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AliNovel > Goddess Reborn: An Isekai LitRPG 📘[Please Read Book 6 by April 21!] 📕 > (Vol 6) Chapter 61: Tweaks of Many Flavors

(Vol 6) Chapter 61: Tweaks of Many Flavors

    Sammy dug into her newest gains from the Challenge Room trip, starting from the ‘top’ of the original change list and working down. First up was the enhancement on [Magical Invention]:


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    Runic Reinforcement: As a spell-like ability activation, you may reinforce an existing arcane spell or enchantment with a ‘core function’ rune. This improves the Effective Caster Level of the effect by 1 level, and this increase is to the base, thereby stacking with any other bonus. This costs a flat MP equal to the level of the existing effect and the duration is otherwise the same as the effect. It can be removed by you at any time with a 1-second disenchanting operation.


    This rune is exceptionally blatant, distinctive, and obvious, visible even through illusions or invisibility, and counts as a level 25 magical effect for magical detection, aura reading, and other informational magics. On the other hand, the ‘glare’ obscures the underlying effect, adding 5 levels to comparison tests to discern information. [Runic Reinforcement] itself counts as a minimum of level 25 for dispelling or disenchantment comparison tests.


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    Hmm. Well, this will see limited use due to not being clandestine enough, but it’s hypothetically another layer for protections and such. At the very least, when I build my tower, anything there could be enhanced with it.


    Next up were the changes to [Tweak Spell], which were multiple, so she just viewed them all at once. It was also now maxed to [Grandmaster]. She smiled ‘gleefully smug’ at that.


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    Tweak Spell (Grandmaster)


    You can modify the parameters of your arcane spells, customizing on the spot as you cast them. All modifications require adding spell levels, effectively making lower-level spells count as higher. You must have effective [Magineer] levels to cover casting, and the MP cost always rises by a flat amount of 5 per level unless otherwise noted.


    You have temporary effective levels equal to your base [Magineer] levels, usable in a pool that resets daily. You can use up to 4 levels for any one spell. These extra levels cost no additional MP.


    Modified Magineer Levels: 11 (base), +3 from Grandmaster, +3 from Magical Invention (Grandmaster) = 17.


    This ability unlocks different modifications depending on your [Magineer] level and/or from various abilities or rewards. The spell level modifier is indicated in ( ). At (Grandmaster) you may combine up to four of these options into a spell.


    Double (+4): Rally and cast super fast. Usable only on standard casting time spells. This is added to two spells which are prepared semi-simultaneously, to cast immediately one after the other. Preparation time is minimal, only slightly longer than a Quickened spell. Cost change: 15 MP on each.


    Quicken (+2): Cast a bit quicker. Usable only on standard casting time spells. This reduces spell-casting time without attempting to cram in another spell immediately after, which reduces the difficulty and mana strain. It is almost impossible to interrupt. Cost change: 3 MP.


    Prepare (+10): Save it for later. Delays a spell to cast it nearly instantly at another time, either before or after other actions taken (it cannot be used as a defense). Only one spell can be [Prepared] at a time and an unused [Prepared] spell fizzles after four hours. All mana is expended at the time of preparation.


    Super Hot (+2): Burn hotter and longer. Only usable on spells with a [Burning] component. This ensures ignition upon any contact, even with non-flammable materials. Add +1 Effective Levels to any comparison tests for wounding from [Burning], and +3 Effective Levels to resist quenching effects. Double the duration of burning, with a minimum of fifteen seconds. This modifier does not count as an ‘option’ slot.


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    Alright, alright. Looks good. All-around better accessibility. I can Double-cast similar to Ralli — that is, without giving up much of anything other than MP and the insta-speed of Quicken. Prepare does require actual preparation rather than most Contingencies which have long durations, but I can stack offensive stuff with it. I also already know I need to look at a new Contingency spell eventually. Welp, moving on…


    Next up was an enhancement to [Split Prediction].


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    Spell Reaction: You may replace your entire normal defense reaction with a spell. It cannot have additional ‘casting time’ modifiers (such as Double and Quicken) or other similar alterations but may utilize other [Tweak Spell] modifiers. If an attack still affects you despite your efforts, your passive defenses such as Armor and Toughness are at -25% Effective Levels, rounded down, and all wound negations are stripped away and breached.


    Increase the MP cost by 10 x the caster level of the spell (note that you may reduce the caster level down as low as the spell level, if higher).


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    Ooh. Pricey but flexible operating off of MP. But risky. Now for the Foolmaker mod.


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    Magi’s Rapport: You have complete control of your staff as if a part of your body, and it acts as an emanation point for any of your spells like it is your hand (though it provides no special awareness through the staff). If you are under a flight or levitation effect, you can move your staff around telekinetically and independently. While doing so, your proficiency with its use as a weapon is the same as if it were in your hands.


    This effect has a maximum range of 100 meters.


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    “Daaaaamn,” Sammy exclaimed loudly from her throne. “That’s deceptively awesome!”


    “What is?”


    This narrative has been purloined without the author''s approval. Report any appearances on Amazon.


    “Yeah, what?”


    Sammy was a bit startled to see both Floofa and Midnight perched on her throne back above. Both loudly bit into apples. Sammy gasped. “Midnight?! An apple?! And you’re letting Floofa...?!”


    Midnight shrugged. “I just don’t care anymore.”


    Floofa smiled cheerily while munching.


    “Pffft haha-!” Sammy sputtered in amusement at the suddenly flippant attitude. “Okay, then. Well, I can’t blame you. It was a losing battle. Anyway. My staff!” Sammy summoned Foolmaker and made it float around, spin, and sway in the open air. She then cast a fireworks cantrip and a ‘hand emanation’ fire gout through it experimentally, making quite a show. “Behold!”


    The cabbits gasped in wonder. Floofa held her apple in her mouth to clap.


    “Thank you, thank you,” Samantha replied, and did a little stage bow. “Afraid I have to cut the show short, though. More stuff to review!”


    “Aww,” Midnight lamented, but soon consoled herself with another big bite of apple.


    Floofa, mouth spitting bits of apple out, hopped up and down and exclaimed excitedly, “Stuff, stuff, stuff! Yaaay!”


    “Don’t talk with your mouth full,” Sammy admonished. Flicking a bit of apple out of her hair, she added, “And say it, don’t spray it!”


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    Bubble Shield (22 MP)


    (Level 8; Protection, Force) A single willing target is encapsulated in a protective translucent sphere of force energy for up to 5 seconds per caster level.


    As long as you are actively concentrating on the spell (requiring a normal persistent action), and for 5 seconds after ending concentration, any harmful effect attempting to pass through the shield must succeed in a contest of the caster level +3 or it is entirely negated. A successful negation reduces this by 1 level for future contests. Any failure ends the spell, but potential wounding from the penetrating damage is reduced by 4 (+1 fr. Abjurer) levels.


    Ending concentration of the spell does not end the spell, but it becomes dormant and ineffective after 5 seconds, requiring another full casting action to restore its protection.


    Base level is [Wizard]. One additional class may add as normal, providing (level/3, rounded up) to the base class — this includes [Bard] and other certain special classes (Note: [Goddess] adds).


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    This doesn’t seem great on the surface, but very handy against AoEs, particularly as a reaction. As Ralli, I changed the elemental effect from (Force) to (Water) for the circumstantial benefit against oil, so that’s another way to get more mileage in some situations.


    The spell Wire Jammer was next, presumably drawing inspiration from Ralli’s signature weapon.


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    Wire Jammer (42 MP)


    (Level 10; Conjuration, Physical, Metal) You conjure a mass of metallic wire from your fingertips (or staff) in a cone of effect out to 7 meters. This attempts to entangle, wound, and disable any enemy within this zone at an effect equal to caster level +4. This is considered fully physical. Success will wound and entangle, or be considered a full grapple if successfully dealing a Major Wound or greater. This spell is persistent and will attempt to attack foes in range for the duration of the spell, which is 10 seconds per caster level.


    If you possess [Vital Strike], [Exploit Weakness], and/or [Sabotage], the Wire Jammer spell may utilize these skills upon those in range as if a [Rogue] or [Saboteur]. In the case of [Sabotage], it may do this for free in addition to attacking, against any enemy that didn’t successfully defend. Stationary ‘machinery’ is generally unable to defend and affected automatically, likely with extensive damage dealt.


    Wire Jammer wires are exceedingly tough and defend normally against attacks at caster level +5, with Magic Resistance 3. Any given 1-meter section is considered to need a Major Wound to cut or damage, and two separate Major Wounds to fully disable. The wires do not fill all the space, however, and can be avoided.


    Wire Jammer will block attacks that attempt to pass through its area to hit you. This changes the target to the wires under most circumstances, but great speed and accuracy may bypass the protection.


    In subsequent rounds, the wires may contort their existing space elastically in pursuit of enemies, shifting up to 5 meters in any direction from the original zone, so long as the area previously covered is vacated (on a meter-by-meter basis). Thus, it will not remain a cone effect over time if enemies continue to change position out of its reach.


    Normal unsummon effects do not work on this spell.


    Base level is [Wizard]. One additional class may add as normal, providing (level/3, rounded up) to the base class — this includes certain special classes (Note: [Goddess] adds).


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    “Wicked!” Sammy exclaimed with a grin. “I can summon Ralli’s creepy metal live wires, and they are a non-attached version.”


    “Creepy fuck magic!” Floofa called, thrusting her little fists up, one with a nearly eaten apple in it.


    Sammy winced. “Ehhgh… let’s not call it that.”


    Midnight slapped Floofa in the back of the head, glaring murder. “No cussing! Merlin no like- er… um… Merlin does…n’t… approve.” She nodded in satisfaction with herself.


    Floofa growled and glared back at Midnight. “Fuck stupid Merlin! Midnight stupid-idiot too!” She immediately jumped off the throne after this and went on a sprinting tear with the apple in her mouth, knowing that she was in trouble.


    Midnight practically screamed in outrage as she hopped down and ran after her sister. “Floofa dead! Come here!”


    Sammy sighed. “Great Googly Moogly. Anyway.”


    To the sounds of cabbits screaming and maybe viciously murdering each other somewhere unseen — it was perfectly fine and normal — she turned her attention to the next thing.


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    Acting (Expert)


    You’re good at pretending to be someone you’re not. Any given lie or deception may utilize this skill, as well. For these purposes, add +2 Effective Levels.


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    Aw yeah. I bet I was close to getting the first level anyway! It’s been my bread-and-butter tactic, hehe!


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