Now there is dead silence. It is making me a little nervous because I do not know if it's a stunned silence, or a pregnant one that might precede the sudden outbreak of violence. The crowd begins to murmur. Listening to it all I get that most of it's positive. Makes me think that most people already know that I led the guards to the soldiers before they could get away. Eventually things calm down again. "I know that it will be tough moving everyone, but it is better that we do it now while we have time to prepare. We now have the extra carts that were brought back, and with those along with what we already have there should be enough room for everyone to bring what they have to our new home. We leave the day after tomorrow. If we all work together we can make this happen, and from the descriptions from the place we will be moving to I think we will all be happy there. Thank you everyone for coming and get some rest. It's looking like it will be a busy day tomorrow."
After that everything went quickly. Everyone went back to their homes for the night to get an early start as well as my little group. The next morning the village was awhirl with activity as carts were loaded with everything that people owned. Azzaria and I packed up the house by putting everything in my storage ability. We even pulled the mana stones from the appliances in the house and took them as well. With the capacity of my storage ability and the fact that it didn't require stacking or anything we were able to pack the whole place in a short amount of time.
When we finished packing up we left to help around the village. Dolan spoke to me about food and we used the armlets as well as what room I had left in my storage ability to transport the food stores. Then me and Azzaria split up and helped people load there belongings for the trip. People worked into the night in order to finish, but come morning the last of what was needed was ready and we began moving.
I am brought out of my reverie by a shout from the head of our procession. "The first of the villagers have left the tree line and are at the river" comes Thia's voice in my mind.
I turn to Azzaria "They have left the tree line and are at the river. There isn't a place to ford it nearby since we are so close to the lake." With that I start to run up to the head of the procession of villagers. When I get there the council members are all there already. They don't look too happy either. "What's the problem everyone?" I ask. "Don't you like our new home?" Then I look out to the land over the river. It's like I remember as the sun shines down on the valley ahead. The water is clear in front of me and I can see the waterfall that feeds the lake in the distance. I take a deep breath of the fresh air, catching the scent of water in the wind coming off the lake.
It's Laurissa that speaks first, bringing my attention back to the group with me. "Yes, yes , yes, it is very nice. But how do you expect us to get over there. You led us here but there is no way that we can cross here, especially with the children and wagons." She is the most displeased of the council. Enora and Dolan have smirks on their faces, like they know I had a plan for this and are waiting for me to shut Laurissa up. The rest just seem indifferent.
In this case, the ones that know me best have got it right. "Who says there is no way to cross here? Certainly not me. Now stand back and let me do my thing" I said that as arrogantly as possible just to piss her off. She hasn't been openly hostile, but she has been rather cold to me ever since we started this journey. I think she is just stressed at having to leave her home after so long. Still, I can't help but prod a little because it's fun. Laurissa gives me the stink eye for a moment. "Seriously, we are too close to the shore" I relent and respond seriously. Surprisingly, the older woman rolls her eyes at me then walks back toward the tree line a little. Maybe she is coming around after all?
Back to business, I turn to the river again. We are a few hundred yards down the river from the lake and from Thia I know that the sealed entrance is about half way between us and the lake. Right where I was leading us. I chose this place because I thought it would be the best location to place a bridge for convenience and security. Focusing on my Shape Earth spell, I feel down into the bedrock below and start dragging stone to the surface. Thankfully my increased INT, mana pool, and Earth magic level allow me to work longer and move more stone at once than I could have when we left this place. It still takes Almost a full three minutes and most of my mana to gather all the stone and raise it over the water.
I make a stone bridge with an arc for stability that isn't too steep that it will cause trouble for the wagons. It's wide enough that two wagons can pass each other going different directions. This part of the river is too deep and the water moving too fast to ford here, but it isn't very wide so my bridge doesn't have to be long. Adding a little to make it look nice I flair the ends of it so that it curves out wider where you enter or exit. I also added a low wall on the edges for a hand rail. And for safety. There are kids present.
When it's done I release the spell and lean against the handrail that is in front of me. I'm a little dizzy from the use of most of my mana. It passes quickly though. Looking back at everyone I wave them forward and start across the bridge myself. Timbre and Azzaria come up on my left and right while Thia swoops in from above to land on my shoulder. As I cross over I can hear the exclamations of the villagers as they get a good look at where their new home will be. At the other end of the bridge I stand in the middle and turn around. Looks like everyone is suitably impressed, if I go by the dropped jaws that I see. I think part of it is that I just made a bridge and the other part is that there is so much clear land on this side of the river. As they come close I raise my arms off to the sides and yell for all to hear. "Welcome everyone, to your new home!"
The end of book 1
Status Pages and Titles
Name
Vol Adare
Age
26
Level
13
Race
Void Human
To next level
9%
Patron
Gwydia
HP:
480
MP:
1010
Class
Mage
STR
10
10
Subclass 1
Celestial
AGI
15
17
Subclass 2
None
VIT
23
28
Subclass 3
None
INT
38
59.5
Profession
Enchanter
WIS
36
57.5
Specialty
None
Unspent SP:
0
Titles
World Traveler
Blessed of Gwydia
Dark Horse
Bound to Power
Abilities
Greater Adaptability lvl MAX
Mana Vacuum lvl MAX
Staff Mastery lvl 5
Advanced Mana Control lvl 4
Woodcraft lvl 5
Familiar Bond tier MAX
Skinning lvl 1
Mana Transfer MAX
Enchanting lvl 7
Dimensional Storage MAX
Skills
Identify lvl 7
Interrupt lvl 1
Grimoire
Title: World Traveler: One who has traveled across space from another world. Grants the ability Mana Vacuum.
Title: Blessed of Gwydia: The blessing of the goddess of magic, Gwydia. As your Patron she has made this a permanent effect. Grants 100% Resonance with all magic skills, and abilities.
Title: Dark Horse: You have slain a creature more than 10 levels above yourself, without help, and before reaching level 10. +5% damage to anything of higher level than oneself.
Title: Bound to Power: Having been bound to a Mana Fount you now gain +5 MP per level.
Familiar
Name
Thia
Race
Thunderbird
/> Level
13
HP:
180
MP:
310
STR
8
8
AGI
20
20
VIT
18
18
INT
31
31
WIS
33
33
Unspent SP:
0
Unspent TP:
0
Abilities
Familiar Bond MAX
Mana Transfer MAX
Skills
Zapp lvl 7
Screech lvl 6
Knifewings lvl 6
Ride the Lightning lvl 5
Merge lvl 1
Chain Lightning Tier MAX lvl 3
Abilities
Greater Adaptability lvl MAX: Makes learning the first level of a skill or ability easier and grants one extra SP per level.
Mana Vacuum lvl MAX: Your body absorbs mana faster. +10% to mana regeneration.
Staff Mastery lvl 5: Through the use of a staff, you have started down the path of mastery. +5% to damage when using a staff. Resonance: 90%.
Advanced Mana Control lvl 4: An advanced form of other abilities combined, increasing their overall effect. Allows a person to perceive and manipulate mana, delay a cast spell's release, and overcharge a spell with mana for greater affect at the cost of more mana. Resonance: 100%.
Woodcraft lvl 5: Through demonstrating survival ability in a forest you have earned Woodcraft. Your survival related actions within the forest are more effective. Increase the level of this ability to improve the effect. Resonance: 76%.
Familiar Bond tier MAX: The bond between a mage and his familiar. This allows the mage and familiar to communicate telepathically and to sense each others location. Causes the mage and familiar to share some traits. Increasing the tier of this ability will improve the effectiveness. Can only be improved using talent points from the familiar.
Skinning lvl 1: Increase your proficiency with skinning to have a higher chance of better results. +10% better materials from skinning. Resonance: 69%.
Mana Transfer tier MAX: Allows the Familiar and mage to share mana between them at a 1:1 ratio.
Enchanting lvl 7: The ability to apply permanent enchantments to item. Professional ability. Resonance 100%.
Dimensional Storage tier MAX: This ability creates a connection to an extra dimensional space 15x15x15 feet in size to store things. Can only store non-living things, but no time passes for the object stored. Range: Touching. Cost: Passively stores mana in the storage space from overflow of user to maintain and operate. Excessive use may start draining user's mana.
Skills
Vol Adare:
Identify lvl 7: This skill allows a person to discern information from objects by focusing on it. At this skill's lowest level it will only show the most basic information. Increase the level of this skill to view more information about a target. Resonance: 100%.
Interrupt lvl 1: Strike an enemy to break their focus, interrupting their skill or spell. Range: Melee. Cost: 5 MP. Resonance: 81%.
Thia:
Zapp lvl 7: Air spell that generates a static discharge on an enemy. Range: 20 feet. Cost: 5 MP. Base Dmg 5-10. 10% chance of a 1 second paralysis for those hit.
Screech lvl 7: Release a loud screech that disorients enemies within a cone in front of you. Cooldown: 10 Seconds. Range: 20 feet. Cost: 20 MP. Applies the Disoriented debuff.
Knifewings lvl 6: Fires sharpened feathers at an opponent. Can fire 1 feather knife at current level. Cooldown: 5 seconds. Range: 30 feet. Cost: 10 MP per feather.
Ride the Lightning lvl 5: Change into lightning and use it to travel a short distance at the speed of lightning. Distance will increase with skill level. Range: 5 feet. Cost 50 MP.
Merge lvl 2: Allows the Familiar to physically merge with the Mage. Increases the Mage's overall power proportional to the Familiar and gives access to Familiar's abilities and skills. Duration: 3 Mins. Cooldown: 1Hr.
Chain Lightning tier MAX lvl 3: Casts a lightning bolt that then jumps from the target to 3 additional enemies within 10 feet, one after another. Does reduced damage for each jump. Range: 20 feet. Cost: 25 MP. Base Dmg 15-30. 10% chance of a 1 second paralysis for those hit.
Grimoire
Neutral lvl 8
Mana Bolt: A bolt of pure compressed mana. Range: 40 feet. Cost: 10 MP. Base Dmg: 10-15.
Summon Familiar: Uses mana to connect the soul of the user to their familiar counterpart. This bond is permanent and can't be broken. This spell will level up with the familiar itself. To level the familiar, user must have familiar summoned. First time cost: 200MP. Cost after first 50 MP.
Mana Barrier: Creates a barrier of mana that protects the user from damage. The amount of damage the barrier can absorb is determined by the user's INT and Neutral Magic level. Duration: 1 Min. Cooldown: 30 sec. Range: Self/Touching. Cost: 25 MP.
Mana Sight: Empowers the users eyes to see Mana in all forms, and to determine the type of magic. Duration: 1 Min. Range: Self/Touching. Cost: 5 MP.
Mana Decoy: Creates a decoy out of mana that can mimic the mana signature of whatever the caster wishes. Caster mentally controls the decoy. Range: 50 feet. Cost: Initial cost varies according to signature mimicked. Maintenance of 1 MP/sec.
Air lvl 6
Buffet: Creates a gust of wind at an opponent that knocks them back. Causes no damage. Range: 10 feet. Cost: 10 MP.
Wind Slash: Flings a condensed blade of air that can cut the target. Range: 20 feet. Cost: 15 MP. Base Dmg: 15-20.
Lightning: Fires a bolt of lightning into the enemy, and possibly causing a 2 second paralysis. Range: 50 Feet. Cost: 40 MP. Base Dmg: 60-70.
Fire lvl 6
Burning Palm: Causes the users hand to ignite with fire. Touching an enemy with the burning hand causes damage every second the touch continues. Burn status is also inflicted, causing half the original damage amount over 10 seconds, stacks up to 5 times. Duration: 10 Secs. Range: Touching. Cost 15 MP. Base Dmg: 15-20.
Wisp: Summons a ball of fire that has little heat and more light is produced. Lights the way and follows the one it is cast on. Duration: 5 Mins. Range: 5 feet. Cost: 5 MP.
Fireball: Create a ball of fire and hurl it at your enemies. Detonates on impact causing extra damage to anything within 5 feet. Chance to cause Burn. Range: 50 feet. Cost: 40 MP. Base Dmg: 45-55.
Earth lvl 6
Earth Spike: Force the ground to strike out in the form of a cone with a sharp point. Range: 20 feet. Cost: 20 MP. Base Dmg: 15-30.
Earth Wall: Raise a wall of earth 8 feet tall and 10 feet wide to act as a barrier. Duration 15 Secs. Range: 20 feet. Cost: 30 MP.
Shape Earth: Allows user to shape the earth to his will. The changes are permanent and because of this it is slow and mana intensive. Duration: Channeled. Cost: 5MP/sec.
Stone Skin: Increases the defense of the target by 10%. Range: 20 feet. Duration: 5 Mins. Cost: 25 MP.
Water lvl 6
Fog: Summons a fog that obscures vision. Duration: 5 Mins. Cooldown: 1 Min. Range: 50 feet. Area of effect: 10 foot radius from spot cast. Cost: 30 MP.
Water Whip: Takes water out of the surroundings to create a whip that inflicts damage to the target. Range: 20 feet. Cost: 20 MP. Base Dmg: 20-25.
Waterspout: Fires a jet of water that pushes the target back. Chance to cause Drenched debuff: reduces effectiveness of fire type spells by 20%, and increases cold and lightning effects by 10% for 1 min. Duration: 2 Secs. Cooldown: 10 Secs. Range: 15 feet. Cost: 20 MP. Base Dmg: 5-10.
All Elemental lvl 6
Magic Cloak: Gives a person 10% increased effectiveness to all magic types. Duration increases with average Elemental magic level. Duration: 5 Mins. Cooldown: 4 Mins. Range: Self/Touching. Cost: 50 MP.
Space lvl 2
Phase: Shift between dimensions to become invisible and invulnerable to damage. Duratio
n 10 secs. Cooldown 1 Min. Range: Self. Cost: 100 MP.
Folded Space: Fold the space between two locations to make it only a step away. Range: 50 feet. Duration: Channeled. Cooldown 1 Min. Cost: Variable.
Time lvl 6
Haste: Create a highly localized bubble of time around one person that makes the one affected 10% faster, increased by Time magic level. Duration: 5 Mins. Cooldown: 1 Min. Range: Self/Touching. Cost: 35 MP.
Reverse Pain: Turns back time on ones injuries, healing the person for a small amount. Speed and overall amount healed dependent on caster's INT and Time magic level. Cooldown: 15 Secs. Range: 10 feet. Cost: 35 MP.
Thank you Hi, Tom here. Thank you for reading my book. I hope you liked it. If you did, please be sure to leave a review in whatever place you purchased it from. If you didn't like it, well, do whatever you like then. You aren't getting your money back from me though. Shit happens, and it isn't like I made you buy it. Don't buy the next one then, and yes, I do plan on writing more. Whether I publish it for others to read depends on if it is worth it. So, please recommend my work to your friends. Even if you didn't like it you might have a reason to recommend it. Maybe your buddy owes you money or put clear plastic over your toilet seat. You can get him to waste his money and time on this. I don't mind, really. In all seriousness though, if you made it to the end of this book then thank you.
A Mage Prepared Page 31