Initializing

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Initializing Page 38

by K. T. Hanna


  2H Blunt: 62

  1H Piercing: 68

  Mental Acuity Abilities:

  Thought shielding.

  Class: Enchanter only.

  Level—not applicable.

  Developing your inner senses you’ve awoken your latent psychic powers. With constant use your skills will increase, while the opposite will occur should the skill not be used. See your trainer for specifics when you reach Thought Shielding (25).

  Thought Projection.

  Class: Enchanter only.

  Level—not applicable.

  Developing your inner senses has further developed your psychic powers. Thought Projection can be tricky. Make sure you never use it in anger, or the results might be surprising. With constant use your skills will increase, while the opposite will occur should the skill not be used. See your trainer for specifics when you reach Thought Projection (25).

  Mind Bolt.

  This ability allows you to cast a spear of mental anguish into the depths of an opponent’s brain.

  Effects: Opponents will be unable to concentrate enough to use spells or abilities for four seconds. This time increases as the caster’s level does.

  Cost: Requires Mental Acuity to be at 18.

  Caution: Use sparingly. Backlash from overuse, or improper use can cause the same effect in the caster...or worse.

  Phase Shift

  This ability allows you to negatively affect your opponent’s mind. Believing they are a second or two apart from reality, they will reside there for up to 15 seconds.

  Effect: Target’s mind is encased in a phase of illusion. The target will be convinced they’ve shifted to a different time pocket, and thus are incapable of moving. This effect begins at 15 seconds duration, and levels with the caster through to a maximum of 90 seconds.

  Cost: Requires MA to be at 38—for larger castings, the cost will double.

  Caution: Phase shift may be utilized on single or multiple targets at once. Weigh the amount of targets carefully, else it backfire and shift you. Sometimes the shift in time can cause ruptures near the caster. Make sure the voices you’re hearing are your own.

  Forestall Death

  It applied before potential death takes place, this will enable you to maintain your health at 0.5 hit points as long as you are receiving some sort of healing effect.

  Effect: Target is able to ward off death for a limited period of time and will not die when they should have, as long as heals are actively channeled in their direction.

  Cost: Requires Mental Acuity to be at 60

  Caution: This spell can only be used on one person at a time. Attempting to use it twice at once is not recommended. This will usually result in things worse than death.

  Clone Warp

  This ability allows you to produce a clone of yourself used for distracting your opponent. Depending on your tier of mastery, you may be able to produce more than one clone.

  Effect: All enemies around you will believe that your clone is you for the next 45 seconds, directing their attacks accordingly. The ability expires when the 45 seconds are up, or else, the clone’s minor hit point pool has been depleted, whichever comes first.

  Cost: Requires Mental Acuity to be at 45 or more

  Caution: This ability can be used on as many enemies that you have who can potentially see it. Keep in mind though, a clone is just like you. Make sure you remember who the real one is.

  Spells:

  Level One:

  Minor Suffocation

  Cast: Single Target

  Type: Damage Over Time

  Duration: 24 seconds

  Effect: This spell winds a mind leash around your opponent, as if it were trying to suffocate them. Its damage ticks every three seconds for twenty-four seconds.

  Minor Shield

  Cast: Self Only

  Type: Buff

  Duration: 45 minutes

  Effect: This casts a minor shield over your skin, increasing your Armor Class by level + 3, and hit points by level + 5.

  Simple Animation.

  Cast: Self

  Type: Pet

  Duration: Until death or dismissal

  Effect: This summons a magical pet that sort of does your bidding. It costs a tiny sword to cast. Isn’t the best at obeying commands.

  Level Four:

  Mesmerize

  Cast: Single Target

  Type: Breakable Stun

  Duration: 24 seconds

  Effect: This spell immobilized your opponent for as long as they take no damage, or 24 seconds, whichever is shorter. You may cast non-damaging spells on them, and you may renew this casting before the initial one expires. Casting it on your friends probably isn’t a good way to win popularity contests.

  Flux

  Cast: Area of Effect

  Type: Stun

  Duration: 4 seconds

  Effect: This is a stun that radiates out from the caster for fifteen feet. It will stun anyone who means the caster harm within that radius. Does not produce sparkles.

  Gate

  Cast: Self Only

  Type: Travel

  Duration: N/A

  Effect: This will transfer you to your bind point

  Invisibility

  Cast: Self or Others

  Type: Buff

  Duration: 10 minutes or until broken/seen through

  Effect: Causes generic invisibility. Undead don’t count. Will drop if you cast a spell or take damage.

  Fear

  Cast: Area of Effect

  Type: Brief Loss of Control

  Duration: 25% of level in seconds.

  Effect: Causes enemies to flee from you in terror. But if you use it too soon, it’ll probably just look like they misplaced something for a second.

  Level Eight:

  Cancel Magic

  Cast: Self or Others

  Type: Debuff

  Duration: Instant

  Effect: Casting this spell will remove one magically caused effect from the target. Make sure you want to remove it.

  Root

  Cast: Others (or self if you really want to)

  Type: Immobilization

  Duration: 8 seconds

  Effect: This will root the target in place. Probably not the best idea to cast it on yourself when fleeing in panic.

  See Invisible

  Cast: Self or Others

  Type: Buff

  Duration: 10 minutes

  Effect: Really? Does this really require explanation?

  Soothe

  Cast: Self or Others

  Type: Debuff

  Duration: Varies

  Effect: This will lower the threat level of a target, but it will not make it disappear. Probably not useful on yourself unless in a really bad mood.

  Chaos

  Cast: Others

  Type: Direct Damage

  Duration: Instant

  Effect: This spell causes direct mental damage to the target, dropping their hit points by two times the caster’s level. Requires a recharge.

  Level Twelve:

  Allure

  Cast: Others

  Type: Charm

  Duration: Until broken

  Effect: This spell will charm a mob or other player. This ability depends on the casters charisma, and ability to calm their charge. Whatever you do, don’t piss them off while under your command. It rarely ends well.

  Suffocation:

  Cast: Single Target

  Type: damage over time

  Duration: 36 seconds

  Effect: This spell winds a mind leash around your opponent, as if it were trying to suffocate them. Its damage ticks every three seconds for thirty-six seconds.

  Bind Affinity

  Cast: Self or others

  Type: Buff—or soul affixer

  Duration: Until renewed or overridden with a new location

  Effect: This spell binds the target to an area of choice, allowing them to resurrect easier and hopefully closer to their corpse. Because you’ll all die. A
lot.

  Infravision

  Cast: Single Target

  Type: Buff

  Duration: 10 minutes

  Effect: Aids the target with a form of night vision.

  Stupefy

  Cast: Single target

  Type: Stun

  Duration: 12 seconds

  Effect: This will stun a mob in place for around twelve seconds. Probably not a good idea to cast on yourself.

  Weakness

  Cast: Single Target

  Type: Debuff

  Duration: 90 seconds

  Effect: Reduces the target’s strength by 50% of the caster’s level.

  Languidity

  Cast: Single Target

  Type: Debuff

  Duration: 90 seconds

  Effect: Reduces the target’s attack speed by 25% of the caster’s level in %. Trust us, it’s far more effective than you think. Probably.

  Nullify

  Cast: Single Target

  Type: Debuff remover

  Duration: Instant

  Effect: Strips down magic resistance at 50% of the caster’s level.

  Level Sixteen:

  Mana Tide

  Cast: Self or Others

  Type: Buff

  Duration: 45 minutes

  Effect: This will cause you to regenerate mana faster in combat. Mana will increase by an additional three per five seconds. This buff levels with the caster.

  Invisibility Versus Undead

  Cast: Self or Others

  Type: Buff

  Duration: 12 minutes

  Effect: This will render you invisible to any undead in the area. They will be unable to see you, however this buff will fall should you attempt to cast anything else while it’s active.

  Mass Enthrall

  Cast: Enemy Targets

  Type: Offensive/Defensive—area of effect centered around the initial target.

  Duration: 24 seconds

  Effect: This is an area effect version of mesmerize. Any damage will break this spell. It’s a bad idea to use this while targeting allies.

  Haste

  Cast: Self or Others

  Type: Melee Buff

  Duration: 45 minutes

  Effect: When cast on an ally, this buff will allow their melee speed to increase by 25%.

  Feeble Body

  Cast: Enemy Targets

  Type: Offensive/Defensive

  Duration: 24 seconds

  Effect: When cast on an enemy target, their haste will be reduced by 25%.

  Shield Illusion

  Cast: Self or Others

  Type: Defensive Buff

  Duration: Until depleted – requires hematite

  Effect: Using the power of your mind you cast a shield around your target, confusing the enemies and negating up to 75hp of damage. That whole mind magic thing seems to be working out well, doesn’t it?

  Hi there! K.T. Hanna here.

  I want to thank you for reading the first book of Somnia Online. This book has a very special place in my heart. I met my husband in an MMO and creating this world and game has been a fantastic experience. There are a lot of ways to get in contact with me, and I hope you love the world of Somnia enough to want to find out more about it!

  Want to read more about Fable? Sign up for my Reader’s Group and get the short story for free!

  If you’d like to contact me, my email is: [email protected]’ll do my very best to get back to you!

  If you’d like previews of what I’m writing, or art I’m commissioning then join my Patreon!

  Otherwise I can be found in the following places.

  FB, Twitter, Instagram

  If you LOVE LitRPG don’t forget to join:

  The GameLit Society!

  I have a lot of people to thank, who in at least some way encouraged me to write in general, or else to write this book specifically.

  Love of my life, Trevor, and my little Kami. It's his fault I found the genre, and her fault I never give up on writing.

  I wouldn’t be here without the following friends:

  Jami Nord & Owen Littman

  Heather Cashman

  Jude

  Heather Gilbert

  M. Andrew Patterson

  Kylie B.

  Aimee

  Amanda W.

  Quinton Shyn

  Kindra

  Kendra

  Dawn Chapman

  Alexis Keane

  Bonnie Price

  Richard Hummel

  Stephen Morse

  Felissa Ely

  Anthea Sharp

  Andrea Parseneau

  Cait Greer

  Cat Scully

  M Evan Matyas

  Ian Mitchell

  To those readers on RR whose help and readership has been invaluable:

  Thank you all for reading and so much for the amazing feedback! I know I’ve probably forgotten someone. If you read this on RR in its early stages (before book 2) and conmmented or reviewed, please know it means the world to me.

  Endless Paving

  Mearhena

  Oathkeeper

  Cyan Snake

  Bleached

  Tarakis

  Puck

  Koinzell

  Nikeyeia

  Zedicious

  Barnmaddo

  Patreon:

  Thank you all so much for your support – you made my map possible!

  Erik

  Ma & Pa

  Bev

  Amanda M

  Janis

  Nikolas

  Kyle

  Bev

  D.R.

  Looking for more LitRPG or GameLit?

  Check out:

  Desert Runner Series

  By Dawn Chapman

  With her pain potions in short supply, Maddie accepts a deadly run, pick up a package in Trox City and cross the desert plains to Port Troli, the only issues – an unwanted passenger and Tromoal breeding season.

  —

  The Feyland Series

  By Anthea Sharp

  High-tech gaming and ancient magic collide when a computer game opens a gateway to the treacherous Realm of Faerie.

  Jennet Carter never thought hacking into her dad’s new epic-fantasy sim-game would be so exciting… or dangerous. Behind the interface, dark forces lie in wait, leading her toward a battle that will test her to her limits and cost her more than she ever imagined.

  —

  Temple of Sorrow

  By Carrie Summers

  A half-wit ogre, a legion of overgrown jungle beasts, and a power-tripping AI are trying to stop her.

  Relic Online is the hottest new game out there, and it's Devon Walker's best hope for escaping her hard-knock life. Thanks to her rocking achievements in other games, she's been hired as a salaried player. Even better, her new position comes with cutting-edge implants that turn RO's virtual reality into a full sensory explosion. Her only task? Drive the game's creator AI to the outermost limits of its creativity.

  Sounds easy, right?

  But when Devon logs in, her expectations shatter like an ice golem hit with a sonic blast. Wearing nothing but a cloth tunic and ragged pants, she spawns inside a ruined city overgrown by steamy jungle. With zero skills and nothing in her inventory but pocket lint, she immediately runs afoul of the city's guardian, a stone giant the size of an apartment building. The encounter does not go well.

  And Relic Online is just getting started with her.

  —

  Gamemaster

  By Jesikah Sundin

  “Spin the tales, Son of Eden. Weave the stories together. Create your own reality...”

  Three years ago, Fillion Nichols was extracted from New Eden Township, poisoned, and arrested for sabotage. In three days, he’ll return and ascend as majority owner of the human experiment. New Eden proclaims that he’s a man of magic—one who will save them from the evils of the Outside world. But, as the newly appointed Gamemaster, Fillion knows that the truth is far more terrifying th
an the nightmares plaguing his sleep.

  In order to live, something must die.

  —

  From the creator of the Delvers LLC universe, comes Nora’s story.

  *Nora Hazard’s story begins over three years prior to the events of Delvers LLC: Welcome to Ludus.*

  On Ludus, life is often cheap. Nora’s childhood hadn’t given her many options. With nowhere else to go after losing her family, she had joined an old friend in a street gang and found an unlikely home there.

  But unfortunately, tragedy is about to befall Nora. Grudges from the distant past and movements of shadowy organizations may take away everything she is familiar with and all that she holds dear…possibly even her life.

  Danger has never stopped her before, but survival may require escaping her old life and embarking on an insane, desperate journey. On the way, she might even accidentally stumble into both an incredible opportunity, and an incredible burden.

  Unfortunately for her enemies, Nora was no pushover before...and that was before discovering super powers!

 

 

 


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