《Goddess Reborn: An Isekai LitRPG 📘[Please Read Book 6 by April 21!] 📕》 Chapter 1: To Mirror the World Sammy was super pissed because someone had stolen her goddamn tarot deck yet again. She had no idea who or why, but four times in six months was slapstick insanity. It was a prank skit; it was Candid Camera. The problem was she couldn¡¯t study in her dorm room, and usually not indoors at all. She needed variety or she¡¯d go nuts. She liked being out. So she did it in the park, or outside a cafe, and if the weather wasn¡¯t right, maybe the library. But on occasion, she napped or practically passed out from math-induced exhaustion, and four times her tarot cards got five-finger discounted from her leaving them out. Was it somewhere with a camera in the right spot? Of course not. She reported each prior incident, but it did jack all. Who cared about infinitely petty theft? She was advised to ¡®keep valuable belongings stowed away.¡¯ Well, usually she remembered, but nobody was perfect. She did tarot for breaks of calm from studying that were a lot more therapeutic and a lot less endless than surfing the internet. Sammy wasn¡¯t exactly a believer, but she had played the cards for fun practically her entire life. Mom had taught her, bought her multiple sets over the years as she started collecting them. She loved the feel and look of them as well as the intricate readings she could puzzle over. The art of the Empress and the Queens she loved most of all. She¡¯d tried sketching them herself, but at best they came out looking like anime aliens drawn by a ten-year-old. Not her talent. One of many not-talents. As Sammy pushed through the doors and endured the jingling bell sounds of the magic shop on 5th and wherever, her anger was beginning to mix with fear and a profound sense of weirdness to it all. Was she being stalked? That was exactly the kind of thing a stalker would do, right? Wait. I binged that serial killer series with Jen Saturday, that¡¯s where- C¡¯mon, Sammy! You¡¯re not being stalked for fuck¡¯s sake! There¡¯s just a¡ tarot thief out there. And so the Twilight Zone feeling came again. She up-nodded to the old guy who was always at the register ¡ª he somehow returned the gesture without fully looking her way, head and eyebrows rising from his reading of Pagan Portals: Dancing-, but the rest was obscured by the angle of legs stretched and propped up on the counter. He was a weird dude, but fell shy of creepy thanks to an aura of careless hippie cool, like he¡¯d seen and smoked everything. And he wasn¡¯t one to badger, which to Sammy was all that was needed to be giving five-star service. Stubbornly, she marched to the tarot shelf she already knew the way to by heart and stubbornly she searched through the various sets, right below the incense samplers labeled ¡®Smell Me!¡¯. Sammy was quite intent on owning a usable deck ¡ª her collection was back home, a thousand miles away. She wasn¡¯t going to give up on doing tarot. No way. It would just have to become ¡®dorm room only,¡¯ annoying as it was. She¡¯d hide it from stalkers, pranksters, tarot gremlins, whatever the fuck. Maybe it was that guy, Jeff? He seemed like he might- no. No, I¡¯m being ridiculous! Thieves are just opportunistic, and they wouldn¡¯t be named Jeff. Maybe a Jake. Sly Jake, Thief of Cards. And that one girl had her textbook snatched¡ Okay, Sammy, let''s focus already¡ She looked through the cheaper sets, trying not to ogle the bigger, prettier versions ¡ª Steampunk Tarot? No-no-no, don¡¯t look ¡ª maybe Pagan Cats? Black Cats? Cauldron Chic? Regal Cats? What was with all the cats? Classic Gold¡ Psychic Seer¡ hmm. Ultimately she grabbed the ¡®Angels¡¯ set, a few bucks more than the cheapest but the art was nicer. The old man set aside his book and stood as she approached with her purchase. Sammy steeled herself for the interaction. ¡°How are you?¡± he asked as always, in a way that was somehow too genuine, while looking her dead in the eyes with a piercing gaze of pale blue. And she¡¯d always give a fake smile that probably looked even worse than it felt and say, ¡®Fine! How are you?¡¯ ¡°Fi-¡± she began, but the words caught in her throat like she¡¯d puked out all the lies she could over the year. Petty thefts thrown on a pile of sophomore frustrations, on classes like Statistics that she was too dumb for, on a lame part-time retail job dealing with Karens and an over-enthused manager, on persistent insomnia and fear of failure. This story has been unlawfully obtained without the author''s consent. Report any appearances on Amazon. ¡°Actually, I¡¯m pretty shit, honestly,¡± she said instead, stewing inside. ¡°Life is shit, and today was an extra shit sandwich on top. Which I have to just eat with a smile.¡± The man nodded to this in the sort of saintly sympathy only someone with a tie-dye-colored pentagram emblazoned on his shirt could. ¡°I hear that, little sister. But what can we do? We gotta live through the one we¡¯re given, right?¡± Sammy exhaled sharply through her nose at that. ¡°Yeah.¡± Why did I even say anything? It¡¯s not like it was deep and poignant. I¡¯m so dumb. Fuck. Glancing down at the little cardboard tarot box, the old man mimed a clearly fake surprised expression. ¡°Oh, would you look at that, this one¡¯s on sale. Half off.¡± He punched some things rapidly into his register, then added, ¡°Fifteen and forty-five.¡± ¡°Oh. Wow, uh¡ thanks.¡± She couldn¡¯t help but smile despite her mood, as she fished into her backpack for her money purse. That was always kept secure. As the old man waited, he said, ¡°Gonna sound out there, but I read a lot about other worlds, you know? Realms, dimensions. Crazy to think about all kinds of other opportunities waiting somewhere. What do you think? If you had the chance, would you?¡± ¡°What?¡± She had only been half listening, and she was caught in his expectant gaze with a twenty in her hand, slightly confused. ¡°If you could, would you leave this world behind for another, more interesting one?¡± She blinked. ¡°Uh¡ sure. Yeah. Fuck this world, am I right?¡± It was not a serious statement, naturally. ¡°Exactly.¡± He chuckled and nodded along, appearing downright chipper as he took the bill and processed it. The deck had already been put in a little black paper bag with a garish, white pentagram on it. Just before he dropped the change into her hand, he smiled wide and said, ¡°May you be granted what you desire.¡± It was a bit odd, though not exactly out of bounds for a magic shop type of person. Or a hippie. She gave an awkward smile and said, ¡°Thanks, you too,¡± before pocketing the change and departing. ??¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤???¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤¡¤?? Back at her dorm ¡ª which she had to herself with her roommate out ¡ª she cracked open the deck to look at the cards. Gorgeous angel art! She was quite satisfied with them, especially for the ¡®given a break¡¯ price point. She did a quick three-card reading of Past, Present, Future, as she always did with a new one. Tradition. Five of Pentacles in Past. Death in Present. Fuck my life! The World in Future. Well, that was good ¡ª unlimited potential, joy, contentment. Enlightenment. Archangel Michael, looking slick. But the Present¡ archangel Azrael¡ spiritual transformation. Intense change. Moving on. It¡¯s a good thing, right? I don¡¯t like the current. Change from this is good. Unless it ends up worse. Meh. It¡¯s just for fun. Might as well focus on the positive that I¡¯m apparently going to achieve enlightenment. Mom will be so proud. To begin her great ambitions, she felt like sleeping. Before she crashed, she went to the bathroom to brush her teeth, her dad¡¯s voice in her head as ever chiding ¡®unless you want another root canal?¡¯ in that ¡®would you please god just listen to me¡¯ kind of fatherly way. She gazed at her reflection in the mirror rather blankly. Brown hair, brown eyes, too much of her dad¡¯s bold nose, small, thin. ¡®Not terrible¡¯ was the thought she had about her appearance a million times. Makeup did wonders, though she rarely bothered. She wasn¡¯t very social and didn¡¯t like going out. She had to spend twice as long as anyone else on her subjects. That and a few decent friends took up enough of her time. Her roommate was like the sister she never had, and she barely had the energy for that silly, bubbly girl. She felt a weird urging in her pocket like it was calling for her attention. Toothbrush stuck in her mouth, she pulled out the change that was still in her shorts. Bills, receipt, a quarter, and¡ It was not a nickel. She held up a reflective chrome disk ¡ª a tiny mirror ¡ª and the instant the light caught it and showed her too-clear reflection in it, it expanded and grew to envelop and swallow the world into a void. To swallow her. Immediately, she rejected the whole thing as impossible, thought she was seeing things somehow or it was a weird optical illusion. Some sort of prank. Mirrors can¡¯t eat people! She thought to simply flick the thing away, but her brain very slowly realized she could not. She could not move at all, and she was literally trapped in a black void, able to see and perceive nothing but for her full body reflection caught with surprise. She couldn¡¯t see or feel or sense even her own body as hers. She was on the outside looking in. There was a final sort of ¡®click¡¯ as if a stopped clock re-started and began to tick, then her reflection went hazy and distorted ¡ª a pool disturbed by ripples. Something like instantaneously imprinted boxed text flashed in her mind, if it was read by something soulless within instead of her own brain:
| User samantha_elizabeth_reine44444, your token has been accepted and you will be integrated into the System. Plane and world are unspecified. Please select your primary class. |
| User samantha_elizabeth_reine44444, your soul has been transported into the domains of the System. Please utilize the visualization aid to select your primary class or you will be randomly assigned. |
| User samantha_elizabeth_reine44444, this is your final warning before random assignment. Select your primary class. |
| [Goddess] class selection acknowledged. Sending request¡ Request has been accepted and [Goddess class level 1] granted with starting domain: mirrors. Congratulations. Integration commencing¡ integration complete. Transportation to planar designation Sendrek-Rovoss 43, world designation Calrenazzod Atka complete. |
| Sammy, Virgin Goddess of Mirrors ______________________________ Goddess Level 1; Fledgling Deity Domains (1/2): Mirrors Faith Energy: 0/1000 Brute: 0 Rogue: 0 Wizard: 0 Bard: 0 Special Skills: First Aid, Tarot Reading Special Traits: Token User, Immortal, Demiplane Domain, Conceptual Body, Fueled By Faith Powers: Faith Energy Utilization, Mirror Sense (at will), Mirror Communication (at will) Status: Token User Promotional Bonus (0/30), New Deity Grace Period (0/7) |
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Avatar Construct: Any deity can conduct investiture into a physical avatar construct at a minimum of 1500 Faith Energy, or FE. Once created, it persists in-world under the perspective and control of the user until dematerialized or destroyed, which sends the deity¡¯s perspective back to their demiplane domain.
New Quest unlocked: ¡°Walk Amongst Them¡± ¡ª Create an avatar in-world. ¡ñ Notice! Requires Quest: ¡°Gather the Faithful¡± complete. ¡ñ Rewards: 10% FE investiture rebate; free minor [Bound] magical weapon. New Quest unlocked: ¡°Gather the Faithful¡± ¡ª Reach 1000 Current FE. ¡ñ Notice! Requires all quests in the ¡°Fledgling Deity¡± chain complete. ¡ñ Rewards: +1000 maximum FE; obtain Goddess level 2. New Quest unlocked: ¡°Fledgling Deity: The First Believer¡± ¡ª Obtain your first Follower. ¡ñ Rewards: +25 FE. |
| You do not require sleep. If you do not participate, nothing will happen during the [New Deity Grace Period] of 7 days. Then normal deterioration begins. Faith Energy Deterioration: Daily deterioration of FE and equivalent Max FE is at a rate of 10 - Follower count per day. If your Current FE is 0, Max FE is instead reduced by x5. It cannot go into negatives. As Max FE is reduced, the overall percentage of your deific interface with reality is as well, dulling perception, senses, and the psyche as a whole as you are detached. When Max FE reaches 200, you are disconnected entirely from any world and will begin to fade from existence at a slow rate of -1 Max FE per 100 years. If a deity left artifacts or hidden knowledge, it is possible for them to be resurrected by new believers, though the deity¡¯s state of consciousness can be questionable by that time. When eventually Max FE reaches 0, the deity is reincarnated elsewhere within System reality, assigned a random class and likely having no memory. |
| Ritual of Conversion Form (Note: Do not add superfluous text to this form.) |
| Requirements: Touch a hand to the mirror and say, ¡°I swear my allegiance and pledge my faithful service to the Goddess Samantha, may she reign forever.¡± (Does that work ok?) Religious Experience: I dunno, a high? I want people to feel happy, after. Peaceful. Is that doable? Authorized Officials: N/A |
| Ritual of Conversion Form (Note: Do not add superfluous text to this form.) |
| Requirements: Touch a hand to the mirror and say, ¡°I swear my allegiance and pledge my faithful service to the Goddess Samantha, may she reign forever.¡± Religious Experience: A high. Follower feels happy and peaceful. Authorized Officials: N/A |
| Mirror Sense (at will): All open mirror faces in the material world are a part of you, your sense of them increasing with their clarity and your deliberate focus. You can see and hear through each mirror. Subjects can be focused on to narrow a search. An enshrouded or hidden mirror can only be very vaguely sensed and provides no input. Level determines versatility and sensitivity. Level 1: See/hear through mirrors of the highest level of reflection quality and manufactured design. Passive awareness is minimal, requiring high engagement or activity. Familiarity (with a mirror or subject) increases sensitivity. |
| Mirror Communication (at will): You can send sound (such as speech) or visual imagery (such as your own form) through mirrors of the material world, replacing their normal reflection as desired. Full portal interface provides a real-time, two-way transfer. This ability does not vary with level. |
| New Quest unlocked: ¡°Justice Begets Faith¡± ¡ª Save the brother of Daxerris from prison. ¡ñ Rewards: Automatic conversion of Daxerris (serves as ritual). +5 FE. 5 exp credit to most relevant sub-class used during quest. |
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7 exp gained in [Saboteur]. 3 exp gained in [Brute]. 3 exp gained in [Bard].
[Saboteur] level 3 reached. [Sabotage] improved to [Sabotage+1] and upgraded. Avoidance upgraded. |
| Sabotage+1 To have a chance at permanent or semi-permanent breaking, you must conduct a sabotage for 10 seconds of uninterrupted, constant concentration on the act of your foci. If you spend a full minute, add +1 Effective Levels to the attempt, or +2 with an hour. Rushed Sabotage attempts at 3-5 seconds are at -1 Effective Levels and at most can only cause brief malfunctions, dependent on success level (you will know a range of time that it lasts). |
| Avoidance So long as you are no more than Lightly Encumbered, you have +1 to Dodge OR +1 Effective Levels to Defense as a [Dodge] modifier ¡ª this can only be bypassed if you do not properly perceive the threat. In addition, if combined with Rogue¡¯s Luck, add an additional +1 Effective Levels to the comparison. You have an additional +1 to Dodge for any sort of trap effect, magical or otherwise. |
| Slayer You have a reputation (on one or more of your varied identities) for killing great and powerful foes. You can leverage and showcase this general potential and dangerousness for intimidation purposes, to impress warriors, those who need such help, and so on. Note that subtle gestures do depend on the intelligence of the target. This adds +2-4 Effective Levels to the attempt, depending on the target''s susceptibility. Specialty effects and bonuses exist based on particular slayings. Hero Slayer (Dreixia Hillcrusher): This is particularly effective on most Naugites who knew of the specific hero ¡ª double the potential intimidation/awe bonus if at all susceptible. In addition, against any humanoid foe of equal or higher level than you (base, with multiclass), you may add +2 Effective Levels for the purposes of wound severity, if dealing a Major Wound or greater already, with a physical weapon. This does not apply to upgraded Minor Wounds. |
| The hidden quest ¡°Clannish Purification¡± (Specifications: Save Daekmorn Brakka¡¯s life) is complete. 20 FE gained. 2 exp gained in [Goddess]. |
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Ritual of Conversion Form (Puck)
(Note: Do not add superfluous text to this form.)
Requirements: Perform a trick, play a prank, or make a joke, then recite, ¡°I, NAME, hereby swear to pray to, praise, and honor the goddess Puck the Magnificent, Puck Hillraiser, may she steal hearts, luck, and maybe a little gold for all of time! I will spread her name, deeds, and wild aspirations far and wide like wildfire! In so doing, luck will come to me, for she holds its keys.¡± Religious Experience: Feel-good high (60%), and inspiration (30%). Authorized Officials: N/A |
| New quest unlocked: ¡°Lies Like Wildfire¡± ¡ª Acquire 44 Followers and 1 Devout under the Puck persona, and obtain 77 FE (Illusion) from their prayers. ¡ñ Rewards: +33 FE, +33 FE (Illusion), 5 exp in [Goddess], 3 exp in [Bard], [False Priestenses] synergistic enhancement added to [Priestly Investiture]. |
| Ta¡¯kla Od, Great Vibrator Bell (Arcane ¡ª Various, Physical Enhancement; Enchantment) This polearm flail has a number of separate enchantments and also provides +2 Effective Combat Levels when wielded, stacking with any other source. It has 1 level of Improved Penetration. Resounding (Disabled): On any given strike, all wounding can be converted to the (Sonic) type, dealing standard totals +1 Effective Levels, as a physical effect. In addition, a successful parry attacking or defending, allows a free attack sending reverberations back through the weapon, potentially damaging it and requiring a comparison test with a +2 Effective Levels bonus to avoid dropping it. Cone of Sound (Disabled): Any strike can be converted into a cone AoE of the physical (Sonic) wounding type, out to 4 meters, by flicking and ringing the bell, or simply slamming it into something. This ignores physical Armor values. Anyone hit must also succeed in a comparison test against Caster Level 13 or be deafened, stunned, and afflicted with the [Vibrated] malus for 20 seconds. They must also succeed against your total attack value or be knocked 1 meter (with effects varying depending on angle of impact and strength). Striking the ground makes footing nearly impossible as it causes a mini-earthquake in the zone ¡ª a contest of your total attack value +4 Effective Levels is required to avoid falling down. Incredible Durability: This weapon cannot be damaged without specific types of magic which must exceed an Effective Caster Level of 13 (either directly or by ritual support). Four castings are required for the majority of spells. Note: Due to exceptional circumstances, this weapon has been damaged and requires repair. Most functions are disabled, but it still provides ECLs and Improved Penetration capabilities. |
| Ring of Anchored Flight (Arcane ¡ª Alteration; Enchantment, Charged, Spell-like Level 14) Upon activation of this ring, which uses a charge and requires a simple action, a target enemy within two meters of you that is utilizing some form of flight, levitation, or telekinesis is pulled down to the ground as though magnetized. Any ongoing effects of theirs are similarly affected. They are paralyzed and unable to move, pinned to the ground. This effect is not normally resistable, but any ¡®deactivation¡¯ or successful dispel will free them. A natural flyer can do this by stopping their natural attempts to fly. An airborne enemy will plummet to the ground at double the normal acceleration of falling, effectively paralyzed. If they deactivate their flight, they will slow to a normal speed, and can move their limbs and body normally while falling. This effect lasts for two minutes. It has an Effective Caster Level of 22. Certain spell effects of level 14 or greater automatically dispel or counter this effect, including Absolute Freedom and Antigravity Zone. Charges: 7/14. |
| Bracers of Supreme Knocking (Arcane ¡ª Physical Enhancement; Enchantment) Add +4 Effective Levels to any melee knocking effect you deal, and add one meter of distance to any successful knock. |
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148 FE gained due to user belief/acknowledgment. Note: Followers of a different deity.
4 Followers have been converted to Pantheon daily contribution and will not provide automatic Daily FE. Pantheon Followers can still provide prayer-based FE. -102 for various operational costs. 489 FE gained from assorted Follower/Pantheon Follower prayers. 50 converted to Fate FE. 50 converted to Illusion FE. 70 converted to Mirrors FE. 120 converted to Light FE. 148 FE gained due to user belief/acknowledgment. Follower conversions successful. 148 FE gained. 148 Daily FE gained; 15 Followers have obtained quality grade Devout; 3 Followers have been authorized as Crusaders; 12 Followers have been ordained as level 0 priests (Daily FE total: 1136). 1126 Daily FE gained. 342 FE gained from assorted Follower prayers. |
| Samantha, Goddess of Fate & Illusion ______________________________ Goddess, level 7 [54/70]; Standard Deity Domains (5/5): Mirrors, Illusion, Fate, Light, Pneuma Faith Energy: 12,273/16000 FE (Mirrors): 200 ; (Illusion): 200 ; (Fate): 200 ; (Light): 200 ; (Pneuma): 143 Followers: 847 (Daily FE Gain: 1136 - 10) Devout: 139+12 Priests: 99+17+22s Brute: 0 [4/10] Saboteur: 3 [3/40] Magineer (Abjurer): 7 [62/80] Bard: 2 [19/30] MP: 221/221 Special Skills: First Aid, Tarot Reading, Meditation, Sympathetic Targeting, Swimming (Expert), Diplomacy, Favored Wpn: Staff Class Skills: {W} Comprehension (Grandmaster), {R} Rogue''s Luck, Priestly Ordination, Holy Relic Investiture, Create Servitor, Consecration, Magical Invention (Grandmaster), Detect Magic+2, Ritual Cast*, Draw Mana* (1/1), Tweak Spell, Inspire Ally (2/2), Musical Talent, Jack of All Trades 2, Exploit Weakness, Avoidance, Sabotage+1 Special Traits: Token User, Immortal, Demiplane Domain, Conceptual Body, Fueled By Faith, Spirit Sight, Soul Companion (Azure), Detection Ward, Split Prediction, Perfect Vision, Light Absorption, Spirit Armor Avatars: Av 1 (Core): Samantha (Mental Res 3, Magic Res 2, Quick 3, Favored Wpn: Staff 0+1) PFE: 150/150; Faces: Core (Pain Res 2), Stillwater (Charisma 1, Vital Strike +1), Puck; Av 2: Green (Mental Res 3, Magic Res 1, Quick 3, PFE: 150/150; Faces: Greenleaf, Samantha) Spells (MP): Allspell Zero (1), Allspell Core (3), Hard Light Layer (4), Three Small Fortunes (6 MP+), Telekinetic Thrust (6), Seeking (8), Web (10), Delicate Touch (9), Mirror Array (12 MP+), False Mind (22+), Personal Levitation (12), Pillar of Force (16+), Missile Blocker (20 MP+), Minor Contingency* (18), Justified Dispel (18), Breath of Spell Stasis (40) Powers: FE Utilization, Grant Prayer (Illusion, Fate, Light, Pneuma, Pantheon), Mirror+1: (Sense, Communication, Maze, Walk, Other, Control), Intuition, Alter Fate, Create Phantasms, Grant Invisibility, Dazzling Spectrum, False Auras, Mirroring Duplicates+1*, Reflect Force+1, Light Manipulation, The Dawn Will Rise*, Removal, Channel Domain, The Unseen Animus, Purify, Phantasmal Haunt, Sheath of Light, Deific Pneumamancy, Fated Knot Items: Foolmaker (+1 EL, +1 Arm Pen, Knockout, Spell Absorption 0/9, Echostrike), Suit of Mirrors (Relic; +2 M. Armor), Bracers of Supreme Knocking, Ring of Shield Projection, Ring of the Cheater, Amulet of All Defense, Dimension Closet Sack (portal DIA: 32 cm), Horn of the Wild¡¯s Vengeance, Sapphire Mana Stone (22/22), Temp Mana Earring x2 (26+26 MP), Potion of Seal Major Wound (1) Status: Days Lived (31), Ascendant, Big Boss, Savior of the Fae, Sponge of Knowledge, Slayer, Spells of Deja Vu (8/999), Free Minor Divine Enchantment (1/use), Free Consecration (1/use) |
| Calliope, Clio, Euterpe, Thalia, Melpomene (Mel), Terpsichore (Terri), Erato, Polyhymnia (Poly), Urania, Thelxiepeia (Thelxie), Peisinoe (Peace), Aglaope (Aggie), Parthenope (Parth), Leucosia (Leck), Raidne, Molpe, Teles, and Himeropa are born. |
| Contempt For The End This artifact reflects your defiance of pain and death against a terrible and powerful foe who had seemingly defeated you. You refused to give up, and now this act will inspire others. Let your pain not be forgotten but immortalized by your absorption and evolution. Thereby, you offer it up to your people and reflect what is within us all: to strive, to survive, to conquer. Only you may use this artifact ¡ª to any other, it is a poor javelin. When you throw it, it will shine with tremendous brightness and reach nearly any distance you can see. At a chosen point, it will erupt with light and drum-centric music at great volume, directed downward in a wide cone, to a maximum of 300 more meters before it burns out. It will reappear in your possession in 12 hours. All allies who clearly hear the music will continue to hear it within themselves for five minutes, receiving an irremovable divine buff. During this period their minds and bodies are inspired to push on against any adversity, just as you did. They become incredibly difficult to kill and are immune to magical [Death] effects. They are also immune to any form of complete consciousness loss barring brain damage, decapitation, disintegration, etcetera. They can still be stunned but have the potential to resist at +2 Effective Levels. For wound comparison purposes in normal combat, they add +3 Effective Levels for the torso and limbs, +2 for head, neck, or spine, and +2 for any magic ¡ª or +4 for AoE magic. Mortal wounds (except to head or spine) are downgraded to Critical unless crossing an additional +2 level threshold. Lethal wounds are case-by-case but dismemberment is possible. Bleeding is heavily reduced and they cannot take wounds from it under most circumstances. They suffer at most -2 Effective Levels in penalties from any physical debilitation, though disabled or severed limbs still cannot function. They must still contend with pain, but your inspiration allows them to push through it. When the duration is over, they may fall unconscious from prior injury, and all bleeding will resume as their wounds normally would. |
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The quest ¡°Lesser Deity: Becoming a Horde¡± is complete. 1500 FE gained. +4000 Maximum FE gained. 8(7) exp gained in [Goddess]. 1 free Create Servitor use added. Holy Relic Investiture upgraded.
New Quest unlocked: ¡°Standard Deity: An Order to the Realms¡± ¡ª Reach 3333 total Followers. ¡ñ Rewards: +2000 FE, +8000 Maximum FE, +8 exp in [Goddess], Holy Proclamation unlocked. Level 8 Goddess obtained. +8000 Maximum FE added. Religious Experience maximum enhancement grade increased. Special Trait (as a passive power) [Matter, As Spirit] added. The Power [Mirror Opposition] added. Alter Fate, Dazzling Spectrum, Mirror Communication, Mirror Sense, Mirror Walk, Sheath of Light, Split Prediction, Tarot Reading, and The Unseen Animus upgraded. |
| Relics may have up to one artifact-level enchantment, one major, and one minor thematic enchantment related to the nature of the object and the deity. Activating enchantments can only be done by Followers (or you). |
| Matter, As Spirit Support the creativity of authors by visiting Royal Road for this novel and more. Power (Divine). After you spend five seconds aligning your spirit properly, you have a greater general control of pneuma-interlaced physical reality. You may move around three-dimensionally in the physical realm similarly to your movement in the spirit world. This allows you natural hover and flight that is not dispellable, at an initial speed of deity levels in meters per second. Over five seconds of acceleration, this doubles, and may then triple but counts as a sprint. This movement can only be slowed by up to half speed for any traversable medium (such as water), but solid matter still blocks you as normal. In addition, you may utilize a simple Telekinesis (Ethereal) effect within (80 meters plus 5 meters per deity level). This functions largely as if having ¡®hands at range¡¯ at your normal physical capabilities, and requires similar occupation and gesturing with your existing hands. The effect is only visible to those who can see the ethereal ¡ª these will see ghostly hands attached to (at default) an indistinct and indiscernible body. This latter effect may have interference in zones with special restrictions or protections against ethereal manipulation. If there is a contest involved, add plus 2 Effective Levels for the purposes of resisting restrictions only. For any level functions or contests related to this ability, use a base of [Goddess]. One additional class may add as normal, providing (level/3, rounded up) to the base class ¡ª this can vary depending on the function involved, and other skills or items can improve action normally. Any time you sojourn away from your body spiritually and/or mentally, you must recalibrate for five seconds to utilize this ability. It cannot function at all while ¡®mentally absent,¡¯ as it requires special interconnected bonds between the spirit and body. Being knocked unconscious or similar while in-body does not count for this limitation, as the mind remains anchored. |
| Mirror Opposition For 7 FE (Mirrors) or 14 FE, you may utilize a mirror a foe is looking into to summon a double to attack them. You do not control this double ¡ª it operates as a dark simulation that utterly hates its real counterpart. It will attack immediately, and then six more times in something between 30 seconds and a minute of total duration, or until its double is dead, whichever comes first. The double will never use AoEs, only single-target effects to focus its attacks. It may or may not attempt to taunt or psychologically abuse its target at times instead of attacking. If it does so, add +1 Effective Levels to the next actual assault (cumulative per 5 seconds of this, but ending upon an assault). The double possesses all of the target¡¯s abilities and items but fights utilizing your highest first class as a base, and your second highest as a contributing class, at (level/3, rounded up). If the target does not fight their double and attempts to ignore them, add +1 Effective Levels, cumulative, for each passed-on attack. The double is immune to banishment, mind control, suggestion, charm, and any ability or spell that would otherwise dismiss or turn the double on its counterpart¡¯s ¡®side.¡¯ It is still vulnerable to holds and other debuffs but is at +3 Effective Levels to resist any non-damaging effect with its target as a source. A double begins with two wound negations unless its target has more, in which case it matches them. The copying of persistent buffs is otherwise highly dependent on the source and overtness. Hidden buffs, buffs without an aura, and contingencies are never copied. A double will vanish after the seventh total ¡®assault,¡¯ successful or not. If they survive, the target cannot be menaced by a double again for 77 hours. If the target kills its double, this ability cannot be used on them ever again. Only one double of a foe can exist at one time. |
| Fool¡¯s Gamble (Illusion Synergy): You may attempt to recharge exhausted Alter Fate uses while only appearing to act against your interests, i.e. performing a ruse that would seem to be a failure. You must successfully fool the opposition to gain the recharge. This may be obvious, but you will not be able to intrinsically sense it and may attempt to draw on a still expended ability ¡ª in this case, you automatically fail on the attempt instead, and recharge through that failure. You may also utilize this ability when uses are not expended at all, to gain an extra ¡®free¡¯ use. If you fail in the ruse but attempt to capitalize, you will gain the extra free use similar to above, by it becoming an automatic failure (you will not expend your still available Alter Fate uses). This can only be attempted once per day and lasts only through that day. A successfully pulled-off ruse also allows a use that cannot cause the ¡®Shadows of Fate¡¯ debuff from multiple uses on the same foe, but if you failed a ruse and attempted to capitalize on a foe you¡¯ve already used Alter Fate on, instead of an automatic failure, you obtain automatic success yet gain the Shadows of Fate debuff. |
| Hide the Other Side (Illusion Synergy): For double the normal costs ( thus 2 FE (Illusion) or 4 FE at base), you may utilize [Grant Invisibility] through a mirror portal. They must touch the mirror, and you are at -3 Effective Levels in terms of the effectiveness. You may also perform it on an object touching the mirror, or make the mirror itself invisible. Current Level of Effect: 5. This only affects normal vision and lasts 1 hour per deity level. You may stack the cost for additional duration, a number of times equal to your level. Any attack or hostile spell or spell-like ability use by the subject on a foe ends the effect immediately. |
| Sheath of Light acts like an improved Armor of Light spell, giving 3 wound negations, +4/+6 Magical Armor/Magical Armor against supernatural entities or against [Darkness] or [Shadow] effects, and transmutes worn armor into a minimum of Full Plate protection at +3 Physical Armor. If already wearing Full Plate equivalent, add +1 physical armor to the existing armor. |
| Precisive Action: Once per day, you may take a singular full action as a defense instead of a typical defense. This can be used for movement, potentially invalidating attacks. You cannot combine full movement with an attack through this effect, but you can set up an advantageous attack for your next action if it proceeds immediately after. Movement is not instantaneous by default and you are likely to be perceived and reacted to, though likely at circumstantial penalty. You may use this to both attack and defend, in which case attacks become functionally simultaneous. Your attacker is at -3 Effective Levels to defend and you are at -2 Effective Levels to defend. You could be reading stolen content. Head to Royal Road for the genuine story. Any ¡®compression of time¡¯ is for all intents and purposes due to natural efficiency and prediction. |
| Ante Up (Fate Synergy): After spending 30 seconds ¡®shuffling¡¯, you may allocate 1-7 Grant Prayer (Fate) uses for a given day to one of your Followers, which turn into the corresponding number of cards of the Tarot played immediately or ¡®in reserve¡¯. At any time, you or they may play a ¡®hand¡¯ and must select one card for an effect equal to a Present draw upon their person. This is never a permanent buff or curse, only temporary. Every card effect obeys its facing, i.e. there are upright as well as reverse effects acting as curses. A selected curse will afflict the Follower. These allocations drain Grant Prayer (Fate) once used, not when allocated. They may be pulled before use, in which case that Follower cannot be allocated Prayers in this way for the rest of the day. If you must spend FE to allocate Prayers, you will be refunded the amount when pulled. End-of-day reset may or may not carry over allocation, as desired. Any use of Channel Domain will automatically pull and utilize any allocated Prayers to fuel it. The effect cannot be removed or dispelled and only one may be present on an individual. Any lesser [Fate] buffs are removed when it goes into effect, and any [Fate] buffs or curses will not resolve on them for their duration. Anyone with Ante Up either allocated or affecting them cannot be targeted with the standard operation of [Tarot Reading] for the day. |
| This is a hidden contest of Will that you have +3 Effective Levels for. |
|
Celebration of Cups
All allies cheer. Any persistent morale-based deleterious effects (such as fear) are banished from your allies up to one kilometer from you, and you count as having Charisma 3 toward them. They are similarly immune for the duration of the buff and have a +2 Effective Levels (Tarot) bonus to acts related to following your commands or requests. This lasts one hour.
Retreat From the Storm You retreat into your inner mind for a period of revelationary meditation, receiving a vision. When you return, you are possibly where you were, possibly elsewhere (depending on desires). All non-permanent buffs, debuffs, injuries, and the like are cleared, and you have +2 Effective Levels (Tarot) to a particular goal or purpose highlighted by your vision. This lasts until it is complete or three days pass, whichever comes first. All Heretics Shall Conform All must bow to your manifested will as if to tradition itself. You have +6 Effective Levels (Tarot) to any will-based or social contest. Your worst result is a tie (regardless if this is a normal result). This lasts one hour. |
|
You have taken a full-body Minor Wound, and are at -1 Effective Levels to all tasks for 5 seconds.
You have forced a tie against a disabling Pain effect. You are at -1 Effective Levels to all tasks for 1 minute. |
|
You¡¯ve been dealt a virtual Major Wound to the Torso. Due to resistance, you are not stunned but are at -1 Effective Levels to all actions until healed.
Poison has been neutralized due to spell protections. You¡¯ve been dealt a virtual Minor Wound to the left leg. You suffer no penalties but further injury to the leg will worsen the condition. Poison has been neutralized due to spell protections. |
| After reduction, you have suffered a virtual Minor Wound to the Neck. You are at -1 Effective Levels for 5 seconds. The wound is Bleeding and will worsen over minutes. It cannot clot due to a special effect and must be specially cleaned and bandaged (or supernaturally healed). |
| You¡¯ve suffered a full-body Minor Wound and extensive distributed shock. You are stunned for 5 seconds. |
| You¡¯ve suffered a Minor Wound to the hand. It is bleeding. You are at -1 Effective Levels to any physical manipulation use of the hand. |
| The quest ¡°Barrierizationerizer00561837520¡± has failed. No rewards provided. |
| 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. |
| 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. |
| 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). |
| 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. |
| 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 ¡ª this includes [Bard] and other certain special classes (Note: [Goddess] adds). |
| 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 ¡ª this includes certain special classes (Note: [Goddess] adds). |
| 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. |
| Multitask Magician Utilizing ¡®tertiary¡¯ physical manipulation methods ¡ª such as supernatural telekinesis effects ¡ª is second nature to you, and you¡¯ve become adept at effectively operating with additional hands or efficiently using alternate locomotion. If utilized on a long, multifaceted physical project requiring such manipulation, this will halve the time it takes you and potentially grant a circumstantial bonus if using multiple limbs synchronously is especially advantageous. You can ignore up to -2 Effective Levels in penalties for doing ¡®too many things at once¡¯ if you leverage your additional manipulation methods, including for multiple defenses in a defense maneuver period, or difficulty tracking multiple targets for an attack. You are also never penalized for acting while utilizing unusual locomotion methods or being in nonoptimal body positions (upside down, prone) unless there is an actual physical limit (such as being confined by gravity without a telekinetic enhancer). Your subconscious mind has enhanced depth of productivity, allowing you to perform relatively simple tasks (physically or virtually physical) without thinking about them. |
| Aura of Conquest: You have the presence ¡ª though not an actual reputation ¡ª of someone powerful on the scale of nations and the world as a whole. This adds +4 Effective Levels to interactions with ¡®major players¡¯ (such as rulers and generals) for diplomacy, threats, bluffs, etc. It also functions as [Charisma] for morale and leadership purposes, with anyone on your side of a conflict. Respect and/or fear will be a common reaction from neutral parties. Love what you''re reading? Discover and support the author on the platform they originally published on. Too much evidence to the contrary in regards to this aura will suppress its effect on any given target. |
| Simple, Stupid: You have +1 Effective Levels to any basic, non-feint, non-deceptive, straight-forward attack of any kind that deals (Crushing) type wounding. |
| Scrapping You are proficient with any weapon and ignore up to -1 Effective Levels in penalties for utilizing an inferior, damaged, or improvised object as a weapon or shield. You have +1 Effective Levels for utilizing ¡®close range¡¯ attacks if you did not need to move more than one step to make the attempt. This includes such tactics as punches, pommel strikes, knee strikes, trips, stomps, grapples, attacks with small knives, blackjacks, etc. It never applies to weapons longer than 15 centimeters. |
| Snake Friend: Snakes or snake-aligned beings sense you are their friend on a primal level. They will not attack you unless provoked or with some specific premeditation. You are considered to have [Reptilian Charm 2] with them, likely generating curiosity and improving the chances for aid or other agreements. Note that snakes normally ignore [Charisma], human attractiveness, etc. You automatically understand any snake language. |
| Golem Creation: You can create permanent golem constructs ¡ª large humanoid warriors. This requires hard, physical material as a medium, work hours of enchantment, and extensive mana investiture. You must spend four hours solo on the first core enchantment, and invest 25 MP per [Brute] level desired, up to your caster level -6 but with further maximum values dependent on material. You also reduce your Maximum MP by this same level. The total MP required is 250 per [Brute] level, but may be provided by other mages through work hours of enchantment. Every four-hour period can transfer up to 10 times their caster level in MP, with up to twelve mages able to contribute at any given time. You may spend time on an hour-by-hour basis, providing up to 5 times your caster level in MP and restoring your Maximum MP by 1. This latter effect can only restore up to half of what was drained, rounded up. Level ranges by material ¡ª Clay or Wood: 1-6. Common Stone: 5-7. Hard Stone (such as granite): 7-9. Copper: 9-10. Iron: 9-12. Steel: 11-14. Other lesser materials may fall within these ranges. Greater materials require an upgrade to this enhancement. Size for non-metal golems starts at 2 meters tall and increases within the level range above to 3 meters tall, i.e. a level 6 Clay Golem is much larger than a level 1. Size for metal golems can be as small as an average human up to 3 meters, as desired (larger at lower strength are hollow inside or can be filled with an inert material that counts as encumbrance). Arms are normally oversized to provide reach, and a normally proportioned golem will not be as effective at punching. These basal golems are simple fighters that specialize in [Brawling] and are penalized to use even simple melee weapons. They are basically proficient at grappling. They do not utilize advanced maneuvers or other skills. Golems are exceptionally tough for their level despite offensive liabilities, with high armor values (particularly metal varieties), toughness, and wound mitigation, normally requiring extensive, magically-enhanced battery to disable. Any other than Copper and Steel golems (without encumbrance) are slow. You may optionally add Magic Resistance up to 1 level per 2 Brute levels, to a maximum of 5. This costs an additional 250 MP per level. Golems have an ¡®operational MP¡¯ statistic that fuels them equal to 25 times their level. With minimum activity this degrades by double their level per day, worsening with greater activity levels. You may recharge them with 5 minutes of concentration, or any involved in their creation may with 1 hour of concentration. If a golem is damaged, it can be repaired similar to creation but at 1/4th the time and MP expenditure. If a golem is destroyed, your Maximum MP invested in it will return at a rate of 1 MP per day. Golem Creation Limit: None |
| Conceptual Body By default, your body is made of spirit-stuff and you are not anchored to a body. You may transmute bodily into spiritual realms instead of merely projecting (though you may also project from a temporarily-occupied body). If previously a mortal, bodily limitations will be simulated in your spirit form, but are editable and can be turned off, with potential consequences to emotional response and mental outlook. Bare Necessities: You always have at least +2 Magical Armor, even if without any form of material armor or clothing. This does not stack with existing Magical Armor values. If entirely without other protection against an attack (such as when caught disembodied, stripped of enchantments, or physically nude) add +1 Effective Levels to any defense or resistance, as a (Bare Necessities) modifier. |
| 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. |
| 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 ¡ª 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 ¡ª 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 ¡ª 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). |
| 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 ¡ª this includes certain special classes (Note: [Goddess] adds). |
| 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 ¡ª 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 ¡ª this includes certain special classes (Note: [Goddess] adds). |
| 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. |
| 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. |
| New Quest unlocked: ¡°Crazy Sister¡¯s Promised Present Package¡± ¡ª Meet the aforementioned figure, ¡®the seventh card played¡¯ and don her promised gift. ¡ñ Notice! Requires ¡®the sixth card played¡¯ to properly unlock. ¡ñ Rewards: Hidden. |
| Allspell (3 MP x spell level, minimum 1 MP) You¡¯ve mastered all common spells of your current [Magineer] level. Beyond Level 0 and Level 1 (or ¡®Core¡¯ spells) which use the appropriate flexible entry, you utilize the details of the specific spells, whether flexible or rigid in design. The base MP cost is changed to the above standard, though some spells may have secondary, additional costs not related to the base cost. You may learn custom spells as normal, though your extensive reference pool improves your speed under almost all circumstances. The exact rate depends on the uniqueness of the spell and what it can reference. Elemental Mastery: Add +1 caster levels and +1 to numerical spell effects (such as core wounding) for any spell with an elemental component, including (Fire), (Air), (Earth), (Water), (Heat), (Cold), or (Electric). |
| Evolver: When you learn a level 10 or above custom spell, add 2 [Magineer] exp. This is flat exp that ignores gain enhancers/modifiers. You can gain only up to 30 exp per level this way. |
| Abjurer For all arcane magic under the Protection/Abjuration school, you have +3 Effective Levels for all purposes related to spell effects and learn the school¡¯s spells 50% faster. You are considered a [Wizard/Magineer] of +3 levels if there are special effects in spells from raw class levels for this school. In addition, add +20% to the raw bonuses of arcane spell buffs, rounded up (thus providing a minimum of a +1 bonus). Common Ward: When you cast an arcane spell of any kind, you may also cast Common Ward for free on yourself or an ally within 10 meters. This provides +2 Magical Armor as a (Ward) modifier and +1 Magical Resistance, lasting 3 minutes. |
| Triangulation of Knowledge You not only have a thirst for information and knowledge that drives you to extract it from everything, you also possess a solemn sense of ancestral alignment to do so, combining into an unshakable confidence and inspiration that all experience will be utilized maximally. Add +40% exp to any experience gains, an additional +40% exp to any experience gains in [Magineer], and +40% speed of learning for spellcraft/magical development and research, intellectual Special Skill advancement, and any other pursuit for which [Magineer] can be involved for ¡®absorption.¡¯ In addition, add +2 Effective Levels to any information-gathering task, spell, or ability, if comparison or level of success is relevant (it does not add to caster level directly). |
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173 FE gained due to user belief/acknowledgment. Note: Followers of a different deity.
5 Followers have either been converted to Pantheon daily contribution or have died and will not provide automatic Daily FE. Pantheon Followers can still provide prayer-based FE. -312 FE for various operational costs. 536 FE gained from assorted Follower/Pantheon Follower prayers. 50 converted to each Specialized FE type. 192 FE gained due to user belief/acknowledgment. Follower conversions successful. 192 FE gained. 192 Daily FE gained; 14 Followers have obtained quality grade Devout; 2 Followers have been authorized as Crusaders; 17 Followers have been ordained as level 0 priests (Daily FE total: 1356). 1346 Daily FE gained. 397 FE gained from assorted Follower morning prayers. |
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The quest ¡°Lies Like Wildfire¡± is complete. 33 FE, 33 FE (Illusion) gained. 6(5) exp gained in [Goddess], 3 exp gained in [Bard]. [False Priestenses] synergistic enhancement added to [Priestly Investiture].
151 FE gained due to user belief/acknowledgment. Note: Followers of a different deity. 11 Followers have either been converted to Pantheon daily contribution or have died and will not provide automatic Daily FE. Pantheon Followers can still provide prayer-based FE. -562 FE for various operational costs. 621 FE gained from assorted Follower/Pantheon Follower prayers. 50 converted to each Specialized FE type. 180 FE gained due to user belief/acknowledgment. Follower conversions successful. 180 FE gained. 180 Daily FE gained; 21 Followers have obtained quality grade Devout; 5 Followers have been authorized as Crusaders; 14 Followers have been ordained as level 0 priests (Daily FE total: 1565). 1555 Daily FE gained. If you come across this story on Amazon, it''s taken without permission from the author. Report it. 434 FE gained from assorted Follower morning prayers. |
| False Priestenses (Illusion Synergy): You can raise up ¡®false priests/priestesses¡¯ ¡ª these clerics see everything through the lens of a particular established persona or Face of yours rather than your primary, central deific persona. They may or may not be aware of your deception and their reaction to the truth can vary. It is always feasible for one of your full clerics to serve as one of these false clerics. False clerics who believe in the deity can also utilize any spells you can manufacture believably, potentially warped by the stylization of your persona and facilitated by the capabilities of your [Illusion] Domain. If a believing cleric has a crisis of faith upon discovering the truth (this isn¡¯t automatic), they may operate under a debuff to casting levels or possibly be unable to serve at all. Conversion to your primary persona may also be possible. False cleric ordination requires 10 FE (Illusion) instead of the normal FE. If ordination is revoked or converted, 80% of the investiture is returned as normal. False clerics are maintained under the same ¡®one-third¡¯ percentage as other clerics, considering your Follower base as a whole. |
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123 FE gained due to user belief/acknowledgment. Note: Followers of a different deity.
8 Followers have either been converted to Pantheon daily contribution or have died and will not provide automatic Daily FE. Pantheon Followers can still provide prayer-based FE. -584 FE for various operational costs. 706 FE gained from assorted Follower/Pantheon Follower prayers. 100 converted to each Specialized FE type. 197 FE gained due to user belief/acknowledgment. Follower conversions successful. 197 FE gained. 197 Daily FE gained; 18 Followers have obtained quality grade Devout; 1 Follower has obtained quality grade Fanatic; 3 Followers have been authorized as Crusaders; 11 Followers have been ordained as level 0 priests (Daily FE total: 1790). 1780 Daily FE gained. 514 FE gained from assorted Follower morning prayers. |
| ______________________________ END OF VOLUME 6 ______________________________ Thank you for your cooperation and observation, User. Your thoughts have been integrated into the System. Please proceed to the next volume (or wait, depending on the timeline). Have a pleasant lifetime. |
| Samantha, Goddess of Fate & Illusion ______________________________ Goddess, level 8 [47/80]; Standard Deity Domains (5/5): Mirrors, Illusion, Fate, Light, Pneuma Faith Energy: 19,540/24,000 FE (Mirrors): 400 ; (Illusion): 433 ; (Fate): 400 ; (Light): 400 ; (Pneuma): 343 Followers: 1392 (Daily FE Gain: 1790 - 10) Devout: 192+13 Priests: 141+20+32s Brute: 1 [0/20] Saboteur: 4 [3/50] Magineer (Abjurer+3): 11 [9/120] Bard: 2 [22/30] MP: 621/621 Special Skills: First Aid, Tarot Reading, Meditation, Sympathetic Targeting, Swimming (Ex), Diplomacy, Favored Wpn: Staff, Acting (Ex) Class Skills: {W} Comprehension (GM), {R} Rogue''s Luck, Priestly Ordination, Holy Relic Investiture, Create Servitor, Consecration, Magical Invention (GM), Detect Magic+2, Ritual Cast*, Draw Mana* (1/1), Tweak Spell (GM), Inspire Ally (2/2), Musical Talent, Jack of All Trades 2, Exploit Weakness+1, Avoidance, Sabotage+1, Scrapping Special Traits: Token User, Immortal, Demiplane Domain, Conceptual Body, Fueled By Faith, Spirit Sight, Soul Companion (Azure), Detection Ward, Split Prediction, Perfect Vision, Light Absorption, Spirit Armor, Matter As Spirit, Multitask Magician Avatars: Av 1 (Core): Samantha (Mental Res 3, Magic Res 2, Quick 3, Favored Wpn: Staff 0+1) PFE: 150/150; Faces: Core (Pain Res 2), Stillwater (Charisma 1, Vital Strike +1), Puck; Av 2: Green (Mental Res 3, Magic Res 1, Quick 3, PFE: 150/150; Faces: Greenleaf, Samantha) Spells (MP): Allspell 11- (3*lvl), Hard Light Layer (4), Three Small Fortunes (6+), Mirror Array (12+), False Mind (22+), Pillar of Force (16+), Missile Blocker (20+), Justified Dispel (18), Bubble Shield (22), Fire Funnel (24), Breath of Spell Stasis (40), Crowned Tower (30), Wire Jammer (42), Wyld Inferno (77) Powers: FE Utilization, Grant Prayer (Illusion, Fate, Light, Pneuma, Pantheon), Mirror+1: (Sense, Communication, Maze, Walk, Other, Control, Opposition), Intuition, Alter Fate, Create Phantasms, Grant Invisibility, Dazzling Spectrum, False Auras, Mirroring Duplicates+1*, Reflect Force+1, Light Manipulation, The Dawn Will Rise*, Removal, Channel Domain, The Unseen Animus, Purify, Phantasmal Haunt, Sheath of Light, Deific Pneumamancy, Fated Knot Items: Foolmaker (+1 EL, +1 Arm Pen, Knockout, Spell Absorption 0/9, Echostrike, Magi¡¯s Rapport), Suit of Mirrors (Relic; +2 M. Armor), Mystic Astrolabe, Contempt For The End, Bracers of Supreme Knocking, Ring of Shield Projection, Ring of the Cheater, Amulet of All Defense, Dimension Closet Sack (portal DIA: 32 cm), Horn of the Wild¡¯s Vengeance, Sapphire Mana Stone (22/22), Temp Mana Earring x2 (26+26 MP), Potion of Seal Major Wound (1) Status: Days Lived (34), Ascendant, Big Boss, Savior of the Fae, Triangulation of Knowledge, Slayer, Spells of Deja Vu (11/999), Free Minor Divine Enchantment (1/use), Free Consecration (1/use) |
| New Quest unlocked: ¡°The Mad King¡¯s Throne¡± ¡ª Find a way to enter the throne room and ¡®cure¡¯ or defeat the god-king. ¡ñ Rewards: +60-90 FE, 5-8 exp in [Goddess], 3-6 exp credit to most relevant sub-class used during quest, 1-4 exp to second most relevant. |
| You have suffered a Minor Wound in the right arm, after being downgraded from Major due to a temporary spell effect. You suffer no penalties, but further injury may upgrade the wound. You have avoided being [Hooked]. You ignore the [Bleeding] effect. |
| The quest ¡°The Mad King¡¯s Throne¡± is complete. 9(7) exp gained in [Goddess], 10(5) exp gained in [Magineer], 4(3) exp gained in [Bard], for supernatural ability use and spellcraft, intelligent planning, and inspiring/influencing others. |
| You have discovered the World Spell: Curse of Itha Ranon. Stepping foot on any surface of the islands triggers an irresistible, immunity-penetrating, unremovable curse at an Effective Level of 13. The onset of symptoms is after 1 week, as the victim feels disturbed and ¡®off.¡¯ Every day thereafter, they must resist the EL, failure causing mental disturbance depending on the subject, possibly deepening an existing disorder, or creating a new one. They will then bypass further checks for 1 week. Success staves off extreme symptoms but they must check again day by day, with a cumulative -1 EL penalty. As such, mental disturbances of increasing extremes are unavoidable over time. World Spell Special Disenchantment: The resurfacing of the sunken and buried core tower structure (which was the focal point of the spellcasting) will end the spell. |
| New Quest unlocked: ¡°Will the Bright Tower Rise Again?¡± ¡ª Reforge the crown of the god-king and pursue all options to resurface the tower, whether to success or failure. ¡ñ Rewards: +20-60 FE, 1-5 exp in [Goddess], 3-9 exp in [Magineer], other potential rewards. |
Given the chance to unlock System powers a decade after being dismissed as an ordinary human being, how could Jack refuse? But nothing comes without a price, and as Jack is about to discover, miracles are sky-high. Meta pitch: Intimate, slow-burn evolution of an average Joe into a badass, in a world where monsters plaguing the Earth need to die. Put on the jacket and get to work for humanity, son ¡ª we''re behind schedule. Expect: ¡ª Powers choices/tinkering/training, step by step You could be reading stolen content. Head to the original site for the genuine story. ¡ª Slice of life, deep characterization ¡ª Unique setting of a surviving, functional, Post-Apoc civilization ¡ª System as an enhancer++ to reality, not a replacement, not omnipotent LINKIt''s definitely different from Goddess, but I hope it''s fun to read! I certainly worked hard on it. It is probably most influenced by reading Super Supportive, but overall is a unique setting and concept as far as I can deduce. Anyway, take a gander and see if you like, eh? And I do plan on writing both fics! Goddess has plenty more to go. In fact, the properly conducted Orchestration finish is aided by the success of other things because that will support all existing writing. The Amazon book series relevancy lifespan and ensuing revenue are sadly not grandiose, nor infinite. I am unable to write purely for fun these days with family depending on me. So wish me luck! I deeply appreciate all the support I''ve received to date from you all, from those who''ve been here from the beginning to those who jumped in later, whether here or from Amazon. Whatever it''s been ¡ª a year and however much change ¡ª it''s a hell of a lot of words burned through together and that makes it quite a journey. Thank you! ??????There''s no question that Sammy lived the equivalent of years through this span of time and grew. There''s still a march to make to see it through and I hope to make it with you all. Cheers! Excelsior! ?? (Vol 7) Chapter 15: The Inevitable Rise Sammy quickly organized efforts of preparation for the tower rising upon returning to her throne on Heavenpeak. The merfolk Current Changer Tenshai confirmed she had the capacity to handle the waves, and even seemed to understand the general magnitude, being familiar with the landmass that was under the water. Sammy did point out to expect a little more because the king had insinuated some parts were entirely hidden and buried in rock. Tenshai¡¯s response was something like how a crafter might smile and pat a client on the back when they tried to talk about intricate details they ultimately knew nothing about. Her confidence was absolute. What she did need was a circle of mana providers, so Sammy corralled her ritualists to the task. They otherwise waited on the Itha Ranon wraiths to come through with their provision in that regard through Conductor. She was sure there was plenty of power between those two groups for the act. Once everything no longer needed her focus, Sammy materialized in Geirkos to retrieve the stone, already waiting in her study. It was sitting on a purple pillow on a table. She walked up to it and admired the pretty new shiny acquisition with a grin. It was about the size of a small bar of soap. As soon as she neared it, she felt both the power of it and the magnetic draw it had to the crown. They cried out to each other like echoes through lines of mana, pneuma, and spirit. ¡°Who gifted this to us, by the way?¡± she asked Jeeves. ¡°Highcaller and Archmagus Telliosin Da Kaitei of the Wydeia,¡± Jeeves answered. ¡°With the additional words: ¡®The Wydeia bless you and hope for fond dealings as allies to grow closer. In honor, we return this dryland salvage of old, preserved for untold ages ¡ª magical, mysterious, forged for unknown glories. May its beauty please you and rise up ancient inspirations.¡¯ That is all.¡± Sammy narrowed her eyes. Rise up ancient inspirations? Hidden code or coincidence? ¡°Let¡¯s send a message that I look forward to speaking with¡ her? Him? As well as growing more knowledgeable about our allies, their leaders, their culture, people, and desires for Calrenazzod.¡± ¡°So it shall be done, Madam. I don¡¯t actually know the gender. Forgive me, Madam. An oversight, but I¡¯ll check with our resident merfolk to clarify.¡± ¡°No worries, Jeeves.¡± Sammy finally took up the blue diamond in her hands. The power she¡¯d felt before magnified tenfold as a charge ran through her, as if she¡¯d become a conduit for the connection between gemstone and crown. The magnetic draw became discernable pressure pulling in her hands. Laughing, Sammy guided the diamond into its slot on the crown atop her head. The energy built to a quick crescendo as it neared, finally intensified and concentrated more and more until it imploded as the stone locked into place. Her body as a conduit ceased to be and all of the bleeding aural effects were gone in a flash. Immediately, she felt the power of the islands off the coast, a distant mystical ringing in alignment with the crown. It was entirely out of focus and harmony where she was, the mana and focusing therein unusable. She cast an Identify effect to see if new information was available now.
| Daulgreum Itha Val Aunmodatus, Spellpower Tower Magnifier This crown taps into a special focal tower harnessing the mana of the specific material domain known as ¡®Itha Ranon.¡¯ The tower acts as a mana battery while active in addition to pulling from the land. It is not usable except from the focal tower point or the auxiliary tower point and requires 1 hour added to casting time. A spell may be prepared and held indefinitely in the auxiliary tower, ready to cast with a 5-second activation by any arcane spellcaster possessing a secondary control crystal. The crown aids any ritual spells you lead in the tower: add 1 caster level for every 4 bonus caster levels gained from [Ritual Cast]. You may pay the base casting cost of spells cast through the tower up to nine (# of secondary control crystals) additional times, adding an additional multiple (x2, x3, x4, etc.) to duration, range, number of targets, or area of effect for each cost multiple. The tower, as utilized by this crown, provides access to [Channel Domain] for any deity of the [Magic] domain. Despite this restriction, the deity may use any domains they have access to. If the deity pays 50 x deity caster levels for the effect in MP (in addition to FE costs), it does not drain Grant Prayer uses, and the cooldown changes to 4 hours. It is possible to fashion custom spells that require the tower¡¯s use, for enhanced effect at great amplification of base MP costs. MP Battery: 0/??? Regeneration Rate: ??? Draw Mana (24-hour): ??? Notes: Tower non-functional. Auxiliary tower destroyed. Nexus non-functional. Missing 3 of 12 secondary crystals. Landscape untenable. Special Spell Effect Condition: Structure is submerged via custom spell. Awaiting trigger activation to restore functionality. The tale has been illicitly lifted; should you spot it on Amazon, report the violation. |
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The quest ¡°Will the Bright Tower Rise Again?¡± is complete. 50 FE gained. 5(4) exp in [Goddess] gained, 16(8) exp in [Magineer] gained. The magic crown ¡®D.I.V.A.¡¯ has been converted into a Holy Relic currently missing pieces. It does not take up a slot but lacks free options.
New Quest unlocked: ¡°Restoration of the Crown¡± ¡ª Recover the three missing secondary stones of D.I.V.A. ¡ñ Rewards: +20 FE, 5 exp in [Goddess], 5 exp credit to most relevant sub-class used during quest, artifact-level special enchantment restored. D.I.V.A. updated after tower restoration. |
| MP Battery: 0/3333 Regeneration Rate: 37/hr Draw Mana (24-hour): 433 Notes: Auxiliary tower destroyed. Mana level: Seething; Nexus in process of restoration (estimated time: 11 hours). Missing 3 of 12 secondary crystals (causing certain diminished effects and Draw Mana is inhibited). Landscape acceptable but non-optimal: inhibiting regen rate/Draw Mana. Daily mana growth rate: 3% (multiplying regen rate/Draw Mana values, subject to change). Draw Mana recharging. |
| Mana Levels Every location has a mana level, far and away the most common being ¡®Normal¡¯ which has no special effects. Depending on the mana level lower or higher, magic can be more difficult or easier to cast, and MP use multiplied higher or lower. Null: Arcane magic use (or equivalent supernatural ability use) is impossible. Personal MP is immediately reduced to 0 and does not regenerate. Enchantments and arcane magic items cease to function, effectively suppressed. Some special ¡®containments¡¯ can hold and protect mana within a Null Mana zone, usually to power a limited effect. Arcane spell effects of (Evocation), (Conjuration), (Summoning), or (Illusion) are always impossible. Divine magic and certain other sources of supernatural power are not restrained. Mana-dependent beings will gradually weaken and die in a Null Zone, though it may take hours or days. Drained: Mana regeneration is quartered. All MP costs are increased by 20-70% (in multiples of 10, depending on severity, and rounded up). At 50/60/70%, all arcane caster level totals (or equivalent) are reduced by 1/2/3 Effective Levels and spell durations are halved. Unless caster level or MP use is relevant, magic items are not affected, nor are other spell effect values. Magic item creation and magic rituals are impossible. Low: Mana regeneration is halved. Magic item creation and magic rituals are impossible. Normal: No special effects. High: Mana regeneration is doubled. Some special acts of magic require a High Mana zone. Saturated: Mana regeneration is tripled. All MP costs are reduced by 10% or 20% (depending on severity and rounded down). Seething: Mana regeneration is quadrupled. All MP costs are reduced by 30 or 40% (depending on severity and rounded down) and all arcane caster level totals (or equivalent) are increased by 1 Effective Level. Nexus: Mana regeneration is x7. All MP costs are halved, rounded down, or -10, whichever is better. All arcane caster level totals (or equivalent) are increased by 2 Effective Levels and spell durations are doubled (or add x1 to existing multiples). Mana-fueled supernatural entities feel charged within and do not suffer from typical ¡®mana drain¡¯ over time, if relevant. |
Materialization Transition Points
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