Final Status Sheets:
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Trait Descriptions:
Limitless: Your potential is without limit. With enough time and dedication, you can reach any height imaginable. Your Affinity for all Skills is permanently set to 100%.
Cunning Linguist: You can understand and communicate fluently in any form of language you are exposed to. Speaking and reading or writing are separate for this purpose.
Crown of the Exalted: You may maintain one spell of each magic school without using Concentration. While you maintain any magic this way, a crown-shaped aura of shimmering light surrounds your head, capped by points of light representing each school being maintained. You must still have enough Concentration to cast the spell in the first place.
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Ability Descriptions:
Analyze II: You may concentrate while looking at any object or creature to learn some of its properties. This Ability has multiple levels; further levels reveal more information and may be unlocked in time.
[content censored by Royal Road's advertising overlords]
Magic Hands: By expending a variable amount of Concentration, you can produce and control ephemeral hands, fingers, lips, tongues, or other similar body parts. They are immaterial and cannot manipulate objects or the environment, but they cause the same sensation of touch as your own physical parts.
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Detailed Skill Descriptions:
Air Magic (Level: 10.00; +10 spell power with air magic spells. Rank: Initiate. Affinity: 100%)
Associated Attribute: Senses; +10 spell power with air magic spells.
The magic of raging storms and gentle breezes, air magic encompasses everything from control of wind and sound to electricity, and even, to a master, the breath in their targets’ lungs.
Novice: Your resistance to air magic increases slightly.
Initiate: Your senses of hearing and scent are improved.
Animamancy (Level: 5.68; +5 spell power with animamancy spells. Rank: Novice. Affinity: 100%)
Associated Attribute: Willpower; +43 spell power with animamancy spells.
The esoteric school of soul magic, animamancy deals with creating, destroying, consuming, and transmuting souls. A master animamancer was involved in the creation of the Gargoyle race.
Novice: You gain a slight bonus to earned experience.
Beast Magic (Level: 5.99; +5 spell power with beast magic spells. Rank: Novice. Affinity: 100%)
Associated Attribute: Intuition; +27 spell power with beast magic spells.
Beast magic is the magic of the wild things of the world. Beast magi can summon mythical beasts, augment animals, and change one creature—or part of one—into another. Masters of this magic can even create entirely new species.
Novice: All non-sapient animals are slightly more tolerant of you.
Command (Level: 5.21; +5 warband members, +0.5 party members. Rank: Novice. Affinity: 100%)
Associated Attribute: Charisma; party and warband members gain 4.6% increased experience and Skill experience.
The ability to inspire others to follow you and obey your commands, even in dangerous and stressful circumstances. A master commander can rally a defeated and demoralized army and forge them into a unified whole stronger than they were to start with.
Novice: Commands you give are slightly more likely to be obeyed.
Cooking (Level: 1.23; +2% improved quality of meals prepared. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Senses; +10% improved flavor of meals prepared.
Anyone can throw a few ingredients together and burn them over a fire to something approaching edibility, but only a cook can produce food worth eating for its own sake.
Doctrine of the Brighaid (Level: 1.05; +1 prayer power when praying to the Brighaid. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Charisma; +46 prayer power when praying to the Brighaid.
Religious doctrine describes the rules and traditions involved in the worship of the various Powers of the Realms. The Brighaid is a tripartite deity whose worship is centered in the regions around the Mistvale Highlands.
Earth Magic (Level: 10.00; +10 spell power with earth magic spells. Rank: Initiate. Affinity: 100%)
Associated Attribute: Logic; +15 spell power with earth magic spells.
Clay, soil, stone, and sand, all are the realm of an Earth Mage. Although it excels in defense, Earth Magic does not lack in offense. Masters of this school can reshape the very landscape around them, raising mountains and carving canyons to suit their whims.
Novice: Your resistance to earth magic increases slightly.
Initiate: Your resistance to slashing and piercing damage increases slightly.
Evasion (Level: 19.04; Opponents’ accuracy reduced by 19%. Rank: Initiate. Affinity: 100%)
Associated Attribtes: Agility and Speed; 15% chance to reduce the severity of a hit by one level.
Evasion is the knack for not getting hit—in *style*. Any fool can drop to the ground or duck his head; a master at evasion can dodge an attack while seeming to remain perfectly still.
Novice: Successful dodges take slightly less Concentration and Stamina.
Initiate: Successful dodges reduce your balance by a smaller amount.
Fire Magic (Level: 27.45; +27 spell power with fire magic spells. Rank: Apprentice. Affinity: 100%)
Associated Attributes: Charisma; +46 spell power with fire magic spells.
Fire magic bends the most chaotic and rapacious of the natural elements to your command. Fire magic is the magic of passion, hunger, chaos, and destruction. Masters of this skill can burn entire battlefields to nothing but ash and cinders.
Novice: Your resistance to fire magic increases slightly.
Initiate: Your Fire Magic spells have reduced casting time and cooldown based on the difference between your Skill level and the Skill level required to cast them.
Apprentice: Your fire magic spells deal increased damage to corrupted or undead creatures.
Housekeeping (Level: 1.01; reduced time to perform housekeeping tasks by 0.9%. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Willpower; reduces fatigue from housekeeping tasks by 43%.
While keeping dirt from piling up on the floor doesn’t require any special Skill, those skilled in housekeeping are better, quicker, and more efficient at cleaning, organizing, maintaining, and making presentable a home.
Light Armor (Level: 13.17; 13% less encumbrance and 13% increased protection from light armor. Rank: Initiate. Affinity: 100%)
Associated Attribute: Endurance; +20% chance to reduce a glancing blow to a body part protected by light armor to a miss.
Light armor encompasses armor made of cloth or leather which is designed to be light and easy to move in. While wearing any armor will hinder Agility and Speed and increase Stamina consumption, light armor does so to the smallest degree.
Novice: Light armor you wear provides slightly more protection.
Initiate: Light armor you wear provides even more protection.
Magical Theory (Level: 4.11; +0.4% chance to gain a new spell with each level in a magic Skill. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Logic; +15% success rate when creating new spells.
Magical Theory is the study of magic and how to manipulate it. Magical theory is used to create, modify, and learn spells and rituals. Masters of magical theory may even learn the secrets of manipulating arcane magics.
Glyphs (Level: 1.00; +1 spell power when casting a spell with custom glyphs. Rank: Unskilled. Affinity: 100%)
Associated Attributes: Intuition and Agility; 21% reduced additional casting time from using custom glyphs.
Although spells can be cast with basic somatic components, manipulating manna directly allows more control over the result. Glyphs are the visible results of this manipulation, and a master mage would do well to learn them.
Glyphs is a subskill of Magical Theory.
Incantations (Level: 1.00; +1 spell power when casting a spell with a custom incantation. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Charisma; +46% increased spell power due to the length and quality of a custom incantation.
Most spells contain a verbal component, but the effects can be enhanced and refined through the use of specialized incantations. Words have power, and master mages use that principle to empower their magic.
Incantations is a subskill of Magical Theory.
Oneiromancy (Level: 1.00; +1 spell power with oneiromancy spells. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Intuition; +27 spell power with oneiromancy spells.
Oneiromancy is an odd Skill, even among the esoteric schools. Unlike the rest, the magic of dreams has a limited effect on the waking world, but near-total control over the Dreamlands. It is one of the rarest schools, and other mages can only dream of what a Master Oneiromancer can do.
Parrying (Level: 8.96; +8% chance to deflect melee attacks while wielding a melee weapon. Rank: Novice. Affinity: 100%)
Associated Attribute: Speed; +15% to attack speed following a successful parry.
To parry is to deflect an opponent’s weapon harmlessly with your own, preferably while leaving yourself in position to attack. Masters of parrying can even parry certain types of magical attacks.
Novice: Attacks that you partially deflect deal slightly less damage.
Persuasion (Level: 10.71; up to +50% chance to successfully persuade someone. Rank: Initiate. Affinity: 100%)
Associated Attribute: Charisma; 23% chance to nullify a failed persuasion attempt.
The art of getting people to do things they don't want to do and simultaneously not pissing them off. A master of persuasion could convince a demon to forsake its evil ways.
Novice: Persuading someone who is only opposed to your idea in principle is easier.
Initiate: Your Persuasion attempts suffer reduced penalties due to the target's low Relationship with you.
Oratory (Level: 1.00; +5 to maximum audience size for persuasion attempts. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Charisma; -46% penalty for exceeding maximum audience size.
Friends, Romans, Countrymen, lend me your ears! Oratory is the practice of persuading a crowd. Masters of this Skill can turn an angry mob into devoted followers with no more than a short speech.
Oratory is a subskill of Persuasion.
Seduction (Level: 3.91; +6% chance to succeed in seduction. Rank: Unskilled. Affinity: 100%)
Associated Attributes: Charisma and Attractiveness; 23% chance to nullify a failed seduction attempt and +8% to arousal of target with each seduction attempt.
A word, a glance, a fleeting touch; Seduction involves raising another’s desire for you without being overtly sexual. A master of Seduction could charm their way into the bed of a monarch—and make them think it was their idea.
Seduction is a subskill of Persuasion.
Riding (Level: 6.74; -6% fatigue to mount from bearing a rider. Rank: Novice. Affinity: 100%)
Associated Attribute: Endurance; -20% chance to be dismounted when struck in combat.
When you want to get somewhere faster than your own legs can carry you, the most common way is to ride. Anyone can climb on the back of a random animal, but the riding skill will make it much easier for both the rider and the mount.
Novice: Your mount consumes Stamina at a slightly lower rate.
Centaurback Riding (Level: 6.66; -6% fatigue to mount from bearing a rider. Rank: Novice. Affinity: 100%)
Associated Attribute: Charisma; mount gains +46% skill experience in Submissive while being ridden.
Unlike most other potential mounts, Centaurs are sapient and quite intelligent, which makes riding them very different from most other mounts. For whatever reason, you have managed something which very few others in the history of the Realms have managed.
Novice: Any centaur you ride becomes slightly more submissive towards you for the next week. This effect stacks.
Sex (Level: 29.62; [content censored by Royal Road's advertising overlords]. Rank: Apprentice. Affinity: 100%)
Associated Attributes: Charisma and Agility; +30% pleasure given and received during sex.
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Dominance (Level: 10.98; [content censored by Royal Road's advertising overlords]. Rank: Initiate. Affinity: 100%)
Associated Attributes: Charisma; [content censored by Royal Road's advertising overlords]
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Foreplay (Level: 12.48; [content censored by Royal Road's advertising overlords]. Rank: Initiate. Affinity: 100%)
Associated Attribute: Agility; [content censored by Royal Road's advertising overlords].
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Masturbation (Level: 1.00; [content censored by Royal Road's advertising overlords]. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Endurance; [content censored by Royal Road's advertising overlords].
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Smithing (Level: 4.11; +8% improved quality of smithed items. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Endurance; -10% time required to smith items.
To an outside observer, smithcraft is all about beating the stubborn out of heated piece of metal until it gives in. To one practiced in the skill, however, it is the art of persuading the metal to take the form it is meant to have. Master smiths can produce exquisite works of completely functional art from base metals, and artifacts of legendary repute from more rarified ingredients.
Armorsmith (Level: 1.00; +1% to final protection value of smithed armor. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Endurance; +20% to final durability of smithed armor.
Smithing armor is an art all of its own, more personal than anything else done at the anvil. Masters of the art produce armor which fits like a second skin while capable of protecting from the attacks of giants.
Armorsmith is a subskill of Smithing.
Weaponsmith (Level: 2.68; +1% to final damage value of smithed weapons. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Endurance; +20% to final durability of smithed weapons.
There is more to making a weapon than just sharpening a hunk of steel; a truly skilled weaponsmith produces weapons which are balanced so finely that they feel like an extension of the wielder’s own limb. A master weaponsmith could produce a blade capable of slicing through solid stone, given the proper materials and time to work.
Weaponsmith is a subskill of Smithing.
Stealth (Level: 3.04; +6% chance to remain undetected. Rank: Unskilled. Affinity: 100%)
Associated Attribute: Agility; -15% movement speed penalty while using stealth.
Stealth is the discipline of using cover, shadows, distractions, and other means to remain undetected when you otherwise would be found. A master of stealth can vanish into thin air while being observed.
Storytelling (Level: 3.25; +6% increased skill experience gain for listeners. Rank: Unskilled. Affinity: 100%)
Associated Attributes: Intuition and Charisma; listeners are 36% more likely to correctly recall details of your stories.
Storytelling is an ancient and valuable Skill, used to pass information on from one generation to the next before the advent of writing. In some places, it is still used this way. A Master Storyteller enthralls their audience from the first word, mentally transporting them to a place and time far distant from their own.
Swords (Level: 8.04; +8% attack speed and +8% accuracy with swords. Rank: Novice. Affinity: 100%)
Associated Attributes: Speed and Might; +15% chance to exploit an opponent’s error and +5% damage with swords.
Sometimes called the king of weapons, swords are occupy the middle ground between reach, weight, speed, and damage potential. While they suffer against heavy armor, swords are excellent for dealing with multiple lightly-armored enemies in quick succession.
Novice: Your ability to fight multiple opponents at once while wielding a sword is slightly improved.
Thrown Weapons (Level: 1.00; +5% accuracy with thrown weapons and +0.2% damage with thrown weapons. Rank: Unskilled. Affinity: 100%)
Associated Attributes: Agility and Senses; +12% chance to hit weak points with thrown weapons.
Everything from a rock off the ground to a heavy spear can be thrown, but only a user of this Skill can make it into a real weapon. Masters of thrown weapons throw a needle into their target’s eye from a hundred paces away,
Unarmed Combat (Level: 1.00; +0.5% accuracy and +2% damage with unarmed attacks. Rank: Unskilled. Affinity: 100%)
Associated Attributes: Might and Speed; +12% attack speed with unarmed attacks.
Whether it is called brawling, martial arts, boxing, or fisticuffs, Unarmed Combat is the Skill for fighting with your hands and feet. Its biggest advantage is that you will never be caught defenseless, but compared to actual weapons, the lack of reach and damage potential requires much higher Skill levels to achieve similar results.
Vivimancy (Level: 12.49; +12 spell power with vivimancy spells. Rank: Initiate. Affinity: 100%)
Associated Attribute: Intuition; +27 spell power with vivimancy spells.
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One of the esoteric magics, vivimancy is the magic of life itself. With it you can heal wounds, cure diseases, bless crops, and ward against death. Masters of vivimancy can even bring the dead back to life.
Novice: You regenerate Health slightly faster.
Initiate: Your healing spells restore more Health.
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Detailed Spell Descriptions:
Sound Barrier: Air Magic, level 1.
This spell stills the air in a thin dome 6 feet [5 feet base +21% spell power] in radius, preventing any sound from passing the boundary in either direction. Those inside the dome cannot hear what happens outside, and vice versa.
Cost: 100 Concentration. Duration: Concentration. Cast Time: 10 seconds.
Electric Arc: Air Magic, level 5.
Sends tendrils of electricity from an outstretched hand into one or more creatures within 15 feet of you and 3 feet of each other. Each target takes 18.15 [15 base +21% spell power] electricity damage per second, and living creatures with a central nervous system have a minimal chance to be afflicted with Stun.
Cost: 75 Concentration. Duration: Concentration, up to 15 seconds. Cast Time: 1 second. Cooldown: 30 seconds.
Windwall: Air Magic, level 10.
Protects the caster and those nearby with a barrier of intense winds that will attempt to deflect any attack with a physical substance that passes across its boundary. Attacks are deflected based on their speed and mass, with faster and more massive attacks being deflected less than slower and lighter attacks.
Cost: 134 [150 base -10.5% spell power] Concentration. Duration: Concentration, up to 2 minutes. Cast Time: 0.25 seconds. Cooldown: 5 minutes.
Call Soul's Familiar: Animamancy, level 1.
Every living creature is given a soul at birth—but not a complete soul. Somewhere, out in the infinite multiverse, another being has the other portion of your soul. This spell will call that creature to you to serve as your familiar.
Cost: 200 Concentration, 5,000 experience. Duration: Instantaneous. Casting Time: 4 hours.
Ensoul Object: Animamancy, level 1.
Through the use of this spell, you can imbue a soul into an inanimate object. The soul is tiny and is not self-sustaining, and the target will not be truly alive, but a clever caster can find many uses for this ritual.
Cost: 50 Concentration, 359 [500 base -24.5% spell power, times 0.95 Soul Caliber Talent] experience. Duration: Concentration. Casting Time: 1 hour.
Fortify Soul: Animamancy, level 5.
This spell protects the target's soul from outside influences, helping to reduce damage to the soul and to protect the soul from effects that might alter or corrupt it. The target gains 29.8 % [20% base +49% spell power] resistance to soul damage from external sources and 25% resistance to effects that would negatively affect their soul.
Cost: 50 Concentration. Duration: Concentration. Casting time: 10 seconds.
Lesser Soulbind: Animamancy, level 5.
Through the use of this spell, an Animanancer can infuse an object with their own soul, causing it to be Soulbound to them. Having an object Soulbound to you carries many benefits, from always knowing where the object is, to severe penalties for anyone else who tries to use it. As a Chosen, there is an additional benefit to you: any object which is Soulbound to you and near you when you die will be brought to you when and if you return to life. This ritual can only Soulbind common, uncommon, or rare objects, and cannot Soulbind an object which is already bound.
Cost: 359 [500 base -24.5% spell power, times 0.95 Soul Caliber Talent] experience times rarity multiplier. Duration: Permanent until final death. Casting Time: 1 minute.
Minor Shift: Beast Magic, level 1.
Changes one aspect of the target into that of another creature. This cannot grant new senses, attacks, Traits, or Abilities, but can alter appearance and enhance or deaden existing senses, attacks, Traits, or Abilities.
Cost: 10 Concentration. Duration: Concentration, up to 6 minutes and 39 seconds [5 minutes base +33% spell power]. Casting Time: 1.5 seconds.
Soothe Beasts: Beast Magic, level 5.
Some say that music soothes the savage beast, which may be true, but Beast Magic is far more effective. Casting this spell will cause one or more animals to grow less hostile towards you and your party or Warband. Each target becomes calmer and less likely to attack. The effectiveness depends on the intelligence and Willpower of the target and the spell power of the caster. This effect continues even after the spell has ended, but is not permanent.
Cost: 50 Concentration per target. Duration: Concentration, plus 33 minutes [+33 minutes spell power]. Casting time: 5 seconds. Cooldown: 2 hours.
Summon Steed: Beast Magic, level 5.
This spell summons an unremarkable mount suitable to the current terrain: horses for grasslands, goats for mountains, deer for forests, and so on. The steed will be large enough and sturdy enough to bear you as a rider and will never balk or attempt to dislodge you; however, it is not suited for combat. The steed comes with appropriate riding gear, though not with any storage containers.
Cost: 167 [200 base -16.5% spell power] Concentration. Duration: Concentration, up to 8 hours. Casting Time: 1 minute. Cooldown: 4 hours.
Origination of Species (UNLEARNED): Beast Magic, level 75.
This forbidden spell allows the caster to create a breeding set of a new species. There is no guarantee that the new creatures will be loyal to their creator, nor that they will survive long enough to establish themselves as a part of the ecosystem.
Cost: 5,000 Concentration base (increasing with complexity of created species). Duration: Permanent. Casting Time: 24 hours.
Enrich Soil: Earth Magic, level 1.
This spell causes soil in a 37.8 feet by 37.8 feet wide by 6.3 feet deep [30x30x30 base +26% spell power] area to become richer in nutrients. Plants grown in an area affected by this spell grow more quickly, are more resistant to disease and pests, and have increased yields. The effects of this spell stack.
Cost: 25 Concentration. Duration: Concentration up to 1 month, at which point the effect becomes permanent. Cast Time: 10 minutes.
Prospector's Blessing: Earth Magic, level 5.
When cast, this spell allows you to know the direction to and richness of the nearest mineral vein. Increased Skill with Earth Magic may allow you to search for specific minerals or otherwise manipulate the results. [+26% distance, 5.2% chance to find multiple veins from spell power]
Cost: 100 Concentration. Duration: Concentration. Cast Time: 5 seconds. Cooldown: 1 hour.
Flame Jet: Fire Magic, level 1.
Fires a thin jet of fire from your hand or implement that deals 28.71 [10 base +74% spell power, times 1.5 Kindle the Hearth-Flame, times 1.1 Firepower Talent] fire damage per second to anything it touches.
Cost: 25 Concentration. Duration: Concentration, up to 5 seconds. Casting time: 0.7 seconds [1 second base -26% Initiate in Fire Magic].
Burning Barrage: Fire Magic, level 10.
Creates 10 [base 6 +74% spell power] fiery orbs in the air around you. These orbs can be launched, individually or as a group, at one or more targets within 30 feet of you. Each projectile deals 45.21 [20 + 37% spell power, times 1.5 Kindle the Hearth-Flame] fire damage on impact, then explodes, dealing 11.3 [5 base +37% spell power, times 1.5 Kindle the Hearth-Flame] additional fire damage to creatures and objects within a 1-yard radius. These projectiles do not need to be fired in a straight line and can be guided mentally with a further Concentration cost.
Cost: 50 Concentration; 5 Concentration per second per guided projectile. Duration: Until expended. Casting time: 1.66 seconds [2 base -17% Initiate in Fire Magic]. Cooldown: 12.45 seconds [15 base -17% Initiate in Fire Magic].
Kindle the Hearth-Flame: Fire Magic, level 25.
Kindle the spark of the heavenly hearth fire that the goodly powers granted to the ancient peoples of the world to protect and serve them. While this spell is active, the target gains a +10% bonus to the Agility, Speed, Senses, Charisma, and Attractiveness Attributes, deals +50% more fire damage, and has +25% resistance to fire and cold damage. This spell may only be cast upon yourself and those with close association to goodly Powers of fire.
Cost: 126 Concentration [200 base, -37% spell power]. Duration: Concentration. Cast time: 29.4 seconds [30 base -2% Initiate in Fire Magic].
Shared Dream: Oneiromancy, level 1.
Allows the caster to create a dream and draw another person into that dream with them. The caster does not have control of the dream once it is created, and this ritual will fail if the target is not asleep and near to dreaming. This spell does not force either the caster or the target to remain asleep, and if either awakens, the effects end. Nothing which happens in the dream is reflected in the real world.
Cost: 171 [200 base -14.5% spell power] Concentration; can only be cast while asleep. Duration: Until one party awakens or the dream ends. Cast Time: Special.
Patch Wounds: Vivimancy, level 1.
The target recovers 18.48 [10 base +40% spell power, times 1.2 Initiate in Vivimancy, times 1.1 Lifeforce Talent] Health over 2 seconds. This healing is caused by pure life energy and will not cause scarring. This will cure Wounds of Minor magnitude.
Cost: 50 Concentration. Duration: 2 seconds. Casting time: 10 seconds.
Pulse of Life: Vivimancy, level 10.
Waves of life energy pulse outwards from you, healing every living creature within 2 yards of you for 9.24 [5 base +40% spell power, times 1.2 Initiate in Vivimancy, times 1.1 Lifeforce Talent] Health each second and harming every undead creature for a like amount. This energy comes at a cost, however: your Stamina is consumed to fuel the ritual. The healing is caused by pure life energy and will not cause scarring.
Cost: 100 Concentration; 10 Stamina per second. Duration: Concentration. Casting time: 10 seconds.
Summon Golden Fawn: Vivimancy, level 10.
Golden deer are magical creatures heavily steeped in life energy; merely being near a golden deer will restore small amounts of Health and Psyche damage. This ritual summons a very young golden deer which is not capable of participating in combat but still has the Aura of Life Ability of an adult.
Cost: 100 Concentration, 1 sprig of leaves edible by a golden deer. Duration: Concentration, up to 1 hour. Casting Time: 30 seconds. Cooldown: 6 hours.
Soulfire Blast: Animamancy and Fire Magic, level 1.
An extremely dangerous spell for both the user and their target, Soulfire Blast burns a piece of the caster's soul to power a blast of fire hot enough to melt stone on contact. Deals 282.98 [100 base +71.5% spell power, times 1.5 Kindle the Hearth-Flame, times 1.1 Firepower Talent] fire damage per second to a target within 10 yards; due to the intense heat and the nature of the flames' source, the target is afflicted by the Soulburn debuff, which lowers their resistance to fire damage by 50% for 10 seconds.
Cost: 50 Concentration, soul damage. Duration: Concentration. Cast Time: 0.07 seconds [0.1 base -26% Initiate in Fire Magic]. Cooldown: 21.9 seconds [30 base -27% Initiate in Fire Magic].
Summon Obsidian Salamander: Beast Magic and Fire Magic, level 1.
Summons a level 5 Obsidian Salamander, which will obey your orders faithfully to the best of its ability. Obsidian Salamanders are small fire-breathing reptiles with tough, glassy black scales. They are sturdy for their size, but they prefer to cook their prey from a distance rather than fight directly.
Cost: 75 Concentration. Duration: Concentration or death of the summoned creature. Cast Time: 3.7 seconds [5 base -26% Initiate in Fire Magic]. Cooldown: 44 minutes and 24 seconds [1 hour base -26% Initiate in Fire Magic] .
Phoenix Pyre: Animamancy, Beast Magic, Fire Magic, and Vivimancy, level 1.
This unique and selfless spell causes the user to burn their own body, mind, and soul to damage nearby enemies and heal nearby allies. Such is the power of this ritual that, if used quickly enough, it can even prevent a soul from leaving the body of a slain ally and, if the ally's injuries are healed, restore them to life, but the cost for such a miracle would be great indeed. Deals fire damage to all enemies within 30 feet and heals Health, Stamina, and Psyche to all allies within 30 feet each second; damage and healing is based on the amount of the user's life force expended. Healing from this spell is caused by pure life energy and does not cause scarring. This spell can heal Wounds of any severity, if the cost is paid.
Cost: 100% Concentration; 10% Health per second; 2,375 [2,500, times 0.95 Soul Calibur Talent] experience per second; possible additional costs depending on the situation. Duration: Concentration, until death. Cast Time: 0.07 seconds [0.1 seconds base -26% Initiate in Fire Magic].
Spark of Life: Fire Magic and Vivimancy, level 5.
This spell summons the spark of life into a creature of death. This will consume them from the inside, dealing 137.78 [50 base +67% spell power, times 1.5 Kindle the Hearth-Flame, times 1.1 Firepower Talent] fire/life damage initially and inflicting them with the Burning Life status, which causes them to take 68.89 [25 base +67% spell power, times 1.5 Kindle the Hearth-Flame, times 1.1 Firepower Talent] fire/life damage per second for 5 seconds. Because of the unique mixture of the two damage types, this is affected by vulnerability to either fire or life damage, but can only be resisted by creatures with resistance or immunity to both fire and life damage. This ritual has no effect on creatures that are not aligned with death.
Cost: 25 Concentration. Duration: Instantaneous. Casting Time: 0.78 seconds [1 base -22% Initiate in Fire Magic]. Cooldown: 3.9 seconds [5 base -22% Initiate in Fire Magic].
Magma Blast: Earth Magic and Fire Magic, level 10.
Conjures a superheated ball of stone and propels it towards an enemy. If the attack hits, it deals 105.6 [40 base +60% spell power, times 1.5 Kindle the Hearth-Flame, times 1.1 Firepower Talent] impact/fire damage and causes the target to be afflicted with Burning for 5 seconds as the stone cools and hardens. After 5 seconds, Burning ends (unless also inflicted by another source), and the target is afflicted with Partial Petrification.
Cost: 50 Concentration. Duration: Instantaneous. Cast Time: 0.83 seconds [1 base -17% Initiate in Fire Magic]. Cooldown: 4.15 seconds [5 base -17% Initiate in Fire Magic].
Resurrection (UNLEARNED): Animamancy and Vivimancy, level 100.
Death is not absolute in the Realms, but once a soul has passed into the Beyond, it is gone forever—or so anyone would tell you. The very possibility of this spell is a secret that Powers would kill to maintain. For one with the Skills to learn it, it offers salvation and damnation in equal measure.
Cost: 500 Concentration and 10,000 experience per level of the deceased, rare incenses and oils, the body of the deceased. Duration: Permanent. Casting Time: 1 hour base (increasing with decreasing condition of the body). Cooldown: 1 year.
Create Automaton: Use raw manna gathered from your Place of Power to form an Automaton, which will take on the aspects of the Place of Power. Automatons are mindless and capable of following only elementary orders, but they are tireless and can be formed into forms suitable for almost any basic task.
Cost: 100 manna. Duration: Permanent until dismissed. Cast Time: 1 second.
Create Automaton Overseer: Use raw manna gathered from your Place of Power to form an Automaton Overseer, which will on the aspects of the Place of Power. Overseers are an advanced form of Automaton with the ability to understand more complicated orders and control lesser Automatons.
Cost: 500 manna. Duration: Permanent, until dismissed. Cast Time: 1 second.
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Class Talents:
Jack of all Schools II
Effect: +10% bonus to earned skill experience [+20% total] in each magic school with a level lower than that of your highest level magic school.
Weave the Strands II
Effect: When casting a multi-school spell, +5 spell power [+10 total] for each of its schools.
Familiar-ity Breeds Contentment II
Effect: Your familiar earns +10% experience [+20% total].
Strength in Diversity I
Effect: +1 spell power to all magic schools for each magic school you have achieved Apprentice rank in.
Firepower II
Effect: +5% damage [+10% total] fire damage dealt with magic.
Lifeforce II
Effect: +5% healing [+10% total] with magic.
Soul Caliber I
Effect: -5% experience cost for magic.
Altered Beast I
Effect: +5% effectiveness of alterations made to creatures’ physical form with magic.
As Above, So Below I
Effect: Your familiar gains 10% of your own Attributes.
Fire Link I
Effect: While you are maintaining a Fire Magic spell or ritual, including with Crown of the Exalted, your familiar's attacks deals an additional 10% damage as fire damage.
Life Link I
Effect: While you are maintaining a Vivimancy ritual, including with Crown of the Exalted, your familiar heals 1% of her total Health and 2% of her total Stamina per second. .
Beast Link I
Effect: While you are maintaining a Beast Magic spell or ritual upon yourself, including with Crown of the Exalted, your familiar gains a +5% bonus to her physical Attributes. .
Soul Link I
Effect: While you are maintaining an Animanancy ritual, including with Crown of the Exalted, your familiar gains a +5% bonus to her mental Attributes.
Crown of the Exalted
Effect: Grants the Crown of the Exalted Trait.
Spark of Life
Effect: Grants the Spark of Life spell.
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Courtesan Talents:
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Equipment:
Summer Sword. A stylized sun is engraved into the blade of this Sunsteel sword.
Damage: 8-14. Reach: Close. Attack Speed: Average. Rarity: Epic. Item Quality: Exquisite.
Effects: Deals +12-24 fire damage to creatures that are undead, demonic, corrupted, or strongly aligned to death or darkness. Grants the Sunray Ability to the wielder. Emanates natural sunlight from the blade at the wielder's mental command.
This item is not fully identified and may have additional properties.
Handy Haversack. A backpack for the rich or the adventurous. Much bigger on the inside.
Rarity: Rare. Item Quality: Exquisite.
Effects: This item may be soulbound. Contains an extra-dimensional pocket that can store any objects which will fit within any of its openings, up to a limit. Objects stored within weigh 90% less.
Lesser Silver Ring of Virility. A simple silver band set with an orange sapphire.
Rarity: Uncommon. Item Quality: Above Average.
Effects: Enhances virility, fertility, and staying power when worn by an individual with male genitalia.
Silver Amulet of Non-Detection. A necklace bearing a plain silver disc engraved with a closed eye.
Rarity: Uncommon. Item Quality: Above Average.
Effects: Protects the wearer from divination spells of level 30 and below.
Reinforced Rockspine Leather Breastplate. A breastplate made from the skin of a Greater Rockspine Lizard, chemically treated and reinforced for increased protection and flexibility.
Armor Type: Light Armor. Average Protection: 5. Encumbrance: Light. Rarity: Uncommon. Item Quality: Well-Crafted.
Effects: 10% resistance to piercing damage.
Hardened Rockspine Leather Pauldrons. A pair of pauldrons made from the skin of a Greater Rockspine Lizard, chemically treated and reinforced for increased protection and flexibility.
Armor Type: Light Armor. Average Protection: 4. Encumbrance: Slight. Rarity: Uncommon. Item Quality: Well-Crafted.
Effects: 10% resistance to piercing damage.
Hardened Rockspine Leather Vambraces. A pair of vambraces made from the skin of a Greater Rockspine Lizard, chemically treated and reinforced for increased protection and flexibility.
Armor Type: Light Armor. Average Protection: 4. Encumbrance: Slight. Rarity: Uncommon. Item Quality: Well-Crafted.
Effects: 10% resistance to piercing damage.
Hardened Rockspine Leather Helmet. A helmet made from the skin of a Greater Rockspine Lizard, chemically treated and reinforced for increased protection and flexibility.
Armor Type: Light Armor. Average Protection: 4. Encumbrance: Slight. Rarity: Uncommon. Item Quality: Well-Crafted.
Effects: 10% resistance to piercing damage.
Hardened Rockspine Leather Half-Gauntlets. A pair of specially-made partial gauntlets made from the skin of a Greater Rockspine Lizard, chemically treated and reinforced for increased protection and flexibility.
Armor Type: Light Armor. Average Protection: 2. Encumbrance: Minimal. Rarity: Uncommon. Item Quality: Well-Crafted.
Effects: 10% resistance to piercing damage.
Hardened Rockspine Leather Greaves. A pair of greaves made from the skin of a Greater Rockspine Lizard, chemically treated and reinforced for increased protection and flexibility.
Armor Type: Light Armor. Average Protection: 4. Encumbrance: Slight. Rarity: Uncommon. Item Quality: Above Average.
Effects: 10% resistance to piercing damage.
You are wearing a complete set of Rockspine Leather Armor.
Set Bonus: +25% armor protection; chance to deal piercing damage to attackers.