The Land: Catacombs (Chaos Seeds Book 4)

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The Land: Catacombs (Chaos Seeds Book 4) Page 37

by Aleron Kong


  - Grease I: This spell will make a 10x10 foot area slick greatly increasing chance of anyone in the area falling down. This is a spell of Earth Magic, level 1. Cost: 15 mana. Duration: 5 min. Range 25 feet. Cast time: 2 seconds. Cooldown: 10 min.

  - Summon Weak Insects: Summons a host of stinging and biting insects in a ten-foot wide circle. Causes minimal damage, but impedes concentration. This is a spell of Earth Magic, level 1. Cost: 25 mana. Duration: 5 minutes. Range 20 feet. Cast time: 1 second. Cool down: 20 minutes.

  - Rending Talons I: 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.

  - Sonic Wail I: 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.

  - Paralysis Beam I: 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.

  - Acid sphere I: 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.

  Water

  - Ice Dagger I: 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.

  - Slow I: 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

  - Haste I: 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.

  - Lightning Bolt I! 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.

  Fire

  - Flame I: 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.

  Life

  - Charm I: 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.

  - Slow Heal I: 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.

  - 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: self. Cast time: 2 seconds. Cooldown: 20 minutes.

  - Courage I: 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 I: 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.

  - Banish Undead I: 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.

  - Life Bolt I: 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.

  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 I: 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 I: 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 I: 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 I: 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 I: 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.

  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: 36 hours. Range: Touch. Cast Time: 5 seconds. Cooldown: 24 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 speed 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.

  Richter’s Qualities

  1) Resolute - The choices in your life led you to a critical point. A nexus of opportunities were laid before you, many leading to disaster! You have chosen a finer path! The experiences of your entire life have culminated in this one moment. You have decided not to kneel, but to stand; not to beg, but to take; not to wait, but to forge ahead. Bonus to mental resistance 15%. Bonus to spiritual resistance 15%

  2) Honorable - You chose to save the life of a comrade rather than eliminate a threat. In a key moment, you chose to honor life rather than pursue death. +2 to Charisma, 3% decrease in critical strike chance and critical strike damage.

  3) Implacable - When faced with the near impossible task of rescuing a Companion from a superior enemy, you did not pause. When attacking a battle hardened Warrior, you did not flag. When mortally wounded and kneeling before a sadistic Assassin, you did not succumb. You have shown that you will conquer whatever is before you, even burning your own head and skin to destroy your enemies! Your relentless focus and pursuit of chosen goals will be reflected in your skills. You are awarded Initiate level in the skill Tracking.

  Richter’s Abilities

  1) Limitless: 100% affinity in any and every skill

  2) Gift of Tongues: Ability to comprehend almost all languages including writing. Cannot comprehend certain higher or lower languages. Cannot understand nonsentients.

  3) Fast Learner: +30% to skill advancement

  4) Bounty of Life: +30% growth for the physical manifestation of your Place of Power

  5) Psi Bond (Level 5): Your mental resistance from Psi Bond has increased to 40%. Maximum distance of communication increased from 1000 yards to 1250 yards. Tasks which require strength of mind will come even easier than before.

  Alma’s Abilities

  1) Brain Drain (Level 6): Successful kills will now give x% of total experience to both you and your familiar. Drain occurs faster. Stun can occur on enemies level [1 + (x-1)*5] and below. (x = level of brain drain)

  2) Psi Blast

  Level 1: This concentrated blast of psychic energy can stun enemies for 2-4 seconds. The AoE is a cone extending 10 feet from the direction your familiar is facing. Cooldown: 5 minutes.

  Level 2: The mental disruption caused will now also cause direct health damage. The 2-4 second stun effect is increased to 5-7 seconds. The initial AoE of 10 feet can be increased to 15 feet with a corresponding drop in the blast’s effectiveness or narrowed to five feet with an increase in the blast’s effectiveness. Cooldown decreased to four minutes.

  3) Psi Bond

  Level 1: Thoughts can be shared with another being that has the ability Psi Bond. A connection can only be completed by both parties being willing to participate.

  Level 2: Your familiar’s base innate intellect is increased by 25%. She can now communicate in two word sentences. Her Intelligence and Wisdom are also increased by 15%. You will also benefit from this stronger tie to your familiar. Your mental resistance has increased by 10%. Maximum distance of communication increased from 250 yards to 500 yards.

  Level 3: Your familiar’s base innate intellect is increased by 50%. She can now communicate in four word sentences. Her base Intelligence and Wisdom are also increased by 30%. You will also benefit from this stronger
tie to your familiar. Your mental resistance has increased by 20%. Maximum distance of communication increased from 500 yards to 750 yards. You can now each sense if the other is in danger.

  Level 4: Your familiar’s base innate intellect is increased by 75%. She can now communicate in eight word sentences. Her base Intelligence and Wisdom are also increased by 45%. Your familiar’s Psi Bond has advanced to being able to form a psychic connection even with those lacking the Psi Bond ability. You will also benefit from this stronger tie to your familiar. Your mental resistance for Psi Bond has increased to 30%. Maximum distance of communication increased from 750 yards to 1000 yards. Finally, the improved Psi Bond stabilizes your own mental fortitude. Tasks which require strength of mind will now come easier.

  Level 5: Your familiar’s base innate intellect is increased by 100%. She can now communicate with you without restriction. Her base Intelligence and Wisdom are also increased by 60%. You will also benefit from this stronger tie to your familiar. Your mental resistance from Psi Bond has increased to 40%. Maximum distance of communication increased from 1000 yards to 1250 yards. Tasks which require strength of mind will come even easier than before. The Psi Bond has provided your familiar with a greater understanding of herself and has unlocked a new ability! Psi Channeling.

  4) Psi Channeling

  Level 1: You may now cast spells through your familiar. The cast time will still be the same for you, but any restrictions based on distance can use the location of your familiar as the casting point! At the current level, the range of Psi Channeling is one hundred yards and using this ability will require 300% greater mana usage. Any other spell requirements will remain unchanged.

 

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