《Tunnel Rat》Chapter 31: Decisions, Decisions...

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Bone Spike: Level 0 Bonemancy

The spell allows the mage to shoot a spike of sharpened bone at an opponent.

This is an aimed spell. Base chance to hit is 50%+5xBonemancy Level+5xINT.

Base Damage: 30+5xINT+10xBonemancy Level

Note: This spell requires a small bone spike to cast. If no material component is available, the spell will use a bone chip from the casters body, and inflict 10 points of health damage.

Mana Cost: 25 Exploding Skull: Level 0 Bonemancy

The spell allows the mage to imbue a great deal of mana into a skull, turning it into an explosive device. Less versatile than a fireball, it makes up for it in damage. Base Damage: 60+10 per level of Bonemancy+(0 to 40 additional damage)

Mana Cost: 50 Extra Rib Bone: Level 1 Bonemancy

The Bonemancer enhances his own skeleton by adding a rib from another creature, enhancing it with runes. This is a ritual and will take one hour to perform. Also hurts quite a bit. In some cases, a bit of the donors personality may linger, along with memories. Mend Bones: Level 1 Bonemancy

This spell will restore health to a skeletal minion at the rate of 1 mana for 2 health. It will restore up to half of the missing health the caster has taken from wounds that can break or injure his skeleton. Healing will vary. Next to nothing from an arrow wound, quite a bit for a head wound from a mace. You may mend yourself at the cost of 1 mana for 2 health restored, and mend other living creatures at the cost of 2 mana for 1 health restored. Grasp of the Dead: Level 2 Bonemancy

Spectral hands emerge from the earth or floor grabbing an opponent. The hands have an effective STR of 10 and will hold your opponent at that spot for 10 seconds. Higher STR opponents can break the bonds and free themselves. Mana Cost: 75 Brittle Bones: Level 2 Bonemancy

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This curse affects creatures with a skeleton or hard shell. It will have no effect on something like a slime, or etheral undead. For one hour the creature will take +50% damage from attacks that use kinetic energy, and +100% damage from attacks that come from blunt weapons or pure force damage. Mana Cost: 100 Whirling Bones: Level 3 Bonemancy

The caster throws a handful of bone chips in the air that whirl around him. This will cause minor damage to people around him. (Good for moving through crowds.) There is a 10% chance per level of Bonemancy that an arrow or other small projectile is knocked off course. Spells that fire a projectile will also be affected. Opponents attempting to land blows on the caster in melee have their attack chance lowered by 5xlevel%. Mana Cost: 50 + bones. Duration 5 minutes Spectral Spine: Level 3 Bonemancy

A long whip made of the spines of ancient creatures is conjured. The whip can be as short as two feet and as long as ten feet. The weapon does 20 damage plus 10xlevel. Chance to hit is 20% plus 10xlevel%. With sufficient practice, the whip may also be used to manipulate objects similar to a prehensilve appendage.

Mana Cost: 50 Duration: 5 minutes or until the whip takes 200 damage.

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