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Chapter 51
by
Zingiber
Roll +Cunning(+0) to ACHIEVE YOUR GOAL of conjuring the Binding Vines
When you try to ACHIEVE YOUR GOAL, on a 7-9 choose one.
Rebecca, her expression a cool mask, makes a final pass with her wand to complete the conjuration of the Shimmering Cloak. The threads of contending elemental magic writhe against one another, wanting to fight, to flee, to destroy each other in clouds of steam, dust, mud, or smoke, but Rebecca holds them in balance.
There are some sighs of appreciation from around your Conjurations class, watching the shimmering dance of elements all woven tightly together into the magical cloak.
Mrs. Travers observes Rebecca's conjuration for long enough for everyone to get a good look, but not long enough for the cloak to start unraveling itself. "Very good, Rebecca," she says, inclining her head. "You may dismiss." She raises one glittering silvery mechanical hand and opens it in a gesture of release.
Dismissing a tightly meshed conjuration of opposing elements can be the downfall of an otherwise successful spell. You watch as she keeps her cool, unwinding the threads, letting them loose until the whole assemblage can be dismissed with a twist of her wand on the central thread. Rebecca pushes her glasses up and finishes with a general banishing.
Marina Madeline nods. "She did a good one," your mutual suitemate says, her blonde hair rippling. "Well, you're last up, Redmoor. Hope you've been practicing, for Rebecca's sake."
"We have," you hiss. Sometimes Marina can get under your skin. It's not that she's bitter or cruel, it's that it seems like she's made a habit of picking at you when you don't feel you can shut her down.
Dorothy the Porter, Marina Madeline, Andrew Saltire, Housemaster Fergus Firetail, and Miss Wormwood are your FRIENDS and each will freely grant one FAVOR.
Your familiar Sapienta also counts as a FRIEND.
Rebecca Honeybee is your HANGER-ON (-1 to rolls against her) and owes you a FAVOR.
You have 6 XP, -1 AMBITION, +3 BRAVERY, +1 CUNNING, and +0 DILIGENCE.
⚄⚁ + 0 = 7
+0 = (+1 Forward from practice, +1 Cunning, -2 Moderate Goal)
On a 7-9, you ACHIEVE YOUR GOAL. Cross it off and choose one from Having a GOAL:
- You do a rushed, mediocre, or sloppy job. Describe the plot consequences.
- You give up your goal to help someone else. Gain a FAVOR from them and roll to GET OUT OF TROUBLE.
- Through your action, someone else doesn't get what they want. Treat as a 10+, but gain an ENEMY.
- You needed help. Treat as a 10+, but expend a FAVOR or owe your helper a FAVOR (a new GOAL).
- You overextended yourself, got hurt, or got embarrassed. Treat as a 10+, but take a CONSEQUENCE.
Choose a 7-9 option from TRY TO ACHIEVE YOUR GOAL.
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Lusty Magical Academy
Student wizards, psychics, mutants or monsters care about sex more than study
Choose or design an academy for young folks with paranormal powers to gain in strength, reputation, and sexual experience, and follow the adventures of a budding wielder of inhuman forces! Whether they're witches and wizards, mutant superheroes, young psychic talents, or even monsters, the only thing they care about more than studies is sex! Oh, and rivalries within the academy. As you gain experience, you gain strength but also enemies. Better have some friends and favors on your side. Or maybe you're a troublemaker with a grudge against the school. Will the rival academic houses compete for the betterment of all, or will petty disputes spoil the school's harmony? Are the professors to be trusted, or will their vanity, pique, and forbidden drives lead to downfall? What dangers threaten the students, or the academy itself? What happens when you graduate? An RPG inspired by SwampThing's Slut World
Updated on Jan 31, 2026
by Zingiber
Created on Jan 10, 2016
by Zingiber
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