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1% Life's Real (a 1% Lifesteal parody)
Spells and Abilities at the start of Book 3

Spells and Abilities at the start of Book 3

Robert's Abilities by Affinity:

Time

> Tempering:

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> * Temporal Baths (no stage): Alchemical baths to infuse the body with Time essence. Makes it easier to use Time abilities and increases resistance to harmful Time essence.

> * Chronal shear (stage 0 100%): Add ablative damage resistance to the body. Damage taken will be subtracted from this resistance, unless the damage's source lasts long enough to surpass the time gap stored in the tempering.

> * Temporal awareness (stage 0 45%): Allows the Arch's perceptions to extend into the future and a little into the past. Allows for sensing danger and foreseeing the immediate result of one's actions. Slightly reduce the cost of Time spells.

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> Spells

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> * Foresight (stage 0 100%): Allows the Arch to see glimpses of the future, especially when incoming harm is most likely. While this effect overlaps with Temporal awareness, the active spell can be used to provide insight beyond that. The cost is paid on the difference.

> * Temporal dilation/contraction (stage 0 100%): Allows the caster to either dilate time (granting the Haste buff) or contract time (granting the Slow debuff) on a target within range.

Void

> * Void Baths (no stage): Alchemical baths to infuse the body with Void essence. Makes it easier to use Void abilities and increases resistance to harmful Void essence.

> * Void veins (stage 0 100%): Convert the user's veins to Void flesh. Void flesh re-knits itself quickly and drastically reduces bleeding. Void flesh is highly Void-conductive and increase the speed and power of Void abilities.

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> Spells

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> * Void punch (stage 0 100%): creates a ball of nothingness in front of the caster, which then can be pushed into an opponent. When contacting solid matter, the ball explodes, disintegrating some matter and causing harm to the target.

> * Void lance (stage 0 100%): Fires a beam of Void essence that disintegrates matter and Ether along its path until it runs out of Essence. The beam can be shaped and made thinner or wider.

> * Drain Essence (stage 0 100%): Curses a target in short range to have its essence and soul energy drained. Has a big casting cost, depending on how strong the target is. Uses the drained essence to sustain itself and sends the remainder energy back to the caster. Depending on the target's strength, the curse might end before the target dies. Prolonged exposure to this spell may cause long-term detrimental effects due to soul damage.

> * Void Shieldling (stage 0 100%): Summons an ether construct in the shape of a ball with an eye. Whenever a creature other than the caster enters its range, the shieldling strikes with one of its tentacles, disintegrating matter and Ether upon contact. The construct dissipates once it runs out of essence.

Life

> Tempering

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> * Life Baths (no stage): Alchemical baths to infuse the body with Life essence. Improves the quality of incoming heals and amount healed.

> * Vitae Infusion (stage 0 100%): infuses Life essence into own body, providing slowed aging and a passive trickle of healing energy.

> * Lavi Flows (Stage 1 23% - improvement): Cycles Life essence to provide a small amount of healing and to ease fatigue. Improved concept makes its use count as workout without the drawbacks (exhaustion, muscle fatigue, etc).

> * Biomass Absorption (stage 0 100%): Allows the storage of excess biomass from food and excreta. This biomass can be used by several spells as necessary. Increases the Arch's weight, physical strength, and toughness.

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> Spells

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> * Healing Hands (stage 0 100%): Infuses Life essence into a willing subject, slowly healing their wounds. Healing quality is reduced, up to normal. [*]

> * Reconstruction (stage 0 100%): Uses stored biomass and a small amount of essence to heal the caster. healing quality is at least supernatural. Can restore lost limbs.

> * Diagnosis (stage 0 100%): Upon touch, can see the health status and learn about ailments of a willing subject.

> * Sense Life (stage 0 100%): Can detect lifeforces in range. Unless masked, can also determine the power of one's soul.

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> Stolen content alert: this content belongs on Royal Road. Report any occurrences.

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> [*]: Robert had to discard the upgraded shell to try and get rid of Cerebellon's influence. He re-learned the spell afterward.

Space

> * Spatial Awareness (stage 0 22%): Allows the caster to perceive space around their person. Illusions can be pierced because they have no mass. Teleportation, spatial anomalies, all become apparent. Slightly reduces the cost of Space spells.

> * Spatial Storage (stage 0 12%): Creates a pocket of degenerated space that can store items.

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> * Blink (stage 0 13%): Moves the caster a few feet in either direction. Cannot displace solid matter. Any attempts to do so fail. Caster maintains velocity, position and orientation. Instant cast.

> * Distorted Space (stage 0 04%): Creates a bubble or a prism of distorted space. Objects and energy passing through suffer diffraction, changing trajectories.

Mental/Mind

> Tempering

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> * Mental palace (stage 0 100%): Creates a mental landscape. Size of landscape is determined by time spent designing every little aspect inside of it. Provides a small amount of passive thought acceleration while outside the palace. Multiplies the perceived time inside the mental palace by 1 + (time spent creating)/50 years. Works as a base for other tempering techniques. Reduces the cost of Mental-affinity spells. Grants passive resistance to hostile Mental effects.

> * Tower of iron will (stage 0 100%): Constructs a tower inside the mental palace. The tower's height and toughness depends on time and essence invested into it. Provides great resistance to hostile Mental effects and other mind-altering attacks.

> * Intellect fortress (stage 0 100%): Constructs a place of learning and knowledge inside the mental palace. The fortress' facilities and size depend on time and essence invested into it. Provide great resistance to effects that attack memories, knowledge, and the sense of self. Can automatically store knowledge learned by the user. Reduces the cost of Mental-affinity spells and effects.

> * Jade Mind (stage 0 69%): Focus the mind to remain at a neutral, placid state. Helps with mental illnesses, memory, thought processes, and coping with trauma.

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> Spells

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> * Mind Blackout (Unique - stage 0 100%): Caster may either stun or attempt to gain complete control of target's mind. While this spell is in effect, memories, feelings, and even the personality can be modified. The essence cost is very high.

> * Telepathy (stage 0 100%): Allows short-range communication with a willing target. Conversations can be held between four and ten times faster than by vocalizing.

> * Mind Shield (stage 0 12%): protects the touched target from mental attacks. If used on others, shield must be primed with an amount of essence, determining duration and level of protection. Attacks blocked drain from invested essence. If used on self, it can be sustained.

> * Confusion (stage 0 0%): causes a group of hostile creatures to either do nothing or target their attacks at each other. When attacked, these creatures will retaliate. The spell is removed from any targets the caster attacks.

> * Silent Message (distance - stage 1 17%): sends a short message to a target's mind at long range. Length and distance increases with more essence. The upgraded concept increases range by 5x.

> * Comprehend languages (stage 0 100%): allows the caster to understand foreign languages with just a few minutes of exposure and learn these languages dozens of times faster.

> * Accelerate Thought (stage 0 100%): Allows the touched creature to think faster. This does not translate to faster movements or actions.

> * Enhance Senses - Greatly increases touched creature's sensorial acuity and accuracy. This does not cause sensory overload or synesthesia.

> * Beast bond[Mental] (stage 0 100%): Allows the caster to bond with non-sapient monsters. The caster can issue telepathic commands. The monster's loyalty is absolute but strong-willed monsters may resist and break the bond.

Fey/Fairy

> Tempering

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> * Serendipity (stage 0 37%): increases the Arch's luck. While tempering, will use the essence stored to alter fate and cause misfortune to the Arch.

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> Spells

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> * Euphoria (stage 0 15%): Causes a volatile state of elation and excitement on the target. Target will stop current actions and ignore environment to indulge in the feelings. The spell breaks upon receiving damage. Target also becomes susceptible to suggestions.

> * Sap Stamina (stage 0 04%): Slowly drains the target's stamina and physical energy, adding it to the caster.