
The Gamer System Stats - HPU Year 0 FIN
(Status)
Name: Hadrianne Lily Potter-Black
Age: 11
Level: 101
Race: Devil/Overlord - (Greater Animagus)
Sex: Male & Female - (Greater Metamorphmagus)
Class: Wizard - 71/100 |Next Level: 72 - 100,000 EXP Required|
HP: 2000/2000 - {2200/2200}
MP: 6000/6000 - {6200/6200}
EP: 1000/1000 - {1100/1100}
SP: 2000/2000 - {2200/2200}
STRENGHT: 100 - {110}
DEXTERITY: 100 - {110}
CONSTITUTION: 100 - {110}
INTELLIGENCE: 300 - {310}
WISDOM: 200 - {210}
CHARISMA: 60 - {70}
LUCK: 100 - {110}
ENERGY: 100 - {110}
ENDURANCE: 100 - {110}
POWER: 100 - {110}
STAT POINTS: 0
SKILL POINTS: 35
SPELL POINTS: 310
SHOP CREDITS: 20,100
GACHA COINS: 11
EXP - |987,510|
Resources: |HP Regen| - 220 Points Every 5 Sec(+100% = 440). |MP Regen| - 220 Points Every 5 Sec. |EP Regen| - 110 Points Every 5 Sec. |SP Regen| - 220 Points Every 5 Sec.
Immunities: Charmed, Stunned, Fear, Soul Manipulation, Magical Mind/Memory Manipulation.
Reistances: Phys Damage 50%, Cold 0% - {30%}, Exhaustion 10% - {11%}, Phys Debuff 10% - {11%}
|Clain Trait: Power Of Doppelgänger| - Trait Slots: Active 2/2 - Fyre Celestial Magic, Magesight: Empathic. Memorized 9/10 - Gorgon Magic, Fyre Celestial Magic, Faeruling Magic, Lamia Magic, Blizzard Harpy Magic, Veela Magic, Magesight: Empathic, Inner Eye: Oracle.
Trait - |Fyre Celestial Magic| - Fyre Regeneration: When your body is damaged it regenerates using Phoenix Fire, Increases HP Regeneration by 100%. Fyre Travel: You can turn living creatures into Phoenix Fire and Teleport yourself or any other living creatures you are touching anywhere you have been before instantly for 50 MP per creature. Fyre Form: You can transform your entire body into sentient fire, you are immune to all damage except Cold Damage, Psychic Damage, and being hit by or submerged in water. Phoenix Tears: For 250 MP you can make a Phoenix Tear capable of restoring a living creature from the brink of death to full HP. Phoenix Immortality: Once every 24 Hours if you reach 0 HP, you catch fire and turn into a pile of ash, you get reborn from the ashes and 'de-aged' physically to a 1 month old Baby with full HP. Over the next 24 hours you rapidly return to your peak age, if you are killed before you reach your peak age you remain dead permanently. If you die from old age you get reborn without losing your daily bonus life, but you must still 're-age' like normal from the ashes.
Trait - |Magesight: Empathic| - You can see and feel magic being cast, or that has already been cast and is still active in the form of different shades of colour based upon emotion and intent within 100 Metres. You can also see small intangible creatures of various shapes and sizes that represent a person's emotional and magical state within 100 Metres.
|2/10 Attuned Items|
|Eye Of Chronos, Azurewrath|
|Party Slots 1/10|
|Party Leader: Hadrianne. Party Members: |
(Skills)
|HPU Skills|
Skill - |Occlumency ★★★★★| - Mind Arts Skill used to shield your mind, repel Legilimency probes, and organize memories. Rank 5/5: Perk - |Meditation| - |Immovable Memory| - |Unbending Mind| - |Psychic Thorns| - |Mind Palace|
Skill - |Legilimency★★★☆☆| - Mind Arts Skill used to boost Legilimency probes that can attack mental shields, read and meld minds, and influence emotions. Rank 3/5: Perk - |Passive Legilimency| - |Control Emotion| - |Multi-Probed Attack|
|TGS Skills|
Skill - |Enter/Leave - Instant Dungeon| - Skill that transports the user and their party members into a demiplane that spawns enemies you can kill for rewards.
Skill - |Observe| - Identification skill that tells you information about the target.
Skill - |Ability Teacher| - Allows the user to assign one Rank 5 Spell or Skill to a Party Member. The Party member will get a Progress Bar to fill up, once they fill up the bar the Spell or Skill is learned, allowing you to assign a new Skill or Spell with a new casting of this Skill. Costs 200 EP to cast.
Skill - |Stealth| - Defensive and offensive buff with which you can move unseen and gain increased damage immediately after breaking stealth. Costs 50 SP per second.
Skill - |Create/Break Familiar Bond| - Allows the user to initiate or sever a familiar bond with willing magical creatures.
Skill - |Mother's Rosario| - 11-Hit Original Sword Skill. Costs 75 EP to cast.
|Hamon Skills|
Skill - |Hamon ★★★★★| - Skill to manipulate Life-Energy with breathing techniques. Rank 5/5: Sub-Skills - |Zoom Punch|, |Hamon Cutter|, |Sendō Wave Kick|, |Hamon Detector|, |Sendō Hamon Overdrive|, |Bubble Launcher|, |Bubble Barrier|, |Bubble Cutter|, |Bubble Cutter Gliding|, |Bubble Lenses|, |Repel|, |Tornado Overdrive|, |Hamon Hair Attack|, |Overdrive|, |Hamon Hypnosis|, |Scarlet Overdrive|, |Turquoise Blue Overdrive|, |Overdrive Barrage|, |Life Magnetism Overdrive|, |Silver Metal Overdrive|, |Sunlight Yellow Overdrive|, |Indigo Blue Overdrive|, |Rebuff Overdrive|, |Hamon Overdrive|, |Hamon Beat|, |Forced Hamon Breathing|, |Deep Pass Overdrive|
|Hamon Tier 1 Sub-Skills 5/5|
|Zoom Punch| - The Hamon user launches their fist forward and strikes the target via an elongated arm, the attack involves a Hamon breathing technique that dislocates and stretches the joints to extend the arm and give it greater reach while also using the same Hamon to dull the pain caused by the move. Due to the increased length, the strike immediately reaches the target's face, which from that perspective seems 'zoomed in'. Deals Radiant and Bludgeoning Damage. Costs 50 EP to cast.
|Hamon Cutter| - The Hamon user spits globs of liquid from between their teeth, the Hamon combined with the liquid makes it sharp and dense enough to cut through solid objects, as well as agile and accurate enough to deflect other projectiles. Deals Radiant and Slashing Damage. Costs 50 EP to cast.
|Sendō Wave Kick| - A Hamon-infused strike with the Hamon energy originating at the knee or the foot of the user. Deals Radiant and Bludgeoning Damage. Costs 75 EP to cast.
|Hamon Detector| - The user imbues a contained liquid with Hamon. The Hamon will pass through the liquid's holder's body and the environment, enabling the holder to sense their surroundings and detect others even through walls. Costs 30 EP to cast.
|Sendō Hamon Overdrive| - The user charges a Hamon wave through their arm and releases it into a solid object, such as a wall or partition. The Hamon can travel through and reach anything on the other side, and anything hit by the Hamon is sent flying in a spiral. Deals Radiant Damage, applies a Knockback effect. Costs 60 EP to cast.
|Hamon Tier 2 Sub-Skills 5/5|
|Bubble Launcher| - The user fires out a barrage of bubbles from clothes covered in a thin layer of soap, each coated in a layer of Hamon energy. This increases the density of the bubbles and allows them to hit objects with a great impact. Deals Radiant and Bludgeoning Damage. Costs 80 EP to cast.
|Bubble Barrier| - Sometimes used in conjunction with Bubble Launcher, the difference is that instead of multiple bubbles being used in a barrage, the Hamon user conjures a single gigantic bubble capable of absorbing and trapping its target. Deals Radient Damage, applies a Bind effect. Costs 70 EP to cast.
|Bubble Cutter| - Based on the Hamon Cutter, this technique is a direct improvement on the Bubble Launcher, and creates bubbles with the ability to slice. Unlike the original attack, the bubbles spin at high speed and use centrifugal force, but are able to stay intact due to the thin Hamon layer. This causes them to form shapes much like saucers with a small blade-like ring surrounding each bubble. These bubbles move at a higher velocity and have a higher tractability, allowing the user to fire them in any direction with ease. Deals Radiant and Slashing Damage. Costs 200 EP to cast.
|Bubble Cutter Gliding| - A more versatile version of Bubble Cutter, The user sacrifices the quantity of the attacks, and focuses on effectiveness. By launching a few bubbles, he is able to aim them much like homing projectiles. They are able to go around objects and have a higher chance of hitting the opponent. Deals Radiant and Slashing Damage. Costs 150 EP to cast.
|Bubble Lenses| - The user produces Hamon-infused bubbles that have the ability to refract light and focus them into beams, much like a magnifying glass. After launching them, the bubbles become stationary and any light source passing through will cause a domino effect, connecting the bubbles together and eventually shooting multiple beams at their target. Deals Radiant Damage. Costs 130 EP to cast.
|Hamon Tier 3 Sub-Skills 5/5|
|Repel| - As a Hamon user, you capable of using Hamon as a repellent of sorts, as well as a shield. Costs 30 EP to cast.
|Tornado Overdrive| - The Hamon user leaps into the air and points their legs towards their target. From here, they are able to move the Ripple to their lower half and essentially dive bomb the target in a spinning motion, much like a drill. Deals Radiant and Bludgeoning Damage. Costs 120 EP to cast.
|Hamon Hair Attack| - The user infuses his Hamon into strands of hair to make them hard and fast enough to block incoming projectiles such as small arms fire. Costs 90 EP to cast.
|Overdrive| - Much like any other Overdrive, the technique sends a large pulse of Ripple through an object. Deals Radiant and Bludgeoning Damage. Costs 175 EP to cast.
|Hamon Hypnosis| - A Hamon user can hypnotize people by using Hamon on them. The process can involve a kiss or simply touching the head with the hands. The hypnotized person will act according to the user's demands and be stronger than an ordinary being, being imbued with Hamon. A Hamon Master can also extract forgotten memories using this technique. Costs 190 EP to cast.
|Hamon Tier 4 Sub-Skills 5/5|
|Scarlet Overdrive| - Charging Hamon into one hand, the Hamon user can create a red Hamon flame. The user is able to transfer over this flame to another part of their body, and anything that touches that body part has a chance of catching fire. Deals Radiant and Fire Damage. Costs 200 EP to cast.
|Turquoise Blue Overdrive| - A Hamon user can release high powered tempests while underwater with enough force to blast enemies away. In most cases, a good portion of the water is propelled outward as well, capable of draining something like a lake to waist-high depth. Deals Radiant and Force Damage. Costs 250 EP to cast.
|Overdrive Barrage| - When a Ripple user jabs fast enough consecutively, he can release multiple Overdrives at once. Deals Radiant and Bludgeoning Damage. Costs 150 EP to cast.
|Life Magnetism Overdrive| - With the aid of another Hamon user, one can draw all the leaves in the immediate area and magnetize them together to form one giant leaf, which can be used used as an impromptu-hang glider. This move can be applied to most plants, and has the ability to revive them passively, for example making dead flowers bloom. Costs 110 EP to cast.
|Silver Metal Overdrive| - Essentially the same as a Sendo Ripple Overdrive, but with the ability to transfer through metal. Deals Radiant Damage. Costs 100 EP to cast.
|Hamon Tier 5 Sub-Skills 5/5|
|Sunlight Yellow Overdrive| - A devastating and extremely strong Hamon-infused strike with power comparable to the sun itself and has the ability to completely obliterate the Undead. Either performed as a single attack or as a rapid-rush of Hamon-infused punches. Deals Radiant and Bludgeoning Damage. Costs 300 EP to cast.
|Rebuff Overdrive| - The user charges Hamon into their elbows and delivers a powerful strike. Deals Radiant and Bludgeoning Damage. Costs 200 EP to cast.
|Hamon Overdrive| - The user channels Hamon into their arm and does a powerful chop attack. This slowly transfers the Hamon blast through the point hit, making it advance until blowing up the target. Deals Radiant and Force Damage. Costs 300 EP to cast.
|Hamon Beat| - The user charges their hand with Hamon and strikes their target with a chop. Deals Radiant and Bludgeoning Damage. Costs 200 EP to cast.
|Indigo Blue Overdrive| - The user channels their hand with Hamon and strikes the floor creating a circle on the floor harming anyone in range. Deals Radiant and Force Damage. Costs 230 EP to cast.
|Secret Hamon Sub-Skills 2/2|
|Forced Hamon Breathing| - The Hamon user gut punches someone with their little finger raised, allowing them to reach the diaphragm. By doing so, the target will momentarily lose their breath and be in agony, but will momentarily be able to produce Hamon. Wounds sustained by a normal person can be healed faster by performing this technique on them. One can also gauge how much Hamon a person can produce in one breath, enabling one to determine a person's potential for becoming a Hamon User. However, the technique requires precision and is difficult to perform. Costs 500 EP to cast.
|Deep Pass Overdrive| - One of the most powerful Hamon techniques in existence. Before death, a Hamon User can transfer all their life energy into another Hamon User. Using this technique, the survivor obtains all of the performer's power, causing his strength, agility, and Ripple technique to increase dramatically. This rapid loss of life energy naturally also changes the performer's physical appearance, causing their skin to thin and wrinkle as well as their hair to turn white, as if greatly aged in the short time. Costs all EP and your remaining life force to cast.
(Spells)
|HPU Magic|
Spell - |Expecto Patronum ★★★★★| - Patronus Charm, spell used to repel Dementors and Lethifolds by conjuring a shield of light or a Spirit Animal. You can command the Spirit Animal to send a message that lasts no longer than 6 Minutes in the form of a recording of your voice that repeats three times to a creature you know. The Spirit Animal instantly appears in front of your target and then disappears once the message is complete. Rank 5/5: Increases Spirit Animal Message Duration. Reduced MP Cost by 50%. Rank 5 Bonus: The Spirit Animal now deals Radiant Damage to Dementors and Lethifolds within a 100 Metre radius if the light created by the Spirit Animal touches them. If exposed to the light for long enough A Dementor or Lethifold will disintegrate and turn into dust. The closer the creature is to the Spirit Animal, the more damage it deals.
Spell - |Reparo| - Spell that repairs objects.
Spell - |Scourgify| - Spell that cleans objects.
Spell - |Lumos/Nox| - Spell that conjures/banishes a ball of light on the tip of a Wand.
Spell - |Diffindo ★★★★★| - Severing Charm, primarily used to prune plants but when overcharged turns into a lethal blade of force. Rank 5/5: Diffindo can now be cast from up to 50 Metres away in any direction within your line of sight. It can not be cast inside an object or a creature. Rank 5 Bonus: You can now create up to 5 blades of force when casting this Spell.
Spell - |Stupefy/Ennervate| - Spell that stuns/wakes up living creatures.
Spell - |Wingardium Leviosa| - Spell that levitates objects.
Spell - |Accio/Depulso| - Spell that summons/banishes objects towards/away from the caster.
Spell - |Expeliarmus| - Spell that disarms creatures carrying objects, when overcharged can knock creatures backwards at the same time.
Spell - |Alohamora/Colloportus| - Spell that unlocks/locks, containers, doors, windows, and padlocks.
|TGS Magic|
Spell - |Blood Sacrifice| - Melee buffing spell, causes each hit to cost HP in exchange for Necrotic Damage for 1 Minute. Costs 100 HP per Strike.
Spell - |Draconic Guardian| - Summons a multiheaded beast of flame for 1 Minute that shoots enemies within 30 Metres. Deals Fire Damage. Costs 250 MP to cast.
Spell - |Town Portal| - Creates a portal that allows the caster to teleport to any 'Instant Dungeon Town' they've discovered and back again. Costs 100 MP to cast.
Spell - |Warp| - Teleports caster to nearest entrance/exit within 'Instant Dungeons'. Costs 100 MP to cast.
|Saint Tier Magic|
Tier 1 Spell - |Word Of Radiance| - You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within 10 Metres take Radiant Damage. Costs 100 MP to cast.
Tier 2 Spell - |Purify Food And Drink| - All nonmagical food and drink within a 5-Metre-radius sphere centered on a point of your choice 10 Metres is purified and rendered free of poison and disease. Costs 250 MP to cast.
Tier 3 Spell - |Lesser Restoration| - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Costs 300 MP to cast
Tier 4 Spell - |Create Food And Water| - You create 10kg of food and 3 litres of water on the ground or in containers within 30 Metres. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. Costs 400 MP to cast.
Tier 5 Spell - |Heal| - Choose a creature that you can see within 50 Metres. A surge of positive energy washes through the creature, causing it to regain 500 HP. The spell also ends blindness, deafness, and any diseases affecting the target. Costs 575 MP to cast.
Tier 6 Spell - |Greater Restoration| - You imbue a creature you touch with positive energy to undo a Permanent Debuff such as a lost limb or a permanent injury. You can reduce a creature's exhuastion level by 1, or Remove 1 curse including the attunement to a cursed magical item. Costs 680 MP to cast.
Tier 7 Spell - |Regenerate| - You touch a creature and stimulate its natural healing ability. The target instantly regains 500 HP. For the next 10 minutes the target regains an additional 50 HP per second. If the target is missing severed limbs then they are restored after 5 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Costs 750 MP to cast.
Tier 8 Spell - |Saint's Feast| - You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to 12 creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison, fear, and charm effects. The creature also gains an increased 1000 Maximum HP. These benefits last for 24 hours. Costs 850 MP to cast.
Tier 9 Spell - |Sacred Missile| - You form 12 missiles of Radiant energy. Each missile hits a creature of your choice that you can see within 120 Metres. Deals Radiant and Force Damage. Costs 1200 MP to cast.
Tier 10 Spell - |True Resurrection| - You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its HP. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was undead, it is restored to its non-undead form. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 Metres of you. Costs 3500 MP to cast.
|Wizard Tier Magic|
Tier 1 Spell - |Firebolt| - Launches a bolt of fire at a target within 30 metres. Deals Fire Damage. Costs 10 MP to cast.
Tier 1 Spell - |Ray Of Frost| - Fires a beam of frost at a target within 60 metres. Deals Cold Damage. Costs 20 MP to cast.
Tier 1 Spell - |Shocking Grasp| - Covers your hands in energy that shocks a target when you touch them. Deals Lightning Damage. Costs 5 MP to cast.
Tier 1 Spell - |Acid Splash| - Fires a ball of acid at a target within 60 metres. Deals Acid Damage. Costs 20 MP to cast.
Tier 1 Spell - |Flame Blade| - Infuses a melee weapon with fire that burns the target when struck. Costs 10 MP to cast.
Tier 1 Spell - |Sword Burst| - Spectral swords appear out of thin air and spin around the caster dealing Force damage to enemies in a 3 metre radius. Costs 25 MP to cast.
Tier 1 Spell - |Light| - Make one object emit light for one hour or until you cancel the spell. Costs 5 MP to cast.
Tier 1 Spell - |Mage Hand ★★★★★| - Summons a spectral hand within 30 metres that lasts for 10 Minutes. The hand can interract with and carry objects that weighs less than 100kg in a 30 metre radius around the caster. Costs 10 MP to cast. Rank 5/5: Mage Hand can now generate up to five hands. Costs an additional 10 MP for each extra hand. Rank 5 Bonus: Increased weight capacity and duration, decreased base MP cost.
Tier 1 Spell - |Chill Touch| - Summons a skeletal hand that grabs onto a target within 120 metres and prevents the target to restore HP for 10 seconds. Deals Necrotic Damage. Costs 50 MP to cast.
Tier 1 Spell - |Minor Illusion| - You create a sound or an image of an object within 30 metres that lasts for 1 Minute. The illusion ends if cancel the spell or cast this spell again. Costs 35 MP to cast
Tier 2 Spell - |Mage Armor| - You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it for 8 Hours. The spell ends if the target dons armor or if you dismiss the spell. Costs 150 MP to cast.
Tier 2 Spell - |Absorb Elements| - When you are hit with magic, this spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. Your next successful hit with a melee weapon deals additional damage of the corresponding spell type's element you absorbed. Costs 100 MP to cast.
Tier 2 Spell - |Magic Missile| - You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within 120 metres. Costs 70 MP to cast
Tier 2 Spell - |Unseen Servant| - This spell creates an invisible, mindless, shapeless, force that performs simple tasks at your command for 1 Hour. The servant springs into existence in an unoccupied space on the ground within 60 Metres. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. Costs 100 MP to cast.
Tier 2 Spell - |Comprehend Languages ★★★★★| - For 24 hours, you simultaneously understand the literal meaning of up to any three spoken languages that you hear. You also understand up to three written languages that you see, and can write and read them at your normal speed without touching the surface of the text. Costs 50 MP to cast. Rank 5/5 You can now use this spell on another creature by touching it at the same time as casting it on yourself, so long as it is intelligent enough and physically capable of speaking the language. If it does not fit the criteria above, the spell fails. Rank 5 Bonus: Massively increased spell duration, reduced MP Cost. Spell Mod - |Comprehend Languages - Parseltongue| - Allows the user to user to modify the spell to translate the Magical Language Parseltongue and its written form, Parsel Script.
Tier 2 Spell - |Detect Magic| - For 10 Minutes, you sense the presence of magic within 30 Metres of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 30 Centimetres of stone, 5 Centimetres of common metal, a thin sheet of lead, or 1 Metre of wood or dirt. Costs 110 MP to cast.
Tier 2 Spell - |Identify| - You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Costs 120 MP to cast.
Tier 2 Spell - |Sleep| - This spell sends creatures within 30 Metres into a magical slumber for 1 Minute. Each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren’t affected by this spell. Costs 140 MP to cast.
Tier 2 Spell - |Shield| - For 10 seconds an invisible barrier of magical force appears and protects you from both magical and physical damage, and you take no damage from 'magic missile' type spells. Costs 70 MP to cast.
Tier 2 Spell - |Illusory Script| - You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 Days. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. Costs 150 MP to cast.
Tier 3 Spell - |Spider Climb| - For 1 Hour one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. Costs 200 MP to cast.
Tier 3 Spell - |Locate Object| - For 10 Minutes you can describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1 Kilometre of you. If the object is in motion, you know the direction of its movement. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Costs 150 MP to cast.
Tier 3 Spell - |Magic Weapon| - You touch a nonmagical weapon, for 1 Hour that weapon becomes magical with all of the capabilites of a Magic Weapon. This includes the ability to damage incorporeal creatures such as Ghosts, Wraiths, and Air Elementals. The weapon will never lose durability when it's under the effect of this spell. Costs 250 MP to cast.
Tier 3 Spell - |Rope Trick| - For 1 Hour when you touch a length of rope that is up to 50 Metres long, one end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 9-Metre-by-9-Metre window centered on the rope. Costs 275 MP to cast.
Tier 3 Spell - |Shadow Blade| - For 1 Minute You weave together threads of shadow to create a sword of solidified gloom in your hand. If you drop the weapon or throw it, it dissipates and reappears in your hand if you command it to return. Deals Psychic damage. Costs 200 MP to cast.
Tier 3 Spell - |Misty Step| - Briefly surrounded by silvery mist, you teleport up to 30 Metres to an unoccupied space that you can see. Costs 150 MP to cast.
Tier 3 Spell - |Augury| - By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. Weal for good results, Woe for bad results, Weal and Woe for both good and bad resutlts, and Nothing for results that aren't especially good or bad. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. Costs 250 MP to cast.
Tier 3 Spell - |Air Bubble| - For 24 Hours you create a spectral globe around the head of a willing creature you can see within 30 Metres. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system). Costs 300 MP to cast.
Tier 3 Spell - |Magic Mouth| - You implant a message in an object within 30 Metres, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 metres of the object. For example, you could instruct the mouth to speak when any creature moves within 30 metres of the object or when a silver bell rings within 30 metres of it. Lasts until it is dispelled. Costs 350 MP to cast.
Tier 3 Spell - |Skywrite| - You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early. Lasts for 24 Hours. Costs 370 MP to cast.
Tier 4 Spell - |Remove Curse ★★★★★| - Within up to 100 Metres, all curses affecting creatures or objects end. Costs 200 MP to cast. Rank 5/5 Reduces MP cost. Rank 5 Bonus: Increases range up to 100 Metres.
Tier 4 Spell - |Fireball| - A bright streak flashes from your pointing finger to a point you choose within 150 Metres, then blossoms with a low roar into an explosion of flame with a 20 Metre Radius. The fire spreads around corners, and it ignites flammable objects in the area of effect. Deals Fire Damage, Force Damage. Costs 450 MP to cast.
Tier 4 Spell - |Sending| - You send a short message of 25 words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with an Intelligence Stat of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% Chance that the message doesn't arrive. Costs 400 MP to cast.
Tier 4 Spell - |Counterspell ★★★★★| - You attempt to interrupt a creature in the process of casting a spell within 100 Metres, by doing so it drains MP equivalent to the spell you wish to counter. If you run out of MP or if you do not have enough MP to counter the spell, the creature still casts the spell like normal. If you do have the required MP the creature's spell fails to cast. Rank 5/5 Reduce MP cost by 50%. Rank 5 Bonus: Increased range. Once you interrupt a creature casting a spell, it can not cast spells for 1 Minute.
Tier 4 Spell - |Dispel Magic| - Choose any creature, object, or magical effect within 120 Metres, Any spell on the target ends. Costs 500 MP to cast.
Tier 4 Spell - |Fly| - You touch a willing creature, the target gains a flying speed of up to 10 Metres Per Second for 10 Minutes. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Costs 470 MP to cast.
Tier 4 Spell - |Phantom Steed| - A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within 30 Metres for 1 Hour. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 Metres away from the steed. You or a creature you choose can ride the steed, it can travel at a slow trot, a medium speed of 15kmph, or 25kmph at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 Minute to dismount. The spell ends early if you dismiss it or if the steed takes any damage. Costs 430 MP to cast. Spell Mod - |Phantom Steed - Thestral Form| - Allows the Tier 4 Spell |Phantom Steed| to summon a Phantom Thestral in place of the regular Phantom Steed. The Thestral Form retains all the Traits of a regular Thestral.
Tier 4 Spell - |Major Image| - For 10 Minutes you create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-Metre cube within 120 Metres. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal Thunder Damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. Costs 400 MP to cast.
Tier 4 Spell - |Haste ★★★★★| - Choose a willing creature that you can see within 30 Metres. For 1 Minute, the target’s Movement, Attack, and Casting Speed is doubled. Costs 200 MP to cast. Rank 5/5 Reduces MP cost. Rank 5 Bonus: Removes all Debuffs from the Haste Spell.
Tier 4 Spell - |Merlin's Tower ★★★★★| - For 24 Hours you conjure a tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape, you can choose the height and width at will. Each level of the tower is 10 Metres tall and can be up to thirty floors tall, it also has an area of up to 100 square Metres in width. Access between levels consists of a ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: A bedroom with a bed, chairs, chest, and magical fireplace. A study with desks, books, bookshelves, parchments, ink, and ink pens. A dining space with a table, chairs, magical fireplace, containers, and cooking utensils. A lounge with couches, armchairs, side tables and footstools. A washroom with toilets, washtubs, a magical brazier, and sauna benches. An observatory with a telescope and maps of the night sky. An unfurnished, empty room. The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for 1 Year. Costs 500 MP to cast. Rank 5/5 Greatly Increases Floor Capacity. Rank 5 Bonus: One casting is now enough to create a permanent Tower if you consume 10kg of Gold when casting this Spell.
Tier 5 Spell - |Fabricate ★★★★★| - You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within 100 Metres. You can fabricate an object (contained within a 10-Metre cube, or eight connected 5-Metre cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance however, the fabricated object can be no larger than (contained within five 5-Metre cubes). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can’t be created by this spell. Creatures can not be transmuted by this spell. Costs 500 MP to cast. Rank 5/5: Reduces MP cost. Increases Cube Quantity for mineral substances. Rank 5 Bonus: Magic Items can now be transmuted using this spell. Your required understanding of an item is Massively Reduced to be able to fabricate it. So long as you understand the general function of the item and you have the required materials, the spell will fill in the gaps to create what you visualize.
Tier 5 Spell - |Stoneskin| - This spell turns the flesh of a willing creature you touch as hard as stone. For 1 Hour, the target gains a 30% Resistance to nonmagical Bludgeoning, Piercing, and Slashing Damage. Costs 500 MP to cast.
Tier 5 Spell - |Dimension Door| - You teleport yourself from your current location to any other spot within 500 Metres. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 Metres straight downward" or "Upward to the northwest at a 45-degree angle, 300 Metres". You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 Metres of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 100 Force Damage, and the spell fails to teleport you. Costs 520 MP to cast.
Tier 5 Spell - |Merlin's Speedy Courier| - You summon an air elemental to a spot within 10 Metres for 10 Minutes. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, small, empty box whose interior dimensions are 3 Metres on each side. While the spell lasts, you can deposit as many items inside the box as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. As soon as the lid of the chest is closed, the elemental and the box disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the box reappear on the ground at your feet. The target creature is made aware of the box's contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the box and retrieve its contents. When the spell expires or when all the contents of the box have been removed, the elemental and the box disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the box reappear on the ground at your feet. Costs 520 MP to cast.
Tier 5 Spell - |Greater Invisibility| - You or a creature you touch becomes invisible for 1 Minute or until you dismiss the spell. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. Costs 500 MP to cast.
Tier 5 Spell - |Spirit Tuning| - Your magic puts you in contact with a benevolent Spirit. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The spirit offers a truthful reply telepathically. The reply might be a short phrase, a cryptic rhyme, or an omen. Can only be cast once every 24 Hours. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. Costs 540 MP to cast.
Tier 5 Spell - |Banishment| - You send one creature that you can see within 60 Metres to another plane of existence for up to 1 Minute. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If you cancel the spell before 1 Minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. Costs 550 MP to cast.
Tier 5 Spell - |Psychic Lance| - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within 120 Metres. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. Deals Psychic Damage. If the target has less than 30% HP remaining after it gets hit by this spell, it gets knocked unconscious. Costs 560 MP to cast.
Tier 5 Spell - |Merlin's Private Sanctum ★★★★★| - You make an area within 120 Metres magically secure. The area is a cube that can be as small as 5 Metres to as large as 100 Metres on each side. The spell lasts for 24 Hours or until you to cancel the spell. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can’t pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can’t be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 1 Year makes this effect permanent. Costs 550 MP to cast. Rank 5/5 Allows for the caster to turn all ward effects on or off at will, you can also white or blacklist specific creatures to either become affected or not by the ward effects. Rank 5 Bonus: One casting is now enough to create a permanent set of Wards if you consume 10kg of Gold when casting this Spell.
Tier 5 Spell - |Morgana's Black Tentacles| - Squirming, ebony tentacles fill a 20 metre circle on ground that you can see within 100 Metres. For 1 Minute, these tentacles will attempt to grapple creatures that are standing inside the circle. The tentacles deal Bludgeoning damage when holding a creature, and they may attempt to simply attack a creature within range it they fail to grapple them for long enough, dealing Bludgeoning Damage on a hit. The tentacles do not have HP, but the |Dispel Magic| Spell will cancel the spell's effects. Costs 590 MP to cast.
Tier 6 Spell - |Create Manaship Helm| - When you touch a chair that's attached to a Ship that weighs atleast 1 Tonne it transforms into a Manaship Helm. Costs 700 MP and 100KG of Gold to cast.
Tier 6 Spell - |Creation ★★★★★| - By touching a non-living object, you can duplicate the material it is made out of. The object created must be no larger than a 1-Metre cube. There are 5 Tiers of materials that can be created and each Tier have different cooldown durations before the spell can be cast again at that Tier. Tier 1 - Vegetable Matter/Wood: 1 Minute, costs 125 MP to cast. Tier 2 - Stone/Crystal/Base Metals: 10 Minutes, costs 250 MP to cast. Tier 3 - Precious Metals: 1 Hour, costs 375 MP to cast. Tier 4 - Gemstones: 12 Hours, costs 500 MP to cast. Tier 5 Magical Metals/Magical Gemstones: 24 Hours, costs 1250 MP to cast. Rank 5/5 Reduces MP cost by 50%. Rank 5 Bonus: Allows the caster to automatically create an object the second the timer runs out and store it into their Inventory. If you do not have enough MP to cast the spell when it attempts to create an object, the Tier of Item it failed to create will stop generating objects until you cast the spell again.
Tier 6 Spell - |Morgana's Hand| - You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within 50 Metres. The hand lasts for 10 Minutes, and it moves at your command, mimicking the movements of your own hand. The hand has a pool of HP equal to your Maximum HP, if it reaches 0 HP the spell ends. You can move the hand at 50 Metres per second and use it to damage creatures, destroy objects, grasp something, or push something. Deals Force Damage. Costs 650 MP to cast.
Tier 6 Spell - |Animate Objects| - Objects come to life at your command for 10 Minutes. Choose up to 10 nonmagical objects within 120 Metres that are not being worn or carried. Each targeted object animates and gains 500 HP and becomes a creature under your control until the spell ends or until reduced to 0 HP. You can mentally command any creature you made with this spell if the creature is within 100 Metres of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Costs 630 MP to cast.
Tier 6 Spell - |Steel Wind Strike| - You flourish a melee weapon used in the casting of this spell and then vanish to strike like the wind. Choose up to 5 creatures you can see within 30 Metres, and choose an unoccupied space within 10 Metres of any of the 5 targets to reappear. Deals Force Damage. Costs 600 MP to cast.
Tier 6 Spell - |Transmute Rock| - You choose an area of stone or mud that you can see that fits within a 50-Metre cube and that is within 120 Metres and choose one of the following effects. Transmute Rock to Mud: Nonmagical rocks turn into mud, a creature that falls into the mud begins to sink and if the creature fails to climb out it starts to drown, and if it needs to breathe, it will take damage until it either gets pulled out or dies. Transmute Mud to Rock: Nonmagical mud or quicksand in the area transforms into stone. Any creature in the mud when it transforms becomes restrained by the rock. Costs 680 MP to cast.
Tier 6 Spell - |Remote Viewing| - For 1 Hour you create an invisible divination-sensor that can see and hear a particular creature you choose that is on the same plane of existence as you. The sensor can observe the creature from any angle within 10 Metres, and will follow the creature as it moves. Alternatively, you can choose a location you have seen before as the target of this spell. If you do so, the sensor appears at that location and doesn’t move. This spell requires a focus such as a Crystal Ball, Silver Mirror, or a Potion Cauldron filled with a liquid, for the spell to be successfully cast. The focus can be nearly anything, but you must use some physical medium to manifest the sensor. Costs 685 MP to cast.
Tier 6 Spell - |Teleportation Circle| - You pour magic into a Teleportation Circle drawn on the ground. The circle must be a at least 5 Metres in diameter and either be carved into a singular piece of stone, wood, crystal or some other solid material. Every circle has its own unique series of runic passwords depending on its location, if you have the password for a circle you can travel to it instantly by casting this spell whilst standing inside a second circle. The circles need you to pour magic into them for every departure and after every arrival after one use for them to activate. A permanent circle can be made by teleporting to it or simply filling it with magic every day for 1 Year. Costs 660 MP to cast.
Tier 6 Spell - |Passwall| - A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within 30 Metres, and lasts for 1 Hour. You choose the opening’s dimensions: up to 5 Metres wide, 10 Metres tall, and 20 Metres deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. Costs 620 MP to cast.
Tier 6 Spell - |Dream| - This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. You, or a willing creature you touch, enters a trance state that last for 8 Hours, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can interract with the dream and in increase its intensity in nearly countless ways. The messenger can change their shape, change the surroundings, the sounds, smells, tastes, the sense of touch, and the target's shape. The messenger can even inflict psychic pain upon the target, dealing Psychic Damage as they do so, but doing so immediately ends the dream. Costs 610 MP to cast.
Tier 7 Spell - |Move Earth| - Choose an area of terrain no larger than 40 Metres on a side within 100 Metres. You can reshape dirt, sand, or clay in the area in any manner you choose. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-Metre square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 Metres, dig a trench up to 20 Metres deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it. Costs 720 MP to cast.
Tier 7 Spell - |Programmed Illusion ★★★★★| - You create an illusion of an object, a creature, or some other visible phenomenon that's tied to an object within 10 Metres. The illusion on the object activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-Metre cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 Hours. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 Metres of the object. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. You can add conditions to Pause, Unpause, Rewind , and Fast Forward the illusion. Costs 750 MP to cast. Rank 5/5: Greatly Increases Spell Duration. Rank 5 Bonus: Removes Dormancy Effect and adds Pause, Unpause, Rewind, and Fast Forward conditions.
Tier 7 Spell - |Contingency| - Choose a spell of Tier 5 level or lower that you can cast, and that can target you. You cast that spell (called the contingent spell) as part of casting |Contingency|, expending MP for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with |Haste| might stipulate that |Haste| activates upon sprinting for ten seconds continuosly, drawing a sword from its scabbard, or speaking a command phrase. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then |Contingency| ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Costs 600 MP to cast.
Tier 7 Spell - |Create Homunculus ★★★★★| - You cut yourself with a jewel-encrusted Athame and drip your blood over an ash-covered Mandrake Root. The ashes must come from the wood of an Elder tree. Casting this spell and performing this ritual will create a creature called a 'Homunculus' that's bound to you. You can enter a trance to experience the world through its senses at will. You do not gain control of the Homunculs when doing so, but you can mentally command it at will, and it will attempt to complete the task to the best of its ability. The Homunculus can cast spells and use skills that you know if it has the required Resource Points to do so. If you cast this spell while your Homunculus lives, the spell fails. Costs 750 MP to cast. Rank 5/5 Reduce Maximum HP cost to 0. Rank 5 Bonus: You can now give your Homunculus a name. Doing so increases its intelligence enough to be capable of Telepathic Speech in any language that you know, and it will empower the Homunculus' Resource Points Maximum to always be 50% of your Maximum. Homunculus Name: Bombastus.
Tier 7 Spell - |Create Undead ★★★★★| - Choose up to three corpses of Medium or Small humanoids within 10 Metres. Each corpse becomes an Undead under your crontrol, the type and strenght of the Undead depends on the corpse's life experience and the strenght it had during its life. You can mentally command any creature you animated with this spell if the creature is within 120 Metres of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Costs 300 MP to cast. Rank 5/5 Reduced MP cost. Rank 5 Bonus: The Undead created by this spell are now permanently under your command and will slowly evolve and increase in strenght over time.
Tier 7 Spell - |True Seeing| - This spell gives the willing creature you touch the ability to see things as they actually are. For 1 Hour the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 Metres. Costs 700 MP to cast.
Tier 7 Spell - |Circle Of Death| - A sphere of negative energy ripples out in a 60-Metre-Radius Sphere from a point within 150 Metres. Each creature inside that area takes Necrotic Damage. Costs 775 MP to cast.
Tier 7 Spell - |Chain Lightning| - You create a bolt of lightning that arcs toward a target of your choice that you can see within 150 Metres. Seven bolts then leap from that target to as many as seven other targets, each of which must be within 30 Metres of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Deals Lightning Damage. Costs 780 MP to cast.
Tier 7 Spell - |Arcane Gate| - You create linked teleportation portals that remain open for up to 10 Minutes. Choose two points on the ground that you can see, one point within 10 Metres of you and one point within 500 Metres of you. A circular portal, 3 Metres in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. You can rotate the rings so that the active side faces in a different direction at will. Costs 740 MP to cast.
Tier 7 Spell - |Ray Of Disintegration| - A thin green ray springs from your pointing finger to a target that you can see within 60 Metres. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature that's hit by this spell is instantly disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell. Costs 760 MP to cast.
Tier 8 Spell - |Merlin's Magnificent Mansion| - You conjure an extradimensional dwelling and its entrance by increasing the size of a small model of a white marble doorway that you use as a focus for this spell. The doorway lasts for 24 hours, then shrinks back to its original size. You choose where the marble door appears in front of you within 10 Metres. The marble entrance shimmers faintly and is up to 3 Metres wide and up to 10 Metres tall. You can lock or unlock the door if you are within 30 Metres of it. Beyond the door is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being up to 10 Metres on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance. Costs 850 MP to cast.
(Perks)
|HPU Perks|
Occlumency 5/5
Perk - |Meditation| - When you meditate you rest your mind and body as if you were sleeping. Instead of an average 8 hours of sleep you can comfortably get by with 4 hours of meditation per day.
Perk - |Immovable Memory| - Your memories can't be removed or modified magically.
Perk - |Unbending Mind| - You are immune to being charmed or mind-controlled magically.
Perk - |Psychic Thorns| - Even if you are unconscious, meditating, or dreaming, any Legilimency probes or magical mind-reading will automatically be met with Psychic Damage of equal value to the magical energy spent trying to pierce your mind.
Perk - |Mind Palace| - When you meditate, you can organize your memories and hide them inside your mind as objects inside a mental projection of a three dimensional world. Inside of this space anything you imagine can be created or destroyed at will. The Mind Palace's space grows in size in proprotion to your maximum MP. Successful Legilimency probes become trapped inside of your Mind Palace in the form of the attacker's Astral Body until you either cast them out by spending MP equal to the magical energy spent to create the probe, or the attacker dies.
Legilimency 3/5
Perk - |Passive Legilimency| - Allows you to read the surface thoughts of any creatures within 100 Metres.
Perk - |Control Emotion| - Allows you to suppress or increase your own or another creature's current emotional state. You must look into the creature's eyes for this perk to take effect.
Perk - |Multi-Probed Attack| - Allows you to create unlimited amounts of Legilimency Probes with the Legilimens Spell. Each new probe takes its own toll on your Magical Core.
Misc Rewards 1/?
Perk - |Soul Sight| - You are immune to the Dementor's Kiss and any other forms of hostile Soul Manipulation. You can sense the presence, shape, and condition of any Souls within 100 Metres.
|TGS Perks|
Stats 12/100
Strenght Perk 1/10
Perk - |Mighty Body| - Your body's muscles have been molded by magical energy to reach their absolute natural peak. You also gain complete control over your body's innertia. This allows you so to perform Supernatural feats of strenght, such as pausing your movements' force instantly without taking any damage from innertial forces, and increasing the innertial forces allowing you greater speed and increasing your natural, base-strenght at the cost of some strain and possible damage should you excede your body's durability.
Dexterity Perk 1/10
Perk - |Ambidextrous Body| - You no longer have a subconscious limiter on your body causing you to have a dominant hand, eye, or leg you lean on. Your body's movements are now perfectly responsive to your mental commands.
Constitution Perk 1/10
Perk - |Durable| - Increases HP from 10 to 20 per point, and Increases HP Regeneration from 1 to 2 per point of Constitution.
Intelligence Perk 3/10
Perk - |War Caster| - You can cast spells without a spellcasting focus, even when you have weapons or a shield in one or both hands.
Perk - |Arcane Blood| - Your blood can now be used as a Potion, Ritual, and Blood Magic ''Ingredient'' as a more potent replacement for sacrifices. Increases MP from 10 to 20 per point of Intelligence.
Perk - |Spellslinger| - You can cast spells without the need to think or speak an incantation, by the feeling of the spell alone. Increases Spellcasting Speed by 100%.
Wisdom Perk 2/10
Perk - |Dual Casting| - You can channel magic into two spells at the same time.
Perk - |Mana Focus| - Assuming that you are not floating in space but standing on a celestial body, you intuitively know which direction is North, South, East, and West. You also know the exact time of day, how long it is before the next sunrise or sunset, and which direction gravity is pulling you. Increases MP Regeneration from 1 to 2 per point of Wisdom.
Charisma Perk 0/10
Luck Perk 1/10
LUCK Perk - |Fortune Draught| - Potions that you drink Restore +100% More Resource Points.
Energy Perk 1/10
Perk - |Awakened Muladhara| - Your Root Chakra, or Muladhara, located at the base of your spine has awakened, granting you the following benefits: You are immune to Supernatural Auras, Effects, or Spells that inflict a Stun or Fear Debuff.
Endurance Perk 1/10
Perk - |Boosted Stamina| - Increases SP from 10 to 20 per point, and Increases SP Regeneration from 1 to 2 per point of Endurance.
Power Perk 1/10
Perk - |Arcane Power| - Increases MP based Spell Damage by 10%.
|Class Perks|
Wizard Perk 1/2
Perk - |Wizard Scrollscribing| - Spend time and MP to transcribe your known Wizard Spells into consumable Scrolls that cost no MP to use. 1 Hour = Tier 1, 2 Hours = Tier 2, 3 Hours = Tier 3, 4 Hours = Tier 4, 5 Hours = Tier 5, 6 Hours = Tier 6, 7 Hours = Tier 7, 8 Hours = Tier 8. Upon reaching higher levels more Tiers are Unlocked.
Saint Perk 1/1
Perk - |True Saint| - You can cast Tier 1 'Saint' Spells 10 times for free every 24 Hours, Tier 2 'Saint' Spells 9 times for free every 24 Hours, Tier 3 'Saint' Spells 8 times for free every 24 Hours, Tier 4 'Saint' Spells 7 times for free every 24 Hours, Tier 5 'Saint' Spells 6 times for free every 24 Hours, Tier 6 'Saint' Spells 5 times for free every 24 Hours, Tier 7 'Saint' Spells 4 times for free every 24 Hours, Tier 8 'Saint' Spells 3 times for free every 24 Hours, Tier 9 'Saint' Spells 2 times for free every 24 Hours, and Tier 10 'Saint' Spells 1 time for free every 24 Hours.
|Racial Class Perks|
DxD: Devil Perk 2/2
Perk - |Family Magic Circle| - When used in tandem with your Magical Core to visualise spells it Massively Decreases MP cost. Can be used to create summoning contracts, if you complete a task for the summoner you earn EXP of proportional value to the task.
Perk - |Peerage System| - Allows the user to bind creatures with Evil Pieces as members of their Peerage and bind a family magic circle to them. By binding your Peerage members with your magic circle you gain 50% of the EXP earned by them completing contracts under your orders.
Gaim: Overlord Perk 2/2
Perk - |Golden Fruit Transmutation/Creation| - You can transmute a piece of the Golden Fruit into a Lockseed or extract a Golden Fruit Seed for one of the five Charges on a Golden Fruit at will. You can create a Golden Fruit for 10,000 SHOP CREDITS at will.
Perk - |Gaim Technology Creation| - Once every 24 hours you can create one of the following items: Sengoku Driver, Genesis Driver, Energy Lockseed, Lock-Vehicle Lockseed, Special Lockseed.
(Traits)
|Misc Traits|
Trait - |The Gamer System| - Trait granted by The Goddess Aqua before reincarnating you into a new universe. Allows the user to Level Up and interact with the world like a Role Playing Game Character.
Trait - |Magical Core ★★☆☆☆☆| - Trait granted by becoming a Supernatural creature: (Magical - HPU/DxD: Devil/Gaim: Overlord). Allows for reality bending up to the user's skill, imagination, and power level. When using this trait you do not expend Mana Points doing so unless what you want to do is above your level of skill or power level. The power level of a Magical Core is determined by self-image, emotion, and intuition.
Trait - |Parseltongue| - Trait granted from surviving Tom Marvolo Riddle's Killing Curse and subsequently absorbing a sliver of his soul. Allows for speech with serpents. If the serpent is not technically intelligent enough to converse some unknown magical force makes the serpent smart enough to understand you and respond, if you do so repeatedly over a long period of time the serpent may retain this intelligence permanently.
Trait - |Greater Metamorphmagus| - Trait granted from evolving the Metamorphmagus Trait using the Stone Goblet Of Animagus Ascension. Allows the user to modify their physical appearance at will by spending MP. You can change your bone structure, reduce or increase body mass, and morph your reproductive organs into either male, female, or both, at will.
Trait - |Familiar Bond| - Venomous Gorgon: Roko, Faeruling: Dobby, Kreacher, Mipsy, Deet, Teak, Winged Lamia: Lilith, Fyre Celestial: Fawkes, Blizzard Harpy: Hedwig.
Trait - |Greater Animagus| - Allows the user to transform into a magical creature. You can transform into a Helheim Serpent.
Trait - |Sacred Gear: Genesis Hallow ☆☆☆☆☆| - A Divine Relic sealed within your soul housing your Higher Self. Rank 0: Your Higher Self is now perfectly integrated into The Gamer System and can communicate with you at will. Level 100, 1,000,000 EXP Required for next Rank Up.
|Racial Class Traits|
Trait - |Clan Trait: Power Of Doppelgänger| - As you grow in power you gain the ability to replicate and store Traits from creatures that you touch. Every 100 Levels you gain 1 Active Trait Slot and 5 Memorized Trait Slots. You can change your Active Traits once every 24 Hours. If you attempt to learn a Trait and you exceed more than your Memorized Trait Slot limit, you can choose to delete a Trait and replace it with the one you want to memorize. Trait Slots: Active 2/2. Memorized 9/10.
Trait - |Origin Devil| - You can speak, read, and write any language you know of or encounter instinctually. Enables permanent magical flight with bat-like wings. You radiate an aura which makes you as attractive as possible to other Non-Holy creatures. You can awaken permanent copies of Traits you do not have from any Devil that you touch.
Trait - |Serpent Of The Garden| - Once per day you can eat a Helheim Fruit and earn 10,000 EXP. You can create Helheim flora and fruits at will. You can disintegrate any Helheim flora and fruits at will within 100 metres. You can manipulate Helheim flora at will. You can open and close Cracks to and from Helheim at will. You can summon and banish a weapon that is Soulbound to yourself at will. This weapon can take any shape you desire, and it can be used as a Spellcasting Focus. You can create subservient, permanent Inves using your MP. Costs 1000 MP per Elementary Inves (Maximum Cap = 100 Every 100 Levels), 10,000 MP per Advanced Inves (Maximum Cap = 10 Every 100 Levels), and 30,000 MP per Evolved Inves (Maximum Cap = 1 Every 100 Levels). It costs half as much MP to make wild Inves within your line of sight subservient. You can now turn humanoids into Overlords at will with your touch, there is no risk of turning the target humanoid into mindless Inves by using this innate magic. Feeding an Overlord a piece of a Golden Fruit made with this method will give it access to 1 new, random type of innate magic per charge. Your 'Overlord Form' is now entirely cosmetic and fully customizable. You gain a permanent +50% Phys Damage Resistance. You can now use every type of Overlord Magic at once: Disintegration, Telepathy, Fire Manipulation, Force-Field Generation, Telekinesis, Electricity Maniuplation, Teleportation, Levitation, Intangibility, and Enhanced Awareness.
(Titles)
Title - |The-Saint-Who-Lived| - Conditional Charisma Boost/Reduction. Range +1000/-1000. Grants holder the Perk: |True Saint|
Title - |Saint| - Grants access to 1 new Saint Spell from the Saint Spell List, per spell and tier you have increased to Max Rank. For example, If you rank up a Tier 1 Spell to Rank 5, you can learn another Tier 1 Saint Spell.
Title - |Dementor Slayer| - Grants holder the Perk: |Soul Sight|
Title - |Devil King| - Grants holder the Perk: |Peerage System|
Title - |Overlord| - Grants holder the Perk: |Gaim Technology Creation|
Title - |Master Of Death| - You can cast the three unforgivable curses for no MP cost, speak with Souls from the afterlife, and become Invisible at will.
(Quests)
|Current Quests: 2|
|QUEST: Horcrux Hunter|
Destroy all of Tom Marvolo Riddle's Horcruxes.
(x) = Objective Incomplete. (o) = Objective Complete.
Objective 1 (o): Tom Riddle's Diary - Reward: Skill - |Legilimency|
Objective 2 (o): Gaunt Ring - Reward: Spell Mod - |Phantom Steed - Thestral Form|
Objective 3 (o): Slytherin's Locket - Reward: Spell Mod - |Comprehend Languages - Parseltongue|
Objective 4 (o): Hufflepuff's Cup - Reward: Stone Goblet Of Animagus Ascension
Objective 5 (o): Ravenclaw's Diadem - Reward: The Room Of Requirement: Schematics
Objective 6 (x): Nagini - Reward: ?
Objective 7 (o): Scar-Crux - Reward: Skill - |Occlumency|
Bonus Objective (o): Destroy Slytherin's Locket within 1 Week - Reward - Skill - |Create/Break Familiar Bond|
Hidden Objective 4/4 (o): Destroy the Horcrux without destroying the Priceless Artifact it is bound to. Slytherin's Locket (o). Hufflepuff's Cup (o). Ravenclaw's Diadem (o). Gaunt Ring (o). - Reward 4/4.
|QUEST: Twilight Conqueror|
Defeat all of the Twilight Forrest's Major Bosses.
(x) = Objective Incomplete. (o) = Objective Complete.
Objective 1 (x): Naga - Reward - ?
Objective 2 (x): Elder Lich - Reward - ?
Objective 3 (x): Minoshroom Chief - Reward - ?
Objective 4 (x): Hydra - Reward - ?
Objective 5 (x): Knight Phantom Order - Reward - ?
Objective 6 (x): Ur-Ghast - Reward - ?
Objective 7 (x): Alpha Yeti - Reward - ?
Objective 8 (x): Frost Queen - Reward - ?
Objective 9 (x): Sky Giant Lord - Reward - ?
Objective 10(x): Twilight Emperor - Reward - ?
|Complete Quests: 3|
|QUEST: The Apprentice Becomes The Master|
Collect and destroy all of The Deathly Hallows to release the Peverell brothers from their accidental ascension into a higher being known as Death so that their souls may rest once more.
Objective 1 (o): Collect The Elder Wand.
Objective 2 (o): Collect The Resurrection Stone.
Objective 3 (o): Collect The Invisibility Cloak.
Objective 4 (o): Throw the Hallows through the Veil Of Death - Reward - Title - |Master Of Death|, +1,000,000 EXP.
|QUEST: The Birth Of A Viking|
Purchase all sub-skills in the Hamon Skill Trees and achieve Rank 5 in the Hamon Skill.
Objective 1 (o) Complete the Tier 1 Skill Tree 5/5 - Reward - Access to the Tier 2 Skill Tree, +1 Gacha Coin
Objective 2 (o) Complete the Tier 2 Skill Tree 5/5 - Reward - Access to the Tier 3 Skill Tree, +1 Gacha Coin
Objective 3 (o) Complete the Tier 3 Skill Tree 5/5 - Reward - Access to the Tier 4 Skill Tree, +1 Gacha Coin
Objective 4 (o) Complete the Tier 4 Skill Tree 5/5 - Reward - Access to the Tier 5 Skill Tree, +1 Gacha Coin
Objective 5 (o) Complete the Tier 5 Skill Tree 5/5 - Reward - Secret Hamon Sub-Skills - |Forced Hamon Breathing|, |Deep Pass Overdrive|, +100,000 EXP.
|QUEST: Genesis Hallow|
Collect 7 legendary artifacts and combine them in a ritual to create a Divine Object known as a Sacred Gear.
Objective 1 (o) The Elder Wand
Objective 2 (o) The Resurrection Stone
Objective 3 (o) The Cloak Of Invisibility
Objective 4 (o) Slytherin's Locket
Objective 5 (o) Hufflepuff's Cup
Objective 6 (o) Ravenclaw's Diadem
Objective 7 (o) Gryffindor's Sword - Reward: Book - Divine Rituals 4 Dummies
Objective 8 (o) Combine the Hogwarts founder's artifacts with the Deathly Hallows currently sealed inside your soul with a ritual. - Reward: Trait - |Sacred Gear: Genesis Hallow|, 100,000 EXP.
(NPCs)
|Familars & Minions - 233 Creatures Total|
|x5 Greater Faeruling: Kreacher, Dobby, Deet, Teak, Mipsy|
|x1 Blizzard Harpy: Hedwig|
|x1 Venomous Gorgon: Roko|
|x1 Winged Lamia: Lilith|
|x1 Fyre Celestial: Fawkes|
|x1 Homunculus: Bombastus|
|x222 Inves - Elementary Inves: 200, Advanced Inves: 20, Evolved Inves: 2|
|Peerage 4/15|
|Queen 0/1: ?|
|Bishop 0/2: ? - ?|
|Rook 1/2: Lalatina Ford Dustiness - ?|
|Knight 1/2: Yuriko Misaki - ?|
|Pawn 2/8: Sirius Black - Remus Lupin - ? - ? - ? - ? - ? - ?|
|Human Character Sheets|
|Albus Percival Wulfric Brian Dumbledore|
HP 350/350
MP 3000/3000
EP 0/0
SP 100/100
|Alice Roxanne Longbottom|
HP 1000/1000
MP 1000/1000
EP 0/0
SP 1000/1000
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - Black Bear
|Arthur Jacob Weasley|
HP 1000/1000
MP 1000/1000
EP 0/0
SP 1000/1000
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - Weasel
|Frank Gerald Longbottom|
HP 1000/1000
MP 1000/1000
EP 0/0
SP 1000/1000
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - Polar Bear
|Lalatina Ford Dustiness|
HP 1000/1000
MP 1000/1000
EP 1000/1000
SP 1000/1000
Hamon Skill: Hamon Tier 1-5, Hamon Secret Tier.
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - White Husky
|Darkness' Wand|
Fir & Dragon Heartstring, 12 inches, Springy
|Narcissa Druella Malfoy|
HP 150/150
MP 500/500
EP 0/0
SP 100/100
|Remus John Lupin|
HP 1000/1000
MP 1000/1000
EP 1000/1000
SP 1000/1000
Hamon Skill: Hamon Tier 1-5, Hamon Secret Tier.
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - Red Fox
|Moony's Wand|
Willow & Phoenix Feather, 10 and 1 quarter inches, Pliable.
|Sirius Orion Black|
HP 1000/1000
MP 1000/1000
EP 1000/1000
SP 1000/1000
Hamon Skill: Hamon Tier 1-5, Hamon Secret Tier.
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - Grim
|Yuriko Misaki|
HP 1000/1000
MP 1000/1000
EP 1000/1000
SP 1000/1000
Hamon Skill: Hamon Tier 1-5, Hamon Secret Tier.
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - Ladybug
Trait - |Supernatural Power| - Allows the user to master the use of Supernatural Energies and enhances their abilities beyond natural limits.
Trait - |Kamen Rider| - Allows Yuriko Misaki to Transform into the Electric-Wave Humanoid: Tackle.
Skill - |Denpa Punch/Kick| - Electric-Wave Punch/Kick, deals Lightning Damage and Bludgeoning Damage to a target when struck.
|Tackle's Wand|
Blackthorn & Thunderbird Feather, 13 inches, Rigid.
|William Arthur Weasley|
HP 1000/1000
MP 1000/1000
EP 1000/1000
SP 1000/1000
Hamon Skill: Hamon Tier 1-5, Hamon Secret Tier.
HPU Skill: Occlumency.
HPU Magic: Expecto Patronum.
Tier Magic: Counterspell, Comprehend Languages.
Resource Points: 0
|Ability Teacher - ? - Progress: 0%|
Trait - |Animagus| - Lion
|Animal & Familiar Character Sheets|
|Errol|
HP 20/20
MP 10/10
EP 0/0
SP 50/50
|Fawkes|
HP 1000/1000
MP 1000/1000
EP 0/0
SP 1000/1000
|Hedwig|
HP 1000/1000
MP 1000/1000
EP 0/0
SP 1000/1000
|Lilith|
HP 1000/1000
MP 1000/1000
EP 0/0
SP 1000/1000
|Roko|
HP 3000/3000
MP 1000/1000
EP 0/0
SP 2000/2000
(Gamer System)
|STATS|
Stats are what increases your Skills', Spells', and your general Power Level.
|STRENGHT|
Supernaturally increases your physical strenght.
Increases bone and muscle density.
Increases damage with a Weapon, Skill or Spell with a Strenght Modifier.
|DEXTERITY|
Supernaturally increases your speed.
Increases your reaction speed.
Increases damage with a Weapon, Skill or Spell with a Dexterity Modifier.
|CONSTITUTION|
Increases your Health Points by 10 per point of Constitution.
Increases Health Point Regeneration by 1 per point of Constitution.
Increases Damage Resistance against Physical Debuffs such as Poison and Bleed.
|INTELLIGENCE|
Increases Mana Control.
Increases your ability to recall information.
Increases your focus and speed for mental processing.
Increases your Mana Points by 10 per point of Intelligence.
|WISDOM|
Increases Mana Efficiency.
Increases your ability to comprehend concepts.
Increases your intuition.
Increases your Mana Point Regeneration by 1 per point of Wisdom.
|CHARISMA|
Increases chance of persuasion, intimidation, and deception succeeding.
Decreases Prices when when haggling.
Decreases Vendor Prices in Instant Dungeons.
|LUCK|
Increases chance for drop rates from enemies in Instant Dungeons.
Increases chance for appearance rates for better items from Vendors in Instant Dungeons.
Increases chance for more loot from containers inside Instant Dungeons.
|ENERGY|
Increases Energy Points by 10 per point of Energy.
Increases Energy Regeneration by 1 per point of Energy.
Increases Energy Control and Efficiency.
|ENDURANCE|
Increases Stamina Points by 10 per point of Endurance.
Increases Stamina Point Regeneration by 1 per point of Endurance.
Decreases chance to gain a level of Exhaustion.
|POWER|
Massively Increases Experience Point Gain.
Increases Spell Power
Increases Skill Power
|LEVEL UP REWARDS|
|STAT POINTS|
You gain 10 Stat Points every time you Level Up that can be used to permanently increase your Stats.
Every 100 Points in a Stat you gain a Perk with a maximum of 10 Perks per Stat.
|SKILL POINTS|
You gain 10 Skill Points every time you Level Up that can be used to permanently increase any of your Skills' 'Skill Level'.
Every time you reach the Level Cap with a Skill you gain a Perk with a maximum of 5 Perks per Skill.
|SPELL POINTS|
You gain 10 Spell Points every time you Level Up that can be used to permanently increase any of your Spells' 'Spell Level'.
Every time you the reach the Level Cap with a Spell you improve the spell. At Rank 5 you get a special Bonus.
|SHOP CREDITS|
You gain 100 CREDITS every time you level up.
Every 100 Stat Points allocated into a Stat after 1000 you gain 10,000 CREDITS.
|GACHA COINS|
Every ten levels you gain 1 Gacha Coin
Every 100 Stat Points allocated into a Stat after 1000 you gain 1 Gacha Coin.
Every time you reach Rank 5 with a Skill or a Spell you gain 1 Gacha Coin for every 50 Points spent leveling the ability.
|SYSTEM SLOTS|
After Level 50 increases Slots by 1 every 10 Levels.
|Attunement Slots 2/10|
|Eye Of Chronos, Azurewrath|
|Party Slots 1/10|
|Party Leader: Hadrianne. Party Members: |