01:37Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
Usually the last one up and about, for some reason, Lucius is awake or at least as awake as he can be so early in the morning. He pushes the door to the kitchen open, stifling a yawn. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know you don't have to make breakfast every morning.&amp;quot; Even as Lucius says the words, it's obvious from the look on his face that he'd be quite sad at not enjoying the good food Zyindra makes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Sabbath gives a sharp little bark from his spot under the trestle table, and then turns his muzzle to watch Lucius enter. He ducks back under the table, staying out of the way, though the tip of his nose and tail are still visible.&lt;br /&gt;
&lt;br /&gt;
Zyindra looks up from Sabbath at Lucius and smiles, shaking her head. &amp;quot;I want to eat, too. If I am going to cook for myself, why shouldn't I cook for everyone else? Everyone does better with a healthy meal first thing in the day, after all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That green-golden glow forms in her eyes as she glances at a mug, which proceeds to sparkle as it floats over to the fire, the glow spreading to the pot in which the coffee is resting, which then tilts itself to pour out a measure. The pot resettles, and the mug floats over to Lucius.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your usual, this morning?&amp;quot; the redheaded witch then asks.&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-06T14:35:13Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-06T13:24:16Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Adventurer's Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
The next morning, after the rather disastrous discussions of the party and her apparently over the top reaction, Zyindra is up as usual with the dawn, already preparing breakfast for everyone according to their usual preferences. She also, it seems, is trying to make things up to Sabbath, as she is in the kitchen, tossing him tiny bits of meat - mostly trimmed bits of bacon - intermittently throughout her work.&lt;br /&gt;
&lt;br /&gt;
For his part, the fox is deigning to poke his head out from beneath one of the trestle tables in the kitchen to scarf these bits of treat as they are offered, and is staying close as always to his mistress. But he is not draped over her shoulders, or tangled around her feet as he would normally be. He is keeping his distance, still apparently making his displeasure known.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, of course I know they were not there. But I had not tested anyone, and they had just come from a place potentially infested with the things. I had to make sure you would be protected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance</id>
		<title>An Off Witch, a Dangerous Imbalance</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/An_Off_Witch,_a_Dangerous_Imbalance"/>
				<updated>2017-09-06T13:19:27Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: Created page with &amp;quot;===Player Characters=== 75px 75px 75px ===Important NPCs=== ''none yet'' ===Locations=== * Fao B...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Player Characters===&lt;br /&gt;
[[Image:LuciusIcon.png|75px]] [[Image:Zyindraicon.png|75px]] [[Image:Sabbathicon.png|75px]]&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
''none yet''&lt;br /&gt;
===Locations===&lt;br /&gt;
* [[Fao Barony|Fao Manor]], a broken down estate in the Barony of Fao.&lt;br /&gt;
===Adventurer's Log===&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Journal</id>
		<title>Journal</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Journal"/>
				<updated>2017-09-06T13:03:13Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* The Land of Wild Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Krystallos West==&lt;br /&gt;
===Burnt Offerings===&lt;br /&gt;
** Off-Panel: [[Before the Swallowtail Festival]]&lt;br /&gt;
* [[The Swallowtail Festival, part 1]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Swallowtail Festival, part 2]]. 3rd day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Festival]]. &lt;br /&gt;
** Off-Panel: [[After the Festival]]&lt;br /&gt;
* [[The Boar Hunt]]. 5th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Boar Hunt]].&lt;br /&gt;
* [[The Boneyard Desecration]]. 5th &amp;amp; 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Desecration]].&lt;br /&gt;
* [[The Merchant's Daughter]]. 6th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Haunting of Chopper's Isle]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Haunting of Chopper's Isle]].&lt;br /&gt;
* [[Dinner with a Ranger]]. 7th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Invading the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Below the Glassworks]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of the Glassworks]].&lt;br /&gt;
* [[Investigating Thistletop]]. 8th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part I]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[Infiltrating Thistletop, part II]]. 9th day of Diamond, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Aftermath of Infiltrating Thistletop]].&lt;br /&gt;
&lt;br /&gt;
===City of Secrets===&lt;br /&gt;
* [[Haunted Home]]. 12th day of Tanzinite, year 54 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Gold Goblin]]. 13th day of Tanzinite - 13th day of Obsidian, year 54 of the Age of the Great Invasion.&lt;br /&gt;
** [[Investigation Session 2015-05-12|Investigating the Gold Goblin.]]&lt;br /&gt;
* [[Terror in the Dark]]. 3rd day of Opal, year 54 of the Age of the Great Invasion.&lt;br /&gt;
===The Half-Dead City===&lt;br /&gt;
* [[Journey to Shabatti]]. 13th day of Opal, year 54 - 3rd day of Tourmaline, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 1]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The End of the Rainbow, part 2]]. 1st day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
** [[The Maiden Tree]]. 10th day of Amethyst, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Lottery]]. 4th to 7th day of Alexanderite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 1]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 2]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 3]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[The Tomb of Akhentepi, part 4]]. 7th day of Alexandrite, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Tomb of Akhentepi - Finds]] What was found at the tomb&lt;br /&gt;
===The Heart of Amethyst===&lt;br /&gt;
* [[A Troll in the Heart of Temperance]]. 12th day of Onyx, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[Dream Slug]]. &lt;br /&gt;
===The Land of Wild Secrets===&lt;br /&gt;
* [[A New Beginning, part 1]]. 1st day of Citrine, year 55 of the Age of the Great Invasion.&lt;br /&gt;
* [[An Off Witch, a Dangerous Imbalance]] - off-panel RP&lt;br /&gt;
&lt;br /&gt;
==Krystallos East==&lt;br /&gt;
===Preamble RP===&lt;br /&gt;
* [[I Need a Guide]], first meeting of [[Kikao]] and [[Sharrondra]]&lt;br /&gt;
* [[What's In a Name]], early conversation of [[Kikao]] and [[Sharrondra]] on their first journey&lt;br /&gt;
===Prisoners===&lt;br /&gt;
* [[Rough log of Prisoner sessions]] - Needs a lot of cleaning up, but this should provide everyone what we need.&lt;br /&gt;
* [[Good night, Guide]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/People_of_Fao</id>
		<title>People of Fao</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/People_of_Fao"/>
				<updated>2017-05-09T13:18:32Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Faocitizensbar.png|1000px|center]]&lt;br /&gt;
* '''Sebastian Bensonmum''' ''(gnome)'': Sebastian is the latest in a long family line of caretakers of the Fao Manor. Despite being a gnome he is rather worried and fussy.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Cecile''' ''(half-elf)'': Cecile's father was captain of the guard of Fao Manor and she believes she inherited the job when he died at the hand of bandits. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Eike Olivin'''  ''(human)'': Strange even by Onyx standards, Eike serves as librarian of the manor. It is a position for which he draws no salary and no one seems to know where it is he actually sleeps. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Juan D'arc''' ''(human)'': The manor's arm's master, Juan spends most of his time sleeping.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Piccolo'''  ''(human)'': This strange little old man serves as the manor's wizard and advisor. He specializes in fire magic. &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* '''Muto'''  ''(grippli)'': A bit slow in the brain, Muto works faithfully as the manor's quartermaster and is the only one who understands the archaic supply system.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-05-09T13:09:50Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao.PNG|right|200px]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
==People==&lt;br /&gt;
{{:People of Fao}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral1.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor1.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels1.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-05-09T13:08:43Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao.PNG|right|200px]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
==People==&lt;br /&gt;
{{|People of Fao}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral1.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor1.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels1.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Fao_Barony</id>
		<title>Fao Barony</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Fao_Barony"/>
				<updated>2017-05-09T13:08:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fao.PNG|right|200px]]&lt;br /&gt;
==Settlement Sheet==&lt;br /&gt;
* '''Government''': Autocracy (Baron)&lt;br /&gt;
* '''Population''': 12 (9 humans' ; 1 gnome; 1 grippli; 1 half-elf)&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:FaoCastle.jpg|left|100px]]&lt;br /&gt;
Fao was first named a county during the Scapolite occupation of Onyx and given as a reward to the general of the same name. General Fao built a manor on the land to use as a vacation home but never developed the region due to the mix of inhospitable land, monsters, and fae which lived in the area. In the time since Fao has become home to bandits, hunters, trappers, and fishermen who prefer the wilds to the city.&amp;lt;br&amp;gt;&lt;br /&gt;
Fao manor has passed through dozens of hands over time, usually as part of some larger deal. Throughout it all a small staff has continued to serve at the manor in positions which have become almost hereditary. A decade ago the crown of Amethyst seized the deed to the manor as part of an initiative to elevate more locals to the peerage and create a more integrated empire. Fao was redistricted as a barony, though it has remained without a lord until recently.&lt;br /&gt;
==Explored Locations==&lt;br /&gt;
''Note: Each hex is roughly 5 miles across.''&lt;br /&gt;
* '''Hex 9.03''' Light forest. The bandit camp was located here in an abandoned military fort.&lt;br /&gt;
* '''Hex 12.0''' Grasslands. The road leading to the city of Bosque crosses the northern border of the duchy here.&lt;br /&gt;
* '''Hex 14.02''' Plateau. Fao Manor.&lt;br /&gt;
* '''Hex 15.0''' Grasslands. The road leading to the city of Vesicule crosses the northern border of the duchy here.&lt;br /&gt;
==People==&lt;br /&gt;
{{People of Fao}}&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Faogeneral1.jpg|A map of Fao manor, including the grounds.&lt;br /&gt;
File:Fao1stfloor1.jpg|The first floor of Fao Manor.&lt;br /&gt;
File:Fao2ndfloor1.jpg|The second floor of Fao Manor.&lt;br /&gt;
File:Faotunnels1.jpg|The tunnels beneath Fao Manor.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Pathfinder Fao]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/House_Rules</id>
		<title>House Rules</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/House_Rules"/>
				<updated>2017-05-08T14:22:32Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Cyphers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Performing a Task==&lt;br /&gt;
===Core Mechanic===&lt;br /&gt;
* The player always rolls. The GM never rolls. &lt;br /&gt;
* Characters can perform only one task per round unless they have an ability which dictates otherwise.&lt;br /&gt;
* To perform a task, the player rolls a d20 and tries to meet or beat a target number. Target numbers are set by the difficulty of a task and is always 3x the difficulty. For example, if a task is difficulty 3, the target number is 9. The player must roll 9+ on a d20 in order to succeed.&lt;br /&gt;
* Players rarely get bonuses to the roll itself. It is rare to modify the roll after it is rolled. Instead of adding to the roll the Cypher System changes the chances of succeeding at a task by modifying the difficulty.&lt;br /&gt;
===Ways to Modify the Difficulty===&lt;br /&gt;
* If a character has a '''skill''' which is applicable to the task, the difficulty is reduced. This in turn reduces the target number. For example, reducing a difficulty 5 task to a difficulty 4 task reduces the target number from 15 to 12.&lt;br /&gt;
** The difficulty is reduced by 1 if the player is trained in a skill.&lt;br /&gt;
** The difficulty is reduced by 2 if the player is specialized in a skill.&lt;br /&gt;
* If the character has an '''asset''' the difficulty is reduced by 1. ''Under most circumstances a maximum of 2 assets can be applied to a single task.'' Example assets include:&lt;br /&gt;
** Light weapons are always considered an asset when rolling to hit because they are easier to wield.&lt;br /&gt;
** Having appropriate tools (lockpicks, an alchemy set, crafting tools, rope, etc.) can be considered an asset.&lt;br /&gt;
** Many abilities gained through Descriptors, Distinctions, Races, and Roles provide assets under certain circumstances.&lt;br /&gt;
* A player can apply '''Effort''' to reduce the difficulty. To apply Effort, the player spends points from their appropriate Stat pool. It costs 3 points to apply 1 level of Effort and 2 points for each additional level of Effort.&lt;br /&gt;
** There is a limit to how many levels of Effort a player can apply to a single task, as recorded on their character sheet.&lt;br /&gt;
** Effort can also be spent to increase damage. One level of Effort increases damage done to an opponent by +3. Levels of Effort spent on damage count toward the total levels of Effort which can be spent on a single task.&lt;br /&gt;
** Some abilities also require the spending of stat Pool points to activate. Effort costs extra beyond that point expenditure.&lt;br /&gt;
===Intrusions, Bonuses, and Effects===&lt;br /&gt;
* A natural '''1''' on a roll always results in a free GM intrusion. A GM intrusion allows the GM to dictate a complication for the players. Normally, the GM must give the player a brownie point when making an intrusion but a '''1''' allows the GM to do so for free.&lt;br /&gt;
* If a task is a damage-dealing attack it deals extra damage on a 17, 18, 19, or 20. &lt;br /&gt;
** '''17''' +1 damage.&lt;br /&gt;
** '''18''' +2 damage.&lt;br /&gt;
** '''19''' +3 damage.&lt;br /&gt;
** '''20''' +4 damage ''and'' any Stat pool points spent on the task are regained.&lt;br /&gt;
* If the task is something other than a damage-dealing attack it achieves an effect on a roll of 19 or 20.&lt;br /&gt;
** '''19''' Minor effect such as finishing a task faster, gaining an +1 to a roll on the next task involving a target, or extending the duration of an effect an extra round.&lt;br /&gt;
** '''20''' Major effect such as gaining an advantage on the next task involving a target, doubling the duration of an effect, or impressing an opponent so much they lose their next turn ''and'' all Stat pool points spent on the task are restored.&lt;br /&gt;
===Edge===&lt;br /&gt;
* '''Edge''' reduces the amount of Stat pool points which must be spent on a task. To determine the final cost for Stat pool expenditure on a task, add up the various costs (cost of the Ability + the cost of Effort) and then subtract the appropriate Edge. &lt;br /&gt;
===Retrying a Task After Failure===&lt;br /&gt;
* If a character fails at a task and wishes to retry they must spend at least 1 level of Effort to do so. The Effort reduces the difficulty as per normal. The GM can rule retries are impossible. Rerolling a task due to spending a brownie point does not count as a retry (see below).&lt;br /&gt;
===Cooperative Actions===&lt;br /&gt;
* If the helper's skill level involving a task is less than or equal to the acting character's skill level, the acting character gains a +1 to the task.&lt;br /&gt;
* If the helper's skill level involving a task is greater than the acting character's skill level, the acting character gains an asset on the task.&lt;br /&gt;
===Movement===&lt;br /&gt;
* A character can move up to 10 feet as part of another task.&lt;br /&gt;
* Moving between 10 and 50 feet is considered its own task. No roll is needed unless there are special circumstances.&lt;br /&gt;
* Moving between 50 and 100 feet is considered its own task and requires a roll (base difficulty 4).&lt;br /&gt;
&lt;br /&gt;
==Damage and Healing==&lt;br /&gt;
===Taking Damage===&lt;br /&gt;
* PCs do not have hit points. Instead, damage done to them is taken directly from their stat Pools. Unless damage is specified as affecting a Stat pool the damage is done to pools in this order:&lt;br /&gt;
** Might (unless the Pool is 0) then Speed (unless the Pool is 0) then Intellect.&lt;br /&gt;
* Armor reduces damage by an amount equal to its value. Some Armor reduces specific kinds of damage.&lt;br /&gt;
* A PC who has points in all three Stat pools is considered '''hale''' and suffers no penalties or ill effects.&lt;br /&gt;
* A PC with one Stat pool at 0 is considered '''impaired'''. Effort costs 1 extra point per level applied. The PC cannot gain minor or major effects by rolling a 19 or 20 and rolling a 17+ only adds +1 to damage.&lt;br /&gt;
* A PC with two Stat pools at 0 is considered '''debilitated'''. They can take actions.&lt;br /&gt;
* A PC with all three Stat pools at 0 is '''dead'''.&lt;br /&gt;
===Healing===&lt;br /&gt;
* PCs may rest up to 4 times per day. Each time they rest they recover d6+their tier in points which they may restore to their Stat pools as they wish. No significant actions can occur during a rest. Sleeping counts as rest.&lt;br /&gt;
** The first rest of a day can be done as a single combat action.&lt;br /&gt;
** The second rest of a day takes 10 minutes.&lt;br /&gt;
** The third rest of a day takes 1 hour.&lt;br /&gt;
** The fourth rest of a day takes 8 hours.&lt;br /&gt;
* Rest may be stacked. Someone who hasn't rested yet for a day can rest for a 1 hour and 10 minutes and recover 3d6+(3 x their tier) pool.&lt;br /&gt;
* Healing can also be done through the use of medical skills and magical abilities.&lt;br /&gt;
==Brownie Points vs. XP==&lt;br /&gt;
===Brownie Points===&lt;br /&gt;
Rather than have a single XP pool which can be spent for rerolls and character advancement, we will have two pools.&lt;br /&gt;
* Brownie points can be earned in game via nomination by players. When a player is nominated for a brownie point she receives two points. She keeps one and gives one point to another player she believes is deserving. &lt;br /&gt;
* Brownie points can also be earned via GM intrusion. This is when the GM decides something should happen regardless of a player's skills or rolls. The player can accept the intrusion and gain a brownie point in the process or deny the intrusion by spending a brownie point.&lt;br /&gt;
* Brownie points can be spent to reroll any roll with an additional asset.&lt;br /&gt;
===XP===&lt;br /&gt;
* XP will be earned by accomplishing goals and tasks as a group and can be spent on character advancement.&lt;br /&gt;
* At each tier, a player can spend 4 points to buy one of the following. Each type of advancement below can only be purchased once. When all four are purchased, the character advances to the next tier.&lt;br /&gt;
** '''Increasing Stat Pools''' The character gains 4 points to add to existing stat Pools.&lt;br /&gt;
** '''Increasing Edge''' The character gains 1 point to add to one of their Edges.&lt;br /&gt;
** '''Increasing Effort''' The character's Effort is increased by 1.&lt;br /&gt;
** '''Skills''' The character becomes trained in a non-combat skill. If already trained in the chosen skill the character becomes specialized.&lt;br /&gt;
==Magic Items==&lt;br /&gt;
* There are three types of magical items in Krystallos: oddities, cyphers, and artifacts.&lt;br /&gt;
* Alchemical items are not considered cyphers. Instead they are consumable assets which help with a specific task.&lt;br /&gt;
* Cyphers and artifacts have levels. An item's level can help determine its effects and can serve as a difficulty for determining its nature.&lt;br /&gt;
===Oddities===&lt;br /&gt;
Oddities are minor magical items which perform an interesting but fairly inconsequential action. They are valuable as curiosities and toys. Examples might include:&lt;br /&gt;
* A crystal the size of a pebble which reforms after it is shattered.&lt;br /&gt;
* A wooden rod which grows an inch each month.&lt;br /&gt;
* A cup which instantly heats any liquid poured into it to the perfect temperature for tea.&lt;br /&gt;
===Cyphers===&lt;br /&gt;
Most magical items of use to adventurers in Krystallos are cyphers. Cyphers are consumable items which perform a useful task. Cyphers come from a variety of sources. Some were brought to Krystallos by Tiamat's slave-armies, some have been created by native artisans using mystical knowledge gained during the Invasion, and some occur spontaneously in nature.&lt;br /&gt;
* Most cyphers are single use items. A rare few have multiple uses.&lt;br /&gt;
* Cyphers radiate fields of magic. Because of this, carrying too many can be hazardous to the health of the bearer. The cypher limit section on each character sheet lists how many cyphers can be carried safely before adverse effects kick in. If a character is carrying more cyphers than their limit a 1d100 is rolled. The roll is increased by +10 for every additional cypher carried over the character's limit.&lt;br /&gt;
** 1-60: Nothing happens.&lt;br /&gt;
** 61-70: The character's senses are altered. Roll 1d6.&lt;br /&gt;
*** 1: The world becomes monochromatic.&lt;br /&gt;
*** 2: Everything tastes like metal.&lt;br /&gt;
*** 3: Sense of smell stops working.&lt;br /&gt;
*** 4: Everything feels unpleasant and abrasive. &lt;br /&gt;
*** 5: There's a high pitched whining noise in the background.&lt;br /&gt;
*** 6: Roll twice on this table. If 6 is rolled a second time all 5 of the above effects occur.&lt;br /&gt;
** 71-80: One of the cyphers, determined randomly, fizzles and stops functioning.&lt;br /&gt;
** 81-90: The character feels ill and subtracts 1 from all die rolls.&lt;br /&gt;
** 91-95: Two of the cyphers, determined randomly, fizzle and stop functioning.&lt;br /&gt;
** 96-100: The character feels very ill. Increase the difficulty of all tasks performed by 1.&lt;br /&gt;
** 101-110: All of the cyphers fizzle and stop functioning.&lt;br /&gt;
** 111-120: The character feels deathly ill. Increase the difficulty of all tasks performed by 2.&lt;br /&gt;
** 121-130: Two of the cyphers detonate or dissolve into acid, doing 6 points of damage to the character. Armor does not help.&lt;br /&gt;
** 131-140: Three of the cyphers detonate. The character takes 10 points of damage and everyone within 10 feet takes 3 points of damage. Armor does not help.&lt;br /&gt;
** 141-199: All the cyphers dissolve into energy. The infusion of energy reduces one stat Pool by 5 permanently.&lt;br /&gt;
** 200: The cyphers merge together, becoming a creature which is sentient and hostile.&lt;br /&gt;
** 201+: The energy radiated from the cyphers punctures a hole in reality. The character and the cyphers are sucked into the resulting rift, never to be seen again.&lt;br /&gt;
Lasting negative effects of cyphers are eliminated once a character returns to carrying a number of cyphers less than or equal to their cypher limit.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
Artifacts are rare and potent magical items which are more permanent and stable than cyphers. While craftsmen can create cyphers with expense and hours of work, artifacts cannot be created deliberately except by powerful entities such as Icons, Totems, and Tiamat's Generals. Occasionally a cypher randomly becomes an artifact due to exposure to strange and unusual events.&lt;br /&gt;
* Artifacts have a depletion value. Every time an artifact is used the player rolls a die to determine if the artifact is depleted.&lt;br /&gt;
* Some artifacts are immune to depletion.&lt;br /&gt;
* Artifacts do not count against a character's cypher limit.&lt;br /&gt;
[[Pathfinder House Rules]]&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Setting</id>
		<title>Setting</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Setting"/>
				<updated>2017-05-08T12:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:KrystallosMap.jpg|center|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[image:gazatteericon.png|link=Gazatteer]] [[image:historyicon.png|link=History]] [[image:religionicon.png|link=Religion]] [[image:racesicon.png|link=Races]] [[image:classesicon.png|link=Classes]] [[image:orgicon.png|link=Organizations]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Geography===&lt;br /&gt;
The geography of Krystallos has quite a bit of variety, including forest, desert, mountains, grasslands and more. In general, the region resembles Europe. Of special note are the gemstone formations growing everywhere. They jut out of the ground everywhere, the type determined by region. You can tell you are moving from one region to another by the types of gemstone formations (Amethyst formations within the bounds of the Amethyst region, for example, and emerald formations in the Emerald Shire). These gemstone formations are not gemstones in the traditional sense. Smaller deposits of gemstones are sometimes found and turned into perfect gems for jewelry. The larger deposits are more structurally sound and can be shaped and crafted into building materials. It isn’t uncommon for homes to have gemstone windows or bricks.&lt;br /&gt;
&lt;br /&gt;
===The Skies===&lt;br /&gt;
The sun and moon of Krystallos are not heavenly bodies but a single entity. A giant turtle known as the Sky Turtle flies across the sky, from east to west each day. It is on fire as it does so and, so, provides the light of a sun. The Sky Turtle dives down into the waters of the Crystal Sea at sundown, extinguishing itself. It then rises up into the air and travels from west to east as the glowing moon before diving into Mount Opal, where it ignites itself in lava and rises up into the skies once more.&lt;br /&gt;
&lt;br /&gt;
It is unknown what the stars are. They are pinpoints of light in the sky far beyond the Sky Turtle. Some believe they are other Sky Turtles. Others think them lanterns hanging from a great dome. Many see patterns in the stars and there are a common set of constellations, though the names vary from culture to culture.&lt;br /&gt;
&lt;br /&gt;
===Climate===&lt;br /&gt;
Weather is regionally dependent. The actual seasons are dependent upon how distant the Sky Turtle is from the ground and, thus, all of Krystallos share the same seasons: spring to summer to autumn to winter. However, the severity of each season in a region depends upon that region's Totem. All four seasons feel more or less the same in Citrine, for example. In Tourmaline, summers are chilly and winters are especially harsh while in the Quartz Territories, winter simply means an occasional chilly night.&lt;br /&gt;
&lt;br /&gt;
Because the Sky Turtle's journey remains constant, the length of days and nights remains constant. The beginning of each season is marked by when the Sky Turtle's elevation changes.&lt;br /&gt;
&lt;br /&gt;
===Time Measurement===&lt;br /&gt;
A year in Krystallos has three-hundred and fifty days. The year is divided into twenty-five months, each containing fourteen days. The months are named after the Totems and are, in order: Amethyst, Tourmaline, Alexanderite, Iolite, Scapolite, Onyx, Pearl, Citrine, Thulite, Topaz, Sapphire, Peridot, Amazonite, Ruby, Emerald, Jade, Quartz, Chalcedony, Garnet, Turquoise, Zirconian, Diamond, Tanzinite, Obsidian and Opal. The individual days are not named or divided into weeks. For example, the twelth day in the month of Jade is known simply as the Twelth of Jade.&lt;br /&gt;
&lt;br /&gt;
Years are grouped into Ages with each Age named after the last great happening of the previous Age. The numbering of years resets to one at the beginning of each Age.&lt;br /&gt;
&lt;br /&gt;
The day in Krystallos is divided into twenty-five hours, each of which contains fifty minutes. Each minute contains fifty seconds.&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
Magic has never been unknown in Krystallos. The Totems have always given power to their favored clergy. Druids and rangers have known how to draw the magic the Totems used to create Krystallos into themselves. Psions have learned how to harness the power of their own minds and many creatures have seemingly supernatural abilities. The magic brought by the invaders during the Great Invasion, however, was new. It did not rely on the power of the Totems or the mind but could be learned through study and scholarship. To fight the invaders this magic was studied and is now, while not common, practiced in Krystallos. Wizardry is often suspect, especially by the lower class, because it is the magic of the invaders.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
{| style=&amp;quot;width:60%;border-collapse:collapse; border:0px;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div style=&amp;quot;width:100%;background:red;color:white;font-weight:bold;padding-top:3px;padding-bottom:3px;&amp;quot;&amp;gt;Languages Spoken in Krystallos&amp;lt;/div&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:beige;font-weight:bold;text-align:left;&amp;quot;&lt;br /&gt;
||Nation||Language&lt;br /&gt;
|-&lt;br /&gt;
||Kingdom of Amethyst||Amethytish&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Tourmaline Alliance||Tourmish&lt;br /&gt;
|-&lt;br /&gt;
||Kingdom of Alexandrite||Alexandritch&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Iolite||Iolite&lt;br /&gt;
|-&lt;br /&gt;
||Thulite Steppes||Thulitan&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Scapolite Theocracy||Scapolitan&lt;br /&gt;
|-&lt;br /&gt;
||Onyx Cryptocracy||Onyxish&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Pearl Islands||Pearlilian&lt;br /&gt;
|-&lt;br /&gt;
||Sapphire Forest||Sapphirish&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Topaz Rift||Topazian&lt;br /&gt;
|-&lt;br /&gt;
||Free City of Peridot||Peridotish&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Amazonite||Amazonite&lt;br /&gt;
|-&lt;br /&gt;
||Ruby Mountains||Rubish&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Emerald Shire||Emeraldish&lt;br /&gt;
|-&lt;br /&gt;
||Citrine Wastes||Citrinic&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Chalcedony Protectorate||Chalcedonik&lt;br /&gt;
|-&lt;br /&gt;
||Quartz Territories||Quartzish&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Garnet Mountains||Garbage&lt;br /&gt;
|-&lt;br /&gt;
||Turquoise Shire||Turquoisish&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Zirconian Commonwealth||Zirconek&lt;br /&gt;
|-&lt;br /&gt;
||Diamond City||Multi-Lingual&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Jade Kingdom||Jadenese&lt;br /&gt;
|-&lt;br /&gt;
||Tanzinite Shores||Tanzinian&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Obsidian Refugees||Obsidianu&lt;br /&gt;
|-&lt;br /&gt;
||City of Gears||Modron&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Mount Opal||Opal&lt;br /&gt;
|-&lt;br /&gt;
||Druid Lodges||Druidic&lt;br /&gt;
|- style=&amp;quot;background:beige;&amp;quot;&lt;br /&gt;
||Invasion Remnants||Invader&lt;br /&gt;
|}&lt;br /&gt;
===Games===&lt;br /&gt;
[[Image:KrystallosCards.jpg|right|thumb|The ten cards of a playing card suit]]&lt;br /&gt;
* Warchess: A strategy game played on three separate boards (representing sky, land and water respectively) at once. Serious warchess players own and carry their own pieces.&lt;br /&gt;
* Cards: The standard Krystallos card deck originated in the Quartz Territories. The deck has 5 suits: White, Green, Purple, Blue and Pink. Each suit has 10 cards, each named after a profession: Entertainer, Guardsman, Craftsman, Cleric, Druid, Clerk, Noble, Thief, Hunter and Prostitute. While those names are standard, regional decks with different names are known. For example, a Jadenese deck might replace the Entertainer with a Geisha while a Citrinian deck traditionally replaces the Noble with a Pharaoh card.&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2017-04-28T13:09:23Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Equipent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Weapons &amp;amp; Armor==&lt;br /&gt;
* '''Spellstaff''' (Light Ranged Weapon / 50 foot range / 2 damage)&lt;br /&gt;
* '''Quarterstaff''' (Medium Melee Weapon / 4 damage / Non-proficient, +1 difficulty)&lt;br /&gt;
==Flaws==&lt;br /&gt;
*'''Inability:''' Because of the energies flowing through you other people can find you unnerving. The difficulty of any task involving charm/persuasion/deception is increased by 1.&lt;br /&gt;
*'''Familiar Communion:''' You must commune with your familiar each morning for 1 hour or you cannot use any ability which requires the spending of Intellect pool.&lt;br /&gt;
*'''Wild Magic:''' When you roll a 1 while performing a task involving your magical abilities or you use points from your Radiance Pool, the radiant energy overflows and strikes an object near you, transforming it into a single use cypher which immediately activates. The effect of the cypher is determined randomly. (Roll 1d20, 1d100)&lt;br /&gt;
*'''Price of Magic:''' The use of magic is eased by rote and ritual. Choose three specific methods you must employ when using your mystical abilities. The intellect point cost for using your abilities increases by +1 for each method you are unable to employ when you use one of your abilities.&lt;br /&gt;
**'''Focus:''' Zyindra uses a very special stave, created from a very special tree, as her focus for magical workings. To do any magical working without the stave, the difficulty of the task is increased by 3.&amp;lt;br/&amp;gt;''Zyindra's focus is a staff that is a branch from a tree from a seed planted at the same place and time as her own birth and Sabbath's, which she uses as a sympathetic link to the access of the positive material plane.''&lt;br /&gt;
**'''Magical Signs''': Zyindra's magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.&amp;lt;br/&amp;gt;''Zyindra's magical signs are that her eyes sparkle and glow with green and gold light when casting, and the same light flows in sparkles and pulses around her and outward from her with her magic.''&lt;br /&gt;
**'''Somatic Casting''': You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.&amp;lt;br/&amp;gt;''Zyindra has taken this drawback twice.''&lt;br /&gt;
==Cyphers &amp;amp; Artifacts==&lt;br /&gt;
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 3 (+1 in Holding Crystal)&lt;br /&gt;
* '''Illithid Essence Potion''' ''(Cypher)'': Level 5 / Adds +1 to your Intellect Edge for one hour&lt;br /&gt;
* '''Flying Broom''' ''(Cypher)'': Level 6 / allows you to fly for a total of (roll 3d20) minutes. You don't need to fly them consecutively. It flies at a speed of 1 mile per minute. If you run out of minutes while in mid-air it slowly falls back to the ground&lt;br /&gt;
* '''Cloth Window''' ''(Cypher)'': Level 7 / A length of cloth the size of a flag (roughly 3x5 feet). When you unroll it and press it up against a solid surface it acts as a window, allowing you to see through up to 2 feet of material. You can use it once and it lasts for one minute before the magic fades.&lt;br /&gt;
* '''Holding Crystal''' ''(Artifact)'': Diamond crystal a foot long 3 inches in diameter, with harness to strap across her back. Touching it to an item causes it to derez and disappear inside. Holds up to 250 pounds of information.&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2017-04-28T12:52:44Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Cypher System Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2017-04-28T12:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: /* Cypher System Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:32%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	<entry>
		<id>http://krystallos.imagination-evolution.net/index.php/Zyindra</id>
		<title>Zyindra</title>
		<link rel="alternate" type="text/html" href="http://krystallos.imagination-evolution.net/index.php/Zyindra"/>
				<updated>2017-04-28T12:49:57Z</updated>
		
		<summary type="html">&lt;p&gt;Zyindra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KrysInfo&lt;br /&gt;
|Title=Zyindra&lt;br /&gt;
|Image=[[image:Zportait.jpg|thumb|250px]]&lt;br /&gt;
|Full Name=Zyindra&lt;br /&gt;
|Sentence=''Touched Human Witch (flavored Adept) Who Works Miracles''&lt;br /&gt;
|Tier=2&lt;br /&gt;
|Age=19&lt;br /&gt;
|Homeland=Emerald Shire&lt;br /&gt;
|Totem=Emerald&lt;br /&gt;
|XP=16 Spent/16 Total&lt;br /&gt;
|}}&lt;br /&gt;
=Background=&lt;br /&gt;
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.&lt;br /&gt;
&lt;br /&gt;
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.&lt;br /&gt;
&lt;br /&gt;
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.&lt;br /&gt;
&lt;br /&gt;
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.&lt;br /&gt;
&lt;br /&gt;
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.&lt;br /&gt;
&lt;br /&gt;
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.&lt;br /&gt;
&lt;br /&gt;
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.&lt;br /&gt;
&lt;br /&gt;
Zyindra then lent her aid to the group of others who had battled the goblins, assisting them as they sought out the source of the goblin threat and dealt with it, and then pursued the mystery of the Skinsaw Man as it unveiled itself in Borderpoint. A vision guided Zyindra to leave Borderpoint and travel with this group as they continued on to city, and then to the desert of city. There she continued to aid them, befriending the gothic mystery of Lucius, the alchemical wonder Midge, the elven huntress Maayan and her sister the elven rogue Shiphrah as they explored ancient tomb ruins, discovering there even elements of the thought-dead Obsidian.&lt;br /&gt;
&lt;br /&gt;
Still following her visions, Zyindra continued with the group as they undertook a mission to investigate a seemingly haunted base of operations for Lucius' family company, and then on to Amethyst where she encountered the Empress and a dark mystery festering at the heart of that mighty empire, earning for themselves several rewards, including a knighthood for Lucius and lands to be claimed and cleared.&lt;br /&gt;
=Cypher System Character Sheet=&lt;br /&gt;
==Pools==&lt;br /&gt;
'''MIGHT''' 9 &amp;amp;middot; '''SPEED''' 11 &amp;amp;middot; '''INTELLECT''' 20 &amp;amp;middot; '''RADIANCE''' 3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor''' 0&lt;br /&gt;
==Edge &amp;amp; Effort==&lt;br /&gt;
'''MIGHT''' 0 • '''SPEED''' 0 • '''INTELLECT''' 2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''EFFORT''' 2&lt;br /&gt;
==Skills==&lt;br /&gt;
* '''Magic Lore''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Healing''' ''(Specialized/-2 Difficulty)''&lt;br /&gt;
* '''Alchemy &amp;amp; Potions''' ''(Trained/-1 Difficulty)'' Note the ability to create one-shot assets as-needed based on alchemy &amp;amp; potions&lt;br /&gt;
* '''Cooking''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Krystallos Lore (History &amp;amp; Religion)''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
* '''Nature''' ''(Trained/-1 Difficulty)''&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
*'''Hedge Magic''' (1 Intellect point): Can perform small tricks such as creating light, changing the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare food, and so on. Cannot be used to harm another.&lt;br /&gt;
*'''Magic Sense:''' Can sense magic by studying an area or object for one minute.&lt;br /&gt;
*'''Cypher Friend:''' Can carry up to 3 cyphers without negative consequences&lt;br /&gt;
*'''Prehensile Hair:''' (2 Intellect points): You can reach out to 10 feet with your hair and use it to manipulate and lift objects. When performing feats of strength with your hair you use your Intellect Pool instead of your Might Pool. Your hair cannot be used to harm or grapple another.&lt;br /&gt;
*'''Short Range Warp:''' (2 Intellect points): You can teleport anywhere you can see within 100 feet.&lt;br /&gt;
*'''Resonance Field:''' (1 Intellect point): Energy patterns form around your body to block attacks. When active, defending against most attacks becomes an Intellect ability and not Might or Speed. If you get a minor or major effect the creature attacking you takes damage.&lt;br /&gt;
*&amp;lt;s&amp;gt;'''Ward:''' You have an energy shield around you at all times and gain +1 Armor.&amp;lt;/s&amp;gt;&lt;br /&gt;
*'''Barrier:''' (3 Intellect points): You can create a solid, opaque, stationary energy barrier within 10 feet. The barrier can be up to 10 x 10 feet in size. It is level 2 (target number 6 to shatter) and lasts for 10 minutes. It can be placed anywhere it fits and can be floating. Each level of Effort you apply strengthens the barrier by one level.&lt;br /&gt;
*'''Healing Touch:''' (1 Intellect point): You touch someone and restore 1d6 points of one stat Pool to them. This is a difficulty 2 Intellect task. Each time you attempt to heal the same creature the task increases by one step. The difficulty returns to 2 after 8 hour’s rest.&lt;br /&gt;
*'''Alleviate:''' (3 Intellect points): You can cancel one malady (disease/poison) in one creature.&lt;br /&gt;
*'''Familiar:''' You have a level 2 creature which serves as a conduit to your patron power. The creature is intelligent and can speak with you, though no one else can understand it. It will not attack others but provides a +1 bonus to any action it can assist you with. You must perform a ritual each sunrise and commune with your familiar. Failure to do so results in an inability to use any ability which requires intellect points, though you can still spend Effort on non-Magical tasks.&lt;br /&gt;
*'''Radiance Pool:''' You have an additional Pool called Radiance that contains 3 points. When spending points from any other Pool on a task involving magic, you can tak points from your Radiance Pool to spend on Effort or ability costs. If you do so, however, the flood of radiant energy overflows and triggers a Wild Magic effect (see Flaws). Your Radiance Pool refreshes when you commune with your familiar each day.&lt;br /&gt;
&lt;br /&gt;
==Equipent==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;cell-padding=1em;width:100%;&amp;quot;&lt;br /&gt;
!| Item|| style=&amp;quot;width:10em&amp;quot; | Weight|| style=&amp;quot;width:15em&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
|| Dagger|| 1 lb|| Belt, left&lt;br /&gt;
|-&lt;br /&gt;
|| Quarterstaff|| 4 lbs|| Held, left&lt;br /&gt;
|-&lt;br /&gt;
|| Alchemy Crafting Kit|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| backpack|| 2 lbs|| Worn, both shoulders&lt;br /&gt;
|-&lt;br /&gt;
|| bedroll|| 5 lbs|| Tied beneath the backpack&lt;br /&gt;
|-&lt;br /&gt;
||  belt pouch|| 0.5 lbs|| Belt, right&lt;br /&gt;
|-&lt;br /&gt;
|| flint &amp;amp; steel|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| ink|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| pen|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron pot (cauldron)|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| mess kit|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| soap|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 torches|| 5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| small shovel|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 5 days rations|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 3 waterskins || 16 lbs|| left shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Formula Book|| 3 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Healer's Kit (stocked herself) -2|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Midwife's Kit (stocked herself)|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Surgeon's Tools (case embossed with Icon for John the Barber)|| 5 lbs|| healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| Spell Component Pouch|| 2 lbs|| waist&lt;br /&gt;
|-&lt;br /&gt;
|| Explorer's Outfit|| 8 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Candles|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| 10 Chalk|| || backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Chalkboard|| 2 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| iron skillet|| 2 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| ladle|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| skewer|| || inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| wooden cutting board|| 1 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| cutting knife|| 1 lbs|| inside iron pot&lt;br /&gt;
|-&lt;br /&gt;
|| iron tripod for the pot|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| packet of tinder|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| selection of seasonings|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 50 foot of rope|| 10 lbs|| tied around backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sack|| 0.5 lbs|| right shoulder&lt;br /&gt;
|-&lt;br /&gt;
|| Shaving Kit|| 0.5 lbs|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Sealing Wax|| 1 lb|| backpack&lt;br /&gt;
|-&lt;br /&gt;
|| Antidote Kit (stocked herself)|| 3 lbs|| Healer's kit&lt;br /&gt;
|-&lt;br /&gt;
|| 131gp, 19sp, 1pp|| || belt pouch&lt;br /&gt;
|-&lt;br /&gt;
|| 1 medium tent ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| winter clothing ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Map of Tomb's location&amp;lt;br/&amp;gt;Map of Amethyst Island&amp;lt;br/&amp;gt;Map of Amethyst City&amp;lt;br/&amp;gt;Extra journal&amp;lt;br/&amp;gt;4 vials of ink&amp;lt;br/&amp;gt;10 pens&amp;lt;br/&amp;gt;Copies of metal books from tomb, translated ||  || Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| A cloak clasp made of gold in the shape of a scarab ||  || worn&lt;br /&gt;
|-&lt;br /&gt;
|| ancient oversized gold coin from kobold tomb ||  || wrapped in rag in Crystal of holding&lt;br /&gt;
|-&lt;br /&gt;
|| Magical Cooking kit (dimensional, grants Feat for ''magical cooking'') || 25 lbs  || Crystal of holding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
[[Image:mindflayer.gif|thumb|right|Mind Flayer]]&lt;br /&gt;
&amp;lt;gallery style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&amp;gt;&lt;br /&gt;
File:Red_haired_witch.jpg|Original image as basis for Zyindra; might be color-corrected or altered&lt;br /&gt;
File:19f7af95035283427e0beaf2f49de2a8.jpg|Red-haired witch in the woods with a broom&lt;br /&gt;
File:druidwitch.jpg|Gorgeous druidic witch image, heavy inspiration&lt;br /&gt;
File:1348509598_Clapsholas_NiAnluain.jpg|&lt;br /&gt;
File:mine.jpg|&lt;br /&gt;
File:Ac8xN6z.jpg|&lt;br /&gt;
File:gothic-black-corset-prom-dressdance-all-night-with-steampunk-gothic-corsets-prom-dresses-nnrwurft.jpg|Zyindra's dress for the Casino opening&lt;br /&gt;
File:2015-Pouches-HOT-25Pcs-Red-Velvet-10x12cm-Gold-Trim-Drawstring-Jewelry-Gift-Bags-.jpg|Zyindra's Bag of Holding&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav}}&lt;/div&gt;</summary>
		<author><name>Zyindra</name></author>	</entry>

	</feed>