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Chapter 28 by TheLeherengin TheLeherengin

It's Time

[Stats]

Experience Gained

Monster XP (Split in half between both Monster Races): 14250

Class XP: 7125

(Spirit)Monster Level: 8 (775/1000 EXP)

(Undead)Monster Level: 8 (775/1000 EXP)

Sorcerer Tier: 2 (Level 8: 625/1000 EXP)

Health: 280/280

Skills and Abilities

Mindless Army (Takes focus and about an hour to create one. They last indefinitely however unless destroyed): Create emanations that can take any form, but lack personality or self preservation instincts. Always infused with light.

Potion Creation (Takes several hours, depending on potion type and strength): You can create low-level potions, including low-yield explosives.

Potion Creation II (Takes several hours, depending on potion type and strength): You can create Mid-level potions, including Mid-yield explosives.

Exotic Study (Learn one Exotic elemental Magic type)

Exotic Study II (Learn another Exotic Elemental Magic Type)

Combination Magic (Combine two elements for basic spells. Example: Fire and earth to create magma)

Immaterial Form: Can temporarily become fully ethereal rendering you temporarily immune to physical damage and giving you a further 200% resistance to all magic while Immaterial. You cannot physically interact with material beings while Immaterial. (Spirit Active Skill)

Spells

Elemental Bullet: You can launch bullets of any element you know magic for. (Fire, Wind, Earth, Water, ****, Dark, Light)

Elemental Lance: You can launch lances of any element you know magic for. (Fire, Wind, Earth, Water, ****, Dark, Light)

Elemental Field: You can create an area of effect around you of any element you know magic for. (Fire, Wind, Earth, Water, ****, Dark, Light)

Mana Drain: You can drain magical energy from opponents to infuse your own magic.

Elemental Burst: Can create a spot within visual distance of you that causes damage to any one within five meters of it of any element you know magic for. (Fire, Wind, Earth, Water, ****, Dark, Light)

Fire Magic

Wind Magic

Earth Magic

Wind Magic

**** Magic

Dark Magic

Light Magic

Marking: Seal the powers of a target and **** their obeisance after defeating them. Can only be used on a completely defeated opponent.

Grave Touch: A touch attack. Deals **** and Ice Elemental Damage and paralyzes enemies. (Undead Active Spell)

Passives

The Doom To Come: All your attacks will always do at least 5% of the damage they would do against a target with 0 defenses, bypassing immunities. Gain a 20% boost to both physical and magical attacks.

Ancient Child: Resistance to light and dark boosted by 500%. Physical Attack and Defense boosted by 150%. Spells Power boosted by 200%

Ethereal Knowledge: A further increase of 100% to spell power. Can see and interact with Ethereal beings as if they were material.

Spooky Calcium: Physical Defense Boosted by 1000%, Spells by 200%, Dark Elemental Magic by 400%. 1000% damage from Light and 300% from Fire, healing spells harm instead of heal.

Soul Eater: Killing others heals you for 10% of their max HP.

Elemental Affinity-****: Immune to **** Element and spells of the **** Element are boosted by 1000%.

Time Distortion: Can take an extra action.

Hero-Like: Gains a 10% boost to physical attack when fighting Dark aligned creatures, always know the general location of targets.

Protection of the Heavens: Immune to Paralysis, other status effects, Mind Control, Unwilling Transformations and instant **** effects. Boost physical and Magical Defenses by 200%.

Experience Gain: 200% Monster 100% Class

Physical Attack Increase: 170% (180% if opponent is Dark Aligned)

Physical Defense Increase: 1350%

Magical Defense Increase: 200%

Dark Resistance Increase: 500%

Light Resistance Increase: -500%

Fire Resistance Increase: -300%

Spell Power Increase: 620%

Dark Elemental Attack Increase: 400%

**** Elemental Attack Increase: 1000%

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