A Mage Rising: (The Chronicles of Herst 2: A LitRPG Saga)
Page 44
Tide Caller: Class Rarity: Uncommon. This class unlocks Water, and Earth type magic and provides a 7% bonus to Water spells and a 4% bonus to Earth magic spells. Requires the Mage class and a higher than 50% resonance with Water and Earth type magic. Do you wish to be a Tide Caller? Yes/No
Moving on I wander a little bit more. Trees made of fire, trees made of stone, even ones of bones and darkness itself. Another water based tree makes me think I found one of the classes The Frozen Shadow had: Cryomancer. So I step up to it an read the description.
Frost Mage: Class Rarity: Common. This class unlocks Water and Air type magic and provides a 6% bonus to Water magic spells and a 3% bonus to Air magic spells . Requires the Mage class and a higher than 50% resonance with Water and air type magic. Do you wish to be a Frost Mage? Yes/No
Not what I thought it was, but maybe Cryomancer is a more advanced version of this. So far I haven’t seen anything that can hold my attention like my Celestial Mage class did when I saw it. I start to get a little frustrated about the time I’m spending here and worry that I won’t find anything like my first subclass. Taking a breath I calm my racing mind and resolve myself to the task. It will take as long as it will take and I won’t rush such a monumentally important decision. What seems like forever, and a staggering amount of rows in this orchard explored, I come upon some more interesting flora.
One in particular is a tree that looks to be made of black, spiraled and twisted horns. The tips of the horns protrude from the main paths like thorns on an acacia tree. The tips of the branches also look like they are capped with sharp claws. That is not all though. Between the numerous horns mysteriously bound together is a red, fiery light that flickers as it filters through the small gaps. If I had to guess just by looking at it I would postulate that it has something to do with demons. I decide to get the description and approach it.
Warlock: Class Rarity: Rare. This class unlocks Fire, Dark, and Space type magic and provides a 6% bonus to Fire and Dark magic spells with a 3% bonus to Space magic spells. Requires the Mage class and a higher than 60% resonance with fire and Dark type magic with a higher than 50% resonance in Space type magic. Must have used summoning spells before. Do you wish to be a Warlock? Yes/No
The description is vague like all the others, but I’m pretty sure my guess was at least partially correct. That is a solid option there, but I’m still looking for something more impressive. A few more aisles and I turn the corner to start a new one when it finally happens. Looking down the row of deliberately places trees I see a cacophony of color. Hope blooms in my heart as I ignore the other trees nearby and sprint down the impossibly long stretch of magic foliage. Mid way down the row I stop in front of the object of my fixation. Its glorious!
The tree in front of me is a masterpiece of conflict and contrast. The trunk and the branches are a shifting deluge of colors including black, white, forest green, dark purple, silver, and light grey. The trunk may be shifting, but the six thick bands of magic surrounding it below the branches are each a solid color. The top two are the wispy light gray color and the darker metallic silver. They cross each other with the tree trunk in the center but don’t touch. They also do not cross the lower four, which are the other four colors I saw on the tree. The lower four cross each other like the top two though. Excitement building, I step forward until the description is displayed. It pops up when I’m only inches from the lower four bands of spinning magical energy.
Divine Mage: Class Rarity: Legendary. This class unlocks all types of magic in the Divine and Mortal realms, and provides a 10% bonus to the effect of spells from the Divine and Mortal realms. Requires the Mage class, World Traveler title, and a 75% or higher resonance with Abjuration, Transmutation, and at least 2 Divine types of magic. Must be a mortal Champion to a god or goddess. Do you wish to be a Divine Mage? Yes/No
I have never heard of the Mortal realm of magic before, though I did read some speculation that there were more realms and types of magic unknown to the authors. I would find out soon enough though. This was exactly what I was looking for and I felt drawn to this tree. The mention of being a Champion with a capital letter did make me wonder though. Was my position to Gwydia more official? If so then why didn’t I have a title or something confirm it? Pushing those kinds of questions to the back burner for another time I mentally select yes.
The force I felt drawing me toward the tree before goes into overdrive and I step through the rings surrounding it into the trunk of the tree itself. My mind expands with new knowledge like I felt only once before and I can feel the branches above me. I am the tree. The roots below expand and as I settle into this new form I feel the roots and branches intertwine with another source. It feels familiar, like I’m meeting myself. As the roots meet and lace together the connection is complete. It is me, or at least my other subclass. Though they look separate from above the ground, they are one below it. A moment later I’m back on the bed in my room with a new message in front of my vision.
Congratulations! You selected the subclass: Divine Mage. You have unlocked Life, Light, Death, Dark, Abjuration, and Transmutation Magic. You get 10% increased effectiveness with spells of those types. You gain 300 MP and 150 HP for selecting a legendary subclass.
The end of book 2
Status Pages and Titles
Name
Vol Adare
Age
26
Level
20
Race
Void Human
To next level
17%
Patron
Gwydia
HP:
740
MP:
1890
Class
Mage
STR
14
19
Subclass 1
Celestial
AGI
19
34
Subclass 2
Divine
VIT
29
34
Subclass 3
None
INT
52
109
Profession
Enchanter
WIS
50
107
Specialty
Bonding
Unspent SP:
0
Titles
Abilities
Skills
Grimoire
Title: World Traveler: One who has traveled across space from another world. Grants the ability Mana Vacuum.
Title: Blessed of Gwydia: The blessing of the goddess of magic, Gwydia. As your Patron she has made this a permanent effect. Grants 100% Resonance with all magic skills, and abilities.
Title: Dark Horse: You have slain a creature more than 10 levels above yourself, without help, and before reaching level 10. +5% damage to anything of higher level than oneself.
Title: Bound to Power: Having been bound to a Mana Fount you now gain +5 MP per level.
Title: Lord: Born or not you are now a noble. Reputation with all nobles increased slightly. Other nobles will view you more favorably. This can mean they value you more either as an ally or an enemy.
Title: Dungeon Master: You have claimed a dungeon for yourself and your land. No one can claim it while you live, but the dungeon can be killed. If the dungeon is killed then all creatures within it will be released.
Title: Dungeoneer: You have cleared your first dungeon. +10% damage and healing when in a dungeon.
Title: Sanguine Tide Bulwark: You have encountered the minions of the blood goddess and your people have survived the Sanguine Tide. You receive +10% to Blood magic resistance while you remain free of its influence.
Familiar
Name
Thia
Race
Thunderbird
Level
20
HP:
480
MP:
1130
STR
10
10
AGI
24
35
VIT
23
28
INT
43
65
WIS
45
85
Unspent SP:
0
Unspent TP:
0
Abilities
Familiar Bond MAX
Mana Transfer MAX
Two Formed MAX
Skills
Zapp lvl 15
Screech lvl 11
Knifewings lvl 15
Ride the Lightning lvl 13
Merge lvl 3
Chain Lightning tier MAX lvl 9
Ball Lightning tier MAX lvl 4
Ball and Chain tier MAX lvl 5
Bladestrike tier 1 lvl 5
Abilities
Vol Adare:
Advanced Adaptability lvl MAX: A combination of Greater Adaptability, Quick Study, and Comprehensive Analysis. Increases the speed of leveling skills and abilities, includes learning the first level. Makes learning, retaining, and processing information faster and easier for increased speed of adaptation. Your thoughts are clear and your wits are sharp. Grants one extra SP per level.
Mana Vacuum lvl MAX: Your body absorbs mana faster. +10% to mana regeneration.
Staff Mastery lvl 10: Through the use of a staff, you have started down the path of mastery. +10% to damage when using a staff. Resonance: 90%.
Advanced Mana Control lvl 10: An advanced form of other abilities combined, increasing their overall effect. Allows a person to perceive and manipulate mana, delay a cast spell's release, and overcharge a spell with mana for greater affect at the cost of more mana. For reaching lvl 10 all spells require 10% less mana to cast and range is increased by 10%. Resonance: 100%.
Woodcraft lvl 8: Through demonstrating survival ability in a forest you have earned Woodcraft. Your survival related actions within the forest are more effective. Increase the level of this ability to improve the effect. Resonance: 76%.
Familiar Bond tier MAX: The bond between a mage and his familiar. This allows the mage and familiar to communicate telepathically and to sense each others location. Causes the mage and familiar to share some traits. Increasing the tier of this ability will improve the effectiveness. Can only be improved using talent points from the familiar.
Skinning lvl 2: Increase your proficiency with skinning to have a higher chance of better results. +10% better materials from skinning. Resonance: 69%.
Mana Transfer tier MAX: Allows the Familiar and mage to share mana between them at a 1 to 1 ratio.
Enchanting lvl 16: The ability to apply permanent enchantments to item. Professional ability. Resonance 100%.
Dimensional Storage tier MAX: This ability creates a connection to an extra dimensional space 15x15x15 feet in size to store things. Can only store non living things, but no time passes for the object stored. Range: Touching. Cost: Passively stores mana in the storage space from overflow of user to maintain and operate. Excessive use may start draining user’s mana.
Magnetic Personality lvl 2: This ability enhances a persons natural charisma. Causes your words to be more meaningful to others. Makes one slightly more attractive, especially to the opposite sex. Resonance: ???
Get Lucky lvl 5: This ability increases the likelihood that anything involving chance will work out for you. This can be anything from games of chance to meeting a girl. Resonance: ???
Magical Instrument Mastery lvl 5: An advanced ability for playing an instrument. Includes normal and enchanted instruments. Increasing the level of this ability will make your control over the instrument better and allow for learning a new one faster. Resonance: 100%.
Acting lvl 1: The ability to act. Increasing the level of this ability makes your performances more believable. Resonance: 78%.
Thia:
Familiar Bond tier MAX: The bond between a mage and his familiar. This allows the mage and familiar to communicate telepathically and to sense each others location. Causes the mage and familiar to share some traits. Increasing the tier of this ability will improve the effectiveness. Can only be improved using talent points from the familiar.
Mana Transfer tier MAX: Allows the Familiar and mage to share mana between them at a 1 to 1 ratio.
Two Formed tier MAX: This creature has the ability to take on a humanoid form. Second form is determined upon the first transformation.
Skills
Vol Adare:
Identify lvl 10: This skill allows a person to discern information from objects by focusing on it. At this skill's lowest level it will only show the most basic information. Increase the level of this skill to view more information about a target. Resonance: 100%.
Interrupt lvl 1: Strike an enemy to break their focus, interrupting their skill or spell. Range: Melee. Cost: 5 MP. Resonance: 81%.
Rebound lvl 1: Forcefully block an attackers strike, causing the weapon to bounce back. Range: Melee. Cost: 10 MP.
Thia:
Zapp lvl 15: Air spell that generates a static discharge on an enemy. Range: 20 feet. Cost: 5 MP. Base Dmg 5-10. 10% chance of a 1 second paralysis for those hit.
Screech lvl 11: Release a loud screech that disorients enemies within a cone in front of you. Cooldown: 10 Seconds. Range: 20 feet. Cost: 20 MP. Applies the Disoriented debuff.
Knifewings lvl 15: Fires sharpened feathers at an opponent. Can fire 1 feather knife at current level. Cooldown: 5 seconds. Range: 30 feet. Cost: 10 MP per feather.
Ride the Lightning lvl 13: Change into lightning and use it to travel a short distance at the speed of lightning. Distance will increase with skill level Range: 5 feet. Cost 50 MP.
Merge lvl 3: Allows the Familiar to physically merge with the Mage. Increases the Mage's overall power proportional to the Familiar and gives access to Familiar's abilities and skills. Duration: 3 Mins. Cooldown: 1Hr.
Chain Lightning tier MAX lvl 9: Casts a lightning bolt that then jumps from the target to 3 additional enemies within 10 feet, one after another. Does reduced damage for each jump. Range: 20 feet. Cost: 25 MP. Base Dmg 15-30. 10% chance of a 1 second paralysis for those hit.
Ball Lightning tier MAX lvl 4: Fires a ball of lightning that explodes on contact dealing damage to enemies within 5 feet. Range: 20 feet. Cost: 25 MP. Base Dmg 15-30. 10% chance of a 1 second paralysis for those hit.
Ball and Chain tier MAX lvl 5: Allows the Familiar to combine Chain Lightning and Ball Lightning. This will cast a ball of lightning that explodes while sending smaller balls to 3 enemies within 10 feet to also explode. Range: 20 feet. Cost: 50 MP. Base Dmg 15-30. 10% chance of a 1 second paralysis for those hit.
Bladestrike tier MAX lvl 5: Calls forth a lightning strike on one of the familiars feather blades. Range: 50 feet. Cost 50 MP. Base Dmg 55-75. Ignores 50% of targets resistance and defense. Caster can add area effect at will do damage to anything within 5 feet of target.
Grimoire
Neutral lvl 15
Mana Bolt: A bolt of pure compressed mana. Range: 40 feet. Cost: 10 MP. Base Dmg: 10-15.
Summon Familiar: Uses mana to connect the soul of the user to their familiar counterpart. This bond is permanent and can't be broken. This spell will level up with the familiar itself. To level the familiar, user must have familiar summoned. First time cost: 200MP. Cost after first 50 MP.
Mana Barrier: Creates a barrier of mana that protects the user from damage. The amount of damage the barrier can absorb is determined by the user's INT and Neutral Magic level. Duration: 1 Min. Cooldown: 30 sec. Range: Self/Touching. Cost: 25 MP.
Mana Sight: Empowers the users eyes to see Mana in all forms, and to determine the type of magic. Duration: 1 Min. Range: Self/Touching. Cost: 5 MP.
Mana Decoy: Creates a decoy out of mana that can mimic the mana signature of whatever the caster wishes. Caster mentally controls the decoy. Range: 50 feet. Cost: Initial cost varies according to signature mimicked. Maintenance of 1 MP/sec.
Air lvl 14
B
uffet: Creates a gust of wind at an opponent that knocks them back. Causes no damage. Range: 10 feet. Cost: 10 MP.
Wind Slash: Flings a condensed blade of air that can cut the target. Range: 20 feet. Cost: 15 MP. Base Dmg: 15-20.
Lightning: Fires a bolt of lightning into the enemy, and possibly causing a 2 second paralysis. Range: 50 Feet. Cost: 40 MP. Base Dmg: 60-70.
Fire lvl 15
Spark: Creates a candle sized flame and can be used to light things on fire. Duration: 5 Mins. Range: Touching. Cost 5 MP.
Burning Palm: Causes the users hand to ignite with fire. Touching an enemy with the burning hand causes damage every second the touch continues. Burn status is also inflicted, causing half the original damage amount over 10 seconds, stacks up to 5 times. Duration: 10 Secs. Range: Touching. Cost 15 MP. Base Dmg: 15-20.