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Those Who Walk With Heroes - a story from HWFWM
Chapter 79 ‘To many more adventures’

Chapter 79 ‘To many more adventures’

Miss Beatrix fought the urge to run away. She had made the decision that they needed to save face against a team she did not want to fight on the terms that were in front of her. She had recognised that although she had the numbers that they were a superior force even with no silver rankers she did not trust her own limited combat experience against them, she had ever been a political tool rather than an adventurer. Now that the Mitchell’s already impressive vehicle had turned up and it had been armed by the famously skilled Stonewallers she was actually afraid.

Swallowing her fear and putting on a brave face and toning down her natural arrogance she engaged with the intimidating and man in front of her.

“Mr Mitchell, I am glad to see you all are here and unharmed.”

“Unharmed is an interesting observation.”

“Yes well, my subordinate has informed me of a sequence of events which led to the incorrect assumption by the man you now have in custody.”

The buggy had been left on the open ground with Magnus inside. As the team had jumped onto the Serenity they had left Koda, Lucky and the lanterns surrounding it to show it had not been abandoned.

“We have come here today to ensure the health of Mr…”

“His name is Acolyte Ragnar”

“Acolyte Ragnar.” She made a split second decision and beckoned one of her servants forward with a chest. “We were prepared to pay a weregild if he had not made it through the experience and we now offer it as compensation for our part in these circumstances coming about.”

She unlatched the large chest and opened the top, they saw stacks of spirit coins, quintessence and rare materials from the local area. Teddy nodded at her and she closed the lid again.

[James? Your storage please.]

[Sure thing.]

They waited for a moment and there was a squeak of fear from the young female member of the household staff who was nearest the canyon, trying to peer over the edge. A large taloned claw had crested the edge, the paw looked like a sloths claws but on the scale of a tiger paw. The head that followed was a lean tiger shape with huge fangs that couldn’t fit in its mouth and extended either side of its mouth. A long black and orange striped body followed over the edge with two tails flicking. It ignored the crowds and locked onto the servant holding the chest, they dropped it in panic and backpedaled into the crowd. Teddy held up a hand to forestall any attacks on the creature and it came forward to pick up the chest through one of the handles with its long fangs and turned around and slunk off the edge of the cliff where it had came from head first.

[Damn James, that’s a real animal not a monster?] Kyra asked on the interface.

[Apparently so, no idea what it’s doing in this climate though, it’s basically a mix of a sloth, panther and tiger. Lives in the jungle.]

“We appreciate your humility and accept your apology. In our culture this implies you are done with interfering in our business.” Teddy said in a stern voice to Miss Beatrix.

She inwardly fumed at being manipulated like this, an upstart bronze ranker telling her to back off. She pushed the feeling down having committed to this course of action now.

“Of course, we regret the actions taken by the gang in question mistaking our intentions. If you hand over the prisoner now we will meet justice on him.”

[Who are they to give out justice? I’m not comfortable with this.] Kyra said.

[Agreed, we should take him to the nearest adventure society branch to see if there are any outstanding contracts involving him and then decide what to do.] Lucy replied.

[Is it a point worth coming to blows over though? I’ve already pushed her pretty far.] Teddy said.

[Then give them fire and brimstone!! Axe and claw will teach them they cannot deliver their own brand of justice. These type of people always think they are above the rest. We are all adventurers and should hold a higher standard. Forsake this woman and her demands, we will show her!] Ragnar posted.

Sensitive to the fact that Ragnar was the one who was kidnapped beaten and mildly tortured Teddy was inclined to follow his advice. With the Serenity back in play they had a much stronger position than when they walked in.

“No. We will take him with us.” Teddy said.

“I must insist Mr Mitchell, he has done wrong in our name.”

Teddy subtly changed his stance, his feet moving to shoulder width apart, his hands coming out to the side ever so slightly like a cowboy about to quickdraw.

“We said no. We’re adventurers and we will take him to the adventure society to be dealt with.”

Sebastian had surreptitiously moved forward until he was at Miss Beatrix shoulder, he drew his sword and pinching the edge between finger and thumb left a smear of sticky dripping poison with an essence power. Seeing this Teddy blurred slightly and was left standing exactly how he was but his outer robe was slightly open and he had a large but flat bowie knife in each hand.

Overpowering the tension was the sudden whine of power coming from the Serenity. James was grinning like a loon as he rotated the gun and pointed all four barrels at the two standing in front of Teddy.

“Keep playing with that knife big guy and you’ll find out what happened to the french flagship Bucentaure when they met HMS Victory at Trafalgar.” James threatened.

Miss Beatrix put up a hand in front of Sebastian and he acquiesced. He waved a hand over the length of the blade and the poison disappeared. He sheathed it and took half a step back.

[What happened to the Bucentaure?] Kyra asked.

[Got a bloody great hole blown though it almost straight away.] Lucy answered for James.

[I find this conversation most entertaining!] Ragnar chipped in and they could see him chortling whilst holding the guns mounted to the rails.

[I think it would be more of a smear on the floor than a hole with the size of those guns, can you even fire them? It’s a gold rank gun?] Teddy asked.

[Sure, theres a power lever next to the trigger mechanism, I’ve turned it right down, these Stonewallers know what they’re doing when they make a gun.]

“It seems these proceedings have gone as far as they should go. We will withdraw, I can speak for the family when I say there will be no more intervention from us Mitchells. We leave you in peace.” Miss Beatrix said. She raised her hand and moved it in a circle in front of her head and the crowd began mounting the wagons to leave.

Lechuza made a point of circling lower to show they had seen the other two locations of troops and Miss Beatrix looked furious at their failure to remain hidden and gestured them in angrily. They all left in a dusty convoy and the Mitchells watched them from the top deck, Teddy having stowed the buggy with Magnus tied up on the drop deck and joining the others.

They stayed on the top deck watching them disappear over the horizon. After a while Kyra pulled out her pocket mirror and a tray appeared on the side bench with a large bottle and five glasses, she poured the sweet sparkling cider they had found they all liked and the five of them smiled and clinked glasses.

“There was no way I thought we were getting away with that.” James said gesturing at the path the caravan had taken.

“I am a little surprised.” Kyra replied, topping everyone’s glasses back up.

“I don’t think the main families influence out here is as strong as they thought it might be. The outliers obviously have to toe the line and there will be repercussions after what happened here but I don’t think they really wanted to go through with this. Poaching a contract is one thing but killing the team on it, getting the adventure society sniffing around, damaging their already tenuous relationship with stonewall would all be too much.” Lucy surmised.

They all felt familiar presences from the tunnel mouth just behind the serenity and went to lean on the rails at the stern. From the tunnel mouth they saw Orcnig and Auster shrouded in heavy robes to protect from the sunlight they barely saw down below and another figure wearing a heavy robe with what they recognised as the councils markings.

“Orcnig. It’s good to see you, you needn’t come up here we would have come down to see you.” Teddy said to his mentor.

“It is good to see you too outsider. You were not well when we last saw one another.”

“No, luckily I have a wonderful wife who always knows how to make me feel better. Auster, you were barely comfortable coming to the accommodation below, why are you here?”

“Duty Mr Michell, this is where we say goodbye. The council,” she gestured at the council robed figure next to her. “Have decided that your families business has been concluded down below. With the completion of the weapon and the mounting to you vehicle for transport you have no more requirement to be within Stonewall.”

[Well that feels a little rude.] Kyra commented.

[Well I’m a vandal and we did all bring a lot of trouble from the outside.] Lucy said.

“You may be thinking that this is abrupt.” Orcnig commented. “But the memories of our people are vast and to influence change takes a long time. Holding a piece of armour in high honour at our festival made by an outsider will influence many minds but slowly. Maybe the next time you come through our way you will see evidence of change.”

Teddy nodded, understanding that this was goodbye. Auster was there as she had been involved from the beginning and the council member to make sure they were really gone. Orcnig handed a leather bound book, it had an image of the weapon on the front and was the manual to hand on to the city with the weapon. He also handed Teddy a large drawstring bag, when he opened it he found a collection of the masters prize tools. They must have been worth a fortune, crafted over generations of experience and expertise to make the very best tools for creating weapons and armour.

After a few kind words between the girls and Auster who handed over some of their purchases from the festival they boarded the Serenity again. The Stonewallers weren’t sentimental enough to stand and wave them off but strode quickly down the tunnel away from the light and back into the comfort of the array.

Left alone on the top deck the Mitchells and Ragnar felt a little bit at a loss, they had been so busy during their stay at Stonewall they had barely thought about the onwards journey. With the drama of the kidnapping and subsequent rescue they hadn’t thought what happens next.

“I pose the most decisive course of action must be followed with all possible haste.” Ragnar stated suddenly before anyone had a chance to suggest anything.

“Oh yeh?” James asked.

Ragnar had been with the team a long time now and was incredibly comfortable with them. He proceeded to show this comfort by gently stamping the deck and a rectangular block of crystal started to rise. It stopped around waist height and it opened three ways, the large middle section flipped back and the two sides levered out to expose the grill.

Amongst the laughter and sounds of agreement Kyra pulled out her hand mirror and a set of steaks and overly large chicken legs appeared on the already sizzling grill. Lucy opened a discreet cupboard next to her and pulled out five bottles. As the girls provided sustenance Teddy moved to the drivers station and lazily kicked it into gear and set it off trundling. Lucy handed round the bottles and Teddy got up to clink glasses with the rest of them.

“To many more adventures!”

End book 1

Those Who Walk With Heroes

Notable items in the Mitchell family

Theodore Mitchell:

Hero’s gift:

Item: [Bracers of Defiance] (bronze rank, legendary) [TOUCHED BY DIVINITY]

A personal gift from a deity. Hand crafted to be personalised to the wearer.

Effect: The wearer may bring the bracers to bare against physical and magical attacks. When brought together the bracers form a shield of force in front of the wearer to block incoming attacks, when struck together enemies will feel the force of defiance. Lesser magical attacks may be absorbed through one bracer and returned from the other.

Armour:

Item: [Mystic boots of Myriad] (bronze rank, epic)

The collaboration of brothers to produce a greater sum than their parts.

Effect: By imbuing the boots with a range of quintessence produces an effect within that range. Quantity and quality of quintessence will determine endurance and strength of effect.

Kyra Mitchell:

Hero’s gift:

Item: [Seer’s Beads] (bronze rank, legendary) [TOUCHED BY DIVINITY]

A personal gift from a deity. Hand crafted to be personalised to the wearer.

Effect: A collection of beads personally hand engraved by a god. Each bead’s effects vary from small increase to mana pool, small increase to mana regeneration and a small decrease in mana cost to healing magic.

Armour:

Item: [The Diamond Maiden] (bronze rank [growth], legendary)

A bespoke set of armour, crafted with care and thought from exotic materials. The creator’s deep bond to the recipient has shaped the design on an intrinsic level. The need of the creator to protect the recipient cost him deeply in the making. The end result is armour that will actively protect the wearer to the best of the makers current ability.

Effect: Heavy armour that can deflect the strongest blows of its rank. The magic imbued within the exotic material is recharged by ambient magic to provide a reservoir of power to negate magic based attacks.

Effect: Diamond of the Void. Diamond panels integrated into the armour are subject to a mild gravitational effect, incoming attacks both physical and magical are either mildly repelled or attracted to the Mystic Diamond. The Mystic Diamond being a magical variant of natural occurring diamond absorbs far more damage negating the force of the blow. When enough damage has been received the ruined Mystic Diamond can be rejected from the armour and a new panel will form from dimensional storage built into the armour specifically for this purpose. Mystic Diamond reservoir will periodically need to be replaced in the built in storage. (Alternate panel rejection is to forcefully explode, the damage caused is reflective of the damage sustained by the panel).

Effect: The magic imbued within the exotic material is recharged by ambient magic to provide a reservoir of power to provide a burst of speed. The mana cost of this speed burst is high.

James Mitchell:

Hero’s gift:

Item: [Belt of the Animagus] (bronze rank, legendary) [TOUCHED BY DIVINITY]

A personal gift from a deity. Hand crafted to be personalised to the wearer.

Effect: A belt with dimensional storage, designed to adapt to an essence user with transformation powers. The wearer will have access to any item placed within the pouch when transformed. Transformation powers will cost the user 10% less.

Armour:

Item: [Pauldron of Menagerie] (bronze rank [growth], legendary)

Armour that has been re-forged by the hands of a master armourer, the care and detail put into the reforging by a family member has deepened the connection to the user enhancing its protection. Armour that when developed will increase the effect of transformation powers.

This item is bound to you and cannot be used by anyone else.

Effect: When engraved by a magical armourer (or mystical tattooist’s with the necessary skills) will grant the wearer benefits to transformation powers. Benefits will be limited to size and skill of engraving. Once an engraving is in place it cannot be removed. Engravers must be at least equal rank to the item, higher rank engravers will produce a stronger effect.

Effect (Bear Claw [improved]): When making physical attacks with this item it will create a slashing effect that will cause the [Bleeding] condition to occur. Against targets that do not bleed extra damage of the resonating force type will be added.

Effect (Eagle wing): When making attacks that involve a wing it will sheathe the wing in metalled blades. The attack will be much stronger than without this item. Attacks will have resonating force, disruptive force and trace transcendent damage. Any transformation to wings will include these effects. Ranged effects will be augmented by this accessory. [This effect cannot be improve until silver-gold ascension but will still need upgrade materials per ritual of ascension]

Effect (Lightning [improved]): For a high mana cost imbue attacks with an electric effect. Small chance of paralysis and ongoing muscle spasms.

Effect (Venom of the Merciless Desert [improved]): Inflicts poison damage. Chance to inflict [Milk of the Cacti]. Chance to inflict [Greyscale]. Can only affect living enemies with blood. Must penetrate enemy to inflict poison and [Milk of the Cacti]. Contact with the venom has a smaller chance of causing [Greyscale].

Effect (Armour of the Mud Rhino): When activated it covers the user with the armour of the Mud Rhino. Legendary for its protective properties the armour is near impenetrable by regular weapons of its rank, highly resistant to disruptive damage and resonating force damage. Spell damage is mostly reflected from this armour except in the case of some silver and higher rank powers. This effect allows the mana cost of the use to be negligible and remains only a ‘partial’ body transformation even though it covers the entire body. Power cooldown is also reset immediately after dissipating the armour.

[Bleeding] (affliction, wounding, blood): Deals ongoing damage by causing or increasing blood loss. As a wounding effect, this condition absorbs or negates an amount of incoming healing, after which this affliction immediately ends.

[Milk of the Cacti] (affliction, blood): Causes afflicted enemies to hallucinate and a chance to cause damage to themselves by convulsion.

[Greyscale] (affliction, incapacitating): Affliction that spreads across the skin. Causes joints to lock up and impairs mobility.

Growth Conditions (silver):

Bound user must be at least silver rank.

8 kilograms of mid grade (silver rank) star-fall silver

200 silver-rank iron quintessence gems

200 silver-rank magic quintessence gems

100 silver-rank animal based quintessence gems (per engraving)

[100 bear quintessence]

[100 wing quintessence]

[100 lightning quintessence]

[100 venom quintessence]

[100 rhino quintessence]

2000 silver rank spirit coins

Gold rank Artificer

Ritual of Silver ascension.

Lucy Mitchell:

Hero’s gift:

Item: [Magisters Sheath] (bronze rank, legendary) [TOUCHED BY DIVINITY]

A personal gift from a deity. Hand crafted to be personalised to the wearer.

Effect: Magically reinforced storage for magical artefacts. Will protect any artefacts from impact or attack, unless pulled by the wearer the items will be secure in the sheath. Increases the wearers mana pool by a moderate amount.

Arsenal of the Combat Witch:

#1

Item: [Armour of the Combat Witch] (bronze rank, legendary)

A bespoke item, crafted with care and thought from exotic materials.

Effect Right Arm: Armour that can deflect the strongest blows of its rank. The magic imbued within the exotic material is recharged by ambient magic to provide a reservoir of power to negate magic based attacks.

Effect Left Arm: Armour that can deflect the strongest blows of its rank. Selectable stowage of combat wands. Three wands may be placed in the racks and the user may select which they use to fire, wand selection is instinctive allowing for rapid fire and rapid changing of selected wand. The magic imbued within the exotic material is recharged by ambient magic to provide a reservoir of power to Power the wand rather than the user’s inherent mana supply allowing for multiple castings not including this piece of armour (only one wand may be fired at a time).

Effect Matched Set: With both pieces of [Armour of the Combat Witch] equipped gives the user a 10% decrease to mana consumption for all spells and magical tools.

#2

Item: [Athame of the Combat Witch] (bronze rank, legendary)

*Part of: Arsenal of the Combat Witch*

A bespoke weapon, crafted with care and thought from exotic materials. The creator’s deep bond to the recipient has shaped the design on an intrinsic level. The nature of the weapon calls out to its familial creations, strengthening each in turn.

Effect: The magic imbued within the exotic material is recharged by ambient magic to provide a reservoir of power to enhance the blade with a special attack, when activated the blade will conjure dimensional rift energy along the edge of the blade causing catastrophic damage to the target.

Effect: The magic imbued within the exotic material is recharged by ambient magic to provide a reservoir of power to Power the wand rather than the user’s inherent mana supply, allowing for multiple castings at the same time. Stored wand may be instinctively selected and fired.

Effect: When the Athame penetrates an enemy it will drain targets mana to refill its reservoir.

Overview of the Arsenal:

Arsenal of the Combat Witch

Items in arsenal:

Armour of the Combat Witch

Athame of the Combat witch

Effect: When multiple items from the arsenal are equipped they bolster each other, effect is multiplicative for the amount of items added. Magical reservoir can be shared between the items to power attached magical weapons.

Weapons:

Item: [Death Stick] (bronze rank, legendary)

A wand crafted with enthusiasm, the destructive properties imbued within cannot be contained by the construct materials and may not be used without impunity to both the user and the item. (Magical item, Weapon, Wand).

This item may not be used without the correct essence abilities to use magic items.

[WARNING] This item may cause damage to the user.

Effect: With the wand only exposed at the tip it causes a blast of percussive energy with disruptive force. (1/3 uses per blast)

Effect: With the first two modules exposed in addition to the first effect will cause a blast of magical damage with resonating force. (2/3 uses per blast)

Effect: With all three modules exposed; in addition to the first two effects will cause a blast of dimensional damage, with resistances weakened by both disruptive and resonating force damage the target will be susceptible to localised intense portal effects. (3/3 uses per blast)

(100/200 uses left)

Character sheets; end of book 1

Theodore Mitchell

Race: Outworlder

Current rank: Bronze

Progression to silver rank 2.5% (0/4 essences complete)

Attributes

[Power] (Dimension): [Bronze 1]

[Speed] (Swift): [Bronze 1]

[Spirit] (Void): [Bronze 1]

[Recovery] (Dark): [Bronze 1]

Racial abilities (Outworlder)

Mitchell Family Interface system

Looting ability

Language adaptation

Minimap

Essences (4/4)

Dark [Recovery] (5/5)

Shadow self

Ability: [Shadow self] (Dark)

Conjugation (darkness)

Base cost: Low mana

Cool-down: None

Current rank: Bronze 1 (10%)

Effect (iron): Can blend self into shadows, much harder to detect with normal senses. Ignore all physical damage when struck however this will cancel the power.

Effect (bronze): Can teleport extremely short distances between shadows.

Shard of darkness

Ability: [Shard of Darkness] (Dark)

Special attack (ranged)

Base cost: low mana

Cool-down: 3 seconds

Current rank: Bronze 1 (02%)

Effect (iron): A blade made of darkness made physical is hurled at the enemy causing minor damage. Can be negated by magically enhanced light.

Effect (bronze): Two blades of darkness can be thrown in rapid succession. Damage is increased from iron rank variant. New form [Slice of Darkness] can be used.

[Slice of Darkness]: High mana cost, chaining variant of a single blade of darkness.

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Shadow lantern

Ability: [Shadow lantern] (Dark)

Familiar (ritual, summon)

Cost: Extreme mana, extreme stamina, extreme health.

Cool-down: None

Current rank: Bronze 1 (20%)

Effect (iron): Summon a [Shadow lantern] to serve as a familiar. [Shadow familiar] will fire bolts of darkness at enemies for extremely low damage. Attacks against enemies have a chance to inflict [Blindness] against enemies.

Effect (bronze): Two lanterns are now summoned. Summoned familiars have the ability to penetrate shadows for the user only.

[Blindness]: enemies affected by the condition will have all senses blinded for 7.5 seconds.

Slippers of the Shade

Ability: [Slippers of the shade] (Dark)

Special ability

Base cost: Low mana

Cool-down: Varies

Current rank: Bronze 1 (15%)

Effect (iron): The user makes no sound when making contact with the ground or objects. Can extend this effect to others by touch for an ongoing moderate mana amount.

Effect (bronze): The user can adhere to walls for an ongoing moderate mana cost.

Hands of the Reaper

Ability: [Hands of the Reaper] (Dark)

Special attack (poison, constriction, execute)

Base cost: Moderate mana

Cool-down: Low

Current rank: Bronze 1 (01%)

Effect (iron): The user can summon the hands of the Reaper from nearby shadows, these will attack a single target attempting to pin them in place. Targets will suffer [poison] and [constrict] damage when under the effect. For a High mana cost can be used as an execute ability. The Hands of the Reaper will pull the victim out of existence with transcendent damage that escalates with the amount of damage already inflicted on the target.

Effect (bronze): Multiple enemies can be targeted for a multiplicative cost to mana.

Swift [Speed] (5/5)

Winged feet

Ability: [Winged feet] (Swift)

Special ability

Base cost: moderate mana

Cool-down: 5 seconds

Current rank: Bronze 1 (10%)

Effect (iron): Causes a permanent significant increase in speed. Allows for slow fall and a mid air jump. Mid air jumps are limited to 1 every 5 seconds at iron rank.

Effect (bronze): Mid air jumps 1 every 2 seconds.

By a Thousand Cuts

Ability: [By a Thousand Cuts] (Swift)

Special attack

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 1 (16%)

Effect (iron): Successful hits cause an instance of [Rapid].

Effect (bronze): A build up of successful hits will cause an instance of [Phantom Cut]

[Rapid]. Buff. Stacking. Increases attack speed.

[Phantom Cut]. After enough successful strike of [By a thousand cuts] five phantom blades are left on the target to continue striking for up to five seconds.

Eyes of the swift

Ability: [Eyes of the swift] (Swift)

Special ability (perception, time)

Base cost: Moderate mana

Cool-down: Nil

Current rank: Bronze 2 (20%)

Effect (iron): When activated slows down movement to your perception to make real time appear slower.

Effect (bronze): Perception of movement around the user is even slower, almost stationary. Bronze rank effect now shows the ghost of future movement based on the current speed and trajectory of the surroundings of the user. This is not a precognitive ability and is only based on current perception of surroundings. User can use this effect to produce their own ‘ghost’ movement, plotting their next move to the limit of their perception. Effect increased with minor threshold advancement.

Fly Like an Arrow

Ability: [Fly like an arrow] (Swift)

Special ability

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 1 (05%)

Effect (iron): Projectiles thrown or fired by you fly twice as fast as they normally would.

Effect (bronze): Projectiles thrown or fired by you fly five times as fast as they normally would.

Wraith’s Dash

Ability: [Wraiths dash] (Swift)

Special ability

Base cost: moderate mana

Cool-down: Nil

Current rank: Bronze 1 (05%)

Effect (iron): Speed forward on the ground for an ongoing mana cost.

Effect (bronze): Speed forward over the ground for an ongoing mana cost.

Dimension [Power] (5/5)

Dimensional Warrior

Ability: [Dimensional warrior] (Dimension)

Summon (ritual, summon)

Base cost: High mana.

Cool-down: 1 hour

Current rank: Bronze 1 (01%)

Effect (iron): Summon a warrior to fight for the summoner for a short duration. Type of warrior will differ from summon to summon. The warrior will either use rapid weak attacks on multiple enemies or one large attack on a single target up to the value of the summoners highest damage attack. The warrior will mirror the summoners strength and defence.

Effect (bronze): Summon multiple iron rank warriors for a short duration, the number of summons and strength will effect duration. Alternate use is to summon a singular bronze rank warrior.

Teleport

Ability: [Teleport] (Dimension)

Special ability (teleport, dimension)

Base cost: High mana

Cool-down: Varies with distance travelled.

Current rank: Bronze 1 (90%)

Effect (iron): Teleport self over a moderate distance, increasing with minor threshold advancement.

Effect (bronze): Teleport over a wider distance. For a significant mana increase can teleport others over the iron rank distance.

Dimension rift

Ability: [Dimension Rift] (Dimension)

Special ability: (Teleport, Short range astral tunnel)

Base cost: Mana dependent for length of effect

Cool-down: Nil

Current rank: Bronze 1 (80%)

Effect (iron): A rift in reality appears, the caster is able to travel through into another rift opening in short range of the first, anything that comes into contact with either rift will be partially teleported to another dimension, strength of material in contact will effect how much of an effect the rift will have. Alternate use, the caster can open a single rift and use it as dimensional storage.

Effect (bronze): Damage is more effective against enemies of lower rank. Tunnel distance is increased. Causes an ongoing damaging effect for a short while.

Dimensional Instability

Ability: [Dimensional instability] (Dimension)

Special ability (de-buff, stacking, deleterious)

Base cost: low mana

Cool-down: 5 minutes

Current rank: Bronze 1 (02%)

Effect (iron): can cause an area of effect to the limit of the casters aura that force enemies to feel the effects of dimensional instability normally felt through effects such as teleporting. Will effect enemies that have immunities to such usual effects such as astral affinity.

Effect (bronze): Enemies in the area of effect will suffer [Dimensional bleed]

[Dimensional bleed]: enemies suffer a mild amount of transcendent damage.

Dimension Blade

Ability: [Dimension Blade] (Dimension)

Conjuration (blade, teleport)

Base cost: extreme low mana, increasing with target being cut

Cool-down: none

Current rank: Bronze 1 (90%)

Effect (iron): Create a Dimensional Rift no longer than 2m, effectively works as a sword, and teleports anything it comes into contact with to another dimension. Higher rank items and targets will require more mana.

Effect (bronze): base cost for effective cutting is significantly reduced. Ongoing damaging effect for a short while. Your aura has greater control over blade properties.

Void [Spirit] (5/5)

Aura of the void

Ability [Aura of the void] (Void)

Aura (time, dimension, void, physics)

Base cost: None

Cool-down: Nil

Current rank: Bronze 2 (10%)

Effect (iron): Enemies within the aura have a slowing effect. For every enemy that is affected you have a slight speed increase.

Effect (bronze): Enemies affected by aura power are subject to a mild gravitational effect, either push or pull will be chosen by the user.

Black Hole Hand Grenade

Ability: [Black hole hand grenade] (Void)

Special attack (gravity, explosive)

Base cost: Moderate mana

Cool-down: 5 minutes

Current rank: Bronze 1 (07%)

Effect (iron): When thrown the grenade will form a black hole that pulls enemies towards it, on contact will cause damage to the enemy. After a short time the grenade will explode, explosion is increased for the amount of damage caused by the gravity effect.

Effect (bronze): Up to two grenades can be thrown, cooldown is per grenade.

Poison of the Void

Ability: [Poison of the void] (void)

Special attack (poison, area)

Base cost: low with ongoing mana cost

Cool-down: Nil

Current rank: Bronze 1 (04%)

Effect (iron): Causes a minor health and stamina drain that replenishes the caster. Mana cost will increase for distance spread. Will not affect allies within your aura.

Effect (bronze): Increase the distance and duration of the spell. Enemies mana will be drained to replenish the caster.

Void Pull

Ability: [Void pull] (Void)

Special attack (Gravity)

Base cost: Moderate mana

Cool-down: 5 min

Current rank: Bronze 1 (15%)

Effect (iron): Throws a black hole that when stationary will pull objects towards with great force, enemies against the black hole will suffer ongoing resonating and disruptive force damage.

Effect (bronze): Larger effect that can pull stronger enemies, user can designate targets to not be effected at will.

Unleash the void. “From beyond our reality let beasts become made.”

Ability: [Unleash the void] (Void)

Summon (ritual, summon)

Base cost: High mana.

Cool-down: 1 hour

Current rank: Bronze 1 (01%)

Effect (iron): Summon a portal to the void which will unleash terrible creatures from outside our reality for a short while to attack the summoners enemies. The void itself will have a gravitational effect on enemies pulling them towards it and damaging them if they resist.

Effect (bronze): Darker beasts.

Kyra Mitchell

Race: Outworlder

Current rank: Bronze

Progression to silver rank 2.5% (0/4 essences complete)

Attributes

[Power] (Earth): [Bronze 1]

[Speed] (Mirror): [Bronze 1]

[Spirit] (Diamond): [Bronze 1]

[Recovery] (Life): [Bronze 1]

Racial abilities (Outworlder)

Mitchell Family Interface system

Looting ability

Language adaptation

Pocket mirror - storage power

Essences (4/4)

Earth [Power] (5/5)

Boulder Throw

Ability: [Boulder throw] (Earth)

Special attack

Base cost: Moderate mana

Cool-down: 30 secs

Current rank: Bronze 1 (01%)

Effect (iron): A boulder will materialise in mid air almost instantaneously. Boulder can then be thrown with great force over a moderate distance.

Effect (bronze): Two boulders may be summoned at will each with a 30 second cooldown.

Earth Spike

Ability: [Earth spike] (Earth)

Special attack

Base cost: Moderate mana

Cool-down: 30 secs

Current rank: Bronze 1 (25%)

Effect (iron): Within a moderate distance of the caster form an earth spike to project from the earth.

Effect (bronze): 5 spikes may be summoned, each with a 30 second cooldown.

Earth Wall

Ability: [Earth wall] (Earth)

Special ability

Base cost: Moderate mana

Cool-down: 5 min

Current rank: Bronze 1 (05%)

Effect (iron): Summons a large earth wall from the ground to absorb a high amount of damage.

Effect (bronze): Rolling Earth Wall. The earth wall is stronger and replaces damage sections by drawing more earth from the ground.

Terraform

Ability: [Terraform] (Earth)

Special ability

Base cost: Variable mana

Cool-down: Nil

Current rank: Bronze 2 (25%)

Effect (iron): Manipulate the ground in a short distance around the user.

Effect (bronze): Enhanced control over the ground around the user. Can move seeds and water through the ground and accelerate growth

Seismic Sense

Ability: [Seismic sense] (Earth)

Special ability

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 2 (60%)

Effect (iron): A passive ability that allows the user to sense vibrations through the ground, will form a coherent picture of the area around the user.

Effect (bronze): Further range and sensitivity.

Life [Recovery] (5/5)

Life Bolt

Ability: [Life bolt] (Life)

Special ability

Base cost: Low mana

Cool-down: 30 secs

Current rank: Bronze 1 (80%)

Effect (iron): A bolt will be fired on casting causing a small amount of healing to a single target. Life bolt has an extreme reaction to undead targets.

Effect (bronze): A second bolt of healing is available per casting for the same mana cost.

Life Aura

Ability: [Life aura] (Life)

Special ability

Base cost: Low mana

Cool-down: 2 min

Current rank: Bronze 1 (70%)

Effect (iron): This is not an aura power. Life aura can be cast on a single target to interrogate target health status. When cast on allies will cause a very slight ongoing healing effect.

Effect (bronze): When cast on allies will now also cause a very slight ongoing mana and stamina regeneration.

Life Charge

Ability: [Life charge] (Life)

Special ability

Base cost: Extreme high mana

Cool-down: 1 hour

Current rank: Bronze 1 (50%)

Effect (iron): Extremely high healing magic.

Effect (bronze): High ongoing healing effect for a short duration.

Lucky

Ability: [Lucky] (Life)

Familiar (ritual, summon)

Cost: Extreme mana, extreme stamina, extreme health.

Cool-down: None

Current rank: Bronze 2 (40%)

Effect (iron): Lucky the puppy is summoned as a familiar. When absorbed effects the look of the summoners hair. Will cause a moderate ongoing healing boost. When deployed from the user will produce a low ongoing healing effect in a small area of effect.

Effect (bronze): Lucky is now a young dog, his healing effects are increased as is his area of effect. His healing effects against ranks lower than him are greatly increased.

Clean Living

Ability: [Clean living] (Life)

Special ability (cleanse)

Base cost: Varied

Cool-down: Nil

Current rank: Bronze 1 (20%)

Effect (iron): Creates an area of purified air around the caster. Allies within the area of effect have instances of poisons and toxins cured. Mana cost is increased for amount of afflictions being cleansed.

Effect (bronze): Clean Living now cleanses Holy and Un-Holy.

Mirror [Speed] (5/5)

Self Reflection

Ability: [Self reflection] (Mirror)

Special attack (retributive)

Base cost: Moderate mana

Cool-down: 30 min

Current rank: Bronze 1 (05%)

Effect (iron): Once activated any damage taken can be reflected onto enemy within 5 seconds, must touch enemy.

Effect (bronze): Damage reflect within 10 seconds.

Line of Mirrors

Ability: [Line of mirrors] (Mirror)

Special ability

Base cost: Low mana

Cool-down: Nil

Current rank: Bronze 1 (20%)

Effect (iron): Can see through allies eyes and vice versa.

Effect (bronze): Range is now increased and audio is now available.

Paired Mirrors

Ability: [Paired mirrors] (Mirror)

Special ability

Base cost: Low mana

Cool-down: Nil

Current rank: Bronze 1 (05%)

Effect (iron): Owned mirrors can be paired to form a permanent 2 way communication to be used over large distances. Iron rank only allows one pair to be bonded.

Effect (bronze): 3 pairs of mirrors can be bonded.

Slice of Mirror

Ability: [Slice of Mirror] (Mirror)

Special attack

Base cost: Low Mana

Cool-down: low.

Current rank: Bronze 1 (15%)

Effect (iron): Fire a small piece of mirror at an enemy for low damage. Enemies hit with the mirror are afflicted with [7 Years Bad Luck].

Effect (bronze): A fistful of mirror shards are now thrown.

[7 Years Bad Luck] (affliction, unholy, stacking): Wherever the enemy afflicted with this power steps finds mirror shards on the floor that deal minor damage. Enemies effected by this suffer an instance of [vulnerable].

[Vulnerable] (affliction, unholy, stacking): All resistances are reduced. Additional instances have a cumulative effect.

Mirror Maze

Ability: [Mirror Maze] (Mirror)

Special ability

Base cost: Low mana

Cool-down: 5min

Current rank: Bronze 1 (10%)

Effect (iron): 10 perfect copies of the caster will appear and be able to be moderately controlled within casters aura.

Effect (bronze): An adjustable amount of copies of the caster will appear up to 15 copies. Copies will have slight tangibility and have a higher level of independent control.

Diamond [Spirit] (5/5)

Diamond Golem

Ability: [Diamond golem] (Diamond)

Summon (ritual, summon)

Cost: High mana.

Cool-down: None

Current rank: Bronze 1 (10%)

Effect (iron): Summon a [Diamond golem] to serve as a temporary summon. The golem is a high hit point low attack defender. When it receives enough damage it will explosively separate into 3 smaller golems with less hit points. When these are destroyed they are also explosive.

Effect (bronze): Golem is now much larger and can fire diamond chunks. When destroyed will explosively split into 6 smaller golems. When these are destroyed they are also explosive.

Diamond Lantern

Ability: [Diamond lantern] (Diamond)

Familiar (ritual, summon)

Cost: Extreme mana, extreme stamina, extreme health.

Cool-down: None

Current rank: Bronze 1 (50%)

Effect (iron): Summon a [Diamond lantern] to serve the summoner. [Diamond lantern] will orbit the summoner and fire resonating force bolts. When absorbed will change the appearance of the summoners eyes, when absorbed will provide ongoing mana replenishment.

Effect (bronze): 2 lanterns are now summoned. One lantern will fire disruptive force bolts while the other fires resonating force.

Encased

Ability: [Encased] (Diamond)

Special ability

Base cost: Moderate Mana

Cool-down: 2 minutes

Current rank: Bronze 1 (25%)

Effect (iron): Encased in impenetrable armour for 5 seconds, cannot move whilst encased.

Effect (bronze): Encased for 10 seconds, armour is now malleable.

Diamond Weapons

Ability: [Diamond weapons] (Diamond)

Special ability (conjuration)

Base cost: Varies

Cool-down: Nil

Current rank: Bronze 1 (40%)

Effect (iron): Summon a sword and shield made entirely of diamond.

Effect (bronze): The user can now summon a diamond spear, the time before dismissal will be increased after leaving the users hand in order to allow it to be thrown. Iron rank summoned weapons will now be summoned at bronze rank strength.

Resolve of Diamond

Ability [Resolve of diamond] (Diamond)

Aura

Base cost: None

Cool-down: Nil

Current rank: Bronze 2 (80%)

Effect (iron): You have an indomitable aura that is much tougher than normal auras of your rank, provide protection against attacks 2 ranks up from the users rank.

Effect (bronze): Protection for self is still 2 ranks up but can now shield allies from 1 rank up of self.

James Mitchell

Race: Outworlder

Current rank: Bronze

Progression to silver rank 2.5% (0/4 essences complete)

Attributes

[Power] (Bear): [Bronze 1]

[Speed] (Rat): [Bronze 1]

[Spirit] (Eagle): [Bronze 1]

[Recovery] (Animagus): [Bronze 1]

Racial abilities (Outworlder)

Mitchell Family Interface system

Looting ability

Language adaptation - including animals

Princess power - storage

Staff of the Everglades

Ability: [Staff of the Everglades]

Transfigured from [Outworlder] ability [One with Nature]

Place a staff that conjures an everglade around you.

Anyone that is not invited to the glade will not be able to perceive either it or you, subtle illusion magic will direct them around the glade.

Health and mana regeneration is increased in the glade.

The Staff of the Everglades is only available once per day.

Essences (4/4)

Rat [Speed] (5/5)

Empty the Sewer

Ability: [Empty the sewer] (Rat)

Summon (Compost circle)

Base cost: Moderate mana

Cool-down: 1 Hour

Current rank: Bronze 1 (05%)

Effect (iron): Summons 5 rats from the circle. Within a small aura surrounding the rats they spread pestilence leaving multiple afflictions. [Typhoid], [Black death], [Rock joint]. Bite from a rat causes summon to die but will break through any resistances.

Effect (bronze): Summons 50 rats.

[Typhoid]: Persistent high temperature, piercing headache and high mana drain to cause a premature mana headache.

[Black death]: extreme black vomiting and moderate health drain.

[Rock joint]: Debilitating effect on agility, enemies affected are slower.

Prehensile Tail

Ability: [Prehensile tail] (Rat)

Special attack

Base cost: Moderate mana

Cool-down: 5 min

Current rank: Bronze 1 (20%)

Effect (iron): Summon an enormous rat tail from the summoner. The appendage will last 60s and will be completely controllable during that time. The tail has a 5 x base strength boost. For the purpose of other special attacks it counts as an unarmed attack.

Effect (bronze): Summon tail for 5 minutes. Tail has a 10 x base strength boost.

Omnivorscent

Ability: [Omnivorscent] (Rat)

Special ability (immunity)

Base cost: Low mana

Cool-down: Nil

Current rank: Bronze 1 (01%)

Effect (iron): User is immune to all poisons and toxins.

Effect (bronze): User regains health, mana and stamina from all poisons and toxins.

Scurry

Ability: [Scurry] (Rat)

Special ability: Agility boost

Base cost: Low mana

Cool-down: Combat status dependant

Current rank: Bronze 1 (40%)

Effect (iron): At the start of every fight receive a 10 second boost to agility. Agility will be boosted to 200% with a small increase with every minor threshold advancement.

Effect (bronze): 20 second boost to agility. Agility will be boosted to 300%. For an ongoing moderate mana cost can extend the duration of the boost.

Scenting

Ability: [Scenting] (Rat)

Special ability

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 1 (90%)

Effect (iron): User can see scents in the environment.

Effect (bronze): User can see aura trails.

Bear [Power (5/5)

Koda

Ability: [Koda] (Bear)

Familiar (ritual, summon)

Cost: Extreme mana, extreme stamina, extreme health.

Cool-down: None

Current rank: Bronze 1 (50%)

Effect (iron): Koda the junior bear is summoned to serve the summoner. When absorbed will significantly increase the strength of the summoner.

Effect (bronze): Koda is larger and stronger with a much higher damage against enemies of a lower rank. When absorbed he will now aid the summoner in deflecting 20% of incoming physical damage.

Hibernation

Ability: [Hibernation] (Bear)

Special Agility

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 2 (10%)

Effect (iron): Meditation adds instance of [Integrity] buff, stacking.

Effect (bronze): Instances accrue faster.

[Integrity]: heal over time, mana over time. Instances drop off over time.

Ursa Family

Ability: [Ursa Family] (Bear)

Special ability (Retributive buff)

Base cost: moderate mana

Cooldown: 5min

Current rank: Bronze 1 (10%)

Effect (iron): Attacks against an ally cause an instance of [Fortitude].

Effect (bronze): Attacks against an ally cause an instance of [Family Blessing]

[Fortitude]: Becomes stronger with each instance.

[Family blessing]: Everyone under the influence of [Ursa Family] receives an instance of [Family blessing] when one individual is successfully attacked. Instances of [Family blessing] are consumed to absorb damage from any source. Additional instances have a cumulative effect. For each instance consumed, gain an instance of [Family bounty].

[Family bounty] (heal-over-time, holy, stacking): Heal over time. Additional instances have a cumulative effect.

Standing Kodak

Ability: [Standing Kodak] (Bear)

Special ability

Bas cost: Nil, Passive power

Cool-down: Nil

Current rank: Bronze 1 (40%)

Effect (iron): 2 foot planted attacks deal 200% more damage. Absorbs 50% of incoming damage.

Effect (bronze): 2 foot planted attacks now deal 250% more damage. Absorbs 60% of incoming damage.

Bear (Bare) arms

Ability: [Bear (Bare) Arms] (Bear)

Special ability / Special attack

Base cost: Varies

Cool-down: Varies

Current rank: Bronze 1 (40%)

Effect (iron): Unarmed attacks do 400% damage

Effect (bronze): For a high mana cost the user can throw out a combination attack that is boosted to 800%. Very high long cooldown.

Eagle [Spirit] (5/5)

Rise

Ability: [Rise] (Eagle)

Aura (Spirit) (Boon)

Base cost: None.

Cool-down: None.

Current rank: Bronze 2 (40%)

Effect (iron): Allies within you aura have their perception and perception powers significantly increased. Allies spirit attribute will be temporarily increased. Enemies within the aura will have a sense of dread of a predator above.

Effect (bronze): Weaker willed enemies will be afflicted with [Vulnerable].

[Vulnerable]: Cause your attacks to be more effective against an enemy.

Vision of the Eagle

Ability: [Vision of the eagle] (Eagle)

Special ability

Base cost: Low Mana

Cool-down: Nil

Current rank: Bronze 2 (10%)

Effect (iron): Can zoom vision up to 10x

Effect (bronze): Can see magic

Peregrine dive

Ability: [Peregrine Dive] (Eagle)

Special attack

Base cost: Low Mana

Cool-down: low.

Current rank: Bronze 1 (60%)

Effect (iron): Limited teleport to above an enemy. User will be accelerated to terminal velocity to strike enemy. Chance to be used as an execute ability [Last Shadow]

Effect (bronze): Distance is doubled.

[Last Shadow] (execute, holy): As an execute effect, damage scales exponentially with level of injury.

Birds of a Feather

Ability: [Birds of a feather] (Eagle)

Special ability

Base cost: moderate Mana

Cool-down: Nil

Current rank: Bronze 1 (90%)

Effect (iron): Can communicate with birds and bird like creatures over a large distance. With non intelligent birds can sense and convey feelings.

Effect (bronze): Distance over which ability can be used is significantly increased. Multiple birds in different locations may be communicated with at the same time.

Wing sweep

Ability: [Wing sweep] (Eagle)

Special attack (wind, summon)

Base cost: Low Mana

Cool-down: low.

Current rank: Bronze 1 (30%)

Effect (iron): Summon an enormous wing to blast back enemies, a torrent of wind accompanies it.

Effect (bronze): Greater range and knockdown. Enemies are buffeted by a strong wind for a short period affecting their agility.

Animagus [Recovery] (5/5)

Inner Beast

Ability: [Inner beast] (Animagus)

Special ability (animagus, shapeshift)

Base cost: Very high mana

Cool-down:18 hours

Current rank: Bronze 1 (35%)

Effect (iron): Transform into an animal of your choice for one hour. The animal of your choosing will be the prime example of that animal.

Effect (bronze): Transformation now lasts two hours minimum unless the user cancels the power, duration will increase with progress through rank. Animals transformed into will have bronze rank equivalent strength. Cool-down reduced to eighteen hours.

Shaman

Ability: [Shaman] (Animagus)

Summon (Leaf circle)

Base cost: Moderate mana to enact then mana dependant effect.

Cool-down: Nil

Current rank: Bronze 1 (15%)

Effect (iron): Summon the spirits of the ancients to heal yourself or allies. Occupant of the circle does not have to be the caster. The occupant of the circle can trade mana for health.

Effect (bronze): Multiple circles may be placed.

Animage

Ability: [Animage] (Animagus)

Special ability (animagus, shapeshift)

Base cost: High mana

Cool-down: 5 min

Current rank: Bronze 2 (20%)

Effect (iron): Transform one part of your body for a high mana cost to that of an animal for a short duration. Duration beyond a short while will have an exponential mana cost. Base cost will rise to Very High mana cost for a transformation of two body parts.

Effect (bronze): Duration of transformation is significantly increased. The same transformation may be used in quick succession for a reduced mana cost.

Snake Sorcerer

Ability: [Snake sorcerer] (Animagus)

Special attack (poison)

Base cost: Low mana

Cool-down: Nil

Current rank: Bronze 1 (28%)

Effect (iron): The user can summon snakes that will be cast towards an enemy over a moderate distance. The bite of the snake does a mild amount of damage with the possibility to inflict poison.

Effect (bronze): The user can summon an alternate snake, this breed is much larger and thicker, can be thrown for a slightly limited range and causes constriction damage rather than poison.

Apex Predator

Ability: [Apex Predator] (Animage)

Special ability (Spell, Intimidate)

Base cost: moderate mana (increasing with high level enemies)

Cool-down: 1hr

Current rank: Bronze 1 (15%)

Effect (iron): Intimidate targeted enemy. Successfully intimidated enemies will be inflicted with an instance of [Vulnerable].

Effect (bronze): Spell can now be used silently to any enemies within users aura.

[Vulnerable]: Cause your attacks to be more effective against an enemy.

Lucy Mitchell

Race: Outworlder

Current rank: Bronze

Progression to silver rank 2.5% (0/4 essences complete)

Attributes

[Power] (Magic): [Bronze 1]

[Speed] (Vision): [Bronze 1]

[Spirit] (Mind): [Bronze 1]

[Recovery] (Illusion): [Bronze 1]

Racial abilities (Outworlder)

Mitchell Family Interface system

Looting ability

Language adaptation

Essences (4/4)

Magic [Power] (5/5)

Magical Artisan

Ability: [Magical artisan] (Magic)

Special ability

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 2 (10%)

Effect (iron): Significantly increases mana available. Grants the user the ability to use magical tools and vehicles.

Effect (bronze): Mana threshold is increased. User can push magical items beyond their limit, user can alter and repair magical items.

Magical Master

Ability: [Magical Master] (Magic)

Special ability (Perception)

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 1 (90%)

Effect (iron): Significantly increase mana available. Can see magic.

Effect (bronze): Mana threshold is significantly increased. Distance magic is perceived is significantly increased. The user can see if ritual magic rituals will be successful without testing.

Magic Missile

Ability: [Magic Missile] (Magic)

Spell: Magic Missile

Base cost: Low mana

Cool-down: Varies.

Current rank: Bronze 1 (90%)

Effect (iron): Fires a magic missile that magically tracks a target.

Effect (bronze): Cooldown between missiles is removed. More mana can be sunk into each missile which will attract a cool-down.

Mana Lantern

Ability: [Mana lantern] (Magic)

Familiar (ritual, summon)

Cost: Extreme mana, extreme stamina, extreme health.

Cool-down: None

Current rank: Bronze 1 (80%)

Effect (iron): Summon a [Mana lantern] to serve as a familiar. [Mana lantern] will significantly increase mana recovery when absorbed. When deployed will increase mana recover to user an allies in a small aura.

Effect (bronze): An extra lantern is summoned.

Rune Lore

Ability: [Rune Lore] (Magic)

Special ability: Rune projection

Base cost: Variable mana

Cool-down: Nil.

Current rank: Bronze 1 (80%)

Effect (iron): Increased mana regeneration. Project runes that will form a portal window to dimensional storage. Alternate use is to produce a varied range of combat rituals, these rituals are supplied by the casters own mana to be powered. Flexible usage requires a varied mana input. Only one ritual or storage power may be used at a time.

Effect (bronze): Two rune circles may be used at the same time for an increased mana output, the effects may be the same or different.

Vision [Speed] 5/5)

Fog of War

Ability: [Fog of war] (Vision)

Special ability

Base cost: High mana

Cool-down: 2 min

Current rank: Bronze 1 (60%)

Effect (iron): For a short duration enemies in a small area of effect have a thick mist obscure their vision. User and allies can see through the fog and the extent of it.

Effect (bronze): Duration of effect is increase. For an increased mana amount the density of the fog can be increased.

Focussed Eyes

Ability: [Focussed eyes] (Vision)

Special ability (perception)

Base cost: Nil

Cool-down: Nil

Current rank: Bronze 1 (30%)

Effect (iron): Increased aim with all projectiles.

Effect (bronze): Preternatural aim with all projectiles for a low ongoing mana cost.

Double Vision

Ability: [Double vision] (Vision)

Special ability

Base cost: High mana

Cool-down: 5 min

Current rank: Bronze 1 (10%)

Effect (iron): Confuses enemies vision to see double in front of them increasing their chance of missing for a short duration.

Effect (bronze): Attacks on illusionary double cause a mana drain on enemy to replenish the user.

Vertigo

Ability: [Vertigo] (Vision)

Special ability

Cost: Moderate mana

Cool-down: Varied

Current rank: Bronze 1 (20%)

Effect (iron): Causes enemies to loose balance and an effect similar to standing room a great height looking down for a short duration. Cost is increased to very high to prolong the effect.

Effect (bronze): Passive effect is added, when enemies look at the user they will suffer from mild vertigo irrespective of height to target.

Lechuza

Ability: [Lechuza] (Vision)

Familiar (ritual, summon)

Base cost: Extreme mana, extreme stamina, extreme health.

Cool-down: None

Current rank: Bronze 2 (20%)

Effect (iron): Summon an Owl Familiar to serve as a familiar. [Lechuza] has the ability to mirror some abilities of the summoner. Summoner can project themselves into the familiar from a moderate distance away to see through the summons eyes, have some control of the body and use some powers through the familiar. The body of the summoner is left unprotected during this time. When the summon is absorbed [Lechuza] can reflect most incoming physical damage.

Effect (bronze): [Lechuza] has gained a new form, [Bush Witch] can be used to cast various spells and will cast previously unused summoners spells from the familiar. When absorbed mind altering powers are enhanced to the summoner and mana pool and recovery is enhanced. Absorbed boosts will only apply when absorbed from the [Bush Witch] form. When [Owl] form is absorbed then legacy effects from iron rank will be applied at bronze rank.

Mind [Spirit] (5/5)

Psychic Shriek

Ability: [Psychic Shriek] (Mind)

Special attack

Base cost: Moderate mana

Cool-down: 30 secs

Current rank: Bronze 1 (05%)

Effect (iron): A non-verbal cry. Causes a brief period of intense disorientation to a single target. Causes minor damage to the target.

Effect (bronze): Damage is increased to the target. Alternate attack [White Noise] is now available, Low level harmless noise is used to distract targets.

Clarity

Ability [Clarity] (Mind)

Aura

Base cost: None

Cool-down: Nil

Current rank: Bronze 2 (50%)

Effect (iron): Improves clarity of thinking speed to self and allies within aura.

Effect (bronze): Negatively effects the thinking capabilities of enemies in the aura.

Amnesia. (Forget, let your earthly concerns begone for a while)

Ability: [Amnesia] (Mind)

Special ability (curse)

Base cost: Moderate mana

Cool-down: 5 min

Current rank: Bronze 1 (15%)

Effect (iron): Short term curse causes the enemy to forget the last 30sec for 30sec.

Effect (bronze): For extremely high mana cost make 10 seconds amnesia permanent. Temporary amnesia is now 60 seconds. Cooldown for temporary amnesia is 30 second

Astral Projection

Ability: [Astral Projection] (Mind)

Special ability

Base cost: Low mana

Cool-down: None

Current rank: Bronze 1 (20%)

Effect (iron): Project your consciousness outside your body to a range determined by power of the ability. Whilst in this form you cannot affect or be effected by physical matter. You may be detected by aura senses in this form. Your body is left defenceless whilst using this power. Any damage to your body will cause your consciousness to be immediately recalled.

Effect (bronze): Two projections may be used at the same time. Distance is increased.

Telepathy

Ability: [Telepathy] (Mind)

Special ability

Base cost: Low mana, increasing to high with distance.

Cool-down: Nil

Current rank: Bronze 1 (05%)

Effect (iron): Can initiate mental communication either with those in immediate eye line or by contacts list.

Effect (bronze): Can initiate telepathic communication with anyone within aura effect regardless of line of sight. Can designate targets, allies and points of interest to allies within users aura.

Illusion [Recovery] (5/5)

Houdini Palace

Ability: [Houdini palace] (Illusion)

Special ability

Base cost: Moderate mana

Cool-down: 15 min

Current rank: Bronze 1 (10%)

Effect (iron): Summon illusionary mirror walls around target for a short duration.

Effect (bronze): Walls can now take the appearance of the surroundings of the target. Broken walls cost the target mana.

Switch Teleport

Ability: [Switch teleport] (Illusion)

Special ability

Base cost: Moderate mana

Cool-down: 30 min

Current rank: Bronze 1 (02%)

Effect (iron): Select one person to switch teleport. Base cost increases to high mana to switch teleport with an enemy.

Effect (bronze): Can switch two targets (no longer has to be the caster).

Playing Possum

Ability: [Playing possum] (Illusion)

Special ability

Base cost: High mana

Cool-down: 18 Hour

Current rank: Bronze 1 (01%)

Effect (iron): Negates an enemy attack.

Effect (bronze): Causes an instant teleport a short distance away with an illusionary double left in place.

Enter Sandman

Ability: [Enter Sandman] (Illusion)

Special ability

Base cost: High mana.

Cool-down: 5 min

Current rank: Bronze 1 (90%)

Effect (iron): When activated enables the caster to cause a moment illusion in from of an enemy. This illusion is what is most likely to terrify the target causing them to panic.

Effect (bronze): Bronze rank lengthened incantation produces an extended duration illusion. Illusion strength is much higher. Multiple uses of short incantation may be used instead with no cool-down.

Kansas City Shuffle

Ability: [Kansas City Shuffle] (Illusion)

Special ability

Base cost: Low mana

Cool-down: 5 min

Current rank: Bronze 1 (75%)

Effect (iron): Conjure a small illusion to distract an enemy.

Effect (bronze): Whilst the target is distracted gain access to their inventory including dimensional storage, equipped items and pockets. User has a 65% chance to successfully steal an item unnoticed. Chances decrease dramatically if the item is equipped.

End book 1

Those Who Walk With Heroes