Origin: Gray (Drop-In)
Age/Gender: 11/Male
Location: Private Manor In The Pennines Mountain Chain
Time: August 1, 1991
Total Jump Time: 15 Years
Perks: (Let it be known that these are either force multipliers or training boosters barely any of these perks give direct knowledge.)
Free - Local Magic - The magic system of whatever fanfic you're going to. This is almost always a variant of the Harry Potter magic system, so any and all magic you learn is fully compatible with that.
Free - Building Bridges - As it usually works, people in high-tension situations almost always develop 'us vs them' attitudes. Anyone who's friendly with the 'other side' is consorting with the enemy, probably a traitor, so on and so forth. Not you.
You're nearly immune to such petty suspicions. As long as you're not actually betraying any of them, you can spend the night partying in a Vampire club and the day attending the wedding of the most vicious hunter in town, and neither group will mind.
The greatest use of this, however, is in mediation. You can assist disparate groups find points of agreement, and also come to terms with their differences. As long as your points are valid, no one will dismiss you as being a 'lapdog of the other side!'.
-100 CP Supernaturally Attractive - You're sexy. You may be a Veela, able to ensnare anyone you want with your allure, or you may be a demon like a succubus or incubus, but whatever the case, the fact of the matter is that you're incredibly, unbelievably beautiful.
Not just that, but you have a certain... something about you. It might be an allure, or it might be a demon "lust aura", but you find people of your preferred gender going weak-kneed with just a whiff of it, and they might just go crazy if you really focus it on them. If you have an aura, you may toggle it on and off.
It makes picking up partners trivial and easy, and if you want you could live an easy life full of hedonism for the rest of your days. Also, you have all the endurance you need in bed, meaning you will never leave your partner, or partners, unsatisfied no matter who or what they may be or how many of them might be there.
Finally, your love life tends to remain peaceful, at least most of the time. If you have just one partner then both of you have an instinct for just what the other would like and superhuman patience towards each other. And if you're the Harem sort of guy, you find your partners get along extraordinarily well, agreeing to 'share' you far too easily.
-100 CP Work Ethic - It takes hard work to do things in this world. And you've never shied from this fact. You now have the kind of drive that would make the most wanked incarnation of Hermione Granger blush. When you decide to do something, you will remain at it, come hell or high water, until you succeed.
-100 CP Friend Maker - You're a nice guy, Jumper. Whatever else people take away from meeting you, this is something just about everyone who has so much as exchanged a few words with you agrees on. You're polite, somehow make time for everyone, and have an easy smile.
Getting people to like you and let you join their these don't belong to me groups and clubs is a matter of trivial effort, staying in any groups you're already part of is easier still. Even your worst detractors will have to dig very deep to find bad things to say about you.
-100 CP Pureblood Etiquette - Manners Maketh Man. Those of higher status or purer blood should act like it, no? You find you have an impeccable understanding of social norms and etiquettes, knowing just the right way to treat everyone higher, equal and lower in status to you
at all times. You're at home in any high-level gatherings, and will never be caught wearing the wrong cut of robes.
Aside from being able to make good impressions with the people you interact with, others will always assume you to be a person of high breeding and class unless they have specific evidence otherwise. Even the snootiest pureblood wouldn't suspect you of being muggleborn with this (assuming you were a muggleborn, of course).
-100 CP Goblin Friend! - Whenever you encounter someone from a different race, species, nation or culture, you have an instinctive understanding of the best way to show them the respect you have for them, without offending them unknowingly. And it pays off hugely!
You have the tendency to make great friends with entire races or cultures with just a few token gestures of respect, and with a rudimentary understanding and appreciation of their culture you could have them ready to go to war for you!
If you're able to use it, they also tend to be rather willing to teach you their unique magic.
-200 CP Manipulative! - Sometimes it can be difficult to get people to do what you want. They have all these pesky things, morals and whatnot. But you could squeeze water out of a stone, metaphorically at least. You have a gift for knowing what to say and what to do to get people to do whatever you want. You know all the right words to pull their strings, press their buttons and
achieve your targets with them.
This doesn't just work on people either. Age old beings, demons and gods and eldritch entities and everything in between are only slightly more difficult than ordinary people for you to influence. Your ability to weave deceptions and create plans based on your manipulations is also bolstered and while not foolproof your plans mix just the right level of simplicity and complexity that it's unlikely they'll be discovered or interrupted barring random chance, so long as you take
the time to cover all your bases.
-200 CP Great Redeemer - There is never a person who cannot turn away from evil. You believe so, and you know so. You have an aura around you, a sort of force you exude that inspires people to regain hope in their innate goodness, which makes it so that no matter how foul someone's past actions, how sadistic or obscene their previous temperament, they can always still turn to
goodness and be as upstanding and kind a person as any other.
You may choose the way you do this. It might be through a conversation in which you work through all their issues, it might be through defeating them in a duel, or it may be a long process of simple interactions that steadily make them see the light. Or, for the more 'fun minded', you
could literally fuck the evil out of a person of your preferred gender over the course of several enthusiastic 'sessions'. Whatever means you end up employing, if there is even the slightest chance of a person ever conceivably turning from their course, you know how to make it so. You may toggle this effect on and off.
-200 CP Mudblood Pride - Someone needs to bring those idiotic, illogical wizards into the modern age! And you're just the Jumper for it. You have the skills to inflict great change upon a society, for its betterment or worse. You can get age-old traditions to be discarded, ancient biases forgotten, new methods and ways of doing things adopted at a truly ludicrous pace, everything up to and including getting new laws passed and government policies changed in record time.
Wherever possible, you will be able to do it peacefully, with debate and logic. But you will also always know when it's just not possible, and have a decent grasp of the violent methods thus needed.
-200 CP Heart of Gold - It's a curious thing you do, alternating between horrific evil and lighthearted whimsy as you are. One day you might be bathing in the blood of a thousand innocents, the other day you might be saving orphans from a fire. What this means for you is that no amount of foul and/or corruptive influence, magical or not, can actually hold a hope of corrupting or subverting you, always sliding off like so much dreck. Unless, that is, you want to be evil for some reason.
Additionally enemies you have will be highly likely to think that you could be "redeemed" (either for good or evil, it works both ways!) and therefore will probably try to capture you first and are unlikely to try to kill you outright unless you've proved beyond a shadow of a doubt that you won't join them. Finally you possess both an incredibly sinister villain laugh and a hearty "good guy" laugh as well, and can chew the scenery and be as hammy as you want while still being taken completely seriously instead of being seen as a lame try-hard.
-300 CP World Walker - You have an affinity for spellwork that has to do with long distance magic, such as transporting people or things, even things like words or messages. Not only are you one of the finest experts in apparition in the world, being an absolute genius at every
variation and technique that exists, you're also capable of extremely fast flight without a broom, which has the curious effect of enveloping you in thick clouds of any colour you like.
Apart from this, you're extraordinary at creating things like Portkeys, Vanishing cabinets or Portals, being able to create Portkeys that can move people as gently as a mother's touch, and portals that move people around without them even noticing it until it's too late.
Summoning and Banishing spells are trifling to you, even the most powerful or complex ones.
You have a considerable aptitude for penetrating wards and defenses when building these things, so much so that with even rudimentary information about the protections on a place, you can figure out how to circumvent them, and with a bit more work you could bring them down outright.
These abilities also carry over to any spells that revolve around observing people from afar, be they scrying spells, listening charms or other, similar magic.
Merlin Returned Boosted - Normally even the best of transportation or observation magic is limited by the range, be it a continent or a planet. Not for you such petty limits. Your portkeys with time and study can take someone to a different galaxy or a different reality just as easily as they would take them next door.
You can even go into both alternate realities, such as ones where someone who was a boy in your reality was born a girl instead, or where there were twins, or where Voldemort never fell at all.
This ability also ensures there are such realities in all future jumps. You can also go to the connected multiverse, even spiritual or astral realms like Faerie or somesuch. but don't worry unless there are forms of established Multiverse travel you won't have to worry about Multiverse invaders.
This ability covers any form of transportation that you can use. Portkeys, portals, apparition, anything can be used to travel thusly by you. You can't use it to travel to other jumps until post-spark, however.
-300 CP Luck of the Devil - You're lucky. Indeed, it might be fair to say you have the devil's own luck. Or rather, fanfic Harry Potter's own luck. Ordinary shops hold great treasures that only you come across. People always have useful, nice things that they are willing to give away just out of the blue.
Old kingdoms desperately need heirs just when you come across them, witches and wizards tend to leave you fortunes in their wills. Tombs that have been explored a thousand times just happen to reveal new secrets when you're around. Unless your enemy made sure you were hit and then double-tapped to be sure, nine times out of ten chances are you're just injured.
-400 CP Hard Measures - You may have heard of the saying that Good is not Nice, Jumper. Well, now you know how to put it in action. While your morals are clear, you're not necessarily bound by the stupider parts of them. 'Fair play',
'Second, third, fourth, fifth chances' are things you need
to honor only if you want to. More importantly, however, you have the unique ability of convincing others of this.
No matter how hidebound or how naive their mentality, you can impress it upon others when some things are just stupid to do, like trusting that Death-Eater or using stunners against the enemy's killing curses. You can enable others to prioritize, to let their morality move beyond any absolute Black-and-White distinction into a more nuanced mindset, one which allows more… 'flexible' plans.
-400 CP Modern Day Alexander - You have the skills of a modern day conqueror, a warlord and wizard extraordinaire. You can dredge up ancient grudges, remind people of old injustices or just straight up invent causes, but either way you know just how to get people to do what you want, and let you lead them to good and ill.
And once you do lead them, you find yourself utterly superb at it. Instead of your charisma being hollow like it is for so many others you actually have excellent leadership and planning skills, to the extent that you could orchestrate the fall of governments as a teenager.
Finally, you have a gift for using magic in wars. It doesn't matter if it's the first time it's being used or the five thousandth, you find your skills at determining the best time and place for the best types of magic to be absolutely impeccable.
-600 CP Technomage - There is so much more to magic than what these stuffy inbred old purebloods believe, and you can show them! You are an absolute master of the art of Techno-Magic. Making machines that run on magic, or just magical equivalents of Muggle technology, or something as simple as just making muggle devices work in magical environments is all child's play for you. You can translate flawlessly between technology and magic, meaning that you can make technological equivalents to all magic you know and magical equivalents to all
technology you can make without losing so much as an iota of the effectiveness.
Merlin Returned Boosted - While being good at merging magic and technology is pretty good, being able to merge wildly futuristic technology with highly advanced magic is better. Not only are you highly skilled at magic, but you're now just as good at the technology side of it, being a
certifiable genius among geniuses but don't worry your genius will not negatively affect your social interaction. Your merged devices now run far superior to either the magic or the tech would run alone, providing dramatically higher effectiveness and utility. In addition, your skills with the more 'technical' branches of magic, such as Arithmancy and such cross all imagined levels.
Finally, you can achieve even things normally believed impossible through combining spells and technology. You can dispense with the more symbolic and ritualistic components of any and all magic you do, making it entirely as reproducible as technology.
Automated spells, potion-making through machines… it's all possible now.
-600 CP Legendary Healer - You are a good person, Jumper. And this reflects in your magic. You are a healer without peer, being a master at all aspects of it. From potioneering, to tricks of transfiguration, whatever it takes to heal another person is something you are an expert at
already.
But a talent for healing is well and good. However, there are gifts and abilities of any and all types in the world. Necromancy, Parsel-Magic, Blood Magic, etc. While several are benign and helpful, a lot of them seem like they can only ever be used for evil. Not by you, though. You have the ability to use any and all gifts and powers you have for good and benign purposes.
Blood magic can be used as a healing tool, powers that can rip the land asunder can be used to divert floods and prevent earthquakes, an ability to eat souls can be used to instead remove any curses or maladies lain on a soul, and so on. You have the unique ability to share this ability with others, allowing good people born with "bad powers" to use their powers for good pursuits without issue.
Merlin Returned Boosted - When it comes to healing people, what you do cannot be matched. Not only does your mere presence make most usual ailments irrelevant, you're brilliant enough that conventional limits and boundaries are meaningless before you.
You can cure things like Lycanthropy and Vampirism, regenerate limbs effortlessly, toss back the effects of degenerative diseases and even heal genetic defects. And you're not limited to the physical problems either. You can help people whose minds have been shattered into nothing pull themselves back together, remove even the most crippling of addictions, and wipe away any and
all curses and maledictions.
Simply put, it might take you a while, it might take a whole lot of labor, but there is no disease or injury you cannot fix, no curse you cannot unravel.
-600 CP Hyphenated Name - Yours is an old and storied bloodline. And you are the heir to all its potential. You are directly descended from one or more among Merlin, the founders of Hogwarts, Morgana and any other famous witches and wizards there might be in the local world, having some of the most exalted pureblood ancestry.
This has multiple effects. Firstly, you're able to use any special gifts or bloodline abilities they had to their fullest potential, despite your blood being so far removed from them. Indeed, you can command and wield the absolute apex of the potential possible in your bloodline, no matter how high it may be or how far back the ancestor may have been.
Secondly, you are not just the equal of your bloodline, but the very best of them. Any race, species, type or breed you belong to, you have the potential to be among the very greatest, most powerful of them. You have every hint of the power and potential possible to be had, although it may require training or practice.
Finally, you count as the 'Magical Heir' of all your ancestors, meaning any wards or defences or enchantments keyed directly to such individuals will also recognize you as their "heir", and let you pass without issue. You can toggle any and all of these effects at will.
-600 CP Merlin Returned (Capstone Booster) - There were ancient tales of your coming, Jumper. Actually, wait, no. There weren't. But there should have been. You were born to greatness, and this reflects in everything you do. Magic is second nature to you.
While you don't get any skill or knowledge innate with this perk, nor any gifts or talents that pass down bloodlines or through rituals, you now have limitless talent in every single branch of magic apart from these limitations.
Besides that, you are a genius at learning magic too, mastering years' worth of material in days and weeks without even stressing yourself. This growth continues indefinitely, never slowing no matter what.
Your grasp of magic and its theoretical framework is such that you can manipulate the very nature of it, and do so with an almost contemptuous ease. You can take apart spells, rituals or even entire magic systems, and put them back together in whatever different arrangement you like, even in entirely new magic systems of your own.
Even altering spells in real time is second nature to you, changing their effects, size, scope, everything. As is coming up with entirely new pieces of magic, with due research and innovation.
Finally, to fuel all this, your 'Magical Core', per se, is proportionately vast. You have a humongous amount of magic at your fingertips, stretching far and beyond any known metrics well into the realm of legends like Merlin and the Founders.
This perk follows you in the future too, providing you all of these effects in any and all magic you become able to do. This perk is a capstone booster, meaning that it serves to enhance each of the origin capstones in their own ways. The interactions are mentioned alongside the respective perks.
Merlin Returned gives you a 'Protagonist' sized pool of magic to draw upon, the kind of sizes that Harry Potter tends to have in most wank-est of fanfictions.
Put simply, your days of being concerned about mana/magic quantity are over. You could spend all day casting the most draining spells, and not reach half of your capacity.
-2,200 CP Gifted - You're special, Jumper. Besides the whole 'jump across the multiverse' thing, I mean. You have one or more gifts of magic, which place you above and beyond ordinary witches and wizards. You may have received them through your in-universe ancestry, a ritual, or the favor of a very powerful being… but we all know it's actually that last one. All Gifts grow stronger with time and practice, in both magnitude and precision work. The more you use them, the better you get at using them.
Pick one of the following gifts per purchase.
Metamorphism - You are a Metamorphmagus, meaning you can change your body and appearance at will. You start out only able to do superficial changes, but with a bit of work you can change your looks however you like, and once you've mastered that you steadily become able to control each and every aspect of your body, internally and externally. You must retain a humanoid shape, but you can be any height between four and eight feet as an adult, and of proportionate width. Beyond that, go nuts. Colours, shapes, sizes, gender, age, everything is wide
open, and hardly any limits apply.
Holding your transformations requires little to no effort, to the point that you can even sleep or fall unconscious without losing it. And unless you go really crazy, your magic will prevent any of your more 'unconventional' transformations from killing or seriously harming you, and will warn you if something you're going to do is beyond its ability to mitigate.
Mind Magic - You have mind magic! Not only are you a whiz with obliviation and related magic, but you're a natural Occlumens and Legilimens, which both have their own uses. Your natural Occlumens and Legilimens abilities start out incredibly formidable, akin to someone who's spent years studying them. With some work you could be a master.
Mastery in occlumency comes with an eidetic memory and perfect control over all your tells, to the extent that no one can tell when you're lying. It also lets you make a Mind Palace, and enhances your ability to recall your memory massively, so that eidetic memory can be of some actual use.
Similarly, mastering legilimency allows you to almost instinctively tell when someone is lying, and also makes you a tremendously skilled cold reader. You're also a dab hand with spells like compulsions, the confundus and the Imperius.
Finally, once you've developed your talents enough to acquire all of these abilities, by combining them you become able to rip skills and knowledge straight out of people's heads. It takes less time and effort the more you practice it, but eventually taking mere seconds to seamlessly copy entire lives' worth of knowledge and skills without the target even knowing it is possible, though it'll take a lot of work.
Parsel-Magic - The branch of magic depending on Parseltongue to use, which you also now have, this gives you a variety of useful skills. Firstly, spells cast in Parseltongue are naturally more powerful than normal spells, and in certain cases can only be broken with counters spoken in Parseltongue.
More than that, you're able to naturally command snakes of all kinds, who honor and revere you as a 'Speaker', and will, indeed, cannot disobey you barring absolutely extreme conditions. Magical snakes can resist this somewhat and it comes down to a contest of wills, but you have an immense advantage.
Taken along with Magical Animagus this gives you a Basilisk form for free in addition to whatever form(s) you take.
Wandless Magic - Magic is in your blood, Jumper. And you can feel it. Not for you the crutches that are wands. You can do any spells that normally require magical foci without them, and not lose a single smidgen of effectiveness. Nor do you need to crudely shout your spells, being perfectly able to cast wordless spells.
Furthermore, magic comes instinctively to you, meaning you can dispense with the complexity that the more advanced magic usually requires. Spells that would require long chants and complicated wand movements can be done with the wave of a hand, days long rituals can be done with as much effort as a moderately complex potion or ritual would take for an ordinary wizard. Indeed, you can do all magic you know with similar ease.
Multi-Animagus - You have multiple Animagus forms, instead of the standard one. Taking this perk gives you three forms, and you may have any number more for 100 CP per form. This may be any mundane animal between the size of a flea and an African elephant, including dinosaurs.
This Gift can be paired with 'Magical Animagus' to give you a magical form in addition to the three mundanes you have, and you may pay 100 CP per form for more magical forms. For magical forms, the size limit is waived, but it must be a known magical form. (Wolf, Raven, Dolphin)
Magical Animagus - Your animagus form isn't a run-of-the-mill animal, but rather a magical being, such as a dragon or a unicorn. You have all the powers a normal specimen of this animal might have.(Dark Phoenix)
Shadow Mage - You are a Shadow Mage, a Wizard with strong abilities tilted towards the shadows and darkness. This can have different implications in different fanfics, but at a minimum you have the ability to travel through the 'Shadow Realm', a strange realm that exists alongside the material world and connects all shadows to each other. It's nearly instant in short areas, and at its longest takes about five or six seconds for you to go from one shadow to another.
Also, you have a link to 'Darkness'. This lets you wield it like a weapon at times, while at others you can use magic based on it. With time and practice at will, you can shape weapons and shields out of it, though those don't last long at all, at least not in the beginning.
Finally, your link to darkness and shadow extends to the beings that inhabit it. Creatures like Dementors and some types of Vampires consider you one of their own and tend to be friendly towards you, at least until you do something to change this.
Taken with magical animagus, you have a choice between getting a Dementor or a Lethifold form for free.
Blood Mage - You are a Blood Mage, a Wizard with strong abilities towards 'Blood Magic' and Rituals of all kind. This, again, means different things in different worlds, but the least of the powers you have would be an ability to control your own blood's flow absolutely, up to and including an immunity to all magic or abilities that specifically targets blood.
Beyond this, you have a ludicrously high affinity towards rituals towards all kinds, such as adoption rituals, inheritance tracing rituals, or rituals that boost your physical or magical abilities through runecraft or sacrifice of creatures. Indeed, you can outright acquire magical abilities like an incredible physical strength through Re'em blood, magical resistance through sacrificing a
Dragon, so on and so forth.
Necromancy - Souls, death, and the other assorted stuff are your domain now. Be it raising entire armies of corpses as Inferi or Ghouls or summoning and/or binding ghosts, you have a preternatural talent at everything that has to do with Death and the Dead. Beyond just this, you
are a master of the skill called 'Soul Magic'.
You can bind and control ghosts and spirits, exorcise them, enable them to possess someone or end ongoing possessions. You also have an ability to work with the soul for all kinds of things, such as creating Horcruxes, stealing energy or memories from it, and so on. And, if you somehow get someone else's horcrux in your possession… well, you can imagine.
Taken with Magical Animagus, you get a Thestral form for free.
Magical Resistance - Somehow you have skin like a Dragon or a Basilisk, which provides you an incredible resistance to harmful magic of all types. This ability is strongest in your skin, allowing you to tank mighty spells without even noticing them, but it's only slightly less potent elsewhere.
This Gift works through absorbing the magic used on you, meaning that sufficiently strong magic can still affect you, it's just that the bar is sky-high now. Ordinary spells like jinxes and hexes aren't even noticed, a fireball that would vaporize anyone else leaves you mildly smoking, and dancing naked in Fiendfyre would give you a slight burn that is if said dance is only for a couple of seconds at least in the beginning.
This works not just on deliberately cast magic, but also on magical gifts, be they possessed by humans or beasts. Unless they're exceptionally powerful, of course. A Dementor's aura does nothing to you, nor do the weaker diseases of a Nundu's breath.
There is one single exception to this however. The Killing Curse isn't hindered in the slightest by this along with any strong enough curse based magic.
Master of Beasts - You have a gift for dealing with animals. All beasts, magical and muggle, tend to like you far more than they normally would. Not only do they go out of their way to not harm you, they also tend to be incredibly obedient towards you with just a bit of work.
You have a gift for just understanding/knowing how to take care of them, what the best diet for them would be, how they can be contained and kept away from harm and from harming others. All of this without making them overly unhappy.
You can also train them for various purposes, depending on what you want to do with them.
Based on this training and the steps you take, they even develop some unusual abilities. Beasts trained for war grow more fierce, bigger and stronger with their claws and fangs and whatever other offensive measures they have, strengthening beyond usual levels. Beasts you're breeding for potions ingredients become able to regenerate things over time as long as they were removed without undue brutality, and so on.
Items:(+300 CP)
Free - Common Wand - A normal, common wand. Made of wood and something from a powerful magical animal. Let's you cast magic.
Free - Vanishing Cabinets - This is a set of linked cupboard-like items, decorated with strange, funny-looking symbols. But its abilities go beyond its looks! These cabinets are a linked set, capable of transporting whatever is placed in one to the other, without any disruptions, side-effects or possibility of failure.
It doesn't matter what measures are in place to prevent it, it isn't relevant how far apart the items are, so long as both are on the same planet. Enter one, step out of the other. Or move goods. Comes with blueprints on how to make more.
-50 CP Harvesting kit - A set of knives and scalpels, some cleaning potions and materials. It has everything you need to cut up and preserve a magical animal perfectly, without any part going bad.
Generates sanitized glass containers to prevent anything getting contaminated, the containers are indestructible. The materials in the kit naturally replace themselves over time when used up and you know how to use all of them.
-50 CP Hogwarts, a History - Perhaps the most common book in the Harry Potter universe, this book details everything about the castle and the school. Unlike the local copies, though, this book details everything . Who fucked whom in which cupboard, who cheated on which test, everything.
Curiously, this doesn't provide any magical knowledge. But it's great for knowing all the stories.
In the future you may denote any one building or any organization that is limited to just one building, and get similar histories.
-50 CP Hooded Cloak - This is a hooded cloak for you to wear, in a colour of your choosing.
Looks stylish, and it can change to any other hooded garment at will. The main thing about this, though, is that it makes it very nearly impossible to figure out who you are.
Your voice is changed, your face hidden, and your build is non-distinct. No mundane methods can pierce this secrecy, no matter how advanced. Among magicals too, only those who are the very best at these things stand a chance.
-50 CP Marauders' Map - A to-scale, updating map of Hogwarts school, complete with the people. It pierces Polyjuice, Invisibility cloaks, and anything else people might come up with, always telling the real names of people.
In the future you may pick any area about the size of Hogwarts and apply these effects unerringly to it. You know a short ritual to change the area the map shows, but it requires you being in that location in order to perform.
-100 CP The Emporium - It's all fine being massively talented and capable. Now if only if you could convert all that into some cash, eh? This is your tool for that! This is your very own Emporium, a one stop shop focusing on one thing! You!
This is a shop that moves along with you, appearing unobtrusively in whatever cities you go to.
As long as it's not a truly rare resource or a one-of-a-kind, ultra-rare artefact, anything and everything you make, be it weapons, enchanted items, potions or simple, mundane items can be replicated endlessly here,
ready to be sold off for its full worth.
And you will always get its full worth. In the context of the local world, your items are priced to get the optimum result possible in terms of sales and profit. You can change this too, if you want to only sell to one side or something. The metrics are set by you, and the shop adapts to achieve the best possible results under them.
-100 CP Shopping Trunk - A simple looking wooden trunk on the outside, this is pretty much a pocket dimension you can carry about. On the inside it has about a dozen compartments, each the size of your average living room. No matter how much you put in it, it will never weigh more than a feather.
This comes with built-in bookshelves, a closet, potions rack and other containers for any common items you may pick up, and automatically sorts anything you may toss in for ease of access.
In addition to that, it's keyed to you, meaning only you and those you permit can open it. It can take the form of a muggle briefcase at your will and can even be shrunk to the size of a matchbox, without anything inside being affected, again at your will.
Does not circulate air, unless you make the arrangements for it.
-100 CP Basilisk Hide - This is a cool piece of wear. Black or a very dark green in color, it's a trench coat that goes down to just below your knees, as long as you're between four to ten feet in height. Extremely resistant to all magic but your own, it can turn into a suit of armor at will, losing none of the effectiveness.
Aside from being extremely light and easy to move in, this comes with a full array of enchantments, including expansion charms on the internal pockets, cooling and warming spells, and durability spells that boost its already great durability, equivalent to about five or six layers of kevlar, by several orders of magnitude. You could brush off a point blank tank shell in this thing. Or the magical equivalent, for that matter.
-100 CP The Ride - You know how to travel in style, now. This is your own flying motorbike or car, complete with certain 'defensive' measures, such as an exhaust pipe that releases dragonfire at the push of a button, along with walls, nets and other fun things. It goes hundreds of miles an hour without any trouble, and can go higher if you want to push it. Oh, and has an invisibility button that will never malfunction.
Sidecar optional, and you may turn it into a broom at will. It doesn't have the defensive measures as a broom, but the speed is doubled. And no matter how fast you go on this, in vehicle or broom form, you will never suffer any adverse effects of the wind or the sheer speed. Has collision warning spells, but actually preventing them is up to you.
-200 CP The Lair - What kind of Dark Lord doesn't have their own lair? Not you, certainly. This is either a medium-sized castle or a secret chamber underneath a building of your choice, and in either form it is the most perfect lair you can imagine. It's completely undetectable, being under a fidelius charm you're the secret keeper of, and one which cannot be broken by anyone.
Besides that, it comes stocked with a huge supply of medicinal potions, food, dragonhide armours, emergency portkeys, spare wands and even highly effective training manuals that you can use to teach magic of all sorts to your followers.
All these are in quantities enough to outfit and supply a small army, say a few hundred witches and wizards, and train them into combatants capable of matching senior Aurors and Death Eaters at equal footing. Besides the fidelius, it also has dozens upon dozens of other wards and enchantments on it, which allow you complete control over every facet of life in this place, and defenses tough enough that it would take an army to meaningfully threaten it even if it were found.
-200 CP Network - You have a laundry list of contacts and connections a mile long, and they're all excellent ones, the kind you could bet your life on. These are people from every walk of life, from the highest offices to the lowest gutters.
They will feed you information, hide your trail, and so much more. Auror contacts can arrange training sessions for you with their experts, Death Eater spies can and will enable you to conduct ambushes. Or vice-versa, if you want.
Most importantly, they will actively help in expanding your network, by placing people under mind control spells, peddling potions at your behest, and by putting you in touch with people you can do favors for who then become part of this network.
In future jumps you don't have this network, but you get incredible luck so that people always tend to need things around you you're uniquely suited to provide, and will be obliged to you above and beyond anything that would reasonably be merited, until you find you have something
very similar in a matter of days and weeks, months at worst.
-200 CP Grand Jumper Manor - This is a palatial residence, located on its own private island of some significant size, or in some remote mountains. Either way, you own several thousand acres around it, and that's beside the pile itself. This is less a manor and more a grand palace, of a size and magnificence that makes Versailles, the Taj Mahal (although that one isn't a residence), and anything a Romanov owned looking like shabby mud huts.
With hundreds of rooms, dozens of dining halls, ballrooms, multiple gardens that have numerous
fountains, it's one prime piece of real estate, and it's all yours.
Oh, and it's completely enchanted, of course. Thousands of gargoyles, statues and carved animals await your command, the whole place is maintained by multiple house elves (or non-sapient magical golems with the same abilities, if you don't want house elves for some reason). They produce enough food to throw obscenely lavish feasts for up to five hundred people in every
meal.
It also has a very nice wine cellar in the basement, with some of the finest magical and muggle vintages in the world laid in and replenishing every week. Defence-wise, it's decent, but not really anything to write home about, having your basic unplottable and muggle-repelling charms as a standard.
-200 CP The Tower - Research and advanced work, be it on science or magic, is best done in a dedicated space. And there are few such spaces better than this one. This is a Wizard's Tower, hidden far away from prying eyes, and holds just about anything you might need to play the
'Hermit Scholar' and play it well.
To begin with, it has every single book in any kind of public circulation in the world. Nothing that is limited to private libraries or that only exists as one of a kind or part of a small collection, but anything that was ever available to be bought on the open market and/or was somehow brought into the public domain.
More than that, it has a huge supply of potion ingredients, wand woods and cores, ritual ingredients, metals and stones for enchantments, blood and parts from exotic creatures, and everything else you need to properly work on advancing whatever fields of magic you choose to work in.
The quantity of the things you have here, the knowledge and the materials, all depend on how rare or common they are in the world, but they restock every six months. However, you don't get anything that is truly only one or few of a kind here. Needless to say, you get the same in all future worlds.
-300 CP Personal Island - Ah, yes. This has grown somewhat popular lately, I'll admit. This is a private island of your very own, raised from the sea-floor, or created through a volcanic eruption, or whatever other means you want, that's not important. What's important is that this island is linked directly to your magical core.
Simply put, its size is directly proportional to how much magic you pour into it. As you put in more magic, you can literally see new land forming at the edges, ready to be moulded to your will.
While it won't shrink once enlarged unless you want it to, you have the ability to control virtually everything about this place, including its shape, flora and even the weather.
This island is roughly half the size of Ireland to begin with, and can expand quite a lot, depending solely on your power. At about the size of Australia, though, the efficiency takes a sharp dive, to the extent it takes over five times the power to increase it any further, and this only rises from here.
The effects of this island on the climate of the world are negated with the same magic that constitutes it, so no need to worry about that.
Comes with rudimentary Notice-me-not charms all over it, but they won't stand up to any concerted efforts unless you boost them. Speaking of which, this island is very receptive of any protection or secrecy magic, to the extent that all such efforts yield twice the expected results.
-400 CP Ritual Hall - This is a Grand Ritual Hall. Runes in beautiful script cover most of the floor, there are multiple sacrificial altars, a rack full of the finest ritual equipment in the world, and a closet full of Ritual Garb, designed and made to never interfere with anything you might be doing.
In this ritual hall you have, and will always have, everything you need to perform any ritual you might need to do. Specific inks to paint runes, special knives, up to and including a few animals that you can sacrifice and perfect replication of any astronomical events of mystic significance.
Blood rituals, power-enhancers, sealing, unsealing, any kind of ritual that has ever been mentioned in a Harry Potter fanfiction can be performed here, and as long as you do your part right, it will not fail due to any external factors.
-400 CP Convenient Inheritance - It can happen that despite your best attempts, you may get into a pickle that is beyond your abilities to deal with. That's where this comes in. Once a jump, you may bring this into play, getting something guaranteed to be suited to your needs at the time.
'This' is an inheritance, as in something left to you by someone. And it can take many forms.
Depending on what exactly you need at the time, it can be books that detail the history of magic you need, a weapon, a map, or just a whole lot of money.
It will always be helpful, but the extents
may vary depending on the breadth and scale of what you ask for. It won't give you a weapon that can kill an immortal in one-shot, but it may give you something that would let you find one hidden somewhere. On the other hand, if your enemy is just a local government, this could very well be a tablet that details the founding spells behind the institution and how to disable them so the whole organization comes crashing down.
-400 CP - Epic Wand - Now where did you get this beauty? This is a wand, of the very highest quality and power. In fact, it might just be safe to say this is one of the most powerful, best-crafted wands in the world. And it's made specifically for you and under any possible circumstance that it is broken or shattered, it shall be returned within 24 hours.. Firstly, it is compatible with any and all systems of magic you can use, regardless of whether or not they normally use foci.
And it's not just compatible, but actually amplifies the effect of any spell you cast with it by an order of magnitude, if not slightly more.
Even spells that don't exactly depend on power have their effects boosted in whatever way would best make sense. You may choose the boost to be less than the maximum if you want people to be unaware of how potent your spells can be.
Finally, magic cast with this wand is utterly undetectable to any means other than someone seeing or hearing you doing it, whether directly or through having been looking at you remotely somehow at that exact time. This does not mean that anything you enchant with this will register
as mundane, but rather no one would notice you actually enchanting it.
It does, however, make it so that nothing can be traced back to you, scrambling any 'magical signature' you might have. As an extension of this effect anyone attempting to "check" your wand to see what spells have been cast through or with it will be unable to detect any spell use you would not want them to know about. It expands into a cane or a staff at your will.
-600 CP Room of Requirement - Well now, talk about finds! This is a copy of the Hogwarts Room of Requirements, except this one belongs solely to you! It has a pseudo-intelligence of sorts, that reads your intentions perfectly and does its best to provide you with whatever you ask. Being a product of high level magic, it can create any number of whatever mundane objects you desire for purposes of training or even use, although they don't last long outside the room.
In addition, it can mimic any location you wish it to, and do so perfectly, up to and including any fine details and magic. But it won't be a real-time mimicry, but rather a recreation based on your thoughts. It makes the perfect training room, sex dungeon, or really mostly anything you want it to be. This room also connects to your Warehouse, meaning you can summon any item you want to you without having to open your warehouse, though others can't enter your Warehouse (or this room) unless you allow them to. No, this doesn't work in face of drawbacks.
Also, the room provides time acceleration, meaning more time passes inside than outside the room. You don't age in this time unless you choose to, but any physical improvements made to your body are retained all the same. The room requires a cooldown period to recharge its 'acceleration' depending on how high you put the setting, to the scale that using it constantly at the max setting of 24 to 1 for one outside week drains it completely and takes 48 hours to recharge fully.
Companions:
-100 CP Goblin Manager: This is a Goblin of the Gringotts clan, and has chosen to serve you as a loyal manager of your interests. An absolute financial genius, he is a master of both predatory and genuinely good lending, knows how to manipulate all the magical and muggle markets like the back of his hand, and has an unbelievably good eye for investment opportunities both muggle and magical.
You can put him in charge of any and all money-related matters, be it balancing your personal chequebook or as the CEO of all your estates and businesses or running the Finance Ministry of your kingdom, and trust him to manage it all with superb brilliance. You won't ever need to worry about money with this guy around.
If you want he'll also teach you and others his stuff, although getting as good as him might take a looong while, considering how he's the Einstein, Hawking and Tesla put together of Finance.
-100 CP House Elf: The finest housekeeper man can have. This is a house elf of your very own. A being of powerful magic, this elf takes care of everything you need in your day to day life with unerring efficiency. It can cook delicious food, clean both houses and clothes flawlessly, and has powerful magic of its own that lets it apparate past even protected places with ease.
This house elf is fully capable of caring for all the needs of up to eight people without any issue at all, even in the worst possible conditions. It can create excellent food ex nihilo , mend and clean your clothes… everything.
-100 CP Phoenix - This is your own Phoenix familiar, your partner in both crime and goodness. Fully sapient, the bird has a mental link with you, over which you can speak across any distance. They are able to travel through flame to any part of the world, completely ignoring all but the absolutely strongest defences and secrecy measures.
Their tears are incredibly powerful healing agents, to the extent that a few droplets could reduce a life-threatening injury to nothing. They can lift virtually unlimited weights in their claws and from their tail feathers, which make high quality wand cores. Their song has a strong soothing effect on people you like, even works as a healing agents for their minds and souls.
It also makes people you dislike feel jittery and uncomfortable, even causing sharp spikes of pain. The strength of these effects, good and bad, depends on the intensity of your feelings towards someone.
Depending on the world you pick and your own choice, they are attracted either to goodness or just to power or both, but in all cases they are seen as powerful symbols of light, order and good, and simply by being associated with them your apparent trustworthiness and charisma go up considerably.
-100 CP Basilisk Companion - Or maybe a snake is more your style. The King of Serpents has chosen you as his/her human, and you had better be glad for it. Able to kill with a glance, the Basilisk is fiercely protective of you, and will not hesitate to destroy anyone who looks at you wrong.
Their venom is one of the most destructive substances in the world, being able to burn through just about anything magical you may imagine, including the most powerful magic and even souls, under certain conditions like it being dependant on a physical object for survival. It works through contact as well as ingestion just as effectively. Breathing it for a few moments is death if you boil it.
All this is for mortals, of course, this can't kill any immortals. The Basilisk is about the size of a small snake most of the time, the kind you can hide on your person or up your sleeve. At will they can take their full size, which is about fifty feet long and suitably proportioned.
As the King of Snakes, the Basilisk is a very strong symbol of raw power and majesty. Possessing one automatically lends you a very intimidating and imposing presence, indicating your status as someone very powerful indeed.
This is discounted to Parselmouths.
Drawbacks:
+10,000 CP Sticking Around - Oh? You want to stay longer? Fine. You may choose how long you remain in this world now, be it to the resolution of the local plot or the heat death of the universe. However, all scenario time limits still apply, and drawbacks last the full time unless resolved. Your time here is increased by half a year for every tenth purchase of this drawback.