《DIVE》Spell and Ability List
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Map
Abilities: Spoiler :
Abilities Window
Roar of Paralysis
Stuns and enemy for 3 seconds. It costs 50 stamina, and can effect enemies that are up to 60% as powerful as the user.
Added in chapter 13
Tight Grip
You adjust your grip on whatever you are holding to an outstanding strength. It costs 50 stamina, and 20 health to use. This ability costs and additional 25 stamina and ten health per second for upkeep.
Added in chapter 17
Battle Rage
For a maximum of (max stamina/10) seconds you enter Battle Rage mode.
While in Battle Rage you lose 50% of your willpower and intelligence, but gain 50% of your strength and endurance. Battle Rage reduces pain sensors to zero.
When Battle Rage is cancelled or the timer expires, you will lose 10% of your total health. If you have 10% or less health you will die.
Added in chapter 20
Consistent Fury
Attacks the enemy several times. The attacks become more devastating as the chain progresses. It costs 50 stamina to start, then 5 stamina for each hit. Every ten consecutive strikes stun the enemy.
Added in chapter 25
Forced Evolution
You can force evolution in any being that can evolve. You will be unable to choose the evolution. The evolution will be chosen randomly based on the current path that monster or animal is taking.
If the being to be evolved does not meet the requirements, the evolutionary abilities will be restricted.
This ability has no cost, but has a one week (in game) Cooldown.
Added in chapter 44
Spells: Spoiler :
Spells Window
Mirror’s Boon
Heals the caster’s magic, stamina, and health by (.5 x user total) x (Light Affinity + Dark Affinity + 1) each.
If the spell does not complete the user is granted the partial amount of restoration, as well as an immense amount of pain.
Added in chapter 12
Healing Hands
Heals the target’s health by ((20 + light affinity) * Aura).
The base spell cost for this spell is 40 mana.
The healer must touch the target for this spell to be effective.
Added in chapter 16
Quick Heal
Heals the target’s health by ((10 + .5*light affinity) * Aura).
The base spell cost for this spell is 25 mana.
The healer must touch the target for this spell to be effective. You must know Healing Hands to learn this spell.
Added in chapter 19
Heal Over Time
Heals the target’s health by ((40 + light affinity) * Aura) over the course of five seconds.
The base spell cost for this spell is 35 mana.
The healer must indicate a target within five feet for this spell to be effective.
Added in chapter 19
Deep Heal
Heals the target’s health by ((60 + light affinity) * Aura) over the course of five seconds.
The base spell cost for this spell is 50 mana.
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The healer must indicate a target within five feet for this spell to be effective. You must know Heal Over Time to learn this spell.
Added in chapter 19
Healing Rate Buff
Increases the target’s healing rate by ((10 + light affinity) * Aura) percent for five seconds.
The base spell cost for this spell is 40 mana.
The healer must indicate a target within five feet for this spell to be effective.
Added in chapter 19
HP Buff
Increases the target’s health by ((50 + light affinity) * Aura) for one minute.
The base spell cost for this spell is 100 mana.
The healer must indicate a target within five feet for this spell to be effective. You must know Healing Rate Buff to learn this spell.
Added in chapter 19
Damage Resistance
Decrease all direct damage to the target by ((10 + light affinity) * Aura) for one minute.
The base spell cost for this spell is 200 mana.
The healer must indicate a target within five feet for this spell to be effective. You must know Healing Rate Buff to learn this spell.
Added in chapter 19
Phoenix Fire
The caster catches on fire. This flame causes (10 + (fire affinity/10) * Aura) damage per second to anything in contact with the fire. The user heals at a rate of (10 + (light affinity/10) * Aura) per second.
The base spell cost for this spell is 100 mana per second.
If the user has a higher fire affinity than light affinity, the fire affinity can be scaled down.
Added in chapter 27
Mist Spray
The caster creates a thin mist. The amount of cups of water is water collected is (.5 + (water affinity/200) * Aura) for every point of mana spent. The (speed or distance) the mist travels is (10 + (wind affinity/10) * Aura) feet per second per mana point. You can adjust the distance and speed.
The base spell cost for this spell is 3 mana per second.
Added in chapter 27
Earth House with Moat
The caster builds a basic house around themselves. It has one room, to be used for everything.
This spell requires 12 hours of consistent concentration. You may meditate during these hours, but may not leave the area or focus on things other than creating the house. Houses created by this spell are permanent until destroyed.
You must be able to use the mana in the crust of the earth to be able to use this spell.
Added in chapter 36
Blind
The caster takes away the targets sight. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 100 mana.
This spell causes 100% blindness to one target.
Added in chapter 45
Rigid
The caster takes away the targets ability to move freely. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
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The base spell cost for this spell is 100 mana.
This spell causes 10% maneuverability debuff to one target.
Added in chapter 47
Stamina Drain
The caster increases the amount of stamina the target needs to preform actions. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 100 mana.
This spell causes 10% stamina debuff to one target.
Added in chapter 47
Slow
The caster takes away the target’s ability to move quickly. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 100 mana.
This spell causes 10% speed debuff to one target.
Added in chapter 47
Weakness
The caster decreases the amount of general armor the target has. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 100 mana.
This spell causes 10% physical defense debuff to one target.
Added in chapter 47
Calm
The caster takes away the targets ability to sense danger. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 100 mana.
This spell causes the target to be relax their guard.
Added in chapter 47
Powerless
The caster increases the amount of work the target needs to damage others. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 100 mana.
This spell causes 10% physical damage reduction debuff to one target.
Added in chapter 47
Corruption
The caster reduces the total amount of health the target has. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 100 mana.
This spell causes 5% health reduction debuff to one target.
Added in chapter 47
Petrification (Minor)
The target loses some movement speed, and will find it harder to move. The target suffers a 25% reduction in both categories. This duration of this spell is (10 + (darkness affinity/10) * Aura) seconds.
The base spell cost for this spell is 500 mana.
Added in chapter 47
Assume Control
You can take control of other’s fairies if your affinity of that type is higher than that person. You will maintain control of this fairy until the spell is disrupted.
This spell has a one time activation cost, the effects remain constant.
The base spell cost for this spell varies depending on your affinity with the mana type of that fairy, and the opponents affinity with the mana type of that fairy.
Minimum cost is 25 mana.
Added in chapter 47
Movement Enhancer (Minor)
The target gains some movement speed, and will find it easier to move. The target gains a 25% bonus in both categories. This duration of this spell is (10 + (light affinity/10) * Aura) seconds.
The base spell cost for this spell is 500 mana.
Added in chapter 48
Traits: Spoiler :
Improved Digestion is the perfect trait for survivalists. You can go longer without food. If you eat food that grant benefits, the benefits last longer. Food will provide more satiety, and your body will be able to regulate the breakdown of food more easily.
Added in chapter 32
Fighter’s Spirit is the perfect trait for those that love combat. Any spell or ability that influences morale, ie Fear or Courage, will be increased by 25%, and last 10% longer.
Added in chapter 32
Resistance is the perfect trait for those that love combat. You are able to withstand more damage and pain before your body starts to shut down. The more damage and pain you take, the more powerful this trait will become. This skill can evolve into better versions.
Added in chapter 36
Flexibility is the perfect trait for those that love combat. You are able to move in ways most people would never dream. The more you train your flexibility, the more powerful this trait will become. This trait can evolve into better versions.
Added in chapter 41
Perceptive is the perfect trait for those capable of understanding the five senses. Using your five sense, you are able to detect things most would overlook. The more you train your senses, the more powerful this trait will become. This trait enhances the amount of information, from your senses, that your brain can handle.
Added in chapter 42
Mental Fortitude is the perfect trait for any who wishes to avoid mind altering curses. You are able to withstand more mental damage and pain before your mind starts to shut down. The more mental damage and pain you take, the more powerful this trait will become. This skill can evolve into better versions.
Added in chapter 42
Complete Immunity is the perfect trait to avoid any sort of pain or damage. Pain and damage of any sort are like second nature to you. You can now ignore any type of damage to your mind or body, up to 50% of your total mental or physical threshold. You can now ignore all pain up to 50% of your total mental or physical threshold. The more damage or pain of any type you take, the more powerful this trait becomes.
Added in chapter 42
Magic Absorption is the perfect trait for fighting mages. You will absorb 50% of any hostile magic cast at you. The mana you absorb will go directly into your mana pool. If your mana pool is over saturated, you will lose one mana per second until you have 100% of your total mana.
Added in chapter 44
Improved Training is the perfect trait for those that gain levels. You will gain more ability points each level. From level 1-25 you gain an extra point. Every 25 levels you grow, increases the amount of points you gain by 1. All increased gains are recursive.
Added in chapter 50
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