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Chapter 210 - [NOT A CHAPTER] Status - Tanisha

Hello so to keep the flow of the chapters I have decided to add these [NOT A CHAPTER]s separating Status windows from the story as we progress. They are getting longer and I would prefer not to derail a scene too much with them. So if you want to see Tanisha's Current status read on. If you would like to continue the story without this stuff fine, skip to the next chapter SS [1] No Time To Waste!

Love you xoxo!

Status Menu

Name: Tanisha Valkyrja Scalebound

Species: Cernunnos

Level: 49

Vitality: 110

Restoration: 110

Constitution: 110

Willpower: 140

Strength: 100

Dexterity: 90

Stamina: 71

Seiðr: 520

Seiðr Regeneration: 285 (+200 from bond)

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Skills Analysis

Delta Familiar Contract

You are bonded with a Delta-class familiar. You gain +200 to seiðr regeneration. Your bond has grown, allowing you to convey emotions through your bond. Your bond is resilient against outside influences and can not be forcibly severed by outside parties. Your familiar's life expectancy is extended by five years.

Hard Air Constructs

Seiðr cost: Variable

(I) Low cost, 2 seiðr. Speak the words of power and create seiðr air constructs. Form air constructs into any shape and they will interact with the world, acting out the caster's will. (II) Medium cost, 6 seiðr. Air constructs with darker aspects of seiðr to burn any that oppose you. (III) High cost, 16 seiðr. Constructs will become invisible and silent.

Ringularity Sage Core

Seiðr cost: Variable

Chaos, mana, maya and aether compose the inner workings of your soul. Their coalescence in one body created seiðr; an energy seeking to uncover the very nature of the world around it. You can control all aspects that make up your core. Exerting your will over seiðr controls mana, maya and aether. You can use tools from any of the energies that make up your core. Your will can dominate mana, maya and aether outside your body for a short distance and use ambient energies for your arcane machinations.

Chain Breaker's Mantle

Seiðr cost: Variable

(I) Low seiðr cost per minute, seiðr will inundate your muscles and bones with power to temporarily increase your physical attributes. (II) Medium seiðr cost per minute, the Marks of Seiðr greatly enhances unarmed strikes. Unarmed punches and kicks will produce a seiðr shockwave, increasing the range of unarmed strikes a short distance. (III) High seiðr cost per minute, the energies within you grants the ability of arcane shift to teleport up to five yards.

Sage Soul Forge

Seiðr cost: Variable

(I) Use seiðr to alter and twist existing spellforms connected to your Ringularity Core. (II) Meditate on your core to deepen connections and meridians to your soul. Study the Marks of Seiðr which etched themselves across your body to gain greater insight. (III) Unknown. Unknown. Unknown.

Divination Hydromancy

Seiðr cost: Variable

(I) Create seiðr constructs with liquid attributes, condense water from the atmosphere and/or control water from a water source. Exerting control over water allows you to change its state and temperature with ease. (II) Alter the properties of water to cause it to glow. Only those you choose can see the light produced. (III) Water in any state will condense into a blast of highly pressurized water. You maintain control of water even after it is fired, allowing it to change trajectory and home in on enemies.

Appeasement of the Cernunnos

Seiðr cost: None

(I) Drink the blood of a recently defeated foe and gain +3 to your stats based off of their highest physical statistic. Their level must be higher than yours. Their highest statistic must be higher than yours. You or those bound to you through a soul bond must have delivered the killing blow. (II) Consume the flesh of a recently defeated foe and gain an additional +1 to a physical statistic of your choice upon level up. Stackable up until +20. (III) Unknown.

Venomous Fang

You have felt the venom of Sonr Orma Eilífra; it now courses through your veins. Your saliva carries a necrotic venom. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.

+ Poison Breath

You have breathed the toxin that claims the world and become one with the breath of Sonr Orma Eilífra. Your breath now carries the power of the Poisoner. Call upon the power of your True's breath which in you carries a necrotic toxin. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.

Hydra Fire

You have felt the residual heat of your True's fire and instead of flinching away you embraced it. The heat that burned you now resides within your core. Call upon the power of your True's fire it now carries a necrotic embrace. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.

Poison Infusion

You have been touched by the true nature of a Poisoner of Worlds. Your existence is a venom, an inevitable death to those that try to hurt you or those you love. Your magic and body can now be infused with a Toxic nature. As this is a shared natural ability you can not level this ability by any means but through communing with your True. This ability is tied to your True, should your True die or reject your bond you will lose this ability.

Queen of Reptiles

Commune with your familiar to unlock.

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Ringularity Sage Core Analysis

Sage of Seiðr

Your soul is permanently bonded to another in life and in death. The core of the Sage of Seiðr has been crafted to utilize the powers of other worlds. Seiðr is the power of divining one's own path. Free from the constraints of one's fate, you weave your own destiny.

Nature Discipline

Specialties:

Venefikinesis - Creation and control of toxins, venoms and poisons.

Vitakinesis - Heal injuries and restore vitality by manipulating life force

Unknown

Elemental Discipline

Specialties:

Ionikinesis - Creation and manipulation of ionized gas, wielding intense heat and electrical energy.

Aerokinesis - Control over air currents and atmosphere.

Electrokinesis - Creation of and control over electricity and lightning.

Hydrokinesis - Creation of and control over water.

Pyrokinesis - Creation of and control over heat, fire and thermal temperature.

Geokinesis - Control over the ground beneath your feet.

Ferrokinesis - Control over metals; the purer the metal the greater your control.

Darkness Discipline

 Specialties:

Unknown

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