Mist Village – Buildings

 

Forge of Heavens

●        Level 1

●        Elementum

●        Durability: 5,500,000/5,500,000

●        Self-healing

●        Quality: CORE.

Building bonuses

●        Can assign the Job: Smith

●        +10% chance of an item of a given quality being automatically upgraded to a higher quality once completed

●        Elementum Bonus:  Weapons have +10% Damage to spell barriers.  Each piece of armor has a 2% resistance to a specific type of damage determined by the properties of your Forge.

●        Each Magic Forge will have a specific character based upon the location where it has been created.  The movements of heavenly bodies are now clearly seen by you, even in the light of day.  Based upon which cosmic alignments are present above, there is a small chance of the weapon or armor obtaining certain powers.

Known enchantments

●        Weapons

 

▪          Attack +1 (5) (static)  : increases attack by +1

▪          Attack +2 (10) (static) : Increases attack by +2

▪          Freeze (3) I/V.  +1 Cold Damage (+100% vs Fire ) : +1% chance to Freeze

▪          Ignore Defense (3) I/IV: ignores +2% of Target’s Defense

▪          Goblin Slaying (3) I/IV : 6% Damage vs Goblins

▪          Dark Attack (2) I/IV : +1 Dark Damage (+100% vs Light)

▪          Tracking (2) I/II : Struck creatures leave obvious trail for 250 yds

▪          Analysis (4) I/II : Know information about the struck creature.  Depth of knowledge dependent upon multiple factors including, but not limited to, rank of enchantment, level of creature, etc.  Each enchantment rank can Analyze up to 5 levels.

▪          Mana Stealing (3) I/II : 2 mana stolen per hit

▪          Beast Slaying (3) I/III : +6% Damage vs Beasts

▪          Multishot (5) I/V : Creates 1 extra projectile upon being shot

▪          Confusion (2) I/II : +1% chance to cause Confusion

▪          Savage (3) I/I : +1% Critical Hit Chance.  +25% Critical Hit Damage

▪          Fire Attack (2) I/III : +1 Fire Damage (+3 vs Water)

 

●        Armor

 

▪          Earth Resistance (2) I/II : Increases Earth Resistance by +1%

▪          Fire Resistance (2) I/II : Increases Fire Resistance by +1%

▪          Death Skill (4) I/I.  Increases Death Magic skill by +1

▪          Defense +2 (10) (static) : Increases Defense by +2

▪          Shockwave (10) I/I : Increases Spell Strength of Shockwave by +5 base 5

▪          Darkvision (2) I/I : Provide 10 yards of Darkvision

▪          Increase Attack Speed (4) I/II : Increases Attack Speed by 1%

▪          Increase Movement Speed (4) I/III : Increases Movement Speed by 1%

▪          Increase Unarmed Attack Damage (3) I/I : Increases Unarmed Attack Damage by 5%

▪          Decay Metal (3) I/II : +0.1 points of Durability damage to the weapon that strikes this armor per charge expended   Works only against metal weapons

▪          Distract (4) I/II : Looking at this item decreases Concentration by 1%

▪          Balance (5) I/I : Increases balance by +1

 

●        General

▪          Durability (2) I/III (static) : Increase Durability by +10

Dragon’s Cauldron

●        Level 1

●        Aged Glass

●        Durability: 8,000,000/8,000,000.

●        Quality: CORE.  

●        Self-healing.

Building bonuses:

●        Any potions created by the Dragon’s Cauldron will have a 0.08% chance of having an extra effect that will permanently increase a characteristic, skill, affinity, or resistance.  Potions you create will grow stronger over time.

●        +10% chance of a potion being automatically upgraded to a higher quality once completed.  

●        +10% chance of a potion being successfully created.  

●        Placing any one base ingredient or resource into the central cauldron will allow you to transmute it into another.  The conversion ratio will be greatly determined by the abundance of both the initial resource and the final resource in the surrounding lands. The Cauldron can only make ingredients or resources that have already been placed in the central cauldron and subsequently consumed.  

●        Placing an assortment of ingredients into the central cauldron will allow you to know if a potion can be created from that combination.  At the Cauldron’s current level, this can be used once per day.  

●        Placing a potion into the central cauldron will give you the chance to learn the exact recipe used to create the potion.  The potion is used up during this procedure.  If local equivalents of the ingredients exist, those will be provided as a substitute recipe.

●        Each time the potion is created there is a small chance to learn another recipe for either that potion level, the level below, or the level above.  

●        Your Map Making skill is synergistic with your Cauldron.  While ingredients common to your location will not be marked, the general location of rarer ingredients may be indicated.  Increase your Herb Lore and exploration skills to increase the effectiveness of this bonus.  

●        If a potion is successfully created, it can be placed into the central cauldron.  If enough materials can be provided, there is a 100% chance to make nine additional potions of the same level and strength.  Potions created in this way cannot be used to trigger this or the Cauldron’s other powers.

 

Known Recipes (partial):

 

●        Selak’s Luck -- Luck Potion.  Level: Elixir

●        Restore Health.  Level: Brew, Tincture, Solution

●        Restore Stamina.  Level: Brew, Tincture

●        Restore Mana. Level: Brew, Tincture, Solution

Portal

●        Apprentice Level

●        Qualifies as a Minor Wonder in The Land

Composition:

●        various rare types of stone

●        emeralds, diamonds, pure gold and other precious resources

●        the tear of a basilisk

●        powdered dragon’s tooth

●        the elemental iron heart of a lava djinn and other magical resources

●        four seventh-tier, special level souls

●        other (unnamed) …

Settlement bonuses:

●        +9% Movement Speed for every member of your settlement

●        +5,000 Relationship Points with any other settlement you connect to via your apprentice Level Portal

Townhall/Goblinhold

●        Level 2

●        Quality: Well Built

●        Marbled Quartz

Building Bonuses

●        Can assign the Job: Town Administrator

●        Diplomacy Points can now be collected.  Max: 1000 DP/Foreign Settlement

●        Max level of buildings in your settlement has increased to the level of your Townhall +1 (Current Max Building Level: 2)

●        You may now institute taxes with decreased Morale and Loyalty Penalties

o   1-5% Taxation = No Penalty

o   Each 1% increases Penalty until reaching 10% Taxation = -50% Penalty

o   >10% Taxation = Full Penalty

●        Increases Loyalty and Morale by +1/day (Max Change: +1,000 Points each)

●        Can now know daily rate change in City Mechanics  

●        Informs the ruler of the settlement as to average change in settlement Mechanics (Morale, Loyalty, Health, Commerce, etc) on a day-by-day basis (base without changes)

o   Loyalty: +1.03

o   Morale: +1.2

o   Health: -0.02

●        Can Assign 2 Diplomats and 2 Spies.  Each Diplomat has +1 Relationship rank with other settlements

●        Provides 100 units of storage space

●        Housing for 25 people (Adequate housing Quality)

●        Can now generate specific quests.  100 XP generated daily which can be used as a reward.

 

Barracks

●        Level 3

●        Quality: Well built

●        Marbled Quartz

Building bonuses:

●        Can assign the job: Captain of the Guard

●        Can train 4 basic units at a time

●        -30% training time

●        unusual unit upgrades available

●        Provides housing for 100 people (No drop in Morale for housing nonfighters)

●        Can train 2 specialized units at a time.  2 Specialized Units currently available: Meidon Archers and Pixie Scouts

●        Training in a Barracks increases acquisition of Martial skills by +30% (cumulative with trainer bonus)

●        Can train War Leaders

●        +25% Building Durability

●        This is a Fortified Structure: +20% to Attack and Defense for friendly fighters while in this Building

●        Fighting Spirit of Barracks-trained Units increased by +1 rank

 

Healer’s Hut

●        Level 3

●        Quality: Well built

●        Marbled Quartz

Building bonuses:

●        Can assign the Job: Healer

●        +5% village Health

●        +5% disease prevention

●        +5% recuperation speed after injury

●        +100 Relationship Points with any villagers possessing healing skills
 

For creating a Level 3 House of Healing over a Life Place of Power your village is given the following boons:

●        The incidence of those being born with an affinity greater than 50% in Life magic has increased by a factor of 3.

●        Every villager with Life magic has their Life Magic skill affinity increased by +15%

●        Every villager with Life magic gains 3 levels in Life Magic

●        Advancing this building in level again will increase these boons

Workshop

●        Level 1

●        Quality: Well built

●        Durability 15,988/15,988.  

●        Wood

Building bonuses:

●        Can assign the job: Builder

●        +1.2% chance of a building being increased one quality level on completion.

●        12% increase to Production when erecting buildings.

●        12% increase to village building Durability.

 

House of Scholarship

●        Level 3

●        Quality: Well built

●        Marbled Quartz

Building bonuses:

●        Can assign the job: Wiseman

●        +30% Research Speed

●        + 30% Scribing Speed and success rate

●        +30% Village Education, Lore and Lore acquisition

●        +5% Chance to have an Epiphany

●        +50% Max RPs/day

●        +10% Durability

●        Daily Research Points 0.2/RP/day per Researcher per Rank

●        Research Points can now be used to reverse engineer Blueprints, Templates, Recipes, Schematics, etc. if an example is available.  Known magical documents can be advanced using Research Points if the prerequisite tech is known

 

Ship’s Cradle

●        Level 1

●        Quality: Well built

●        Durability: 156/163

●        Wood

Building Bonuses:

●        +5% Shipbuilding speed bonus

●        +5% bonus to ship stats

 

 

Bat Roost (DEFUNCT)

●        Quality: Above Average

●        Durability: 131/573

●        Wood

Building Bonuses: (All bonuses negated until Durability increased above 50%)

●        +10% to strength of bats living in the roost

●        +10% attraction of bats

●        +10% chance of attracting a more powerful bat

 

Longhouse x 8

●        Quality: Well Built

●        Durability: 1272/1272

●        Wood

●        Houses 30/60/90 people (luxuriously/comfortably/overcrowded).

Livestock Pen x4

●        Quality: Above Average

●        Durability: 170/170

●        Wood

●        Pen capacity varies based on animal

Skath Pen x4

●        Quality: Well Crafted

●        Durability: 613/614

●        Steel Net

●        Circular pen 20 feet in diameter.

Walls

●        Mix of earthwork and marbled quartz

●        5 feet tall.

Properties of types of wall:

●        Hard-packed Earthworks (31%).

o   Durability: Variable due to variation in Building Quality

o   Building Quality: Slum to Well Crafted.  Defense: +2 to +7.

●        Marbled Quartz (69%)

o   Durability: 15,225/15,225.  

o   Building Quality: Well Built.  Defense: +38

Bonuses:

●        +10% defense for defenders (2% per foot)

●        +15% Line of Sight (3% per foot)

●        +10% distance to ranged attacks (2% per foot)

Inner Trench

●        20 feet deep x 30 feet wide

●        Lined with wooden stakes

Outer Trench

●        15 feet deep x 21 feet wide

●        Lined with wooden stakes

Towers x 18

●        Durability 276/276

●        Building Quality: Slum

●        Defense: +3

●        +60% Line of Sight (3% per foot).

Roads

●        Gravel

●        +6% travel speed while on gravel roads

Richter’s Items

Weapons

Bone Club

-          Unidentified

Clothing

Torn Shirt

Trousers (stained)

Armor

-          None

Rings

Ring of Health

-          Durability: 19/19

-          Item Class: Scarce

-          Item Quality: Exquisite

-          Weight: 0.1 kg

-          Traits: +82 Health

Ring of Flowing Thought

-          Durability: 25/25

-          Item Class: Rare

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: +20% mana regeneration

Ring of Spell Storage

-          Durability: 10/10

-          Item Class: Uncommon

-          Item Quality: Well Crafted

-          Weight: 0.01 kg

-          Traits: Holds one spell that can be cast upon activating the ring.  This Ring can hold one Novice Level Spell.  Spell will only last one day before degrading.  Spell equipped: None.

Ring of Mana

-          Durability: 19/24

-          Item Class: Unusual

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: +48 Mana

Ring of Health

-          Durability: 21/23

-          Item Class: Unusual

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: +72 Health

Ring of Enchantment Resistance

-          Durability: 10/10

-          Item Class: Scarce

-          Quality: Exquisite

-          Weight: 0.01 kg

-          Traits: +32% Resistance to enchantment-type spells

Ring of Shadow Shift

-          Durability: 25/25

-          Item Class: Scarce

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: Allows the wearer to shift into the Shadow Dimension for five seconds real time

Summoner’s Ring

-          Durability: 22/116

-          Item Class: Rare

-          Item Quality: Masterwork

-          Weight: 0.01 kg

-          Traits: Increases level of summoned creatures by +5

 

Miscellaneous:

Necklace of Scry Defense. 

-          Will block all but God level scrying spells.  You will not be able to be seen by divination, tracking or detection spells. 

-          Passive action. 

-          Durability 200/200. 

-          Item class: Rare. 

-          Quality: Superb. 

-          Weight 0.4 kg

Bracelet of Health. 

-          Durability 10/10. 

-          Item class: Uncommon. 

-          Quality: Superb. 

-          Weight: 0.1 kg. 

-          Traits: Increase maximum Health by +37.

Belt of Spell Stealing

-          Durability: 193/193

-          Item Class: Unusual

-          Quality: Exceptional

-          Weight: 1.6 kg

-          Traits: Wearing this belt lets you capture cast magic.  You must be within twenty-five yards of either the caster, target or path of the spell.  Only Novice level spells of the Basic Elements can be stolen.  This belt can hold three spells at a time.  Each spell may be released once per day and three times total before it is lost to the ether.

 

Richter's War Leader Skill

Promotions

Battle Lord I

·        +1 to all base Primary Characteristics for your Champions

Death Disciple I

·        Necromancers in your warband have +1% spell power to Death magic and your entire war party enjoys +1% Resistance to Life magic.

Life Over Death I

·        +1 Damage when fighting Death creatures.

Overwhelming Odds II

·        +30 to Fighting Spirit

Sapper I

·        +5% to Attack vs an entrenched enemy

Slaughter the Innocent II

·        +10 Fighting Spirit for one hour per noncombatant life claimed

Subterranean II

·        +10% to Defense when fighting underground

Vigilant I

·        +5% to Perception of future hidden enemies.  +5% to response time to future surprise attacks

Weakness Equals Death V

·        Champions in your War Party have +25% Attack and Defense vs lower level opponents

 

 

 

Badges

Favored Enemy I (goblin)

When fighting goblins …  

·        +20% Melee and Ranged Attack and Defense

·        +12% Magical Strength (all Basic Elements)

·        +8% Magical Defense (all Basic Elements)

Lead by Example:

·        War Leader can adopt the bonuses of any Skilled Position up to rank II

Magical Strength II (Life)

·        +6% strength of Life Magic

Melee Defense III

·        + 15% Defense vs Melee attacks

Movement Speed III (forest)

·        +30% Movement Speed in forest

Power Level I

·        10% of war party’s total experience may be funneled to one member

Ranged Attack IV

·        + 20% more Damage to Ranged attacks 

Ranged Defense II

·        +10% Defense vs Ranged attacks

Skilled Positions:

·        Tank II

o   20% to aggro

o   +10% Defense

o   +5% Defense to any ally within ten yards

·        Scout II

o   +20% to Concealment

o   Can “assign” enemies and entire party will see their level and position

·        Healer II

o   +20% to healing spells

o   First aid and other healing efforts

o   -5% cost to healing

Sphere of Influence I

·        +100% range of Sphere of Influence

Profession Talents - Enchanter

Increase Enchantment Potential I (A1)

-        Increases enchantment slots by +10%

Synergy of Items I (A2)

-        Allows for the creation of items sets.  The base items must have something in common for the enchantments to feed off one another

Identify Enchantment II (A2)

-        Allows the enchanter to identify magical items from a distance.  Can identify more powerful items.

Increase Number of Enchantments I (A2)

-        Allows for a second enchantment to be placed on a single item.  Attempting to create such an enchantment greatly increases the chances of the enchantment failing to take hold in whatever object you are working upon.  All enchantable objects are still bound by the same rules of enchantment size and slots.

Increase Enchantment Success I (B1)

-        Increases chance of an enchantment taking hold by +20%

Faster Creation Time I (B2)

-        Create magic books, scrolls and skill books 10% faster 

Soul Bound Object I (B2)

-        Creates a weak soul bond to your objects.  Only the one bound to a soul bound item can use its enchantment.

Fortify Health/Mana/Stamina I (B2)

-        Enchantments dealing with increasing health, mana and stamina are 20% more effective

Increase Enchantment Strength I (C1)

-        Increases potency of all enchantments by +5%

Increase Weapon Enchantment I (C2)

-        Increases potency of weapons enchantments by +10%

Increase Additional Effect Power I (C3)

-        The additional effects of an enchantment (eg Burning from Fire Damage) are now +10% more powerful.  This will increase both the strength of the effect and the likelihood to overcome the target’s resistance to the effect.

Increase Additional Effect Chance I (C3)

-        The additional effects of an enchantment (eg Burning from Fire Damage) are now more likely to trigger.  Secondary effects are +25% more likely and Tertiary effects are +10% more likely.  You are currently Rank I in Increase Additional Effect Chance.

Common Materials I (C3)

-        When creating items, materials you enspell now have their Enchantment coefficient increased by +25%.  This does not supply more Enchantment slots, but materials that would normally be corrupted or explode when subjected to strong enchantments can now tolerate these powerful forces.  Enchantments are now more likely to take hold as well.  This also allows for less rare materials to be used successfully when creating items.  Increase this Talent to be able to make enchanted items from less rare materials.

Material Potential I (C3)

-        Enchantment Potential is determined by an item’s quality and by the materials used.  Materials you enchant with can now withstand a greater amount of Soul Stuff, increasing the Enchantment slots of items you enchant by +25%.  Increase this Talent to advance this bonus to 50%.

Alter Enchantment I (C3)

-        You may now alter existing enchantments.  This carries the risk of destroying the existing enchantment, item or both.  Purchase further ranks to increase the success of alteration and to allow for greater changes.

Advance in Rank I (C4)

-        Every enchantment you know will be able to be enchanted by you at one rank higher than would otherwise be possible.

Increase Armor Enchantment I (C2)

-        Increases potency of armor enchantments by +10%

Increase Item Enchantment I (C2)          

-        Increases potency of item enchantments by +10%

Increase Number of Charges I (D1)

-        Enchanted items you create have +10% number of charges or +10 charges (whichever is more)

Decrease Required Enchantment Slots (D1)

-        Each rank of an enchantment takes up a specific amount of enchantment slots.  Each rank now requires 10% less Enchantment Points.

Increase the Maximum Number of Soul Stones I (D2)

-        Can use an additional soul stone during enchantment

Increase Soul Stone Yield II (D2)

-        Increases Soul Stone yield by 50%

Macroenchantment I (E1)                       

-        Enchantments may now affect larger areas such as buildings, ships, engines of war, and other grand projects

Building Enchantment I (E2)

-        You can now enchant buildings.  You can create impregnable fortresses or desert homes that generate water.  This Talent allows you to make the desolate bountiful and the impossible commonplace.  Increase this Talent to build grander projects with stronger effects.

Deconstruct Items I (F1)

-        You may now deconstruct enchanted items.  There is a chance of salvaging raw materials

Resize Items I (F2)

-        You can now alter the allowed size of an enchanted item by one rank.  Decreased chance of item being destroyed or enchantment being lost during resizing.

Profession Specialty Talents – Essence Enchanter

Unlock Spell Schools

-        Unlocks various spell schools to convert known spells into enchantments:

o   Basic Element spell schools require 10 Talent Points to unlock

o   Deeper Magic spell schools require 100 Talent Points to unlock

o   Higher Energy spell schools require 1000 Talent Points to unlock

-        Unlocked Spell Schools:

o   Life

o   Earth

o   Fire

o   Air

Reduce Mana Cost II

-        To translate a spell into an enchantment, a mana cost must be paid.  Current conversion cost is 80x spell mana cost

Purchase Spell Enchantment I

-        Basic Element spells cost 1 Talent Point per spell level

-        Deeper Magic spells cost 10 Talent Points per spell level

-        Higher Energy spells cost 100 Talent Points per spell level

Talent Point Conversion IV

-        Can expend Experience Points to purchase Talent Points

-        Conversion: 7,000 XP: 1 Talent Point

-        Penalty to earning XP back: 100% harder

 

RICHTER’S SPELLS

AIR

·        Weak Aided Flight:  Fires projectiles 10% faster than normal.  This is a spell of Air Magic, level 1.  Cost: 43 mana.  Duration: 15 minutes.  Range: Self.  Cast Time: 2 seconds.  Cooldown: 20 minutes.

·        Weak Air Push: Summons a column of air ten feet in front of you, one foot in diameter.  Does no real damage, but will knock enemies back and possibly prone.  This is a spell of Air Magic, level 1.  Cost: 15 mana.  Duration: 1 second.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: 2 min.

·        Weak Errant Wind: Increases dodge of your party to projectiles by 10%.  This spell will only work when you are outside.  This is a spell of Air Magic, level 1.  Cost 50 mana.  Duration: 20 min.  Range: 50 feet.  Cast Time: 4 seconds.  Cooldown: 45 min.

·        Glitterdust:  Creates a 5x5-foot area of shining, sharp dust.  Reveals hidden creatures and objects caught in the AoE.  Chance to blind creatures susceptible to such attacks.  This is a spell of Air Magic, level 1.  Cost: 30 mana.  Duration: 1 min.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: 30 seconds.

·        Weak Haste: Increases movement and attack speed of the target by 10%.  This is a spell of Air Magic, level 1.  Cost 25 mana.  Duration: 10 min.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

·        Gentle Rain: Summons a small rainstorm.  Can be cast inside. This is a spell of Air Magic, level 1.  Cost: 40 mana.  Duration: 20 min.  Range: 100 yards.  Cast Time: 5 min.  Cooldown: 1 hour.

·        Weak Lightning Bolt:  Cast a lightning bolt from your hand.  Damage 15-20. Chance to stun your target for 1-2 seconds.  This is a spell of Air Magic, level 12.  Cost: 31 mana.  Duration: Instant.  Range: 20 yards.  Cast Time: 1 second.  Cooldown: 2 minutes.

EARTH

·        Weak Acid Sphere: Creates a ball of acid that can be thrown at your target.  Damage 4-6 per second.  This is a spell of Earth Magic, level 5.  Cost: 22 mana.  Duration: 10 seconds.  Range: Throwing range of caster.  Cast Time: 2 seconds.  Cooldown:  N/A.

·        Weak Barkskin: Increases natural armor by +2.  This is a spell of Earth Magic, level 2.  Cost: 20 mana.  Duration: 20 min.  Range: Self.  Cast Time: 1 second.  Cooldown: N/A.

·        Minor Chitin Carapace: Covers the target in a flexible carapace.  Natural armor increased by +3.  This is a spell of Earth Magic, level 9.  Cost: 68 mana.  Duration: 25 minutes.  Range: 3 feet.  Cast Time: 2 seconds.  Cooldown: 27 minutes.

·        Weak Static Earth Shield: Creates a magical sphere around you comprised of Earth magic.  The shield has 200 HPs.  Shield defense strength +5 (+10 vs Air).  Ineffective against Earth attacks.  Only Earth-based spells may leave the boundaries of the shield.  Physically touching your own shield will dispel it.  This is a spell of Earth Magic, level 10.  Cost: 136 mana.  Duration: 10 minutes.  Range: Self.  Cast Time: 2 seconds.  Cooldown: 24 minutes.

·        Grease: Creates a slick in a 10x10-foot area, greatly increasing chance of anyone in the area falling down.  This is a spell of Earth Magic, level 1.  Cost: 15 mana.  Duration: 5 min.  Range 25 feet.  Cast time: 2 seconds.   Cooldown: 10 min.

·        Summon Minor Chokespore Arachnid:  Summons a level twelve Chokespore Arachnid.  This is a spell of Earth Magic, level 9.  Cost: 117 mana.  Duration: 14 minutes.  Range: 8 feet.  Cast Time: 4 seconds.  Cooldown: 92 minutes.

·        Summon Insects: Summons a host of stinging and biting insects in a ten-foot-wide circle.  Causes minimal damage, but impedes concentration.  This is a spell of Earth Magic, level 1.  Cost: 25 mana.  Duration: 5 minutes.  Range 20 feet.  Cast time: 1 second.  Cool down: 20 minutes.

·        Weak Paralysis Beam: Fires a beam that will lock the target’s body into position.  This is a spell of Earth Magic, level 5.  Cost: 39 mana.  Duration: 4 seconds.  Range: 25 feet.  Cast Time: 3 seconds.  Cooldown: 6 minutes.  

·        Weak Rending Talons: Summons invisible claws to attack all targets within a 10-foot AoE.  This is a spell of Earth Magic, level 4.  Cost: 52 mana.  Duration: 8 seconds.  Range: 60 feet.  Cast Time: 3 seconds.  Cooldown: 10 minutes.  

·        Weak Sonic Wail: Creates a sound attack with your voice.  All within the cone-shaped AoE suffer damage and risk being deafened.  This is a spell of Earth, level 6.  Cost: 27 mana.  Duration: 3 seconds.  Range: 20 feet.  Cast Time: 1 second.  Cooldown: 1 minute.

·        Summon Weak Saproling: Summons a level five forest elemental to do your bidding.  This is a spell of Earth, level 6.  Cost: 39 mana.  Duration: 5 minutes.  Range: 5 feet.  Cast Time: 3 seconds.  Cooldown: 1 hour.

·        Weak Thorns Underfoot: Creates a field of thorns in a 30x30-yard area.  Most likely would not be noticed by anyone wearing stout boots, the spell can cause extreme discomfort and minor damage to anyone barefoot or to animals.  This is a spell of Earth, level 1.  Cost:  51 mana.  Duration: 10 minutes.  Range: 20 yards.  Cast Time: 5 seconds.  Cooldown:  N/A.

FIRE

·        Weak Fireball:  Fires a ball of flame that detonates upon impact.  Flames are spread out from this area dousing anyone within a ten-meter radius in fire.  Chance to cause Burn.  Damage 20-25.  This is a spell of Fire, level 12.  Cost: 79 mana.  Duration: 1 second after impact.  Range: 100 feet.  Cast Time: 3 seconds.  Cooldown: 10 minutes.

·        Weak Flame: Shoots a weak gout of flame from your hand.  Chance to cause Burn.  3-5 Damage per second.  This is a spell of Fire Magic, level 1.  Cost: 10 mana.  Duration: 3 seconds.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

WATER

·        Weak Ice Dagger: Throws a dagger made of ice at your target.  Damage 5-6. This is a spell of Water Magic, level 1.  Cost 20 mana.  Duration: 1 min.  Range: 40 feet.  Cast Time: 1 second.  Cooldown: N/A.

·        Weak Slow: Slows the target by 10%.  This is a spell of Water Magic, level 3.  Cost 25 mana.  Duration: 10 min.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

·        Summon Weak Aether Carp: Summons a five-foot magical fish to serve you.  This is a spell of Water Magic, level 5.  Cost 42 mana.  Duration: 12 min.  Range: 7 feet.  Cast Time: 3 seconds. Cooldown: 43 minutes.

·        Weak Find Water: Allows you to sense sources of water within 100 feet of your location.  This is a spell of Water Magic, level 1.  Cost: 17 mana. Duration: 10 min.  Range: 100 feet.  Cast Time: 1 second.  Cooldown: N/A.

·        Teatro’s Weak Water Casting: Allows you to cast Novice ranked Water, Life and Dark spells underwater.  This is a spell of Water Magic, level 4.  Cost 65 mana.  Duration: 2 hours.  Range: Self.  Cast Time: 4 seconds.  Cooldown: 1 day.

·        Weak Purify Drink:  Clears a cup, flask, skin or other small holding container of any weak impurities, poisons or diseases.  This is a spell of Water Magic, level 3.  Cost: 16 mana.  Duration: Instant.  Range: 4 feet.  Cast Time: 2 seconds.  Cooldown: N/A.

·        Weak Water Damage: Adds +1 damage to any weapon.  Provides 1% chance to afflict a struck enemy with Weak Slow, decreasing their movement and attack speed by 10%.  This is a spell of Water Magic, level 3.  Cost: 26 mana.  Duration: 22 minutes.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: 27 minutes.

·        Weak Swift Swim:  Increases your swimming speed by 50%.  This is a spell of Water Magic, level 4.  Cost: 28 mana.  Duration: 8 minutes.  Range: Touch.  Cast Time: 1 second.  Cooldown: 21 minutes.

LIFE

·        Weak Banish Undead: Dissipates the energy allowing a Death creature to exist in this plane unless target resists.  This is a spell of Life Magic, level 3.  Cost: 40 mana.  Duration: Instant.  Range: 40 feet.  Cast Time: 2 seconds.  Cooldown: 5 minutes.

·        Call Weak Small Creature:  Calls any non-sapient creature of ‘Small’ size (2-4 ft long) in the immediate area to the caster.  Creature will then follow simple commands follow simple commands.  This is a spell of Life Magic, level 1.  Cost: 12 mana.  Duration: 10 minutes.  Range: 50 feet.  Cast Time: 2 seconds.  Cooldown: 14 minutes.

·        Weak Charm: Convinces an enemy that they are your friend.  In battle, they will fight for you.  Casting this upon a creature lowers they regard for you after the spell wears off.  This is a spell of Life Magic, level 1.  Cost 60 mana.  Duration: 1 hour.  Range: 20 feet.  Cast Time: 1 second.  Cooldown: 10 minutes.

·        Weak Courage: Improves your Fighting Spirit by +50.   This is a spell of Life Magic, level 4. Cost: 25 mana. Duration: 15 min. Range: Self. Cast Time: 1 second. Cooldown: 15 min.

·        Weak Cure Disease:  Cures most weak diseases.  This is a spell of Life Magic, level 1.  Cost: 62 mana.  Duration: 1 minute.  Range: 20 feet.  Cast time: 6 seconds.  Cooldown: 8 minutes.

·        Weak Cure Poison:  Removes most weak poison effects.  This is a spell of Life Magic, level 1.  Cost 50 mana.  Duration: 1 second.  Range: Touch. Cast time: 2 seconds.  Cooldown: 30 seconds.

·        Weak Detect Hostile Intent:  Reveals if any creatures within ten yards have an active deadly intent towards you.  This is a spell of Life Magic, level 8. Cost: 38 mana.  Duration: 1 minute.  Range: 15 feet.  Cast Time: 2 seconds.  Cooldown: N/A.

·        Weak Life Armor: Increases Defense of all armor pieces by +1 (+2 vs. Death).  This is a spell of Life Magic, level 5.  Cost: 30 mana.  Duration: 10 min. Range: Self. Cast Time: 1 second.  Cooldown: N/A.

·        Weak Life Aura: Surrounds the caster’s body with a golden shield of pure Life energy.  Any nearby death, dead or undead creatures will be discomforted.  Any actual contact with the shield will cause damage to the undead.  This is a spell of Life Magic, level 3.  Cost: 50 mana.  Duration: 15 minutes.  Range: 5 feet.  Cast time: 2 seconds.  Cooldown: 20 minutes.  

·        Weak Life Beacon: Shoots a golden flare high into the air.  Any creatures within one mile that have a relationship to you of friendly or above will be compelled to come to your aid.  This is a spell of Life Magic, level 1. Cost: 38 mana.  Duration: 10 minutes.  Range: 1 mile.  Cast time: 4 seconds.  Cooldown: 6 hours.

·        Weak Life Bolt: Fire a bolt of concentrated Life energy.  Damage 5-10 (10-20 vs Death).  This is a spell of Life Magic, level 4.  Cost: 22 mana.  Duration: Instant.  Range: 30 feet.  Cast Time: 1 second.  Cooldown: 2 minutes.

·        Weak Mend Bone:  Fixes small uncomplicated breaks in bone.  Must be targeted to each fracture.  This is a spell of Life Magic, level 8.  Cost: 59 mana.  Duration: 1 second.  Range: Touch.  Cast Time: 3 seconds.  Cooldown: 15 seconds.

·        Weak Slow Heal:  Restores 30 missing health over 60 seconds.  This is a spell of Life Magic, level 1.  Cost 20 mana.  Duration: 6 seconds.  Range: Touch.  Cast Time: 1 second.  Cooldown: 1 min.

·        Minor Slow Heal:  Restore 90 missing health over 60 seconds.  This is a spell of Life Magic, level 9.  Cost: 56 mana.  Duration: 60 seconds.  Range: Touch.  Cast Time: 2 seconds.  Cooldown: 1 min.

·        Soul Trap:  Binds the soul of the target to this plane, preventing passage to the beyond at the time of death.  They will instead be pulled into any nearby empty soul stone of appropriate size.  This is a spell of Life Magic, level 1.  Cost: 30 mana.  Duration: 2 minutes.  Range: 10 feet.  Cast time: 1 second.  Cooldown: N/A.

·        Weak Static Life Shield:  Creates a magical sphere around you comprised of Life magic.  The shield has 100 HPs.  Shield defense strength +3 (+6 vs Death).  Ineffective against Life attacks.  Only Life-based spells may leave the boundaries of the shield.  Physically touching your own shield will dispel it.  This is a spell of Life Magic, level 10.  Cost: 127 mana.  Duration: 5 minutes.  Range: Self.  Cast Time: 2 seconds.  Cooldown: 38 minutes.

·        Summon Weak Gold Fox:  Summons a magical fox that will heal you and allies for one hundred points each.  The fox may heal five times before disappearing.  This is a spell of Life Magic, level 10.  Cost: 102 mana.  Duration: 14 minutes.  Range: 11 feet.  Cast Time: 3 seconds.  Cooldown: 4 hours.

·        Summon Weak Life Wisp: Summons an entity comprised of Life magic.  Will float in the area and restore a total of 100 health to you or one of your allies.  This is a spell of Life Magic, level 6.  Cost 60 mana.  Duration: 5 minutes.  Range: Self.  Cast Time: 3 seconds.  Cooldown: 20 minutes.

·        Summon Weak Luminous Butterflies:  Summons a small number of glowing butterflies.  Any creature of positive alignment who catches one of these butterflies will have a boost to their stamina for one day.  Total boost equal to 1% per number of alignment.  Only one butterfly may affect each individual.  This is a spell of Life Magic, level 1.  Cost: 17 mana.  Duration: 10 minutes.  Range: 1 foot.  Cast Time: 1 second.  Cooldown: 1 minute.

·        Weak Stabilize:  Decreases the rate of bleeding and total bleeding time if a target is stricken with a ‘Bleeding’ status.  Effects will vary based on extent of the injuries.  This is a spell of Life, level 3.  Cost: 27 mana.  Duration: Instant.  Range: Touch.  Cast Time: 1 second.  Cooldown: 1 minute.

·        Virol’s Blessing: Increases the yield and potency of a 20x20-yard area of plants by 5%.  Successive casts of this spell create a cumulative effect for a max of 100%.  This spell can be cast once per day.  This is a spell of Life Magic, level 1.  Cost: 84 mana.  Duration: Permanent effect.  Range: 20 yards.  Cast time: 4 minutes.  Cooldown: 1 day.

DEATH

·        Summon Weak Bile Rats:  Summons a small nest of bile rats.  The bites of these creatures can cause nausea.  This is a spell of Death Magic, level 1.  Cost: 27 mana.  Duration: 6 minutes.  Range: 3 feet.  Cast Time: 2 seconds.  Cooldown: 14 minutes.

·        Laughing Skull: Fires a chattering skull made of Death energy at a target.  Damage 10-20.  Chance that target will be afflicted with Fear debuff.  This is a spell of Death Magic, level 5.  Cost: 39 mana.  Duration: Instant.  Range: 50 feet.  Cast Time: 2 seconds.  Cooldown: 2 minutes.

·        Summon Weak Zombie.  Summons a Death Spirit to inhabit the remains of a recently deceased creature.  The summoned creature’s level will be 3+10% of the target’s total experience.  Max level of 10.  No abilities or skills will be carried through to this new summoned creature, but inherent racial abilities may still be maintained.  This is a spell of Death Magic, level 5.  Cost: 63 mana.  Duration: 1 hour.  Range: Touch.  Cast Time: 4 seconds.  Cooldown: 10 minutes.

LIGHT

·        Create Soul Stone (common):  Creates soul stones up to common level.  This is a spell level 5.  Cost: 25 mana.  Duration: Instant.  Range: 1 foot.  Cast Time: 1 second.  Cooldown: N/A.

·        Create Soul Stone (luminous):  Creates soul stones up to luminous level.  This is a spell of Light Magic, level 15.  Cost: 50 mana.  Duration: Instant.  Range: 1 foot.  Cast Time: 3 seconds.  Cooldown: N/A.

·        Far Light: Creates a ball of white light that can be fixed to a distant surface.  This is a spell of Light Magic, level 1.  Cost: 5 mana.  Duration: 10 minutes.  Range: 100 yards.  Cast Time: 1 second.  Cool Down: N/A.

·        Simple Light: Creates a ball of white light that will hover above your head and move with you.  This is a spell of Light Magic, level 1.  Cost: 2 mana.  Duration: 10 minutes.  Range: Self.  Cast Time: 1 second.  Cool Down: N/A.

·        Weak Magic Missiles:  Produces colorful balls of magical force that fly unerringly towards the enemy.  Damage: 4-5 points of Magical Force per ball.  Each sphere can be directed towards different enemies.  Number of missiles is determined by (1 + Light Magic/5).  Maximum 7 missiles.  This is a spell of Light Magic, level 5.  Cost: 38 mana.  Duration: Instant.  Range: 100 yards.  Cast Time: 1 second.  Cooldown: 5 minutes.

·        Mirror: Creates a 6x3-foot insubstantial reflective surface.  This is a spell of Light Magic, level 1.  Cost: 15 mana.  Duration: 1 minute.  Range: 10 feet.  Cast Time: 1 second.  Cool Down: N/A.

Weak Mirror Image: Summons a duplicate image of yourself to a nearby location.  It will duplicate your actions with small variations to take terrain into account.  Number of images is determined by Light Magic/5.  Max 5 images.  This is a spell of Light Magic, level 7.  Cost: 61 mana.  Duration: 8 minutes.  Range: Self.  Cast Time: 1 second.  Cooldown: 10 minutes.

DARK

·        Weak Cloying Darkness: Casts a cone of thickened darkness from your hand.  Movement and Attack speed of targets decreased by 20%.  All in AoE will suffer from spell.  Will not work in direct sunlight.  This is a spell of Dark Magic, level 2.  Cost: 30 mana.  Duration: 10 minutes.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: 5 minutes.

·        Weak Dark Bolts: Fires a bolt of concentrated Dark energy at your target.  For every three skill levels the caster has in Dark magic, the spell will fire another bolt (Max 10).  Damage 7-9.  This is a spell of Dark Magic, level 4.  Cost: 31 mana.  Duration: Instant.  Range: 40 feet.  Cast Time: 2 seconds.  Cooldown: 30 minutes.  

·        Darkvision: Provides Darkvision for 25 yards.  This is a spell of Dark Magic, level 2.  Cost: 43 mana.  Duration: 20 minutes.  Range: Self.  Cast Time: 1 second.  Cooldown: 5 minutes.  

·        Flood of Darkness: Blankets an area 25 yards around you in darkness.   Effect banished by direct sunlight.  Blocks all light-based sight.  This is a spell of Dark Magic, level 3.  Cost: 46 mana.  Duration: 1 minute.  Range: Self.  Cast Time: 1 second.  Cooldown: 45 minutes.  

·        Night Vision: Illuminates low-light areas.  This is a spell of Dark Magic, level 1.  Cost: 5 mana.  Duration: 3 hours.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: N/A.

·        Troubled Sleep: Places your target in a restless sleep in which he will be plagued by nightmares until awakening.  Any attack or hostile action taken against target will awaken them.  AoE five feet.  This is a spell of Dark Magic, level 3.  Cost: 50 mana.  Duration: 1 hour.  Range: 15 feet.  Cast time: 3 seconds.  Cool down: 15 minutes.

BLOOD

·        Tame: Bends the will of a creature to your own.  Creature level must be less than or equal to your rank in the skill: Beast Bonding.  At the rank of Novice, you may attempt to tame weak level souls and may use the spell once per day.  If you tame the same creature for a required number of days in a row, then it will be loyal to you till death.  As a novice in Beast Bonding, the required time is six days for every level of the creature you have tamed.  Betray the sacred trust with your bonded beast to your peril!  This is a spell of Blood Magic, level 1.  Cost:100 mana, 100 health, 100 stamina.  Duration: 40 hours.  Range: Touch.  Cast Time: 5 seconds.  Cooldown: 12 hours.

·        Blood Mana: Allows caster to replenish and increase their mana pool.  Can absorb 1 mana/Blood Magic skill level from each blood source.  Maximum mana from each blood source is determined by total health/10.  This is a spell of Blood Magic, level 10.  Cost: 21 mana.  Duration:  1 hour.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

·        Weak Vitality Puppet: Allows you to take complete control over one other creature that has blood.  This is a spell of Blood Magic, level 10.  Cost: 200 Health and 184 mana.  Duration: 20 minutes.  Range: 30 yards.  Cast Time: 5 seconds.  Cooldown: 1 day

 

 

SPIRIT

·        Weak Aura Lance:  Fires a blast of spiritual energy at your target.  Does no physical damage, but causes disruption of the target’s aura.  Reduces resistance to all spell types.  This is a spell of Spirit Magic, level 1.  Cost: 168 mana.  Duration: 1 hour.  Range: 100 feet.  Cast Time: 10 seconds.  Cooldown: 1 day.

Chaos

·        Akaton Evolution: Triggers the evolution of a summoned creature or pet. In the case of summoned creatures, it will also lengthen the spell duration of your summoning by 50%.  This spell will not work on sapient beings.  This is a spell of Chaos Magic, level 1.  Cost: 146 (base 183) mana.  Duration: 50 minutes.  Range: 5 feet.  Cast Time: 4 seconds.  Cooldown: N/A.

SEttlement

·        Dungeon Transport: Instantly transports yourself and any creatures within five yards to any accessed Node in the Dungeon of Bloody Chaos.  This is a spell of your settlement.  Must be cast within the domain of the village.  Cost: 100 mana.  Duration: Instant.  Range: Self.  Cast Time: 8 seconds.  Cooldown: N/A.

·        Summon Mist Worker: Summons a level 1 mist worker.  This creature is able to perform simple tasks of menial labor.  The mist-like properties of your constructs halve all physical damage.  This is a spell of your settlement.  Can only be cast within the domain of your village.  Cost: 100 mana.  Duration 24 hours.  Range: 10 feet.  Cast Time: 30 seconds.  Cooldown: N/A.

·        Summon Mist Light: Summons a ball of glowing grey energy that can adhere to any surface or hang in midair. The light can be moved as needed. The properties of your Place of Power will keep this spell going much longer than almost any other spell.  This is a spell of your settlement.  Can only be cast within the domain of your village.  Cost: 50 mana.  Duration: 1 year.  Range:  500 feet.  Cast Time: 1 minute.

Unaligned

Manifest Mana: This spell has no specific affinity for any type of magic.  Instead, the power and effects of this spell are determined by the skill level of Mana Manipulation.  Successful casting of this spell makes your mana tangible in the physical world.  At skill level one, the cost is 100 mana.  If thrown at an attacker, will cause 1 point of magical force damage.  This is an unaligned spell, level 1.  Cost: Variable.  Duration: Instant.  Range: Variable.  Cast Time: Variable.  Cooldown: N/A.

 

 

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