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The Land: Swarm: A LitRPG Saga (Chaos Seeds Book 5)

Page 49

by Aleron Kong


  - Weak Rending Talons: Summons invisible claws to attack all targets within 10 foot AoE. This is a spell of Earth, level 4. Cost: 52 mana. Duration: 8 seconds. Range: 60 feet. Cast Time: 3 seconds. Cooldown: 10 minutes.

  - Weak Sonic Wail: You can make a sound attack with your voice. All within cone shaped AoE suffer damage and risk being deafened. This is a spell of Earth, level 6. Cost: 27 mana. Duration: 3 seconds. Range: 20 feet. Cast Time: 1 second. Cooldown: 1 minute.

  - Weak Paralysis Beam: Fires a beam that will lock the target’s body into position. This is a spell of Earth, level 5. Cost: 39 mana. Duration: 4 seconds. Range: 25 feet. Cast Time: 3 seconds. Cooldown: 6 minutes.

  - Summon Weak Saproling: Summons a level five forest creature to do your bidding. You can only have one summoned creature at a time. This is a spell of Earth, level 6. Cost: 39 mana. Duration: 5 minutes. Range: 5 feet. Cast Time: 3 seconds. Cooldown: 1 hour.

  - Weak Acid sphere: Creates a ball of acid that can be thrown at your target. Damage 4-6 per second. This is a spell of Earth, level 5. Cost: 22 mana. Duration 10 seconds. Range: Throwing range of caster. Cast Time: 2 seconds. Cooldown: N/A.

  - Thorns Underfoot: Creates a field of thorns 30x30 yards. Most likely would not be noticed by anyone wearing stout boots, the spell can cause extreme discomfort and minor damage to anyone barefoot or to animals. This is a spell of Earth, level 1. Cost: 51 mana. Duration: 10 minutes. Range: 20 yards. Cast Time: 5 seconds. Cooldown: N/A.

  Water

  - Weak Ice Dagger: This spell will throw a dagger made of ice at your target. This is a spell of Water Magic, level 1. Cost 20 mana. Duration: 1 min. Range: 40 feet. Cast Time: 1 second. Cooldown: N/A.

  - Weak Slow: This spell will slow the target by 10%. This is a spell of Water Magic, level 3. Cost 25 mana. Duration: 10 min. Range: 5 feet. Cast Time: 1 second. Cooldown: N/A.

  Air

  - Weak Haste: This spell will increase the speed of the target by 10%. This is a spell of Air Magic, level 1. Cost 25 mana. Duration: 10 min. Range: 5 feet. Cast Time: 1 second. Cooldown: N/A.

  - Weak Errant Wind: Increase the dodge of your party to projectiles. This spell will only work when you are outside. This is a spell of Air Magic, level 1. Cost 50 mana. Duration: 20 min. Range: 50. Cast Time: 4 seconds. Cooldown: 45 min.

  - Glitterdust! This spell will create a 5x5 foot area of shining, sharp dust. Anyone caught in the AOE will suffer certain effects. Effect 1: Hidden creatures will be revealed. Effect 2: Chance to blind creatures susceptible to such attacks. This is a spell of Air Magic. Cost: 30 mana. Duration: 1 min. range: 10 feet. Cast Time: 1 second. Cooldown: 30 seconds.

  - Weak Air Push: This spell creates a column of air ten feet in front of you, one foot in diameter. Does no real damage, but will knock enemies back and possibly prone. This is a spell of Air Magic, level 1. Cost: 15 mana. Duration: 1 second. Range: 10 feet. Cast Time: 1 second. Cooldown: 2 min.

  - Gentle Rain: This spell summons a small rainstorm. this can be cast inside. This is a spell of Air Magic, level 1. Cost: 40 mana. Duration: 20 min. Range: 100 yards. Cast Time: 5 min. Cooldown: 1 hour.

  - Weak Lightning Bolt: Cast a lightning bolt from your hand. Chance to stun your target for 1-2 seconds. This is a spell of Air, level 11. Cost: 31 mana. Duration: Instant. Range: 20 yards. Cast Time: 1 second. Cooldown: 2 minutes

  - Weak Aided Flight: The recipient of this spell will be able to fire projectiles that will fly towards their target 10% faster than normal. This is a spell of Air, level 1. Cost: 43 mana. Duration: 15 minutes. Range: Self. Cast Time: 2 second. Cooldown: 20 minutes.

  Fire

  - Weak Flame: Shoot a weak gout of flame from your hand. This is a spell of Fire Magic, level 1. Cost: 10 mana. Duration: 3 seconds. Range: 5 feet. Cast Time: 1 second. Cooldown: N/A.

  - Weak Fireball! Fires a ball of flame that detonates upon impact. Flames are spread out from this area dousing anyone in a ten-meter radius in fire. This is a spell of Fire, level 12. Cost: 79 mana. Duration: 1 second after impact. Range: 100 feet. Cast Time: 3 seconds. Cooldown: 10 minutes.

  Life

  - Weak Charm: You can convince an enemy that they are your friend. In battle, they will fight for you. Casting this upon a creature lowers they regard for you after the spell wears off. This is a spell of Life Magic, level 1. Cost 60 mana. Duration: 1 hour. Range: 20 feet. Cast Time: 1 second. Cooldown: 10 minutes.

  - Weak Slow Heal: Restore 30 missing health over 60 seconds upon casting. This is a spell of Life Magic, level 1. Cost 20 mana. Duration: 6 seconds. Range: Touch. Cast Time: 1 second. Cooldown: 1 min.

  - Weak Cure: Remove minor poison effects! This is a spell of Life Magic, level 1. Cost 50 mana. Duration: 1 second. Range: Touch. Cast time: 2 seconds. Cooldown: 30 seconds.

  - Soul Trap: Binds the soul of the target to this plane, preventing passage to the beyond at the time of death. They will instead be pulled into any nearby empty soul stone of appropriate size. This is a spell of Life Magic, level 1. Cost: 30 mana. Duration: 2 minutes. Range: 10 feet. Cast time: 1 second. Cooldown: N/A.

  - Virol’s Blessing: Casting this spell will increase the yield and potency of a 20x20 yard area of plants by 5%. Successive casts of this spell create a cumulative effect for a max of 100%. This spell can be cast once per day. This is a spell of Life, level 1. Cost: 84 mana. Duration: Permanent effect. Range: 20 yards. Cast time: 4 minutes. Cooldown: 1 day.

  - Weak Life Beacon! This spell shoots a golden flare high into the air. Any creatures with a relationship to you, friendly and above, within one mile, will be compelled to come to your aid. This is a spell of Life, level 1. Cost: 38 mana. Duration: 10 minutes. Range: 1 mile. Cast time: 4 seconds. Cooldown: 6 hours.

  - Weak Cure Disease! This spell will cure most common diseases. This is a spell of Life, Level 1. Cost: 62 mana. Duration: 1 minute. Range: 20 feet. Cast time: 6 seconds. Cooldown: 8 minutes

  - Summon Weak Luminous Butterflies! Summons a small number of glowing butterflies. Any creature of positive alignment who catches one of these butterflies will have a boost to their stamina for one day. Total boost equal to 1% per number of alignment. Only one butterfly may affect each individual. This is a spell of Life, level 1. Cost: 17 mana. Duration: 10 minutes. Range: 1 foot. Cast Time: 1 second. Cooldown: 1 minute.

  - Call Weak Small Creature! If there is a non-sentient creature of ‘Small’ size, two to four feet long, in the immediate area, it will be called to the caster, and it will follow simple commands. This is a spell of Life, level 1. Cost: 12 mana. Duration: 10 minutes. Range: 50 feet. Cast Time: 2 seconds. Cooldown: 14 minutes.

  - Minor Life Aura: The caster’s body is surrounded by a golden shield of pure Life energy. Any nearby death, dead or undead creatures will be discomforted. Any actual contact with the shield will cause damage to the undead. This is a spell of Life, level 3. Cost: 50 mana. Duration: 15 minutes. Range: 5 feet. Cast time: 2 seconds. Cooldown: 20 minutes.

  - Weak Courage: Improves your Fighting Spirit by +50. This is a spell of Life, level 4. Cost: 25 mana. Duration: 15 min. Range: self. Cast Time: 1 second. Cooldown: 15 min.

  - Minor Life Armor: Defense of all armor pieces increased by +1 (+3 vs. Death attacks). This is a spell of Life, level 5. Cost: 30 mana. Duration: 10 min. Range: self. Cast Time: 1 seconds. Cooldown: N/A.

  - Summon Weak Life Wisp: Summons an entity comprised of Life magic. Will float in the area and restore a total of 100 health to you or one of your allies. This is a spell of Life Magic, level 6. Cost 60 mana. Duration: 5 minutes. Range: Self. Cast Time: 3 second. Cooldown: 20 minutes.

  - Weak Banish Undead: If successful, you will dissipate the energy allowing a Death creature to exist in this plane. This is a spell of Life, level 3. Cost: 40 mana. Duration: instant. Range: 40 feet. Cast Time: 2 seconds. Cooldown: 5 minutes.

  - Minor Stabilize: If a target is stricken with a ‘Bleeding’ status, this spell will decrease the rate of bleeding and total bleeding time. Effects will vary based on extent of the injuries. This is a
spell of Life, level 3. Cost: 27 mana. Duration: instant. Range: Touch. Cast Time: 1 second. Cooldown: 1 minute.

  - Weak Life Bolt: Fire a bolt of concentrated Life energy. Damage 5-10. Increased damage against Death Creatures. This is a spell of Life, level 4. Cost: 22 mana. Duration: Instant. Range: 30 feet. Cast Time: 1 second. Cooldown: 2 minutes.

  - Weak Detect Hostile Intent! Casting this spell will reveal if any creatures within ten yards have an active, deadly intent towards you. This is a spell of Life, level 8. Cost: 38 mana. Duration: 1 minute. Range: 15 feet. Cast Time: 2 seconds. Cooldown: N/A.

  Death

  - Summon Weak Bile Rats! Summons a small nest of bile rats. The bites of these creatures can cause nausea. This is a spell of Death, level 1. Cost: 27 mana. Duration: 6 minutes. Range: 3 feet. Cast Time: 2 seconds. Cooldown: 14 minutes

  Dark

  - Night Vision: You can see even in the deepest darkness. This is a spell of Dark Magic, level 1. Cost 5 mana. Duration: 3 hours. Range: 10 feet. Cast Time: 1 second. Cooldown: N/A.

  - Cloying Darkness: Cast a cone of thickened darkness from your hand. Movement and Attack speed of targets decreased by 20%. All in area of effect will suffer from spell. Will not work in direct sunlight. This is a spell of Dark Magic, level 2. Cost 30 mana. Duration: 10 minutes. Range: 10 feet. Cast Time: 1 second. Cooldown: 5 minutes.

  - Troubled Sleep: Places your target in a restless sleep. He will be plagued by nightmares until awakening. Any attack or hostile action taken against target will awaken them. Area of effect five feet. This is a spell of Dark Magic, level 3. Cost: 50 mana. Duration: one hour. Range 15 feet. Cast time: 3 seconds. Cool down: 15 minutes.

  - Flood of Darkness: Blankets an area 25 yards around you in darkness. Effect banished by direct sunlight. Blocks out all light based sight. This is a spell of Dark, level 3. Cost: 46 mana. Duration: 1 minute. Range: self. Cast Time: 1 second. Cooldown: 45 minutes.

  - Dark Bolts: Fires a bolt of concentrated Dark energy at your target. For every three skill levels the caster has in Dark magic, the spell will fire another bolt (Max 10). Damage 7-9. This is a spell of Dark, level 4. Cost: 31 mana. Duration: instant. Range: 40 feet. Cast Time: 2 seconds. Cooldown: 30 minutes.

  - Darkvision: Provides Darkvision for 25 yards. This is a spell of Dark, level 2. Cost: 43 mana. Duration: 20 minutes. Range: Self. Cast Time: 1 second. Cooldown: 5 minutes.

  Light

  - Simple Light: Creates a ball of white light that will hover above your head, moving with you. This is a spell of Light Magic, level 1. Cost: 2 mana. Duration: 10 minutes. Range: Self. Cast Time: 1 second. Cool Down: N/A.

  - Far Light I: Creates a ball of white light that can be fixed to a distant surface. This is a spell of Light Magic, level 1. Cost: 5 mana. Duration: 10 minutes. Range: 100 yards. Cast Time: 1 second. Cool Down: N/A.

  - Mirror: Creates a 6x3 foot reflective surface. This is a spell of Light Magic, level 1. Cost: 15 mana. Duration: 1 minute. Range: 10 feet. Cast Time: 1 second. Cool Down: N/A.

  - Create Soul Stone (Common). Turn minerals into soul stones of various levels. Can create soul stones up to Common level. This is a spell of Light, level 5. Cost: 25 mana. Duration: Instant. Range: 1 foot. Cast Time: 1 second. Cooldown: N/A.

  - Create Soul Stone (Luminous). Turn minerals into soul stones of various levels. Can create soul stones up to luminous level. This is a spell of Light, level 15. Cost: 50 mana. Duration: Instant. Range: 1 foot. Cast Time: 3 seconds. Cooldown: N/A. Requires: Light Magic Level 15

  Spirit

  - Weak Aura Lance: Fires a blast of spiritual energy at your target. Does no physical damage, but causes disruption of the target’s aura. Reduces resistance to all spell types. This is a spell of Spirit, level 1. Cost: 168 mana. Duration: 1 hour. Range: 100 feet. Cast Time: 10 seconds. Cooldown: 1 day.

  Blood

  - Tame: Bend the will of a creature to your own. Creature level must be less than or equal to your rank in the skill: Beast Bonding. At the rank of Novice, you may attempt to tame ‘weak’ level souls and may use the spell once per day. If you tame the same creature for a required number of days in a row, then it will be loyal to you til death. As a novice in Beast Bonding, the required time is six days for every level of the creature you have tamed. Betray the sacred trust with you bonded beast to your peril! This is a spell of Blood Magic, level 1. Cost:100 mana, 100 health, 100 stamina. Duration: 40 hours. Range: Touch. Cast Time: 5 seconds. Cooldown: 12 hours.

  Richter’s Skill Rank Bonuses

  1) Herb Lore

  Novice: Can detect one trait from picked herbs.

  Initiate: Can detect two traits from picked herbs. Can avoid one negative trait when ingesting

  Apprentice: Can detect three traits from picked herbs. Can avoid two negative traits when ingesting

  2) Pierce the Veil

  Novice: Can see hidden traps

  Initiate: Can see hidden compartments

  Apprentice: In addition to seeing hidden traps and compartments, you can now find hidden doors and a have a chance to detect magical concealments.

  3) Trade

  Novice: Can create standing trade agreement with those who have ‘Loyal’ disposition and higher. Can “smell” a deal, gets stronger with higher ranks.

  Initiate: Can create standing trade agreement with those who have ‘Interested’ disposition and higher. “Feel the market” – You can get an idea of what will sell well in a given market, gets stronger with higher ranks.

  4) Portal Construction

  Novice: Can travel only between two points on the same ley line.

  Initiate: Can create portals to allow travel between any two points on the same type of ley line.

  Apprentice: Can create a portal with multiple exit points. This can only be built at a Place of Power. The number of destination points is determined by the number of ley lines present.

  5) Enchanting

  Novice: Can add an enchantment to an item while it is being created.

  Initiate: You now will gain more charges when recharging with a soul stone. Items you enchant now have their enchantment potential increased by +5. For each new rank in Enchanting that you achieve, enchantment potential will increase by another five points. You can now add enchantments to already created items, albeit with an 80% penalty to effectiveness.

  Apprentice: You can now enchant scrolls based on spells that you already know. Items that you enchant with a finite number of charges will now have +10 charges. For each new rank you obtain in Enchanting, you will get another +10 charges. You can now add enchantments to already created items, albeit with a 60% penalty to effectiveness. You may now use two soul stones on one enchantment.

  Journeyman: You have advanced from Apprentice to Journeyman in: Enchanting. You can now create magic books based on spells that you already know or if you are in the presence of someone else who is willing to have you scribe their knowledge. You can now create skill books based upon skills that you already have or if you are in the presence of someone else who is willing to have you scribe their knowledge. You can now add enchantments to already created items, albeit with a 40% penalty to effectiveness. You can now help other craftsmen enchant items they are creating. The resulting enchantment will be based upon your skill level.

  6) Tracking

  Novice: You can now follow tracks and spoor to find your quarry.

  Initiate: Your sense of smell is now heightened. You can track an enemy by scent if you have a piece of clothing or an item they were recently in contact with.

  7) Archery

  Novice: Increased ability to wield a bow

  Initiate: 25% chance to retrieve special arrows after they have been shot. This is cumulative with successive ranks.

  8) Small Blades

  Novice: Increased ability to wield small blades

  Initiate: You now enjoy a -5% penalty for each hand while dual wielding. This benefit is cumulative with increasing ranks.

  9) Light Armor

  Novice: Movement s
peed penalty of 3% per piece of armor (including shield). Can wear Light Armor

  Initiate: Movement speed penalty decreased from 3% per piece to 2% per piece. Decreased casting penalty from wearing light armor. Stamina drain from exertions while wearing armor reduced. You have learned to move in your armor gaining the Perk: Synergy. Synergy gives a +20% defense bonus to light armor as long as you are wearing only light armor. Synergy stacks with each successive level.

  10) Grace in Combat

  Novice: If wearing all light armor, dodge increased by 10%. This is a subskill of Light Armor.

  Initiate: +5% Movement Speed if wearing all Light Armor.

  11) War Leader

  Novice: Maximum party size of 6. These party members will share all experience from kills and quests equally. Party members will also benefit from any badges or promotions that are acquired. Any friendly forces within your Sphere of Influence will still benefit from attack and defense bonuses from your skill rank in War Leader. At your current rank of Novice, your Sphere of Influence is 50 yards.

  Initiate: Maximum party size increased to 10. You may now have two other war leaders create their own war parties under your command. These war leaders must be of a lesser skill rank than you. Your sphere of influence is increased from 50 to 100 yards. New Badges are available for purchase. New skilled positions are available. Field promotions are now possible for heroic efforts. +200 to Fighting Spirit. You can now access the real-time numbers for the health, mana, and stamina of everyone in your war party.

 

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