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Lv.1 Lich
Status 7.0

Status 7.0

Status 7.0

Name: Osseus ►

Titles: Archmagus(ish), Savant II, Soul Devouer, [LF-RF]: ▼

Archmagus(ish): Unique

With the knowledge and experience one hundred times that of a common mage, and the power to match, one is granted the Title of Archmagus. Lacking experience in this world's magic and with power still to be tested one (and only one) is granted the title Archmagus(ish). This Title grants:

| 20 10 Intelligence | 20 10 Willpower | 20 10 Wisdom |

Spell Slinger: Common

Able to use the most basic of proficiency, a Spell Slinger may be a novice mage or spell sword. This Title grants:

| 2 Intelligence | 1 Willpower |

Savant I : Uncommon

Naturally gifted in your chosen class’s Skills/Spells you got off to a promising start. This Title grants:

| +10% experience gain in Lich Class |

Savant II : Rare

Naturally gifted in your chosen class’s Skills/Spells you got off to an exceptional start. This Title grants:

| +15% experience gain in Lich Class |

Detective: Rare

Able to solve mysteries and bring ne'er-do-wells to justice. This title was awarded for completing the Quest: Murder at the vicarage. This title grants:

| +10 perception I Ability to work on any murder case in the kingdom |

Soul Devourer: Epic

Consuming the stuff of souls comes with both rewards and punishments

| +20 inteligence I People who do not know you act negatively towards you |

Lord of Far-Reach Fort: Knight [locked]

This is a lord title and grants the owner access to the settlement system. If owned this title is automatically selected but takes no title slots. This title grants:

| access to the settlement system at Knight rank |

You currently have 3 Title slot(s) available

Race: Skeleton: ▼

Human

Humans are one of the most prolific breeders in all the land. They come in a wide variety of colours and creeds and are able to take nearly any class and profession but have no innate talents for any. They are a short lived species of average height, not able to live more than a century without magical aid. Humans gain:

| +10% Xp |

Zombie

Zombies are the most common form of undead and can be made from most of the living races. They are known for their lacking intelligence and undying strength and tenacity. Zombies gain.

| +10 Strength | -10 Intelligence | -5 Agility I Ravenous (N/A due to Possesion skill) |

Skeleton

Skeletons are an advanced form of undead, usually evolved from zombies. They typically have slightly more intelligence and agility and are harder to kill. Skeletons gain:

| + 3 agility | -1 strength | Life Sense | Bone Claws | Bone Articulation |

Changing Race is incredibly uncommon and only usually happens as the result of a drastic physical change or magical mishap.

Class: Lich ▼

Lich: Rare Lv.25 (Capped untill subclass is chosen)

The Lich class has three requirements:

1. A Lich must have had a magic based class in life.

2. A Lich must be Undead.

3. A Lich’s soul must have been detached from their body and attached to an item (this item can be the aforementioned body but it can also be changed).

if the Lich class is available it is taken automatically. If all class slots are full it will replace your lowest Lv. class. Lich’s use magic as their main form of attack, focusing on the death, poison, or elemental schools.

Subclass locked until body is regained.

Age: 1208 ►

Profession(s): None ▼

No professions are currently available. Demonstrate aptitude in a given field to unlock a profession or apprentice under a Master. Three Profession slots are open.

Skills: SP - 7 ▼

Active Skills:

Life Sense: Lv.11

The undead have a natural hatred for all life, without being able to sense the living, how might their hunger be sated? At higher level Undead can leverage their increasing intelligence to perceive life even in the smallest of organisms creating a facsimile of sight. Levelling up this skill increases the range and resolution of life sense.

1st Minor Evolution: visuale dependance:

You have mostly used this Skill for seeing and thus it has improved in that regard. You can now see further and with greater clarity.

Bone Claws: Lv.7

Skeletons lack the muscles of a zombie making their attacks weaker but their bodies are far faster making slashing and piercing weapons an ideal choice. A skeleton's digits grow sharper and longer at will and do bonus damage to living flesh. Levelling up this skill grants the ability to grow longer, sharper, and stronger claws.

Bone Articulation: Lv.12

A skeleton’s bones are held together with magic but worry not as this natural skill allows a skeleton's bones to reform if they are ever scattered, so long as the head is not shattered. Levelling up this skill increases the strength of the bond between bones and decreases the time taken to rearticulate.

1st Minor Evolution: bone sense:

Gain the ability to sense the direction of your bones at great distance.

Identify: Lv.7

Users can Identify the level, up to ten levels above themselves. At higher levels one can learn the target's highest levelled class, profession, title, even approximate health and stamina.

Conceal: Lv.5

Hide from others Identify type skills and spells. Doesn't work if the other party's skill is considerably higher level.

Detection: Lv.3

When concentrating, users can notice things others might miss. You also gain an innate sense when things don't quite add up. At higher levels the missing pieces are easier to spot and may even glow to your vision.

Astral Projection: Lv.3

Detach your soul from your body at will. This skill can be used to traverse the astral, hence its names. Be warned - creatures in the astral are often dangerous and attack the soul directly, they are also usually uncomprehendable to mortals. If your soul is destroyed you cannot be reincarnated.

Possession: Lv.6

With the power of one’s soul alone you can take over a vacated body. Once higher skill levels are reached one can temporarily possess the living.

Passive skills:

Magically reinforced bones:

Through a variety of ritual magic spells, magical imbuement, enchantment, and baptism in the abyss your bones have been strengthened to the point that only the highest level of physical or magical attack stands a chance of damaging them. Be warned this does not increase the strength of your bones' connections.

Water Resistance: Lv.3

Chosen as the Lv.10 Lich class ability. This ability grants a resistance to water based attacks. Additionally movement is less impeded by water/rain. Level is increased by resisting water.

Soul Manipulation: Lv.11

Chosen as the Lv.20 Lich class ability. This ability grants the user the means to see souls and manipulate them in a rudimentary fashion at higher levels a practitioner of soul manipulation might rip the soul out of one adversary, bend it to their will, then send it after another. This skill increases with use. Be warned, manipulating souls can have irreversible side effects. It is advised not to use this on yourself or friends until it reaches Lv.25.

1st Minor Evolution: ghost raiser ghost buddies:

when using soul manipulation on the souls of ghosts it is much easier to make them look favourably upon you without causing unintentional effects.

Learn new skills through practice or by spending SP. Practice or SP can also be used to increase Skill levels.

Purchaseable Skills: 473,211▼ - 7 SP --- ---

Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings.

Supertonic: 1 SP

Always able to sing the second degree of a scale if the first is heard but unable to sing the other degrees of the scale.

SuperUser: 100 90 80 SP

Grants one minor administrative abilities.

Supervise: 4 SP

The perfect Skill for a foreman or boss. Under the Supervision of this Skill efficiency is increased - starting at 50% and increasing by 1% each level until levels 10, 25, 50, 75... where larger jumps are made.

--- ---

Spells: ▼

Class Spells:

Necrotising Bolt: Basic Lv.10 (max)

Folding your mana over itself, spinning it into a vortex and focusing it into a point one can create a projectile of necrotising energy that rapidly decays whatever it hits. The strength and range of this spell is increased with level and with use.

Bone Armour: Intermediate Lv.20 (max)

Lv.15 Class Spell. This Spell summons bones from the netherworld to serve as armour. The higher one's level the thicker or stronger the armour is, depending on caster.

Death's Touch: Advanced Lv.10

Lv.25 Class Spell. This Spell kills anything that does not resist with but a touch. Increasing the level decreases the mana consumption and increases the level of target that the spell works on.

Learned Spells:

Wind Breath: Basic Lv.6

Melding one's mana with the air round them allows one to create small gusts of wind. Suitable for moving small objects. The strength and accuracy of the spell is increased with each level.

Sunscreen: Basic Lv.5

By constraining darkness manna into a ball and letting it seep out around one, one can block the sun’s effects temporarily. The higher the level of this spell the less mana required, the longer the effect, and the stronger the effect.

Minor Finesse: Basic Lv.8

This spell temporarily boosts coordination and alacrity of movement by moving small amounts of mana around one’s nervous system.

Preserve Meat: Basic Lv.4

By enveloping meat in a small amount of time mana one can slower or even prevent time’s effects; at least for a short time.

Flame: Basic Lv.5

By igniting one’s mana after focusing it to a point they can create a stream of fire. This is the basic spell all fire mages should learn, although it is the weakest it is the most versatile.

Curse Detector: Basic Lv.5

A simple spell made with simple components. Curses are common through every land so it can be advantageous to see them coming.

Lesser Sleep: Basic Lv.3

I'm feeling tired, I think I might take a nap.

Wind Blade: Intermediate Lv.6

Sharpening the air with one's mana onc can create a blade from nothing but wind. Properly used this can even cut through steel.

Rock Throw: Intermediate Lv.2

Pulling from the earth one can shape a projectile from rock. This is a simple attack spell for earth mages and is very versatile.

Magma Lob: Intermediate Lv.3

A super heated version of Rock Throw this spell does what it says on the tin, perfect for when things are heating up.

Flame Ward: Intermediate Lv.2

Unlike other warding spells the Flame Ward spell does not protect one from fire but with it. Fire magic is a most aggressive school of magic, those with the affinity often feel the best form of defence is a good offence - failing that, cover everything in fire.

Necrotic Healing: Intermediate Lv.4

Normal healing spells work with the living body to recover as best possible, substituting what is not fixable with life mana to create new parts. Even the most simple of necrotic healing spells have to rely more on the latter as the former is impossible for the undead body to achieve, making death mana based healing more mana intensive and more complex.

Shocking Aura: Advanced Lv.3

Pulsing one's mana in and out of their skin rapidly creates an electrical aura. The power and radius of the aura are increased with level.

Glacius Solero: Advanced Lv.4

Do you like Ice? Do you need to freeze a Warrior? Do you like sorbet? Do you like affordable french hatchbacks? Great news! The Glacius Solero is for you. Anyway...

Necrotising Aura: Advanced Lv.4

Withers everything in an area about the caster. This spell is more mana intensive than Necrotising Bolt but covers a larger area, perfect if one finds oneself trapped in the belly of a beast.

Scrying: Advanced Lv.1

One of the few spells only available to someone with the specific requirements for divination. This is a very versatile spell, allowing one to see things - within a certain range - from a bird's point of view. Range, detail, and accuracy increase with level.

Illusionary Skin: Expert Lv.9

Pulsing one's mana gently and continuously around one's skin (or bones) creates an illusionary skin atop the original. The complexity of this spell allows for one to change: skin colour, hair pigmentation, eye colour, and scars/tattoos so long as they are only skin deep. This is a channelling type spell and requires a constant flow of mana to function.

Earth Golem: Expert Lv.7

Shape the earth to your will, then give it one of its own. This spell has two parts, first one can shape the earth into whatever form they prefer, then one can breathe life into their creation. Higher levels of this spell lower the mana cost and increase the amount of mass which can be animated.

Wind Domain: Master Lv.1

A master ranked spell that puts all the wind within one's domain under one's command. This spell is tricky to use because the air in the area of effect becomes part of the caster for the duration of the spell. However when mastered one becomes effectively the only wind mage within their domain.

Storm Cloak: Unique

Become the storm.

Attributes: AP - 0 ▼

Strength: 21 (+10)

Strength determines how hard one hits, and how much force one can exert and how much one can carry. 10 is the average of a strong adult.

Agility: 3 (-5)

Agility determines speed and flexibility. The higher one's agility the harder they are to detect while sneaking. 10 agility is the average of an agile adult.

Charisma: -10 (Undead)

Charisma determines your persuasiveness and charm. Those with higher charisma will often get better prices and be able to talk themselves out of trouble. 10 is the average for a well spoken noble or merchant. (Charisma and its effects are inverted among the undead.)

Perception: 11

Perception affects reaction speeds and timing. Someone with high perception will be able to see events further away and sooner than others. 10 is the average for a keen eyed individual.

Willpower: 50 (+1)

Willpower affects mental resistance. Those with high willpower are able to go longer without food or sleep and have a higher resistance to spell effects, especially mind altering effects. 10 is the average for a stubborn person.

Intelligence: 99 +++ (-10)

Intelligence determines one's magical ability. Someone with high intelligence will be able to produce and control more mana. 10 is the average for a bookworm.

Wisdom: 30

Wisdom determines how well one can leverage their knowledge and experience. One with high wisdom will regenerate their mana faster. 10 is the average of an experienced individual.

Settlement System

Far-Reach Fort: Fife

Sustenance: 0 ▼

Resources: 0 ▼

Population: 0 ▼

Power: 0 ▼

Water: 0 ►

Wood: 0 ►

Labourers: 0 ►

Money: 0 ►

Food: 0 ►

Stone: 0 ►

Craftsmen: 0 ►

Reputation: 0 ►

Herbs and Spices: 0 ►

Metal: 0 ►

Fighters: 1 ►

Trade: 0 ►

Buildings: 5 ▼

Hunter’s Shack: Lv.1▼

A single person dwelling that can be built in dense forests, poorly camouflaged to avoid the wildlife's attention. This tiny structure allows for rudimentary butchering and skinning. The utilities are very basic and may frustrate an experienced Hunter if they are forced to use them for too long. This building can be upgraded to include nicer facilities, increase hunting efficiency, and increase the number of hunters that can use it at a time.

+3 Meat/Month

Requires a Hunter: 0/1

Lumber Camp: Lv.1▼

A simple collection of tents where freemen and serfs, under the direction of a Foreman, come together to prepare lumber. This structure only supports 5 labourers and 1 Foreman at full capacity. The tents are made from old canvas and the beds scratchy straw, not the sort of place one would choose to work at for long. This building must be placed in or near a forest and is better placed near a source of water. This building can be upgraded to include permanent cabins for: processing lumber into planks, drying logs, Foreman’s accommodation, workers bunkhouse, ect.

+28 Wood/Month

Requires a Foreman: 0/1

Woodworker’s Shed: Lv.1▼

A rudimentary structure, though well made. This building puts a roof over, at most, three Woodworkers, allowing them to create things from wood, outside the effects of the elements. This structure is small and does not have enough storage for an experienced Carpenter’s tools but woodwork for other simple buildings can be done here. This building can be upgraded to include: wood storage, tool storage, apprentice’s haystack, head Woodworker’s bed, ect.

+150% Speed of Construction

Requires a Woodworker: 0/1

Farmer’s Steadings: Lv.1▼

A basic campus, including a stable, pen, grain-shed, and farmhouse. These structures are only large enough to contain: 1 beast of burden, 3 livestock, 21 bushels of grain, and 1 Farmer + family or 10 serfs + driving Farmer. These facilities may be sufficient when starting a community but will be outgrown when farmland exceeds 3 acres. These buildings can be upgraded to include: large stables, sheds, slaughter houses, ect.

+210 Grain/Month

Requires a Farmer: 0/1

Village Hall: Lv.1▼

An elementary structure made from stone, with a thatched roof, and three or four times the size of a regular house. The Village Hall can be used for any number of things from housing settlers while residencies are being constructed: housing shows, boozing, teaching children or just keeping them out of the way, and sessions of prayer to any god (be warned, excessive prayer to a single deity may, overtime, be enough to constitute holy ground for that god, then their own rules will apply). The main function of the Village Hall is to organise town meetings and discuss the orders of the day/week/month/year. The structure is slightly too small to comfortably be used for any of the above actions. This building can be upgraded to include: a bar, pews, desks, a flag, ect. Once the Town Hall is built this building may be changed to better suit whichever role it fills.

+10 Morale

Requires a Administrator: 0/1