Shadowspawn Sun Elf Warlock of the Mask
Level XVI
Sun Elf
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- [Fey Senses II] (Passive/Active, Reserve ?): Elves possess heightened perception, blending their superior physical senses with an innate connection to magic. You can see in the dark, hear acutely, and use mana to detect magic around you if you dedicate mana to this ability. At rank II, your physical and magical senses are more honed and precise.
- [Elven Grace]: Elven heritage gifts you with heightened reflexes, allowing you to react faster than most mortals. This talent provides a boost to speed, agility, and reaction time, particularly in combat and hazardous situations, you are sure-footed in all manner of environments, and your footsteps are nearly silent.
- [Scion of Lost Light]: The remnants of a forgotten brilliance burn within you, a beacon of hope and defiance against the encroaching darkness. You and all allies within your aura gain increased resistance to shadow and necrotic damage, and your fire and light spells are infused with the Lost Light of Reial.
The Mask
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- [Illusion Magic] (Passive): You have the ability to weave subtle deceptions, clouding perception and bending reality to your will. You can learn spells that create illusions, deceive the senses, and manipulate perceptions of the world around you.
- [Mask of Many Faces] (2nd Circle, Active, Reserve ??): Due to being born under the sign of the Mask, you can dedicate a portion of your mana to change subtle elements of your appearance.
- [Minor Illusion] (1st Circle, Active, Reserve ?): Harness the power of deception to conjure a fleeting illusion that manipulates sight or sound. This spell allows you to create a convincing sensory trick.
- [Armor of Shadows] (2nd Circle, Active, Reserve ??): While active, you develop a second skin of shadow that absorbs a portion of incoming physical and magical damage and obscures your form, making you harder to detect or target.
- [Quasireality] (Passive): Your mastery of deception allows you to blur the line between illusion and reality. All illusions you create are imbued with a fragment of reality, enabling them to partially interact with the physical world. These quasi-real illusions can deal minor damage, exert force, or create subtle environmental effects, confounding your enemies and enhancing your trickery.
- [Locked]
Shadowspawn
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- [Dark One's Shadow] (Passive): As an inheritor of the Dark One’s essence, you are immortal and do not age past your prime. You also require less food, water, and air to survive, but you bear the marks of corruption upon your body.
- [Devour the Weak] (Passive): Damage you inflict heals a small amount of your life force. Your magic is particularly potent against beings that share your dark heritage.
- [Embrace of the Abyss II] (Passive): Darkness and shadows strengthen you. When in darkness or shadow, you gain an increase to your physical abilities equal to two ranks, and existing enhancements grow two ranks stronger. You also gain the become difficult to detect with both physical and magical senses as long as you’re in darkness, stacking with ranks of the [Stealth] enhancement. All shadow-based attacks and spells gain a boost in power.
- [Nightmare Aspect] (Passive): By channeling your inner rage, you can transform into a shadow beast, gaining unnatural strength, agility, resilience, and an aura of terror. Your appearance alone can break the spirits of weak enemies, and all damage you inflict drains your foes and restores you.
- [Dominion]: By infusing your words with your essence, you gain the ability to alter reality itself. Creatures, environments, and objects must adhere to your whims, provided your mana and essence reserves can sustain the change. The strength of your influence scales with your intent, the scope of the alteration, and the resistance of the target. The world bends, reshaped not by steel or spell, but by the simple utterance of your will. Dominion is yours to claim.
Warlock
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- [Summoning]: (Passive): You can call forth entities from other realms, who lend you their strength and skills. You can learn spells that summon, bind, and empower creatures and objects to serve and protect you.
- [Teleportation Circle] (5th Circle, Active, Cost ?????): This spell enables the caster to establish permanent teleportation circles or teleport to existing circles that the caster has tied to.
- Portal Ties
- Temple of Yslene
- Farnfoss
- Wysten
- Portal Ties
- [Teleportation Circle] (5th Circle, Active, Cost ?????): This spell enables the caster to establish permanent teleportation circles or teleport to existing circles that the caster has tied to.
- [Blood Magic II] (Passive): Your life force fuels your magic, allowing you to cast additional spells at the cost of health. You can learn spells that draw on blood and life energy to strengthen your casting. At Rank II, your mastery over blood magic deepens, allowing you to draw on your life force with greater efficiency, casting blood-fueled spells at a reduced health cost. This level of skill also enables you to learn more advanced Blood Magic spells, expanding your arsenal in exchange for careful management of your own vitality.
- [Essence Transfer] (1st Circle, Active, Cost ?+?/?): The user can transfer a small amount of health or mana to or from a willing target.
- [Sanguine Gift] (2nd Circle, Active, Cost ?+?): Sacrifice a portion of your life force to briefly grant yourself or an ally enhanced reflexes, strength, and stamina, amplifying their physical abilities in a burst of vitality.
- [Devour Essence] (2nd Circle, Active, Cost ??): Target an enemy or recently deceased creature within range. Drain a portion of their essence, dealing moderate damage to a living target or consuming a fragment of their energy. The drained essence replenishes a portion of your health and mana.
- [Fire Magic] (Passive): You wield the essence of flame, strengthening your power over physical and spiritual fires and increasing your resistance to them. You can learn spells that summon, control, and unleash fire in its many forms.
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- [Burn the Weak] (1st Circle, Active, Cost ?): You conjure a small, searing flame that can be thrown at creatures within sight, igniting and inflicting fire damage. This spell is especially effective against vulnerable or injured enemies, dealing additional damage to those already weakened.
- [Candlelight] (1st Circle, Active, Cost ?): You conjure a small flame that can be used to ignite inanimate objects and inflict small amounts of fire damage on a target.
- [Eclipse] (5th Circle, Active, Cost ?????◇◇◇◇◇): When cast, a massive explosion erupts around the caster, engulfing the area in a swirling inferno light-infused flame.
- [Black Magic] (Passive): You possess an affinity for dark, potent forces that lie beyond the mortal realm. Shadows and negative energies respond to your call, enabling subtle manipulation of fear, weakness, and despair in others. You may now learn Black Magic spells, tapping into powers that corrupt the living, obscure perception, and invoke primal dread.
- [Corruption] (1st Circle, Active, Cost ?): Draw on the shadows to infuse a target with negative energy, weakening their defenses and dulling their senses. This spell saps the target’s physical and mental resilience, leaving them vulnerable to further attacks and susceptible to effects that prey on fear and confusion.
Enhancements
- [Evasion I] (Perk XII): Your reflexes improve to match those of a wild predator, such as a lynx or cheetah. You gain an increase in reaction speed and agility, allowing you to better dodge attacks and move fluidly.
- [Focus I] (Perk XIV): Your mental clarity improves, enhancing your ability to concentrate and reducing the likelihood of spell disruptions. This heightened focus increases your casting precision and slightly boosts your resistance to mental effects.
- [Life I] (Perk X): Fortifies your life force slightly, making you sturdier and harder to wear down in combat.
- [Life II] (Perk XVI): Fortifies your life force further, making you stouter than all but the strongest mortals.
- [Mana I] (Perk II): Increase your mana reserves by a small amount, allowing you to cast more spells.
- [Mana II] (Perk VIII): Increases your mana reserves by a sizeable amount, allowing for greater spell-casting endurance and more complex incantations.
- [Pack Bond] (Oath to Zethari): Grants an increase to your ability to work seamlessly with allies, enhancing cooperative efforts and tactics. Additionally, you gain a boost to perception when near companions.
- [Potence I] (Perk IV): Increase the potency of your spells, increasing their range, power, and duration by a small amount.
- [Potence II] (Perk VI): Further amplifies the strength of your spells, making each cast more impactful and destructive. This enhancement also slightly reduces resistance to your spells, increasing the chance of bypassing defenses.
Titles
- [Master of the Vault]: Bestowed upon you by the mighty Grimoire, the last creation of the Archmage Aughra, this title marks you as a true keeper of lost knowledge and forgotten relics. You will always know in what direction your vault lies and the best path to get there, and you have a second sense for finding valuable items and equipment.
Quests
Equipment
- [Vaultkeeper's Pack]: This unassuming leather pack is bound to the Vault of Abad-Shai. Placing items into the pack will transfer them to his arcane sanctum, and by reaching within and giving a mental command, items can be retrieved.
Achievements
Angra
Imp Familiar
Level VIII
Imp
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- [Venom] (Active, Cost ?): Your tail has a venomous tip capable of injecting a paralytic venom.
- [Animal Shape] (Active, Reserve ???): You can transform into a specific animal form (Raven).
- [Shadowmeld]: (Active, Cost ?): You can turn invisible when in darkness or shadow and hide your presence from magical detection.
Familiar
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- [Shared Arcana] (Passive): You can channel your master’s magic through your body at a short distance.
- [Familiar’s Loyalty] (Passive): Your bond with your master is strong, granting you [Resilience I] and [Willpower I] when near your master.
- [Familiar’s Martyrdom] (Active, Cost ?+?/?): Through your increased loyalty to your master, you can channel some of your health or mana to your master, healing your master’s wounds at the cost of your own essence.
- [Familiar’s Devotion] (Passive): Through your unwavering devotion to your master, the enhancements granted by [Familiar’s Loyalty] increased by one step.
- [Master’s Guardian] (Active, Reserve ??): The familiar can grant its master a shield that deflects attacks.
- [Locked]
Enhancements
[Agility III] (Passive, Perk II, IV, VI): Enhances your speed significantly, allowing for faster reactions, movement, and evasive maneuvers.
[Presence I] (Passive, Perk VIII): Increases your presence slightly, making you more noticeable and influential in social or leadership situations.
[Intimidation I] (Passive, Enchantment): Boosts your ability to instill fear and command respect, making you more intimidating to those of lesser willpower.
Equipment