SPELLS (For Humans)
Fire 1 base damage to one target 7 health points Cost 5 mana 1 ability point
Fire 2 base damage to one target 14 health points Cost 15 mana 5 ability points
Fire 3 damage each of five targets 14 health points Cost 45 mana 9 ability points
Fire 4 damage each of five targets 28 health points Cost 135 mana 13 ability points
Ice 1 base damage to one target 7 health points Cost 5 mana 1 ability point
Ice 2 base damage to one target 14 health points Cost 15 mana 5 ability points
Ice 3 damage each of five targets 14 health points Cost 45 mana 9 ability points
Ice 4 damage each of five targets 28 health points Cost 135 mana 13 ability points
Lightning 1 damage to one target 10 health points Cost 7 mana 2 ability points
Lightning 2 damage to one target 20 health points Cost 21 mana 6 ability points
Lightning 3 each of five targets 20 health points Cost 63 mana 10 ability points
Lightning 4 each of five targets 40 health points Cost 186 mana 14 ability points
Slow 1 reduce target movement and speed by 15% Cost 4 mana 3 ability points
Slow 2 reduce target movement and speed by 30% Cost 12 mana 7 ability points
Slow 3 reduce target movement and speed by 45% Cost 36 mana 11 ability points
Cure 1 replenish 10 health points to target Cost 4 mana 3 ability points
Cure 2 replenish 20 health points to target Cost 12 mana 7 ability points
Cure 3 replenish 20 health points to five targets Cost 36 mana 11 ability points
Cure 4 replenish 40 health points to five targets Cost 108 mana 15 ability points
Heal 1 remove common animal venom and flu Cost 5 mana 3 ability points
Heal 2 remove all venom and chicken pox Cost 15 mana 7 ability points
Heal 3 remove dysentery Cost 45 mana 11 ability points
Heal 4 remove stage 4 lung cancer Cost 135 mana 15 ability points
Shield 1 creates an 8 ft x 8 ft invisible shield, deals lightning 1 when struck 7 mana 4 ability points
Shield 2 creates a 15 ft diameter sphere around target, lighting 1 21 mana 8 ability points
Analyze 1 Reveals target’s level, health, and mana Cost 7 mana 4 ability points
Analyze 2 Reveals strength, endurance, and elemental weakness 21 mana 8 ability points
Haste 1 increase target movement and speed by 15% Cost 8 mana 5 ability points
Haste 2 increase target movement and speed by 30% Cost 24 mana 9 ability points
Haste 3 increase target movement and speed by 45% Cost 72 mana 13 ability points
Beserk 1 target will mindlessly attack enemy with weapon Cost 8 mana 5 ability points
Beserk 2 target will attack anyone using bare hands Cost 24 mana 9 ability points
Poison 1 inflict a severe flu on 1 target (Max health/2) Cost 8 mana 5 ability points
Poison 2 inflict chicken pox and mild venom on 3 targets (Max health/2 and max stamina/2 and 1 health damage every four seconds) Cost 24 mana 9 ability points
Poison 3 inflict dysentery on 3 targets (Max health/3) Cost 72 mana 13 ability points
Poison 4 inflict stage 4 lung cancer on 3 targets (Max health, strength and stamina/4)
Cost 216 mana 17 ability points
Teleport 1 Caster teleports self to respawn point Cost 10 mana 6 ability points
Teleport 2 Caster teleports self to any ally village Cost 30 mana 10 ability points
Teleport 3 Caster teleports 5 others to any ally village Cost 90 mana 14 ability points
Note: Effects of poison disappear with five hours uninterrupted sleep
Weapons
Flame sword- a sword of any metal infused with Fire 1 or Fire 2
Ice sword- a sword of any metal in fused with Ice 1 or Ice 2
Lightning sword- a sword of any metal infused with Lighting 1 or Lighting 2
Poison sword- a sword of any metal infused with Poison 1 or Poison 2
(Arrows can be infused the same as swords)
(Spears can be infused the same as swords)
Club- any bludgeoning device. (Clubs cannot be infused with magic)
Guns- power is based on velocity and mass of bullet. Guns cannot be infused with magic
Bows- bows vary greatly depending on the skill of the maker and the quality of material
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(Bow of the Owl lets archer see better in low light x2)
(Bow of the Hawk lets archer shoot an arrow at a high velocity x2)
(Bow of the Eagle lets archer have a more steady aim x2)
Staffs-
Wood staff amplifies magic x1.1
Silver staff amplifies magic x 1.5
Gold staff amplifies magic x 2
Diamond staff amplifies magic x 3
(A mage’s tunic amplifies magic an additional x 1.1)
Note: There are many one of a kind weapons and armor in Nuva
Torger
Health 100/100 Stamina 46/46 Strength 7/7 Mana 10/10
Exp 248/1000 0 unused ability points
Knives level 2, 0 exp
Swords
1 handed level 4, 0 exp
2 handed level 5, 80/100exp
Double edged steel straight sword
Bows level 4, 19/100 exp
Clubs level 3, 0 exp
Staffs level 1, 0 exp
Guns level 29, 0 exp
Spells
Fire 1
Graul
Health 100/100 Stamina 46/46 Strength 7/7 Mana 10/10
Exp 107/1000 0 unused ability points
Knives level 2, 0 exp
Swords
1 handed level 6, 72/100 exp
Flame sword (Iron sword with Fire 1)
2 handed level 4, 0exp
Bows level 4, 0exp
Clubs level 3, 0 exp
Staffs level 1, 0 exp
Guns level 3, 0 exp
Spells
Fire 1
Arden
Health 100/100 Stamina 44/44 Strength 4/4 Mana 10/10
Exp 181/1000 0 unused ability points
Knives level 3, 0 exp
Swords
1 handed level 2, 1/100 exp
2 handed level 2, 12/100exp
Bows level 2, 0exp
Clubs level 2, 0 exp
Staffs level 1, 0 exp
Guns level 33, 0 exp
Spells
Fire 1
Jex
Health 100/100 Stamina 43/43 Strength 6/6 Mana 10/10
Exp 226/1000 0 unused ability points
Knives level 2, 0 exp
Swords
1 handed level 3, 0exp
2 handed level 3, 0exp
Bows level 7, 85/100exp
Dwarven Oak Bow
Clubs level 2, 0 exp
Staffs level 1, 0 exp
Guns level 9, 0 exp
Spells
Ice 1, Fire 1
Brun
Health 100/100 Stamina 43/43 Strength 6/6 Mana 20/20
Exp 0/1000 0 unused ability points
Knives level 2, 0 exp
Swords
1 handed level 3, 0exp
2 handed level 3, 0exp
Bows level 2, 0 exp
Clubs level 2, 0 exp
Staffs level 4, 0 exp
Dwarven Oak Staff (And Dwarven wool tunic)
Guns level 9, 0 exp
Spells
Fire 1, Ice 1, Fire 2
Rome
Health 100/100 Stamina 43/43 Strength 6/6 Mana 10/10
Exp 0/1000 0 unused ability points
Knives level 2, 0 exp
Swords
1 handed level 3, 0exp
2 handed level 3, 7/100exp
Bows level 2, 0 exp
Clubs level 2, 0 exp
Staffs level 2, 0 exp
Dwarven Oak Staff (And Dwarven wool tunic)
Guns level 2, 0 exp
Spells
Fire 1
Antic
Health 300/300 Stamina 80/80 Strength 8/8 Mana 10/10
Exp 0/1000 0 unused ability points
Knives level 2, 0 exp
Swords
1 handed level 3, 0exp
2 handed level 3, 0exp
Bows level 2, 0 exp
Clubs level 2, 0 exp
Staffs level 1, 0 exp
Guns level 1, 0 exp
Spears level 4, 28/100 exp
Iron tip on oak pole x 1 and billik leg on oak pole x 6
Spells
None
Potions
Health, Stamina and Mana potions
Low- replenishes 9
Mid- replenishes 19
High- replenishes 49
Note: Health potions and Cure Spells will attempt to stop bleeding, then repair broken bones, before replenishing health points.
The landscapes described in this series are approximately accurate. Some areas have been changed in the book to make the story more entertaining. Example: Lake Silverwood is a man made reservoir, not a natural lake.
The character’s levels and stats were not made up on the spot here. I have kept a careful tally of each battle, approximate experience, and death each human character has endured in this story. All their levels are very close to accurate with what I have written in the story.