Cost: 20 Mana
Improved Mana Missile (IV)
Effect: Creates four missiles out of pure Mana, which can be directed to damage a target. Each dart does 30 damage. Cooldown 10 seconds
Cost: 35 Mana
Enhanced Lightning Strike
Effect: Call forth the power of the gods, casting lightning. Lightning strike may affect additional targets depending on proximity, charge and other conductive materials on-hand. Does 100 points of electrical damage.
Lightning Strike may be continuously channeled to increase damage for 10 additional damage per second.
Cost: 75 Mana.
Continuous cast cost: 5 Mana / second
Lightning Strike may be enhanced by using the Elemental Affinity of Electromagnetic Force. Damage increased by 20% per level of affinity
Greater Regeneration (II)
Effect: Increases natural health regeneration of target by 6%. Only single use of spell effective on a target at a time.
Duration: 10 minutes
Cost: 100 Mana
Firestorm
Effect: Create a firestorm with a radius of 5 meters. Deals 250 points of fire damage to those caught within. Cooldown 60 seconds.
Cost: 200 Mana
Polar Zone
Effect: Create a thirty-meter diameter blizzard that freezes all targets within one. Does 10 points of freezing damage per minute plus reduces effected individuals speed by 5%. Cooldown 60 seconds.
Cost: 200 Mana
Greater Healing (II)
Effect: Heals 100 Health per casting. Target does not require contact during healing. Cooldown 60 seconds per target.
Cost: 75 Mana
Mana Drip (II)
Effect: Increases natural health regeneration of target by 6%. Only single use of spell effective on a target at a time.
Duration: 10 minutes
Cost: 100 Mana
Freezing Blade
Effect: Enchants weapon with a slowing effect. A 5% slowing effect is applied on a successful strike. This effect is cumulative and lasts for 1 minute. Cooldown 3 minutes
Spell Duration: 1 minute.
Cost: 150 Mana
Improved Inferno Strike (II)
A beam of heat raised to the levels of an inferno, able to melt steel and earth on contact! The perfect spell for those looking to do a lot of damage in a short period of time.
Effect: Does 200 Points of Heat Damage
Cost: 150 Mana
MudWalls
Unlike its more common counterpart Earthen Walls, Mud Walls focus is more on dealing slow, suffocating damage and restricting movement on the battlefield.
Effect: Does 20 Points of Suffocating Damage. -30% Movement Speed
Duration: 2 Minutes
Cost: 75 Mana
Create Water
Pulls water from the elemental plane of water. Water is pure and the highest form of water available. Conjures 1 liter of water. Cooldown: 1 minute
Cost: 50 Mana
Scry
Allows caster to view a location up to 1.7 kilometers away. Range may be extended through use of additional Mana. Caster will be stationary during this period. It is recommended caster focuses on the scry unless caster has a high level of Intelligence and Perception so as to avoid accidents. Scry may be blocked by equivalent or higher tier spells and Skills. Individuals with high perception in region of Scry may be alerted that the Skill is in use. Cooldown: 1 hour.
Cost: 25 Mana per minute.
Scrying Ward
Blocks scrying spells and their equivalent within 5 meters of caster. Higher level spells may not be blocked, but caster may be alerted about scrying attempts. Cooldown: 10 minutes
Cost: 50 Mana per minute
Improved Invisibility
Hides target’s System information, aura, scent, and visual appearance. Effectiveness of spell is dependent upon Intelligence of caster and any Skills or Spells in conflict with the target.
Cost: 100 + 50 Mana per minute
Improved Mana Cage
While physically weaker than other elemental-based capture spells, Mana Cage has the advantage of being able to restrict all creatures, including semi-solid Spirits, conjured elementals, shadow beasts, and Skill users. Cooldown: 1 minute
Cost: 200 Mana + 75 Mana per minute
Improved Flight
(Fly birdie, fly!—Ali) This spell allows the user to defy gravity, using controlled bursts of Mana to combat gravity and allow the user to fly in even the most challenging of situations. The improved version of this spell allows flight even in zero gravity situations and a higher level of maneuverability. Cooldown: 1 minute
Cost: 250 Mana + 100 Mana per minute
Equipment
Hod’s Triple Fused Armor
The product of multiple workings by the Master Blacksmith and Crafter Hodiliphious ‘Hod’ Yalding, the Triple Fused Armor was hand-forged from rare, System-generated material, hand refined and reworked trice over with multiple patented and rare alloys and materials. The final product is considered barely passable by Hod—though it would make a lesser craftsman cry.
Core: Class I Hallow Physics Mana Engine
CPU: Class B Wote Core CPU
Armor Rating: Tier I (Enhanced)
Hard Points: 9 (6 Used—Jungian Flight System, Talpidae Abyssal Horns, Luione Hard Light Projectors, Diarus Poison Stingers, Ares Type I Shield Generator, Greater Troll Cell Injectors)
Soft Points 4 (3 Used—Neural Link, Ynir HUD Imaging, Airmed Body Monitor)
Battery Capacity: 380/380
Active Skills: Abyssal Chains, Mirror Shade, Poison Grip
Attribute Bonuses: +93 Strength, +78 Agility, +51 Constitution, +44 Perception, +287 Stamina and Health Regeneration per minute
Note: Hod’s Triple Fused Armor is currently under limited warranty. Armor may be teleported to Hod’s workshop for repairs once a week. All cost of repairs will be deducted from user’s account.
Skills in Hod’s Armor:
Abyssal Chains
Calling upon the material connection to the shadow plane, chains from the abyss erupt, binding a target in place.
Effect: Target is bound by shadow chains. Chains deal 10 points of damage per second. To break free, target must win a contested Strength test. Abyssal Chains have a Strength of 120.
Uses: 3/3
Recharge rate: 1 per hour
Mirror Shade
Mirror Shade creates a semi-solid doppelganger using hard light technology and Mana.
Effect: Mirror Shade create a semi-solid doppelganger of the user for a period of ten minutes. Maximum range of doppelganger from user is fifty meters. Doppelganger has 18% physical fidelity.
Use: 1/1
Recharge Rate: 1 per 4 hours
Silversmith Jeupa VII Anti-Personnel Cannon (Modified & Upgraded)
This quad-barrelled anti-personnel weapon has been handcrafted by Advanced Weaponsmiths to provide the highest integration possible for an energy weapon. This particular weapon has been modified to include additional range-finding and sighting options and upgraded to increase short-term damage output at the cost of long-term durability. Barrels may be fired individually or linked.
Base Damage: 787 per barrel
Battery Capacity: 4 per barrel (16 total)
Recharge Rate: 0.25 per hour per GMU
Ares Platinum Class Tier II Armored Jumpsuit
Ares’s signature Platinum Class line of armored daily wear combines the company’s latest technological advancement in nanotech fiber design and the pinnacle work of an Advanced Craftsman’s Skill to provide unrivalled protection for the discerning Adventurer.
Effect: +218 Defense, +14% Resistance to Kinetic and Energy Attacks. +19% Resistance against Temperature changes. Self-Cleanse, Self-Mend, Autofit Enchantments also included.
Silversmith Mark VIII Beam Pistol (Upgradeable)
Base Damage: 88
Battery Capacity: 13/13
Recharge Rate: 3 per hour per GMU
Tier IV Neural Link
Neural link may support up to 5 connections.
Current connections: Hod’s Triple Fused Armor
Software Installed: Rich’lki Firewall Class IV, Omnitron III Class IV Controller
Ferlix Type I Twinned-Beam Rifle (Modified)
Base Damage: 39
Battery Capacity: 41/41
Recharge rate: 1 per hour per GMU
Tier II Sword (Soulbound Personal Weapon of an Erethran Honor Guard)