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Chapter 79 by Zurai

End of Chapter III: Ascent

Periodic Status Report [Ch3]

Aidan & Co:
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Important NPCs:
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Other NPCs:
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Aidan's Skills:
Animamancy (Level: 2.00; +2 spell power with animamancy rituals. Rank: Unskilled. Affinity: 100%): Associated Attribute: Willpower; +27 spell power with animamancy rituals. The esoteric school of soul magic, Animamancy deals with creating, destroying, consuming, and transmuting souls. A master animamancer was involved in the creation of the Gargoyle race.
Beast Magic (Level: 1.72; +1 spell power with beast magic spells. Rank: Unskilled. Affinity: 100%): Associated Attribute: Intuition; +26 spell power with beast magic spells. Beast magic is the magic of the wild things of the world. Beast magi can summon mythical beasts, augment animals, and change one creature -- or part of one -- into another. Masters of this magic can even create entirely new species.
Cooking (Level: 1.00; +2% improved quality of meals prepared. Rank: Unskilled. Affinity: 100%): Associated Attribute: Senses; +13% improved flavor of meals prepared. Anyone can throw a few ingredients together and burn them over a fire to something approaching edibility, but only a cook can produce food worth eating for its own sake.
Evasion (Level: 5.04; opponents’ accuracy reduced by 20%. Rank: Novice. Affinity: 100%): Associated Attributes: Agility and Speed; 12% chance to reduce the severity of a hit by one level. Evasion is the knack for not getting hit -- in style. Any fool can drop to the ground or duck his head; a master at evasion can dodge an attack while seeming to remain perfectly still. Due to your Novice rank in Evasion, successfully evading takes now takes 10% less Concentration and Stamina.
Fire Magic (Level: 27.65; +27 spell power with fire magic spells. Rank: Initiate. Affinity: 100%): Associated Attribute: Charisma; +33 spell power with fire magic spells. Fire magic bends the most chaotic and rapacious of the natural elements to your command. Fire magic is the magic of passion, hunger, chaos, and destruction. Masters of this skill can burn entire battlefields to nothing but ash and cinders. Due to your Novice rank in Fire Magic, you have +10% resistance to fire damage. Due to your Initiate rank in Fire Magic, you deal +25% fire damage to corrupted, tainted, or otherwise unclean creatures. Due to your Apprentice rank in Fire Magic, your fire magic spells have their cast times and cooldowns reduced by a percentage equal to the difference between their level and your level in Fire Magic.
Housekeeping (Level: 1.07; reduced time required to perform housekeeping tasks by 1%. Rank: Unskilled. Affinity: 100%): Associated Attribute: Willpower; increases time before more housekeeping is needed by 27%. While keeping dirt from piling up on the floor doesn’t require any special Skill, those skilled in housekeeping are better, quicker, and more efficient at cleaning, organizing, maintaining, and making presentable a home.
Leadership (Level: 5.63; +5 warband members, +0.5 party members. Rank: Novice. Affinity: 100%): Associated Attribute: Charisma; party and warband members follow your orders 33% more efficiently. The ability to inspire others to follow you and obey your commands, even in dangerous and stressful circumstances. A master leader can rally a defeated and demoralized army and forge them into a unified whole stronger than they were to start with. Due to your Novice rank in Leadership, commands you give are now 10% more likely to be obeyed.
Light Armor (Level: 10.71; 10% less encumbrance and 10% increased protection from worn light armor. Rank: Initiate. Affinity: 100%): Associated Attribute: Endurance; +16% chance to reduce a glancing blow to a body part protected by light armor to a miss. Light armor encompasses armor made of cloth or leather which is designed to be light and easy to move in. While wearing any armor will hinder Agility and Speed and increase Stamina consumption, light armor does so to the smallest degree. Due to your Novice rank in Light Armor, light armor you wear gains +1 physical protection. Due to your Initiate rank in Light Armor, your encumbrance from wearing light armor is decreased by 50%.
Magical Theory (Level: 9.56; 0.9% chance to gain a new spell when in gaining a level in a magic school Skill. Rank: Novice. Affinity: 100%): Associated Attribute: Logic; +20% success rate in creating new spells. Magical Theory is the study of magic and how to manipulate it. Magical theory is used to create, modify, and learn spells and rituals. Masters of magical theory may even learn the secrets of manipulating arcane magics. Due to your Novice rank in Magical theory, when you attempt to learn a spell, the chance of success is increased by +5%.
Parrying (2.31; +10% chance to deflect melee attacks while wielding a melee weapon. Rank: Unskilled. Affinity: 100%): Associated Attribute: Speed; +11% to attack speed following a successful parry. To parry is to deflect an opponent’s weapon harmlessly with your own, preferably while leaving yourself in position to attack. Masters of parrying can even parry certain types of magical attacks.
Persuasion (Level: 2.57; up to +10% chance to succeed in persuasion. Rank: Unskilled. Affinity: 100%): Associated Attribute: Charisma; +33% chance to nullify a failed persuasion attempt. The art of getting people to do things they don't want to do and simultaneously not pissing them off. A master of persuasion could convince a demon to forsake its evil ways.
Seduction (Level: 2.57. Rank; +5% chance to succeed in seduction: Unskilled. Affinity: 100%): Associated Attributes: Charisma and Attractiveness; +33% chance to nullify a failed seduction attempt and +6% to arousal of target with each seduction attempt. The art of getting people to willingly have sex with you through teasing, flirting, and innuendos.
Riding (Level: 8.27; -8% Stamina cost to mount from bearing a rider. Rank: Novice. Affinity: 100%): Associated Attributes: Endurance; -16% chance to be dismounted when struck in combat. When you want to get somewhere faster than your own legs can carry you, the most common way is to ride. Anyone can climb on the back of a random animal, but the riding skill will make it much easier for both the rider and the mount. Due to your Novice rank in Riding, you cause 10% less Stamina drain to your mount.
Centaurback (Level: 8.27; -8% Stamina cost to mount from bearing a rider. Rank: Novice. Affinity: 100%): Associated Attributes: Charisma; mount gains +33% skill experience in Submissive while being ridden. Unlike most other potential mounts, Centaurs are sapient and quite intelligent, which makes riding them very different from most other mounts. For whatever reason, you have managed something which very few others in the history of the Realms have managed. Due to your Novice rank in Centaurback Riding, you and your mount suffer 25% less penalties for fighting multiple enemies.
Sewing (Level 1.05; +2% quality of sewn goods. Rank: Unskilled. Affinity: 100%): Associated Attribute: Agility; +13% quality of sewn goods. More than just stitching two pieces of cloth together, sewing also includes design, production, and all other aspects of making clothes, armor, and other things out of any soft, flexible material..
Sex (Level: 22.27; own and partners’ pleasure increased by +44% during sex. Rank: Initiate. Affinity: 100%): Associated Attribute: Charisma and Agility; own and partners’ pleasure increased by +46%. Making love, doing the horizontal tango, fucking. Sex is a primary driving motivation for nearly every living creature, and you are no exception. Due to your Novice rank in Sex, you can accelerate or delay your own or your partners' orgasms by up to 10%. Due to your Initiate rank in Sex, every time you bring your partner to orgasm, you gain a bonus to your relationship for up to 7 days, based on the strength of the orgasm.
Anal Sex (Level: 4.41; cause or receive +8% more pleasure from anal sex. Rank: Unskilled. Affinity: 100%): Associated Attribute: Agility; cause or receive up to 13% less pain from anal sex. This Skill governs both giving and receiving pleasure from either end of sex which involves penetration of the ass.
Cunnilingus (Level 9.82; partner’s pleasure increased by +18%. Rank: Novice. Affinity: 100%): Associated Attribute: Agility; control over partner’s arousal level increases by +26%. A cunning tongue is a lady’s best friend. A master of cunnilingus could break a woman’s mind with the pleasure of their tongue. Due to your Novice rank in Cunnilingus, orgasms you cause with this Skill retain +50% of your partner’s arousal level.
Dominance (Level: 10.38; giving orders to submissive partners increases their arousal by up to +20% based on their degree of submissiveness. Rank: Initiate. Affinity: 100%): Associated Attribute: Charisma; sexual punishments you administer cause up to +33% pleasure based on their degree of submissiveness. The counterpart to submission, dominance paradoxically is all about increasing your submissive partners' pleasure by assuming control of their bodies and/or enforcing sexual rules. Due to your Novice rank in Dominance, you gain a +5% bonus to the effects of your commands and orders, in or out of sexual situations. Due to your Initiate rank in Dominance, your orders are 15% more likely to be obeyed, in or out of sexual situations.
Double-Dicking (Level: 4.52; partners’ pleasure increased by 16% for each of your appendages penetrating them. Rank: Unskilled. Affinity: 100%): Associated Attribute: Agility; increased force and coordination of penetration with each appendage by +13%. A Skill unique to creatures with multiple appendages suitable for penetrative sexual acts, double-dicking can bring immense pleasure to one partner or allow you to have sex with multiple partners at the same time.
Masturbation (Level: 1.00; +2% increase in arousal when masturbating. Rank: Unskilled. Affinity: 100%): Associated Attribute: Endurance; +16% control over orgasm when masturbating. Self-pleasure. Everyone does it, don't be ashamed. A master masturbator isn't really that much better at masturbation, but they do have a wide variety of bonuses to other sexual situations.
Voyeurism (Level: 1.00; +2% increase in arousal when watching a third party having sex. Rank: Unskilled. Affinity: 100%): Associated Attribute: Senses; +13% arousal when watching a third party having sex. Like watching porn, except the actors aren't actors and are right in front of you. So, the complete conceptual opposite of porn. Increases your own pleasure from watching or otherwise witnessing a third party having sex.
Smithing (Level 5.17; +10% improved quality of smithed items. Rank: Unskilled. Affinity: 100%): Associated Attribute: Might; -10% time required to smith items. To an outside observer, smithcraft is all about beating the stubborn out of heated piece of metal until it gives in. To one practiced in the skill, however, it is the art of persuading the metal to take the form it is meant to have. Master smiths can produce exquisite works of completely functional art from base metals, and artifacts of legendary repute from more rarified ingredients.
Due to your Novice rank in Smithing, items you forge have increased quality.
Armorsmithing (Level 2.31; +1% to final protection value of smithed armor. Rank: Unskilled. Affinity: 100%): Associated Attribute: Might; +10% to final durability of smithed armor. Smithing armor is an art all of its own, more personal than anything else done at the anvil. Masters of the art produce armor which fits like a second skin while capable of protecting from the attacks of giants.
Weaponsmithing (Level 2.12; +1% to final damage value of smithed weapons. Rank: Unskilled. Affinity: 100%): Associated Attribute: Might; +10% to final durability of smithed weapons. There is more to making a weapon than just sharpening a hunk of steel; a truly skilled weaponsmith produces weapons which are balanced so finely that they feel like an extension of the wielder’s own limb. A master weaponsmith could produce a blade capable of slicing through solid stone, given the proper materials and time to work.
Spears (Level: 7.81; +7% attack speed and +7% accuracy with spears. Rank: Unskilled. Affinity: 100%): Associated Attribute: Agility and Speed; -24% penalty from fighting two opponents while wielding a spear. Spears are the most common melee weapon in the Realm, and for good reason. While they are heavier than many melee weapons, they are an easy weapon to achieve baseline proficiency with and the advantage of reach is not to be overstated. Due to your Novice rank in Spears, your attack speed is increased by 10% when wielding a spear.
Stealth (Level: 3.06; +12% chance to remain undetected. Rank: Unskilled. Affinity: 100%): Associated Attribute: Agility; -13% movement speed penalty while using stealth. Stealth is the discipline of using cover, shadows, distractions, and other means to remain undetected when you otherwise would be found. A master of stealth can vanish into thin air while being observed.
Thrown Weapons (Level 1.00; +5% accuracy with thrown weapons, +2% damage with thrown weapons. Rank: Unskilled. Affinity: 100%): Associated Attribute: Agility; +13% range with thrown weapons. Everything from a rock off the ground to a heavy spear can be thrown, but only a user of this Skill can make it into a real weapon. Masters of thrown weapons throw a needle into their target’s eye from a hundred paces away,
Vivimancy (Level: 6.59; +6 spell power with vivimancy rituals. Rank: Unskilled. Affinity: 100%): Associated Attribute: Intuition; +26 spell power with vivimancy rituals. One of the esoteric magics, vivimancy is the magic of life itself. With it you can heal wounds, cure diseases, bless crops, and ward against death. Masters of vivimancy can even bring the dead back to life.

Aidan's Spells and Rituals:
Call Soul's Familiar: Animamancy, level 1. Every living being is given a soul at birth, but not a complete soul. Somewhere, out in the infinite multiverse, another being has the other portion of your soul. This ritual will call that creature to you to serve as your familiar. Needless to say, this can only be done once. Cost: 200 Concentration, 5,000 experience. Duration: Instantaneous. Casting Time: 4 hours.
Ensoul Object: Animamancy, level 1. Through the use of this ritual, you can imbue a soul into an inanimate object. The soul is only very small and is not self-sustaining, and the object will not be truly alive, but a clever caster can find many uses for this ritual. Cost: 50 Concentration, 500 experience. Duration: Concentration. Casting Time: 1 hour.
Minor Shift: Beast Magic, level 1. Changes one aspect of the target into that of another creature. This cannot grant new senses, attacks, Traits, or Abilities, but can alter appearance and enhance or deaden existing senses, attacks, Traits, or Abilities. Cost: 10 Concentration. Duration: Concentration, up to 6 minutes and 21 seconds [base 300 seconds +1% Skill level +26% Intuition]. Casting Time: 0.25 seconds.
Flame Jet: Fire Magic, level 1. Fires a thin jet of fire from your hand which deals 26.57 fire damage [10 base +27% Skill level +33% Charisma +1% Strength in Diversity Talent, times 1.1 Firepower Talent, times 1.5 Kindle the Hearth-Flame] per second [two ticks per second] to anything it touches. Cost: 25 Concentration. Duration: Concentration, up to 5 seconds. Casting time: 0.74 seconds [1 second base -26% Apprentice in Fire Magic]
Burning Barrage: Fire Magic, level 10. Creates 9 fiery orbs [6 base +27% Skill level +33% Charisma +1% Strength in Diversity] in the air around you and then launches them at one or more targets within 30 meters of you. Each projectile deals 33 fire damage [20 base, times 1.1 Firepower Talent, times 1.5 Kindle the Hearth-Flame] on impact, then explodes, dealing 8.25 fire damage [5 base, times 1.1 Firepower Talent, times 1.5 Kindle the Hearth-Flame] to all creatures and objects in a 1 meter radius. These projectiles do not need to be fired in a straight line and can be guided with further Concentration. All projectiles must be fired within 2 seconds of the first. Cost: 50 Concentration; 5 Concentration per second per guided projectile. Duration: Until expended. Casting time: 1.66 seconds [2 seconds base -17% Apprentice in Fire Magic]. Cooldown: 12.45 seconds [15 seconds base -17% Apprentice in Fire Magic]
Kindle the Hearth-Flame: Fire Magic, level 25. Kindle the spark of the heavenly hearth fire which the goodly powers granted to the ancient peoples of the world to protect and serve them. While this spell is active, you gain a +10% bonus to your Agility, Speed, Senses, Charisma, and Attractiveness Attributes, deal +50% more fire damage, and gain +25% resistance to fire and cold damage. This spell may only be used upon yourself and those with close association to goodly Powers of fire. Cost: 84 Concentration [200 base, -27% Skill level -30% Charisma -1% Strength in Diversity]. Duration: Concentration. Cast time: 29.4 seconds [30 seconds base -2% Apprentice in Fire Magic]
Patch Wounds: Vivimancy, level 1. The target recovers 14.63 [10 base + 6% Skill level +26% Intuition +1% Strength in Diversity, times 1.1 Lifeforce Talent] Health over 2 seconds [two ticks per second]. This healing is caused by pure life energy and will not cause scarring. This will cure Wounds of Minor magnitude. Cost: 50 Concentration, 1 unit of soothebalm leaf or equivalent. Duration: 2 seconds. Casting time: 10 seconds.
Pulse of Life: Vivimancy, level 5. Waves of life energy pulse outwards from you, healing every living creature within 2 meters of you for 7.32 Health [5 base +6% Skill level +26% Intuition +1% Strength in Diversity] each second [ten ticks per second] and harming every undead creature for a like amount. This energy comes at a cost, however; your Stamina is consumed to fuel the ritual. The healing is caused by pure life energy and will not cause scarring. Cost: 100 Concentration; 10 Stamina per second. Duration: Concentration. Casting time: 10 seconds.

Summon Obsidian Salamander: Beast Magic and Fire Magic, level 1. Summons a level 7 [base 5 +13% average Skill level +29% average Intuition and Charisma +10% Weave the Strands +1% Strength in Diversity] Obsidian Salamander, which will obey your orders faithfully to the best of its ability. Obsidian Salamanders are small fire-breathing reptiles with extremely hard, glassy black scales. They are tough for their size but they prefer to cook their prey from a distance rather than fight directly. Cost: 75 Concentration. Duration: Concentration or death of the summoned creature. Cast Time: 3.7 seconds [5 seconds base -26% Apprentice in Fire Magic]. Cooldown: 44 minutes and 24 seconds [3600 seconds -26% Apprentice in Fire Magic].
Soulfire Blast: Animamancy and Fire Magic, level 1. An extremely dangerous ritual for both the user and their target, Soulfire Blast burns a piece of the caster's soul to power a blast of fire hot enough to melt stone on contact. Deals 255.75 fire damage [100 base +14% average Skill level +30% average of Willpower and Charisma +10% Weave the Strands +1% Strength in Diversity, times 1.1 Firepower Talent, times 1.5 Kindle the Hearth-Flame] per second [10 ticks per second] to a target within 10 meters; due to the intense heat and the nature of the flames' source, the target is afflicted by the Soulburn debuff, which lowers their resistance to fire damage by 50% for 10 seconds. Cost: 50 Concentration; 200 experience per second. Duration: Concentration. Cast Time: 0.07 seconds [0.1 seconds base -26% Apprentice in Fire Magic. Cooldown: 22.2 seconds [30 seconds base -26% Apprentice in Fire Magic].
Phoenix Pyre: Animamancy, Beast Magic, Fire Magic, and Vivimancy, level 1. This unique and selfless ritual causes the user to burn their own body, mind, and soul to damage nearby enemies and heal nearby allies. Such is the power of this ritual that, if used quickly enough, it can even prevent a soul from leaving the body of a slain ally and, if the ally's injuries are healed, restore them to life, but the cost for such a miracle would be great indeed. Deals fire damage to all enemies within 10 meters and heals Health, Stamina, and Psyche to all allies within 10 meters each second; damage and healing is based on the amount of the user's life force expended. Healing from this ritual is caused by pure life energy and does not cause scarring. This ritual can heal Wounds and Traumas of any severity, if the cost is paid. Cost: 100% Concentration; 10% Health per second; 2,500 experience per second; possible additional costs depending on the situation. Duration: Concentration, until death. Cast Time: 0.07 seconds [0.1 seconds base -26% Apprentice in Fire Magic].
Spark of Life: Fire Magic and Vivimancy, level 5. This ritual summons the spark of life into a creature of death, such as undead or manikins. This will consume them from the inside, dealing 128.7 fire/life damage [50 base + 16% average Skill level +29% average of Intuition and Charisma +10% Weave the Strands +1% Strength in Diversity, times 1.1 Firepower Talent, times 1.5 Kindle the Hearth-Flame] initially and inflicting them with the Burning Life status, which causes them to take 64.35 fire/life damage [25 base + 16% average Skill level +29% average of Intuition and Charisma +10% Weave the Strands +1% Strength in Diversity, times 1.1 Firepower Talent, times 1.5 Kindle the Hearth-Flame] per second for 5 seconds. Because of the unique mixture of the two damage types, this is affected by vulnerability to either fire or life damage, but can only be resisted by creatures with resistance or immunity to both fire and life damage. This ritual has no effect on creatures which are not aligned with death. Cost: 25 Concentration. Duration: Instantaneous. Casting Time: 0.79 seconds [1 second base -21% Apprentice in Fire Magic]. Cooldown: 3.95 seconds [5 seconds base -21% Apprentice in Fire Magic].

Aidan’s Current Inventory & Equipment:
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Sun-ray Spear. Damage: 8-14. Reach: Extended. Attack Speed: Below Average. Rarity: Epic. Item Quality: Exquisite. Additonal Properties: Deals +12-24 fire damage (unmodified by Might or Spear Skill) to creatures which are undead, demonic, corrupted, or strongly aligned to death or darkness. Grants the Sunray Ability to the wielder. Emanates natural sunlight from the spearhead at the wielder's mental command. This item is not fully identified and may yet have additional unknown properties.
Reinforced Rockspine Leather Breastplate. Armor Type: Light Armor. Average Protection: 8.25 [5 base +1 Novice rank in Light armor, times 1.25 Rockspine Leather set bonus, times 1.1 Skill level]. Encumbrance: Minimal. Rarity: Uncommon. Item Quality: Well-Crafted. Additional Properties: 10% resistance to piercing damage.
Hardened Rockspine Leather Pauldrons. Armor Type: Light Armor. Average Protection: 6.88 [4 base + 1 Novice rank in Light Armor, times 1.25 Rockspine Leather set bonus, times 1.1 Skill level]. Encumbrance: Minimal. Rarity: Uncommon. Item Quality: Well-Crafted. Additional Properties: 10% resistance to piercing damage.
Hardened Rockspine Leather Vambraces. Armor Type: Light Armor. Average Protection: 6.88 [4 base + 1 Novice rank in Light Armor, times 1.25 Rockspine Leather set bonus, times 1.1 Skill level]. Encumbrance: Minimal. Rarity: Uncommon. Item Quality: Well-Crafted. Additional Properties: 10% resistance to piercing damage.
Hardened Rockspine Leather Helmet. Armor Type: Light Armor. Average Protection: 6.88 [4 base + 1 Novice rank in Light Armor, times 1.25 Rockspine Leather set bonus, times 1.1 Skill level]. Encumbrance: Minimal. Rarity: Uncommon. Item Quality: Well-Crafted. Additional Properties: 10% resistance to piercing damage.
Hardened Rockspine Leather Half-Gauntlets. Armor Type: Light Armor. Average Protection: 4.13 [2 base +1 Novice rank in Light Armor +25% Rockspine Leather set bonus]. Encumbrance: Negligible. Rarity: Uncommon. Item Quality: Well-Crafted. Additional Properties: 10% resistance to piercing damage.
Hardened Rockspine Leather Greaves. Armor Type: Light Armor. Average Protection: 6.88 [4 base + 1 Novice rank in Light Armor, times 1.25 Rockspine Leather set bonus, times 1.1 Skill level]. Encumbrance: Minimal. Rarity: Uncommon. Item Quality: Above Average. Additional Properties: 10% resistance to piercing damage
Handy Haversack. Rarity: Rare. Item Quality: Exquisite. Additional Properties: This item will bind itself to its user's soul when first used. Contains a vast extra-dimensional pocket which can be used to store any objects which will fit within any of its openings, up to a certain limit. Objects inside the haversack are reduced in weight by 90%
Silver Lesser Ring of Virility. Rarity: Uncommon. Item Quality: Above Average. Additional Properties: When worn by a person with male genitalia, increases sexual staying power by 10%, length and girth of penis by 10%, volume of semen ejaculated by 25%, semen recovery by 50%, and fertility by 50%. When worn by a person without male genitalia, user appears less feminine and more masculine.
Silver Amulet of Non-Detection. Rarity: Uncommon. Item Quality: Above Average. Additional Properties: Protects the wearer from divination or scrying spells and rituals of level 30 and below.

Aidan’s Talents
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Talent points: 1


Jack of all Schools I -- Requirements: None. Effect: +10% bonus to earned skill experience in each magic school with a level lower than that of your highest level magic school. Cost: 5 points
Jack of all Schools II -- Requirements: Jack of all Schools I. Effect: +10% bonus to earned skill experience [+20% total] in each magic school with a level lower than that of your highest level magic school. Cost: 10 points
Jack of all Schools II -- Requirements: Jack of all Schools II. Effect: +10% bonus to earned skill experience [+30% total] in each magic school with a level lower than that of your highest level magic school. Cost: 20 points

Weave the Strands I -- Requirements: None. Effect: When casting a multi-school spell, +5 spell power for each of its schools. Cost: 3 points
Weave the Strands II -- Requirements: Weave the Strands I. Effect: When casting a multi-school spell, +5 spell power [+10 total] for each of its schools. Cost: 6 points
Weave the Strands III -- Requirements: Weave the Strands II. Effect: When casting a multi-school spell, +5 spell power [+15 total] for each of its schools. Cost: 12 points

Blending of Schools I -- Requirements: None. Effect: +10% to the chance to successfully create a multi-school spell. Cost: 5 points

Familiarity I -- Requirements: Having an active Familiar. Effect: Your familiar earns +10% experience. Cost: 2 points
Familiarity II -- Requirements: Familiarity I. Effect: Your familiar earns +10% experience [+20% total]. Cost: 4 points
Familiarity III -- Requirements: Familiarity II. Effect: Your familiar earns +10% experience [+30% total]. Cost: 8 points


Strength in Diversity I -- Requirements: Jack of All Schools I, Apprentice rank in at least one magic school. Effect: +1 spell power to all magic schools for each magic school you have achieved Apprentice rank in. Cost: 2 points
Strength in Diversity II -- Requirements: Strength in Diversity I, Journeyman rank in at least one magic school. Effect: +1 spell power to all magic schools for each magic school you have achieved Apprentice rank in and +3 spell power to all magic schools for each magic school you have achieved Journeyman rank in. Cost: 4 points

Firepower I -- Requirements: Weave the Strands I, Level 1 in Fire Magic. Effect: +5% fire damage dealt with magic. Cost: 2 points
Firepower II -- Requirements: Firepower I. Effect: +5% damage [+10% total] fire damage dealt with magic. Cost: 4 points
Firepower III -- Requirements: Firepower II. Effect: +5% damage [+15% total] fire damage dealt with magic. Cost: 8 points

Lifeforce I -- Requirements: Weave the Strands I, Level 1 in Vivimancy. Effect: +5% healing with magic. Cost: 2 points
Lifeforce II -- Requirements: Lifeforce I. Effect: +5% healing [+10% total] with magic. Cost: 4 points
Lifeforce III -- Requirements: Lifeforce II. Effect: +5% healing [+15% total] with magic. Cost: 8 points

Soul Caliber I -- Requirements: Weave the Strands I, Level 1 in Animamancy. Effect: -5% experience cost for magic. Cost: 2 points

Altered Beast I -- Requirements: Weave the Strands I, Level 1 in Beast Magic. Effect: +5% effectiveness of alterations made to creatures’ physical form with magic. Cost: 2 points

As Above, So Below I -- Requirements: Familiarity I. Effect: Your familiar gains 10% of your own Attributes. Cost: 10 points
As Above, So Below II -- Requirements: As Above, So Below I. Effect: Your familiar gains an additional 10% of your own Attributes [Total 20%]. Cost: 10 points

Fire Link I -- Requirements: As Above, So Below I, Firepower I. Effect: While you are maintaining a Fire Magic spell or ritual, including with Crown of the Exalted, your familiar's attacks deals an additional 10% damage as fire damage. Cost: 5 points.

Life Link I -- Requirements: As Above, So Below I, Lifeforce I. Effect: While you are maintaining a Vivimancy ritual, including with Crown of the Exalted, your familiar heals 1% of her total Health and 2% of her total Stamina per second. Cost: 5 points.


Ad-Libbed Admixture -- Requirements: Jack of all Schools I, Weave the Strands I. Effect: Grants the Ad-Libbed Admixture Ability. Cost: 25 points
Ad-Libbed Admixture: When casting a spell, you may add components from esoteric magic schools you know to enhance the spell beyond its normal performance. The effects of this Ability are variable each time it is used, even for the same spell and admixture. Spells affected by this Ability are considered multi-school rituals for the duration of their effects and give skill experience for every school involved. Cost: Variable.

Crown of the Exalted -- Requirements: Strength in Diversity I, Weave the Strands I. Effect: Grants the Crown of the Exalted Trait. Cost: 40 points
Crown of the Exalted: You may maintain one spell or ritual of each magic school without using Concentration. While you maintain any magic this way, a crown-shaped aura of shimmering light surrounds your head, capped by points of light representing each school being maintained. You must still have enough Concentration to cast the spell or ritual in the first place.

Spark of Life -- Requirements: Firepower I, Lifeforce I, Fire Magic level 5, Vivimancy level 5. Effect: Grants the Spark of Life ritual. Cost: 5 points
Spark of Life: Fire Magic and Vivimancy, level 5. This ritual summons the spark of life into a creature of death, such as undead or manikins. This will consume them from the inside, dealing 50 fire/life damage initially and inflicting them with the Burning Life status, which causes them to take 25 fire/life damage per second for 5 seconds. Because of the unique mixture of the two damage types, this is affected by vulnerability to either fire or life damage, but can only be resisted by creatures with resistance or immunity to both fire and life damage. This ritual has no effect on creatures which are not aligned with death. Cost: 25 Concentration. Duration: Instantaneous. Casting Time: 1 second. Cooldown: 5 seconds.

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