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AliNovel > Goddess Reborn: An Isekai LitRPG 📘[Please Read Book 6 by April 21!] 📕 > (Vol 6) Chapter 63: Marks of the Wyld

(Vol 6) Chapter 63: Marks of the Wyld

    Still smirking and shaking her head, Sammy checked out her new ‘bound item’ added from the slew of upgrades.


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    Mystic Astrolabe


    (Bound) Upon summoning this item, the planet and everything on it turn transparent to you, allowing you a 360-degree view of the stars. With a few seconds of observation and reference to the device, you can establish your exact ‘coordinates’ in reference to other places you’ve been and the distance between.


    This also assists ritual magic, allowing exceptionally precise celestial alignment. Add +1 Effective Levels to the total caster levels and reduce MP costs by 10% for any ritual abiding by this precision and adjusting for it.


    It may be possible to find coordinates of greater significance and ensuing potency.


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    Convenience with a little extra. Alrighty then.


    Next up, she had three spells to view as she got deep into the changes.


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    Crowned Tower (30 MP)


    (Level 10; Conjuration, Evocation, Stone, Summon) You summon a small, stationary tower with a particular facing and anchorage to the ground, a wall, or a ceiling, at a point within 30 meters. It is 2 meters wide and its height is variable, 4-10 meters as desired (or limited, if indoors). The effects vary depending on their ‘crown’ chosen, which is the head of certain fantastical creatures you’ve come to know intimately in some fashion. The tower persists for up to 8 hours.


    Base durability is equal to quality enchanted stone of your caster level with +3/+2 physical/magical armor equivalent.


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


    This spell can be modified with additional ‘crowns’ through accomplishment and developmental research.


    Dog Head: This crown top can ‘bark’ and create a cone of (sonic) damage up to 12 meters distance once every 5 seconds against any enemies subject to their frontal plane of facing. This does your caster level +1 as magical wounding and requires a contest against your caster level +4 to avoid knockback as figured from the end of the cone. This will likely cause additional damage and/or disorientation.


    Dog Heads have keen senses of hearing and smell to identify targets — invisible foes or those attempting to utilize disguise must win a contest of stealth to avoid still being targeted.


    Dog Heads must receive instructions about any targeting protocols after any initial enemies in range. They obey commands to the letter. They will not attack innocent creatures unless particularly instructed, but will growl in agitation at felines, who are likely to avoid them.


    Cat Head: This crown top is physically indestructible along with its tower, and adds +4 levels to your caster level to resist any form of removal, unsummon effects, or dispelling. It has no ranged attack capabilities. Instead, it can grow a randomized Chimerical Extension (claw, mouth, tentacle) of some sort anywhere along its tower base and attack anyone other than you (even allies, but they will prioritize enemies) within 2 meters at your caster level +2. They can attack up to two separate targets every 5 seconds.


    Cat Head towers last 24 hours and hiss or growl at anyone who nears them. They do not listen to commands.


    Cabbit Head: This crown top isn’t stationary and can hop 1-2 meters forward, potentially smashing a target under great mass, though it is easy to avoid — figure the accuracy at level 10 and +3 Effective Levels to dodge. The movement can also push things out of the way with great strength, counting as a giant [Brute] performing a strength feat at your caster level +3. This can break through walls and other obstructions.


    The tower can also neglect to hop forward and instead change its facing completely.


    Cabbit Heads obey all commands (usually).


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    Sammy laughed at it all as she viewed it. “What the hell? Okay, I’ll take it. More area denial. Potential trolling, I guess? I could create a real fucking madhouse with these. Can’t even imagine what shit Ozzy would pull with this in her repertoire.”


    The next two spells were ones she kinda already knew, as she’d designed them in the vision quest thingie.


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    Wyld Inferno (77 MP)


    (Level 12; Evocation, Fire, Burning, Explosive) You create a massive line of destructive fire caster level x 2 meters wide extending out caster level x 4 meters directly forward in the first second, then another caster level x 3 meters in the next second. It specifically attacks everything, including objects, which must resist its effects unless specially protected (such as through Bound). Bonuses for objects are highly circumstantial depending on exposure and material.


    Anyone/anything caught in the area must pass multiple, separate contests: fire-based magical wounding against caster level +4, concussive physical wounding against caster level +2, resist [Blindness] at effect level 16, resist [Deafness] at effect level 16, and knockback at effect level 20. In the latter case, failure knocks the victim 20 meters, and a tie halves this to 10 meters. Success over 20 reduces the knockback by an additional meter per level.


    If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it.


    Anything susceptible to fire (not just what is in the ‘flammable’ category) within the area is ignited and afflicted with [Burning] for 15 seconds, wounding resistible at caster level +2 (maximum equal to Minor Wound but capable of upgrading), reducing by 1 per 5 seconds. Anything that can detonate (such as explosive alchemical materials) will detonate.


    The initial wounding and other elements of this effect are considered to be over the course of two seconds as it cascades forward (you are not considered to be casting after the first second). Anyone able to clear the area within a second may add +4 to their defense attempts if leveraging this speed and able to avoid circumstantial disorientation. Anyone out of range in the first second gets the same benefit automatically.


    This spell requires special alchemical dust as a material component, which must be thrown in the direction of the spell. It also has a default two-second casting time (‘normal’) requiring somatic and verbal components and can only be reduced to as low as one second (‘quick’), never instant. It also cannot be modified in ‘area shape’ or to be selective with combatants within its area (such as not to affect allies).


    This spell is especially noticeable physically and magically, adding +10 to any form of detection and ignoring any abilities or modifiers that would reduce the chances of detection.


    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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    When it can actually be used, it''s insanely great. But it’ll start a nasty fire in so many places one ends up fighting in, or dealing massive collateral damage…


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    Fire Funnel (24 MP)


    (Level 8; Evocation, Fire, Air) You unleash a spiral funnel at a combatant within (80 meters + 10 meters per caster level). It is exceptionally difficult to dodge, able to bend toward targets rather than moving in a straight line — add +10 Effective Levels for accuracy purposes only. The attack deals magical wounding and cannot normally be parried or blocked.


    Lethality Grade is equal to caster level +3. A knock and disorient effect must be separately contested at caster level +4, or +7 for combatants without some sort of stable anchorage, such as any flyers. Failure causes the funnel to push and tumble a foe a number of meters equal to caster level plus any margin of failure in the contest. The effect is persistent on an affected target in the following 5 seconds, pushing them the same number of meters and potentially wounding them again at Lethality Grade equal to caster level +1.


    After 10 seconds, a new contest against caster level +1 (or +2 for those without anchorage) is made to avoid further knockback. Failure will push them as above for the next 10 seconds before the spell ends. Lethality Grade contests continue at caster level +1.


    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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    ‘Begone, heathen!’ Hehe. Okay, onward to the next thing.


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    Mark of the Wyld


    In the contest of Woman Vs. Nature, you won. Facing other environmental threats is unlikely to move such a conqueror. Add +2 to resist deleterious or wounding effects produced by any wilderness threat, or anything tagged [Nature], [Animal], [Magical Beast], or [Plant], as a unique (Wyld) type modifier.


    Add +1 caster levels to any [Nature], [Plant], or [Entangling] spell you cast.


    You can also invoke this to potentially impress those who are sensitive to auras and can appreciate such an accomplishment (fae, hermits, et cetera).


    Centered (Ascendant Synergy): Add an additional +1 Effective Levels to any contest of wills, stacking with Ascendant’s bonus.


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    Yes indeed. I feel this within me for sure. Booyah!


    Next up was another Strange Phantasm thing added to Mirroring Duplicates. She braced herself, unsure what to expect.


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    Strange Phantasm 1: In lieu of a self-cast autonomous hard light construct, you may create this enhanced autonomous construct for double the normal cost of the Hard Light enhancement use of this ability (total cost: 4 FE (Light) or 8 FE). You may also cast this in addition to Strange Phantasm 0.


    The construct has its own unique programming and acts largely on its own but takes commands. It can exist up to (20 meters per level) from you at any time. If you exceed this distance, it will disappear as if destroyed (but can be switched to another duplicate).


    It has no special durability but is exceptionally fast and agile with complete 3-dimensional flight at your deity level in meters per second, with additional acceleration possible. It is able to dodge at an effective level equal to a total, flat Effective Level of 24.


    The phantasm is a capable spellcaster that utilizes MP, starting with its own small store of your deity levels x 10 MP (globally regenerates at your deity levels per hour, or fully at daily reset). Further MP costs drain your own MP. It can cast and operate an improved version of your Wire Jammer spell through its staff, at half the MP cost.


    It otherwise casts only elemental arcane spells of its own selection which might or might not differ from yours. This is at -1 to your normal spell access and caster levels. The phantasm is usually aggressive and direct unless commanded to account for stealth and subtlety. An additional -1 to caster levels is applied for utilization of stealth, illusions, and similar, for its spellcraft.


    Strange Phantasm 1 always uses MP rather than draining FE. Any spell at level 5 or above, or any non-destructive spell of level 1 or above, also reduces Mirroring Duplicates duration by 1 minute. Level 0 spell effects are free.


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    Sammy’s eyes went wider and wider as she realized what it was, at which point her mouth dropped open. When she finished in a rush, she shot up to her feet from her throne.


    “It’s fucking Ralli!” she yelled out in wonder and jubilation.


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