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A Worm’s Guide to Highschool DxD

Chapter 7 / 48

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Chapter 7: In Which Self-Torture Is Oh So Rewarding…

A Worm’s Guide to Highschool DxD

-----Lilu Flauros-----

-----Flauros Estate-----

...The fuck? When did I unlock [Necromancy] as a Devil Bloodline Magic?!

As a result of becoming a Vampire Lord and learning the [Raise Dead] Spell, you bypassed the typical requirements that would otherwise be needed to unlock your Devil Bloodline Magic!Oh shit that's convenient. Also, I'm really going to hate the extraneous bullshit from accumulating the other Skyrim Racial Powers and Perks.

If you were to complete all of them, the inferior duplicates would be folded into the superior versions of any given Skill and/or Perk....

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Fuck...

*1 Week Later (167,832 Skyrim Hours Later, aka 6,933 Skyrim days later)*

Thank the Satan's I only needed to complete the Main Quest Line to unlock the Racial bonuses.

Skyrim Racial Skills (Updated):

Novice: 1-24

Apprentice: 25-49

Adept: 50-74

Master: 75-90

Supreme: 91-100

Legend: 100<

The MageIllusion (Apprentice- 35)[Novice Illusion-Cast Novice level Illusion spells for half magicka. ]

[Illusion Dual Casting- Dual casting an Illusion spell overcharges the effects into an even more powerful version.]

[Animage- Illusion spells now work on higher level animals (+8 levels).]

[Apprentice Illusion- Cast Apprentice level Illusion spells for half magicka.]

[Hypnotic Gaze- Calm spells now work on higher level opponents (+8 levels).]

Conjuration (Apprentice- 30)[Novice Conjuration- Cast Novice level Conjuration spells for half magicka]

[Conjuration Dual Casting- Dual casting a Conjuration spell overcharges the effects into a longer lasting version]

[Mystic Binding- Bound weapons do more damage]

[Apprentice Conjuration- Cast Apprentice level Conjuration spells for half magicka]

[Summoner I- Can summon Atronachs, raise undead or Dremora Lords twice as far away]

[Soul Stealer- Bound weapons cast Soul Trap on targets]

Destruction (Apprentice- 40)[Novice Destruction- Cast Novice level Destruction spells for half magicka]

[Destruction Dual Casting- Dual casting a Destruction spell overcharges the effects into an even more powerful version]

[Apprentice Destruction- Cast Apprentice level Destruction spells for half magicka]

[Augmented Flames I- Fire spells do 25% more damage (Affects all fire weapon enchantments, not just self-enchanted ones.)]

[Augmented Frost I- Frost spells do 25% more damage (Affects all frost weapon enchantments, not just self-enchanted ones.)]

[Augmented Shock I- Shock spells do 25% more damage (Affects all shock weapon enchantments, not just self-enchanted ones.)]

[Impact- Most destruction spells will stagger an opponent when dual cast]

Restoration (Apprentice- 40)[Novice Restoration- Cast Novice level Restoration spells for half magicka]

[Restoration Dual Casting- Dual casting a Restoration spell overcharges the effects into an even more powerful version]

[Regeneration- Healing spells cure 50% more]

[Apprentice Restoration- Cast Apprentice level Restoration spells for half magicka]

[Recovery I- Magicka regenerates 25% faster]

[Respite- Healing spells also restore stamina]

Alteration (Apprentice- 40)[Novice Alteration- Cast Novice level Alteration spells for half magicka]

[Alteration Dual Casting- Dual casting an Alteration spell overcharges the effects into an even more powerful version]

[Apprentice Alteration- Cast Apprentice level Alteration spells for half magicka]

[Mage Armor I- Protection spells like Stoneflesh are twice as strong if not wearing armor (+0.5 per additional rank)]

[Magic Resistance I- Blocks 10% of a spells effect. Magic resistance does not stop friendly spells from affecting the caster.]

Enchanting (Apprentice- 30)[Enchanter II- New enchantments are 40% stronger]

[Soul Squeezer- Soul gems provide extra magicka for recharging]

[Fire Enchanter- Fire enchantments on weapons and armor are 25% stronger]

The WarriorSmithing (Apprentice- 30)[Steel Smithing- Can create steel armor and weapons at forges, and improve them twice as much. Bonemold armor can be created with Steel Smithing]

[Elven Smithing- Can create Elven armor and weapons at forges, and improve them twice as much. Chitin armor can be created with Elven Smithing]

[Dwarven Smithing- Can create Dwarven armor and weapons at forges, and improve them twice as much.]

Heavy Armor (Apprentice- 30)[Juggernaut II- Increases armor rating for Heavy Armor by 40%.]

[Fists of Steel- Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage. An extra damage only affects their base armor. Other effects and enchantments that affect unarmed damage stack with this perk.]

[Well Fitted- 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.]

Block (Apprentice- 35)[Shield Wall II- Blocking is 25% more effective]

[Deflect Arrows- Arrows that hit the shield do no damage]

[Quick Reflexes- Time slows down if you are blocking during an enemy's power attack]

[Power Bash- Able to do a power bash]

Two-Handed (Apprentice- 30)[Barbarian II- Two-Handed weapons do 40% more damage[

[Champion's Stance- Power attacks with two-handed weapons cost 25% less stamina]

[Limbsplitter I- Attacks with battle axes cause extra bleeding damage]

[Deep Wounds I- Attacks with greatswords have a 10% chance of doing critical damage]

[Skull Crusher I- Attacks with warhammers ignore 25% of armor]

One-Handed (Apprentice- 45)[Armsman III- One-handed weapons do 60% more damage]

[Fighting Stance- Power attacks with one-handed weapons cost 25% less stamina]

[Hack and Slash I- Attacks with war axes cause extra bleeding damage]

[Bone Breaker I- Attacks with maces ignore 25% of armor, this includes the armor provided by flesh spells and wards.]

[Bladesman I- Attacks with swords have a 10% chance of doing critical damage]

[Dual Flurry I- Dual wielding attacks are 20% faster]

Archery (Apprentice- 35)[Overdraw II- Bows do 40% more damage]

[Eagle Eye- Pressing Block while aiming will zoom in your view]

[Critical Shot I- 10% chance of a critical hit that does extra 25% critical damage]

The ThiefLight Armor (Apprentice- 35)[Agile Defender II- Increase armor rating for Light Armor by 40%]

[Custom Fit- 25% armor bonus if wearing all Light Armor: head, chest, hands, feet]

Sneak (Apprentice- 40)[Stealth III- You are 30% harder to detect when sneaking]

[Muffled Movement- Noise from armor is reduced by 50%]

[Backstab- Sneak attacks with one-handed weapons now do six times damage. This bonus stacks with the Shrouded Gloves enchantment, giving 12 times normal damage. It can also apply to the Berserker Rage power, offering 12 times normal damage, or 24 times normal damage with both Shrouded Gloves and the race power active.]

[Light Foot- You won't trigger pressure plates]

[Deadly Aim- Sneak attacks with bows now do three times damage. Can apply to the Berserker Rage power, offering 6 times normal damage.]

Lockpicking (Apprentice- 35)[Novice Locks- Novice locks are much easier to pick]

[Apprentice Locks- Apprentice locks are much easier to pick]

Pickpocket (Apprentice- 30)[Light Fingers II- Pickpocketing bonus of 40%. Item weight and value reduce pickpocketing odds]

[Night Thief- +25% chance to pickpocket if the target is asleep]

Speech (Apprentice- 25)[Haggling II- Buying and selling prices are 15% better]

Alchemy (Apprentice- 35)[Alchemist II- Potions and poisons are 40% stronger.]

[Physician- Potions you mix that restore health or stamina are 25% more powerful.]

[Poisoner- Poisons you mix are 25% more effective.]

[Benefactor- Potions you mix with beneficial effects have an additional 25% greater magnitude.]

Intrinsic Spells:

Conjure Familiar (Novice)

Summons a familiar for 60(90*) seconds wherever the caster is pointing. Cost 53.5MP/cast (*Dual Cast Duration]

Sparks (Novice)

Lightning that does 8(10*) points of shock damage to Health and Magicka per second. Cost 9.5MP/sec (*Augmented Shock I)]

Fury (Novice)

Creatures and people up to level 6(8*)(17***)(25****)(+8**) will attack anything nearby for 30 seconds. Cost 33.5MP/cast (*Champions of the Night) (**Animage) (***Champions of the Night + Dual Cast) (CotN + DC + Ani)]

Skyrim Racial Abilities:

Blood-Kin

Disease Resistance 200%

Poison Resistance 200%

Water-breathing

Claws:

+27 Unarmed combat (22 +5 from Stage 1 Vampirism)

Resist Frost 50(70(45))% (+20 from Stage 1 Vampirism, -25 from Weakness to Cold)

May consume raw meat without food poisoning.

Resist Magic (+25%)

Resist Fire 50(30)% (-20% from Stage 1 Vampirism)

Resist Fatigue (90%)

+50 Magicka

Imperial Luck (Imperials always find more gold.)

+50 Warmth.

Resist Hunger (+15%)

Nightstalker's Footsteps (Vampire's are 25% harder to detect when Sneaking)

Champion of the Night ( Illusion Spells cast by a Vampire are 25% more powerful)

Weakness to Sunlight I (-15 Points to all Vital Stats)

Power of the Grave (50 point bonus to health, magicka and stamina as a Vampire Lord.)

Skyrim Bloodline Magic:

Histskin- Recover health 10x faster for 60 seconds, once per day

Dragonskin- Absorb 50% of the magicka from hostile spells for 60 seconds, once per day

Ancestor's Wrath- Opponents getting too close take 8 points of fire damage per second for 60 seconds.

Highborn- Regenerate magicka 25x faster for 60 seconds, once per day

Voice of the Emperor- Calms nearby people for 60 seconds, once per day

Night Eye- Improved night vision for 60 seconds, can be used multiple times per day

Battle Cry- Targets flee for 30 seconds, once per day

Berserker Rage- You take half damage and do double damage for 60 seconds, once per day

Adrenaline Rush- Stamina regenerates 10x faster for 60 seconds, once per day

Command Animal- Make an animal an ally for 60 seconds, once per day

Vampire Lord Intrinsic Magic:

DrainLife: This spell is unlocked by default. It is the core offensive spell in the Vampire Lord's arsenal and is permanently equipped in the right hand when in Blood Magic mode. It works similar to the original Vampiric Drain in that it absorbs health, but rather than a stream of energy, it is an area-of-effect projectile similar to the fireball spell. Killing creatures or people with this spell allows new perks to be gained.

RaiseDead: This spell is unlocked by default. It's essentially a very powerful version of the Raise Zombie spell because it can raise almost any creature or person for 120 seconds. Anything reanimated with this spell collapses into ash piles after being killed again, or when the spell duration ends. It is not affected by the Twin Souls perk in the Conjuration skill tree.

Bats: This power is unlocked by default. It allows the Dragonborn to turn into a cloud of bats then flies forward several feet before reforming as a Vampire Lord. It can be activated twice in quick succession, but then requires a 20-second cooldown.

Vampire's Sight: This power is unlocked by default. It works exactly like Vampire's Sight when reaching stage one of vampirism. The effect grants Night Vision for 60 seconds.

VampiricDrain: Absorb x points of health per second from target. Functions as a novice-level Destruction spell whose magnitude and duration increase with severity of infection. With Dawnguard installed, it can also drain magicka and stamina.

Vampire's Seduction: Creatures and people are calmed for a limited duration once per day. With the addition of Dawnguard, targets can be used for vampiric feeding.

And holy fucking shit was it worth it. [Apprentice] level in all of the Skyrim Skill Trees, I'm immune to Poison and Disease, I barely need to sleep, I've got a shit ton of extra Bloodline Magic, a bunch of free Perks, all in all a pretty great haul.

By the way Master! Since you completed all of the Skyrim Racial Trials, you can take your cumulative Intrinsic Spells, Bloodline Magic, Intrinsic Skill Levels, and the accompanying Perks with you back into the Nemesis Dungeon!Well shit. That's one hell of a leg up compared to last time. So, should I go for another [Standing Stone] Trial? Wait, I kinda want the benefits from Stage 4 Vampirism without it being reset by feeding. Then again, Weakness to Fire IV would be cancelled out by the Dark Elf Fire Resistance.

You do know that you can undergo additional Trials to eliminate those drawbacks, right?I think I remember something about that yes, doesn't mean it's not going to be annoying. There's also the [Weakness to Sunlight]. Hmm... May as well go for the basic bonuses. Give me Trial of [The Mage Stone].

Trial of [The Mage Stone] has Begun!

Reward: Magic skills increase 20% faster.

Conditions for Completion: All [Mage] Skills reach [Apprentice] Level, or one [Mage] Skill reaches [Master] Level

Trial of [The Mage Stone] has been Completed!

...

What the fuck?!

Trial of [The Warrior Stone] has been Completed!

Reward: Combat skills increase 20% faster.

Conditions for Completion: All [Warrior] Skills reach [Apprentice] Level, or one [Warrior] Skill reaches [Master] Level

Trial of [The Thief Stone] has been Completed!

Reward: Stealth skills increase 20% faster.

Conditions for Completion: All [Thief] Skills reach [Apprentice] Level, or one [Thief] Skill reaches [Master] Level

...

...

Trial of [The Serpent Stone] has been Completed!

Reward: Paralyze the target for 5 seconds and do 25 points of poison damage once per day.

Conditions for Completion: Acquire 100% Poison Resistance

Trial of [The Steed Stone] has been Completed!

Reward: Carry weight +100, Equipped armor has no weight and causes no movement penalty.

Conditions for Completion: [Heavy Armor] Skill reaches Level 70 or [Light Armor], [Heavy Armor], and [Block] Skills reach a cumulative Level of 70 or more

Trial of [The Lady Stone] has been Completed!

Reward: Regenerate Health and Stamina 25% faster.

Conditions for Completions: Acquire [Histskin] and [Adrenaline Rush] Bloodline Magics

Trial of [The Atronach Stone] has been Completed!

Reward: 50 extra Points of Magicka, 50% Absorb spells, -50% Magicka regen

Conditions for Completion: [Highborn], [Dragonskin], [Apprentice] in all [Mage Skills] OR [Master] in [Restoration] and [Alteration]

Trial of [The Apprentice Stone] has been Completed!

Reward: +100% Magicka regeneration, +100% Weakness to Magic

Conditions for Completion: [Highborn], [Dragonskin], [Weakness to Fire I], [Weakness to Sun I], [The Mage Stone]

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...

Is that it? I mean, I'm usually pretty generous, but this is bullshit even by my standards.

Okay, putting aside the sheer bullshit that was speed running the [Standing Stone] Trials, that just leaves [The Ritual Stone], [The Shadow Stone], and [The Tower Stone], right?

Correct Master! Thankfully after, whatever that mass completion spree was, I can show you the conditions needed to complete those Trials!

Trial of [The Ritual Stone]

Reward: Resurrect corpses around you to fight for you once per day.

Conditions for Completion: Become a [Supreme] of [Conjuration]!

Trial of [The Tower Stone]

Reward: Unlock any expert level lock (or lower) once per day.

Conditions for Completion: Become a [Supreme] at [Lockpicking]!

Trial of [The Shadow Stone]

Invisibility for 60 seconds once per day.

Conditions for Completion: Become a [Supreme] of [Illusion]!

Well shit. That could take a while, or maybe not.

"{Io? I need you to acquire a set of lockpicks and locks of varying degrees of difficulty for me.}"

"{Yes Master.}"

Man am I glad that she doesn't question my nonsense.

A few minutes later, Io delivers several sets of Lockpicks and a number of locks of varying degrees of difficulty. "Thank you Io."

"It's no problem Master. May I inquire as to what you are doing?"

"I'm about to power level Lockpicking."

She cocks her head at my answer, but ultimately chooses to not say anything. Using [All World's Creation], I set a Rule that any broken Lockpicks will self-repair after a few moments so I don't need to worry about running out. In the meantime, I get to work.

-----Io-----

Honestly, Master can be so strange sometimes. Sure he's prone to rather unusual whims that none of us really understand, but that's not really important. If it's something he wants, it's only natural that he should possess it.

Hearing his desire for lockpicks and locks was a bit odd, but not the strangest thing he's ever asked for. His given response for why he wanted them was a bit childish, like something out of a game, but it's rather endearing when he's like that.

I suspect it may be a coping mechanism to help him deal with his grief regarding the loss of his parents, so I don't bother to call him out on it. He deserves to grieve in his own way. He never dismissed me upon the delivery of the locks and lockpicks, so naturally as a good slave, I remained close by in case he had need of me.

And so, I've just been standing here off to the side watching him fiddle with lockpicks, attempting to unlock the various locks. It doesn't exactly take a genius to realize that he's using his magic to repair the broken lockpicks in between attempts, but I really don't understand why he's going to the effort of learning to pick locks manually as opposed to using magic to undo locks.

Maybe he's training to be able to open a lock that can't be opened with magic?

After a while, I begin to notice an unusual phenomena. Locks that he'd previously had a great deal of trouble with, whose stubborn locks would snap the picks at the slightest bit of force, were seemingly becoming easier. It didn't appear so much as his skill level improving although I'm sure that was the case.

It felt more like the margin of error was becoming more accommodating if that makes any sense? This continued on for a while until eventually-

"FINALLY!!!! I'M FINALLY DONE WITH THIS NONSENSE!!!!! WOOHOO!!!!! SUPREME LOCKPICKING BABY!!!!!!!!" Master shouts as he jumps up from his chair in jubilation.

I don't quite get it, but I guess it's fine? He seems happy at least.

-----Lilu Flauros-----

Thief Skills:

Lockpicking (Supreme- 100)[Novice Locks- Novice locks are much easier to pick]

[Apprentice Locks- Apprentice locks are much easier to pick]

[Quick Hands- Able to pick locks without being noticed]

[Wax Key- Automatically gives you a copy of a picked lock's key if it has one]

[Adept Locks- Adept locks are much easier to pick]

[Golden Touch- Find more gold in chests]

[Treasure Hunter- 50% greater chance of finding special treasure]

[Expert Locks- Expert locks are much easier to pick]

[Locksmith- Pick starts close to the lock opening position]

[Unbreakable- Lockpicks never break]

[Master Locks- Master locks are much easier to pick]

Trial of [The Tower Stone] has been Completed!

Reward: Reward: Unlock any expert level lock (or lower) once per day.

Conditions for Completion: Become a [Supreme] at [Lockpicking]

As a result of reaching [Lockpicking 100] outside of a Trial, you have gained a hidden reward!

Reward: [Daedric Artifact- Skeleton Key]!

Hearing a tiny little *thunk* on the table next to me, I look down to see the [Skeleton Key]. Should I be worried about this?

It's not like Highschool DxD is actually connected to the Planes of Oblivion. Even the Trial Dungeons don't technically count. Now, [World Hopper] is a different story, so I'd advise caution about carelessly using Daedric Artifacts in actual Skyrim.Okay then. Putting this in my pocket and never mentioning this again.

Now I've got [The Shadow Stone] and [The Ritual Stone]. Which one should I do?

"Master? What was that item you put in your pocket just now?"

Whatthefuck?! Oh, Io's still here. Right, I forgot to dismiss her, so she's probably just been standing there watching me grind my [Lockpicking] Skill. "It's a magic lockpick that can open any lock, no matter how complex."

"That's rather amazing Master."

"Thank you. Now then, I'm going for a walk to work off this cramp I've developed. You are dismissed."

"Very well Master. If it's not too much trouble, do you mind if I accompany you?" She asks while tilting her head. Damn it, I can't say no to her when she's being cute like that.

"That's fine with me."

[Gamer Shop] has been Updated!

Current Balance: 455DP

Spell Tomes (Skyrim):

-All numeric values here are before adjustments from Perks-

Illusion (Apprentice)NoviceClairvoyance (50DP)

Draws a path to the next objective

25MP/sec

Courage (46DP)

Target won't flee for 60 seconds, and gets some +25 health and stamina.

39MP/cast

Fury (43DP)

Creatures and people up to level 6 will attack anything nearby for 30 seconds.

67MP/cast

ApprenticeCalm (91DP)

Creatures and people up to level 9 won't fight for 30 seconds.

146MP/cast

Fear (80DP)

Creatures and people up to level 9 flee from combat for 30 seconds.

153MP/cast

Muffle (88DP)

Move more quietly for 180 seconds.

144MP/cast

Conjuration (Apprentice)NoviceBound Dagger (38DP)

Creates a magic dagger for 120 seconds. Sheathe it to dispel.

32MP/cast

Bound Sword (49DP)

Creates a magic sword for 120 seconds. Sheathe it to dispel.

93MP/cast

Conjure Familiar (49DP)

Summons a familiar for 60 seconds wherever the caster is pointing.

107MP/cast

Conjure Skeleton Minion (49DP)

Summons a weak Skeleton warrior for 60 seconds

106MP/cast

Conjure Undying Ghost (50DP)

Consumes all magicka and summons an Undying Ghost for 60 seconds. The ghost's attributes are equal to twice the amount of magicka consumed (up to 600)

1-300MP/cast

Conjure Zombie (49DP)

Summons a Zombie for 60 seconds wherever the caster is pointing

107MP/cast

Raise Zombie (49DP)

Reanimate a weak dead body to fight for the player for 60 seconds.

103MP/cast

ApprenticeBound Battleaxe (99DP)

Creates a magic battle axe for 120 seconds. Sheathe it to dispel.

169MP/cast

Conjure Boneman (75DP)

Summons a Boneman Archer from the Soul Cairn for 60 seconds wherever the caster is pointing.

129MP/cast

Conjure Flame Atronach (99DP)

Summons a Flame Atronach for 60 seconds wherever the caster is pointing.

150MP/cast

Conjure Foul Zombie (99DP)

Summons a Foul Zombie for 60 seconds wherever the caster is pointing:

75MP/cast

Conjure Haunting Spirit (100DP)

Summons a Haunting Spirit for 60 seconds. When killed, the spirit steals 10 points from the skills of its killer and transfers them to the caster for a short time

128MP/cast

Conjure Skeleton Marksman (100DP)

Summons a Skeleton Marksman whose arrows weaken foes for 60 seconds

132MP/cast

Flaming Familiar (250DP)

Summons a Flaming Familiar which will charge into battle and explode.

57MP/cast

Reanimate Corpse (99DP)

Reanimate a more powerful dead body to fight for you for 60 seconds.

144MP/cast

Soul Split (100DP)

Sacrifice a friendly conjured or reanimated minion to summon 2 Sundered Shades for 60 seconds

96MP/cast

Soul Trap (100DP)

If target dies within 60 seconds, fills a soul gem.

100MP/cast

Summon Daedric Horse (100DP)

Summons a Daedric Horse to act as your steed:

136MP/cast

Spectral Arrow (250DP)

Fires a Spectral Arrow at the target doing 30 points of damage and staggering the target:

50Mp/cast

Destruction (Apprentice)NoviceChoking Grasp (65DP)

Absorb 8 points of health per second from target, for 3 seconds.

39MP/cast

Elemental Flare (65DP)

An elemental explosion for 15 points of fire damage, 15 points of shock damage, and half as much damage to stamina.

45MP/cast

Flames (50DP)

Shoot flames from one or both hands for 8/s fire damage; targets on fire take extra damage

14MP/second

Frostbite (47DP)

A blast of cold that does 8/s per second to health and stamina

16MP/cast

Sparks (46DP)

Create a bolt of lightning that does 10/s shock damage to health and 5/s to magicka

19MP/se

ApprenticeElemental Bolt (95DP)

An elemental explosion for 20 points of fire damage, 20 points of shock damage, and half as much damage to stamina.

62MP/cast

Firebolt (96DP)

A blast of fire that does 25 points of damage; targets on fire take extra damage

41Mp/cast

Ice Spike (96DP)

Throw a spike of ice that does 25 points of frost damage to health and stamina

48MP/cast

Lightning Bolt (95DP)

Create a bolt of lightning that does 25 points of shock damage to health and half that to magicka

51MP/cast

Fire Rune (90DP)

Cast on a nearby surface, it explodes for 50 points of fire damage when enemies come near

234MP/cast

Frost Rune (92DP)

Cast on a nearby surface, it explodes for 50 points of frost damage when enemies come near

293MP/cast

Lightning Rune (93DP)

Cast on a nearby surface, explodes for 50 points of shock damage when enemies come near

323MP/cast

Strangulation (95DP)

Absorb 16 points of health per second from target, for 3 seconds.

84MP/cast

Restoration (Apprentice)NoviceHealing (50DP)

Heals caster 10/s

12MP/sec

Lesser Ward (45DP)

Increases armor rating by 40 points and negates up to 40 points of spell damage or effects

34MP/sec

ApprenticeFast Healing (94DP)

Instantly heals caster 50 points

73MP/cast

Healing Hands (89DP)

Heals target 10/s, but not undead, atronachs, or machines

25MP/sec

Necromantic Healing (115DP)

Heals the undead target 10 points per second, but not the living, atronachs or machines

37MP/cast

Steadfast Ward (92DP)

Increases armor rating 60/negates up to 60 points spell damage or effects

58MP/cast

Sun Fire (80DP)

Ball of sunlight that does 25 points of damage to undead

24MP/cast

Turn Lesser Undead (89DP)

Undead to level 6 flee for 30 seconds

84MP/cast

Alteration (Apprentice)NoviceCandlelight (44DP)

Create hovering light that lasts 60 seconds

21MP/cast

Equilibrium (250DP)

Convert 25HP/sec into 25MP/sec

0 Magicka, 25 Health/second

Oakflesh (44DP)

Improves caster's armor by 40 points for 60 seconds

103MP/cast

ApprenticeMagelight (87DP)

Stick a 60-second ball of light where it strikes when cast

84MP/cast

Stoneflesh (95DP)

Improves caster's armor by 60 points for 60 seconds

166MP/cast

Fucking shit. In what universe is one Septim equal to one Devil Point?! Ugh, whatever. I need to speedrun Illusion, so I shill out 75DP to purchase [Muffle]. Apparently Sara's being generous and letting the effects of [Haggling II] apply to her. If only I had [Allure]... I need to find a way to grind [Speech].

New Spell Learned!

Name: Muffle

School: Illusion

Rank: Apprentice

Move more quietly for 180 seconds.

Cost: 72MP/cast

Current Balance: 380DP

Welp. Time to get started.

-----Io-----

As I follow Master on his walk to relieve his leg cramps, I can't help but notice how he seems to be focusing on something I can't see. Some sort of magic perhaps? Or maybe he's just thinking about something very intently.

Suddenly, I see a strange magic light in his right hand, he clenches his hand slightly, then unclenches it. When he does, the light briefly envelops him before settling into a barely visible shimmer.

At first I have no idea what he just did, but eventually I notice that his footsteps have become much quieter. Not to mention the rustling of his clothes is now a faint whisper of its former self.

Eventually, the effect fades and sound returns to normal, only for him to cast the spell again. While he wanders the grounds seemingly at random and occasionally pops his head in to check on the rest of his slaves, he continues to cast that spell over and over. Several hours later, it seems he's finally done.

-----Lilu Flauros-----

Fucking finally! Never thought that 95% Fatigue Resistance would pay off for wandering around without murdering my feet, but here we go. More importantly, after wandering around for several hours, I finally managed to max out the [Illusion] Skill Tree. Normally this should've taken a lot longer, but with all of the bonuses I have towards Skill Proficiency ([The Lover Stone], [The Mage Stone], and [Champion of the NIght]) in regards to Illusion? It was pretty easy.

Mage Skills:

Illusion (Supreme- 100)[Novice Illusion-Cast Novice level Illusion spells for half magicka. ]

[Illusion Dual Casting- Dual casting an Illusion spell overcharges the effects into an even more powerful version.]

[Animage- Illusion spells now work on higher level animals (+8 levels).]

[Apprentice Illusion- Cast Apprentice level Illusion spells for half magicka.]

[Hypnotic Gaze- Calm spells now work on higher level opponents (+8 levels).]

[Kindred Mage- All Illusion spells work on higher level people (+10 levels).]

[Adept Illusion- Cast Adept level Illusion spells for half magicka.]

[Aspect of Terror- Fear spells work on higher level opponents (+10 levels).]

[Quiet Casting- All spells cast from any school of magic are silent to others.]

[Rage- Frenzy spells work on higher level opponents (+12 levels).]

[Expert Illusion- Cast Expert level Illusion spells for half magicka.]

[Master of the Mind- Illusion spells work on undead, daedra and automatons.]

[Master Illusion- Cast Master level Illusion spells for half magicka.]

(New Stock Available!) Spell Tomes (Skyrim):

-All numeric values here are before adjustments from Perks-

Illusion (Master)

NoviceClairvoyance (50DP)

Draws a path to the next objective

25MP/sec

Courage (46DP)

Target won't flee for 60 seconds, and gets some +25 health and stamina.

39MP/cast

Fury (43DP)

Creatures and people up to level 6 will attack anything nearby for 30 seconds.

67MP/cast

ApprenticeCalm (91DP)

Creatures and people up to level 9 won't fight for 30 seconds.

146MP/cast

Fear (80DP)

Creatures and people up to level 9 flee from combat for 30 seconds.

153MP/cast

Muffle (88DP)

Move more quietly for 180 seconds.

144MP/cast

AdeptFrenzy (330DP)

Creatures and people up to level 14 will attack anyone nearby for 60 seconds

209MP/cast

Frenzy Rune (310DP)

Targets up to level 20 that fail to resist are frenzied for 30 seconds

278MP/cast

Orum's Aquatic Escape (350DP)

Caster is invisible for 15 seconds. Activating an object or attacking will break the spell. Can breathe water for 15 seconds. Improved night vision for 15 seconds.

165MP/cast

Rally (300DP)

Targets won't flee for 60 seconds and get 25 extra health and stamina

113MP/cast

ExpertFenrick's Welcome (350DP)

Caster becomes invisible and can open locks with level Expert and below for 5 seconds. Activating an object or attacking will break the spell.

116MP/cast

Invisibility (625DP)

Caster is invisible for 30 seconds. Activating an object or attacking will break the spell

334MP/cast

Pacify (610DP)

Creatures and people up to level 20 won't fight for 60 seconds:

290MP/cast

Rout (653DP)

Creatures and people up to level 20 flee from combat for 30 seconds

316MP/cast

MasterCall to Arms (1150DP)

Targets have improved combat skills, health and stamina for 10 minutes

Bows do 25 points more damage

One-Handed weapons do 25 points more damage

Two-Handed weapons do 25 points more damage

+25HP

+25SP

655MP/cast

Harmony (1220DP)

Creatures and people up to level 25 nearby won't fight for 60 seconds

1052MP/cast

Hysteria (1240DP)

Creatures and people up to level 25 flee from combat for 60 seconds

866MP/sec

Mayhem (1250DP)

Creatures and people up to level 25 will attack anyone nearby for 60 seconds

990MP/cast

Trial of [The Shadow Stone] has been Completed!

Reward: Invisibility for 60 seconds once per day.

Conditions for Completion: Become a [Supreme] of [Illusion]!

As a result of reaching [Illusion 100] outside of a Trial, you have gained a hidden reward!

Reward: [Shadowcloak of Nocturnal]

Jesus Hentai Christ. I remember cheesing the absolute shit out of that power back in the day. Combined with the [Ebony Mail], I looked like the fucking smoke monster from Lost and just ended fools by sneaking up to them and letting the passive poison aura drop them.

That shit was fucking hilarious. Now I just need to figure out how to get the [Ebony Mail].

The Daedric Artifacts are available for purchase, but then again they are kinda pricy... Well, they are divine items, so that's to be expected really.Yeah, I guessed as much. But man am I looking forward to fucking with people with that combination again.

Now it's time for me to do something really fucking stupid.

In my right hand, I prepare [Healing]. In my left hand, I prepare [Equilibrium]. Before anyone can try to stop me from going full retard, I take the plunge and activate them both.

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