Abad-Shai
Shadowspawn Elf Warlock of the Mask
Level XI
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Elf
✭✭☆☆☆
1. [Fey Senses II] (Passive/Active, Reserve ◈): Elves possess heightened perception, blending their superior physical senses with an innate connection to magic. You can see in the dark, hear acutely, and use mana to detect magic around you if you dedicate mana to this ability. At rank II, your physical and magical senses are more honed and precise.
2. [Locked]
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The Mask
✭✭✭☆☆
1. [Illusion Magic] (Passive): You have the ability to weave subtle deceptions, clouding perception and bending reality to your will. You can learn spells that create illusions, deceive the senses, and manipulate perceptions of the world around you.
1. [Mask of Many Faces] (2nd Circle, Active, Reserve ◈◈): Due to being born under the sign of the Mask, you can dedicate a portion of your mana to change subtle elements of your appearance.
2. [Locked]
3. [Locked]
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Shadowspawn
✭✭✭✭✭
1. [Dark One's Shadow] (Passive): As an inheritor of the Dark One’s essence, you are immortal and do not age past your prime. You also require less food, water, and air to survive, but you bear the marks of corruption upon your body.
2. [Devour the Weak] (Passive): Damage you inflict heals a small amount of your life force. Your magic is particularly potent against beings that share your dark heritage.
3. [Embrace of the Abyss] (Passive): Darkness and shadows strengthen you. When in darkness or shadow, you gain an increase to your physical abilities equal to one rank of any physical enhancement, and existing enhancements grow one rank stronger. You also gain the become difficult to detect with both physical and magical senses as long as you’re in darkness, stacking with ranks of the [Stealth] enhancement.
4. [Locked]
5. [Locked]
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Warlock
✭✭✭✭☆
1. [Summoning]: (Passive): You can call forth entities from other realms, who lend you their strength and skills. You can learn spells that summon, bind, and empower creatures and objects to serve and protect you.
1. [Familiar] (1st circle, Active, Reserve ◈): As a warlock, you have permanently dedicated a portion of your mana to summon and bond with a mythical creature that serves as your familiar.
2. [Blood Magic II] (Passive): Your life force fuels your magic, allowing you to cast additional spells at the cost of health. You can learn spells that draw on blood and life energy to strengthen your casting. At Rank II, your mastery over blood magic deepens, allowing you to draw on your life force with greater efficiency, casting blood-fueled spells at a reduced health cost. This level of skill also enables you to learn more advanced Blood Magic spells, expanding your arsenal in exchange for careful management of your own vitality.
1. [Essence Transfer] (1st Circle, Active, Cost ◈+◈/♥): The user can transfer a small amount of health or mana to or from a willing target.
2. [Sanguine Gift] (2nd Circle, Active, Cost ◈+♥): Sacrifice a portion of your life force to briefly grant an yourself or an ally enhanced reflexes, strength, and stamina, amplifying their physical abilities in a burst of vitality.
3. [Fire Magic] (Passive): You wield the essence of flame, strengthening your power over physical and spiritual fires and increasing your resistance to them. You can learn spells that summon, control, and unleash fire in its many forms.
1. [Burn the Weak] (1st Circle, Active, Cost ◈): You conjure a small, searing flame that can be thrown at creatures within sight, igniting and inflicting fire damage. This spell is especially effective against vulnerable or injured enemies, dealing additional damage to those already weakened.
2. [Candlelight] (1st Circle, Active, Cost ◈): You conjure a small flame that can be used to ignite inanimate objects and inflict small amounts of fire damage to a target.
3. : Launches a small flame projectile toward an enemy, enough to cause minor burns or ignite flammable objects.
4. [Black Magic] (Passive): You possess an affinity for dark, potent forces that lie beyond the mortal realm. Shadows and negative energies respond to your call, enabling subtle manipulation of fear, weakness, and despair in others. You may now learn Black Magic spells, tapping into powers that corrupt the living, obscure perception, and invoke primal dread.
1. [Corruption] (1st Circle, Active, Cost ◈): Draw on the shadows to infuse a target with negative energy, weakening their defenses and dulling their senses. This spell saps the target’s physical and mental resilience, leaving them vulnerable to further attacks and susceptible to effects that prey on fear and confusion.
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Enhancements
* [Mana I] (Passive, Perk II): Increase your mana reserves by one point, allowing you to cast more spells.
* [Mana II] (Passive, Perk VIII): Increases your mana reserves by a a sizeable amount, allowing for greater spellcasting endurance and more complex incantations.
* [Potence I] (Passive, Perk IV): Increase the potency of your spells, increasing their range, power, and duration by a small amount.
* [Potence II] (Passive, Perk VI): Further amplifies the strength of your spells, making each cast more impactful and destructive. This enhancement also slightly reduces resistance to your spells, increasing the chance of bypassing defenses.
* [Life I] (Perk X): Fortifies your life force slightly, making you sturdier and harder to wear down in combat.
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Titles
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* [Lord of Nothing]: Mockingly bestowed upon you by your former servant and ally Nocturne, you are marked as one who wanders lost, forgotten by both allies and enemies. You have lost everything and everyone you have ever known and will be forced to wander, struggling to claim anything, until you find the thing that you aren't willing to sacrifice in your path to power.
* [Master of the Vault]: Bestowed upon you by the mighty Grimoire, last creation of the Archmage Aughra, this title marks you as a true keeper of lost knowledge and forgotten relics. You will always know in what direction your vault lies and the best path to get there, and you have a second sense for finding valuable items and equipment.
* [Eater]: Bestowed by the troll Graul, this title marks you as one who consumes what others would discard, taking strength from the remnants. When you consume the essence of an enemy, you gain a brief but potent surge of energy, temporarily enhancing your body, mind, and spirit, and sometimes catching glimpses of their final memories or emotions.
* [Nightstalker]: With the silence of a stalking predator, you move without sound. When following an unaware target, your perception sharpens, revealing even the slightest movements of your prey.
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Quests
* [Walk a Thousand Miles]: You have lost your sense of purpose, and the world is now a mystery to you. Travel the land and discover your path.
* [Power Lost, Power Gained]: You have lost your former power. Regain your former glory, that you may reclaim your place in this world.
* [Finders Keepers]: Your personal belongings have been stolen. Of them, your cloak, your scepter, and your spellbook are most precious to you. Take them back.
* [Oath to Zethari]: You swear an oath to Zethari, vowing to aid in her liberation and prove your commitment to her people by confronting her captor’s allies or dismantling a significant element of the forces that keep her bound.
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Equipment
* [Traveler's Spellbook]: A simple spellbook of middling quality. It has a strap, allowing the wielder to carry it with ease.
* 1st Circle Spells
[Arcane Light]: A simple spell to conjure a glowing orb, illuminating dark paths for a limited duration.
[Stone Shield]: Summons a small barrier of stone in front of the caster, offering brief protection from minor attacks.
[Candlelight]: You conjure a small flame that can be used to ignite inanimate objects and inflict small amounts of fire damage on a target.
[Swift Step]: Temporarily enhances the caster's speed, useful for quick escapes or covering short distances faster.
2nd Circle Spells
[Mirror Image]: Creates a several illusionary duplicates of the caster.
[Gust]: Summons a controlled burst of wind, useful for pushing back enemies or clearing light obstacles.
[Arcane Bolt]: Fires a bolt of magical force, dealing moderate damage to enemies.
[Invisibility]: Causes the caster to go invisible until they attack or cast another spell.
3rd Circle Spell
[Flaming Sphere]: Conjures a medium-sized rolling sphere of fire that the caster can control for a limited time, dealing significant burn damage to anything in its path.
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Achievements
* [If You Only Had a Heart]: Through the ashes of your former glory, you have found a new source of power: compassion. By opening yourself to another's suffering, you gain the ability to both give and take the essence that binds all living things.
* [Consume the Pain]: You have found the remnants of a tortured soul—its body chained to a bed, its empty eyes seeming to plead for release. The corpses suffering lingers, trapped in the essence that lingers in its old bones. By consuming it, you grow stronger.
* [Make the Impossible Possible]: Only the daring reject common sense and drill their way to a greater tomorrow. For successfully casting a spell you were certain you won't survive casting, you grow stronger.
* [Shards of the Dark Lord]: You have found and consumed a fragment of your progenitor's power. Through his dark might, you grow stronger
* [The Hunted]: By using your senses to hunted those who would hunt you and your allies, you have your perception to a greater degree.You have honed your elven senses to a greater degree.
* [You Are Strongest]: By dredging up forgotten abilities from your past life, you were able to defeat Graul the troll, a creature far stronger than you and absorbed his dark essence. In being willing to sacrifice everything, you have grown stronger.
* [A New Friend in Need]: Through an unexpected act of compassion, you healed a person in need while expecting nothing in return. This selfless gesture stirs something deep within you, awakening a new spell.
* [Secrets of the Wall]: By reading the last words of one destined to die, you have regained a portion of your former strength. Though only a small kernel of knowledge, these words unlock further understanding.