Talents:
1% Life'sReal:
* (1% IRL) For every second spent in the real world, user must spend ninety-nine in the liminal void. Automatic transportation upon reaching 99 days of accumulated time. Can enter the liminal void at will and will only return when remaining time is over. Can survive in the liminal void and grant protection to touched creatures.
* (Dive Deeper) The user can dive deeper into the void (near, true, deep). While in the true void or deeper, user can fast-travel to any previously visited or seen location.
* (Emperor's Feast) The user may sacrifice a creature to the void. The void rewards with an essence orb.
* Emperor's Hospitality) The user may grant protection to creatures marked as guests up to 50 feet away. The user may banish unwelcome creatures in this range back to reality.
Fairy Form
* (Fairy Transformation) The user may become a 30cm tall fairy. In this form, they may go invisible, fly in the air, or take the shape of normal animals no bigger than 30cm.
* (Fairy Eyes) The user can see through illusions and deceptions, including lies. This is always active regardless of form. The Irises take a silver hue.
* (Mystic Eyes) The user can see magic. It includes ongoing spells, enchantments, free-flowing essence, and the number of stars inside a creature.
Emperor's Feast Added Powers
* (Unholy) Three Points of essence on kill.
Notable Equipment
* Suit Symbiote: A living symbiote organism that takes the shape of a formal suit. It can alternatively become a skintight bodysuit. It consumes essence, favoring dross essence. It helps prevent essence poisoning.
* Water-Steel sword: A medieval-esque longsword that gathers Water essence. The blade is extremely sharp but fragile. The weapon can self-repair as the metal flows back in place.
* Water-Steel boar spear: A long spear with a two-foot blade and two side prongs. A weapon balanced for offense and defense.
* Storage ring: a ring with three cubic meters of capacity, that slows time for stored items by 40%.
* Samson Minotaur Armor: A modern full-body armor with environmental seal and assisted exoskeleton strength. It is very durable but also expensive.
* Artifice TImepiece: A masterwork set of clocks and other timekeeping devices, it can detect the use of 1% IRL and calculate the visit time based how long ago the previous visit happened.
* Armillary Timestopper (astral construct): Robert's astral construct. It is very similar to the Artifice Timepiece he designed but the timepiece is inside an armillary sphere. Its active power is "Time Stop". At a variable essence cost, it can freeze any entity in the Netherecho in time.
* Artifice Mansion Cube: A masterwork cube one meter in side that can expand to a three wide by four deep by two and a half meters tall dollhouse at a scale of 1:5.5. Space inside is doubled, making it the equivalent of a 784 square meter mansion for fairies. It contains most workshops imaginable with fairy-sized tools.
* Grade Four Artificial Satellite Core: An artificial star, the satellite core constantly generates four points of essence per second. This essence is used with priority whenever an ability is activated, though it cannot be used to recharge one's stars.
* Force Affinity Treasure: Though depleted now, this brooch granted the Force affinity.
* Gwen the Pail Priestess of Song Lost Journal: A tome written by a four-star Arch overtaken by remorse. It taught how to open the Void Gates of Nirvana.
* Chunk of Crystallized Ether: A priceless and mysterious treasure obtained after raiding The Pail Priestess' Forgotten Labyrinth.
* Cornucopia Quiver: An enchanted quiver that creates Ether construct arrows for a negligible essence cost. Arrows lose cohesion after 24 hours.
* Masterwork Bounty Hunter's Bow: An enchanted bow worth a couple million dollars. It is extremely accurate, fast, and powerful.
Creatures:
* Cotton: A glistening white furred WInd/Light affinity one-star Puffbloom. A Puffbloom's talent is Ether Wind: They can float wherever Ether or air is present, and drag along ether currents when they move.
* Coal: A midnight black furred Wind/Darkness affinity one-star Puffbloom.
* The Minotaur Musicians: A trio of two-star Metal-affinity Minotaurs. Due to side effects of mental manipulation by Robert, they developed a taste for erudite music.
* Freddy: An alien from planet Taulusia (born on Earth) with a forest camouflage pattern fur. He's a two-star Arch, with the Wind and Illusion affinities. His talent allows him to leave no traces and hide completely from all senses, both mundane and magical. His second star talent evolution is unknown.
* Poochline: A mixed-breed golden retriever that has white and blue fur stripes on his back resembling the flag of a certain country that has too few stars on their national team's shield. The dog is a mortal and has no special powers other than bring joy and annoyance.
* iRobert: It's Actually a mental imprint, an extension of Robert's will in the Mind Palace. It can think independently from Robert and cast spells without hindering the main body's performance.
* Spectral Librarian: A two-star Mental/Death ghost who lives in the mind palace. Its talent is possession. Costs 40 essence to manifest.
Abilities by Affinity:
Time
> Tempering:
>
> * Temporal Baths (no stage): Alchemical baths to infuse the body with Time essence. Makes it easier to use Time abilities and increases resistance to harmful Time essence.
> * Chronal shear: Add ablative damage resistance to the body. Damage taken will be subtracted from this resistance, unless the damage's source lasts long enough to surpass the time gap stored in the tempering. (Restoration) The ablative protection slowly recovers on its own.
> * Temporal awareness: Allows the Arch's perceptions to extend into the future and a little into the past. Allows for sensing danger and foreseeing the immediate result of one's actions. Slightly reduce the cost of Time spells. (vaticination) Improve prediction range and may grant prophetic visions.
>
> Spells
>
> * Foresight: Allows the Arch to see glimpses of the future, especially when incoming harm is most likely. While this effect overlaps with Temporal awareness, the active spell can be used to provide insight beyond that. The cost is paid on the difference. (Prediction) The accuracy and usefulness increase.
> * Temporal dilation/contraction: Allows the caster to either dilate time (granting the Haste buff) or contract time (granting the Slow debuff) on a target within range. (Amplification) The numeric bonuses/penalties increase by 20%
> * Time Divide: Create two cojoined planes of Time, one compressed, the other dilated. The clash between the two create a spatial rift that damages nearby objects and creatures.
> * Temporal Restoration: Surround a target in a massive amount of Time essence, move them backward in time, then forward across the most beneficial alternate future. The costs increase with how far all the moving parts are from each other and the length of time rewound. (Inexpensiveness) Essence cost reduced by 10%
Void
> * Void Baths (no stage): Alchemical baths to infuse the body with Void essence. Makes it easier to use Void abilities and increases resistance to harmful Void essence.
> * Void veins: Convert the user's veins to Void flesh. Void flesh re-knits itself quickly and drastically reduces bleeding. Void flesh is highly Void-conductive and increase the speed and power of Void abilities. (Conductivity) decreases void ability activation time. Slightly reduces essence costs. (resilient) greatly improve vascular system resistance.
> * Void Heart (stage 3): Total capacity: 975 points of essence. Converts the user's heart to Void Flesh. The organ no longer beats but can pump blood normally. Works as a secondary essence storage, with 40 points per stage. (Capacity) Increase storage by 25%. (Bottomlessness) Increase capacity by 50% (Immenseness) Increase capacity by 30%.
> * Void Gates of Nirvana: Creates the eponymous construct inside user's soul. The Void gates produce essence equal to the normal sleeping regeneration of the sacrificed progress (200 points). Each stage improves this regeneration by 50%. (Productivity) 25% increased production.
>
> Spells
>
> * Void punch: creates a ball of nothingness in front of the caster, which then can be pushed into an opponent. When contacting solid matter, the ball explodes, disintegrating some matter and causing harm to the target. (Potency) More damage and better explosions.
> * Void lance: Fires a beam of Void essence that disintegrates matter and Ether along its path until it runs out of Essence. The beam can be shaped and made thinner or wider. (Potency) Damage increased by 25%.
> * Drain Essence: Curses a target in short range to have its essence and soul energy drained. Has a big casting cost, depending on how strong the target is. Uses the drained essence to sustain itself and sends the remainder energy back to the caster. Depending on the target's strength, the curse might end before the target dies. Prolonged exposure to this spell may cause long-term detrimental effects due to soul damage. (Contagion) The curse has a small chance to afflict a nearby creature.
> * Void Shieldling: Summons an ether construct in the shape of a ball with an eye. Whenever a creature other than the caster enters its range, the shieldling strikes with one of its tentacles, disintegrating matter and Ether upon contact. The construct dissipates once it runs out of essence. (Friendship) The construct now can tell friend from foe.
This narrative has been unlawfully taken from Royal Road. If you see it on Amazon, please report it.
Life
> Tempering
>
> * Life Baths (no stage): Alchemical baths to infuse the body with Life essence. Improves the quality of incoming heals and amount healed.
> * Vitae Infusion: infuses Life essence into own body, providing slowed aging and a passive trickle of healing energy. (Restoration) Healing quality improved. (Wholeness) Healing Quality improved.
> * Lavi Flows: Cycles Life essence to provide a small amount of healing and to ease fatigue. (improvement) use count as workout without the drawbacks (exhaustion, muscle fatigue, etc).
> * Biomass Absorption: Allows the storage of excess biomass from food and excreta. This biomass can be used by several spells as necessary. Increases the Arch's weight, physical strength, and toughness. (Vastness) Increase storage capacity by 40%
>
> Spells
>
> * Healing Hands: Infuses Life essence into a willing subject, slowly healing their wounds. Healing quality is reduced, up to normal. (cooperation) Adds a normal quality healing over time effect.
> * Reconstruction: Uses stored biomass and a small amount of essence to heal the caster. healing quality is at least supernatural. Can restore lost limbs. (Perfection) The healing quality is improved.
> * Diagnosis: Upon touch, can see the health status and learn about ailments of a willing subject.
> * Sense Life: Can detect lifeforces in range. Unless masked, can also determine the power of one's soul.
>
>
Space
> * Spatial Awareness: Allows the caster to perceive space around their person. Illusions can be pierced because they have no mass. Teleportation, spatial anomalies, all become apparent. Slightly reduces the cost of Space spells. (overreach) drastically increase range.
> * Spatial Storage: Creates a pocket of degenerated space that can store items. It's a cube with 40cm of side per stage.
>
>
>
> * Blink: Moves the caster a few feet in either direction. Cannot displace solid matter. Any attempts to do so fail. Caster maintains velocity, position and orientation. (instantaneity) Instant cast.
> * Space Distortion: Creates a bubble or a prism of distorted space. Objects and energy passing through suffer diffraction, changing trajectories. (redirection) allows for precise control of the space diffraction to change projectile velocities.
> * Find the Path: Gives a sense of the shortest contiguous path to a known destination, even across Realms.
> * Acceleration Field: Creates a bubble of prism of distorted space. Pick a direction. Physical objects moving from this direction are accelerated. Physical objects moving in the opposite direction are slowed.
Mental/Mind
> Tempering
>
> * Mental palace: Creates a mental landscape. Size of landscape is determined by time spent designing every little aspect inside of it. Provides a small amount of passive thought acceleration while outside the palace. Multiplies the perceived time inside the mental palace by 1 + (time spent creating)/50 years. Works as a base for other tempering techniques. Reduces the cost of Mental-affinity spells. Grants passive resistance to hostile Mental effects. (Hospitality) Willing subjects may project themselves into the palace. Speeds up the creation of imprints from willing or dominated minds.
> * Tower of iron will: Constructs a tower inside the mental palace. The tower's height and toughness depends on time and essence invested into it. Provides great resistance to hostile Mental effects and other mind-altering attacks. (Resilient) The tower is 30% tougher against all damage.
> * Intellect fortress: Constructs a place of learning and knowledge inside the mental palace. The fortress' facilities and size depend on time and essence invested into it. Provide great resistance to effects that attack memories, knowledge, and the sense of self. Can automatically store knowledge learned by the user. Reduces the cost of Mental-affinity spells and effects. (Creativity) Discoveries and Breakthroughs are easier. Creative works are better.
> * Thought Shield: A shield of force that protects and hides the Mental Palace. It also makes the user's mind less obvious to those who can sense such things.
> * Jade Mind: Focus the mind to remain at a neutral, placid state. Helps with mental illnesses, memory, thought processes, and coping with trauma. (Unwavering) Greatly increases mental resilience.
>
> Spells
>
> * Mind Blackout (Stage 4 -MAX): Caster may either stun or attempt to gain complete control of target's mind. While this spell is in effect, memories, feelings, and even the personality can be modified. The essence cost is very high.
> * Telepathy: Allows short-range communication with a willing target. Conversations can be held between four and ten times faster than by vocalizing. (Comprehension) parties may transmit feeling and ideas through the link.
> * Mind Shield: protects the touched target from mental attacks. If used on others, shield must be primed with an amount of essence, determining duration and level of protection. Attacks blocked drain from invested essence. If used on self, it can be sustained.
> * Confusion: causes a group of hostile creatures to either do nothing or target their attacks at each other. When attacked, these creatures will retaliate. The spell is removed from any targets the caster attacks.
> * Silent Message: sends a short message to a target's mind at long range. Length and distance increases with more essence. (distance) increases range by 5x.
> * Comprehend languages: allows the caster to understand foreign languages with just a few minutes of exposure and learn these languages dozens of times faster. (Wisdom) faster language learning speed and better comprehension.
> * Accelerate Thought: Allows the touched creature to think faster. This does not translate to faster movements or actions. (Knowledge) Increases intellect.
> * Enhance Senses - Greatly increases touched creature's sensorial acuity and accuracy. This does not cause sensory overload or synesthesia. (Accuracy) more precision and better input interpretation.
> * Beast bond[Mental]: Allows the caster to bond with non-sapient monsters. The caster can issue telepathic commands. The monster's loyalty is absolute but strong-willed monsters may resist and break the bond. (Respect) bonded creatures react more positively to good treatment, developing feelings for the user.
> * Feeblemind: Weakens the intellect, making the target temporarily dumber. Is undetectable outside of special circumstances.
> * Id Insinuation: A insidious attack that
> * Suggestion: Place a thought in someone's mind without alerting them that the thought was from a foreign source. (persuasiveness) Improve chance of success.
> * Mind spike: Single target spell that deals psychic damage.(Perforation) pierces defenses with ease.
> * Detect Thoughts: Surface thoughts reading. Almost undetectable. Only catches what the person is thinking at the moment. (Subtleness) impossible to detect unless target has the Mental-affinity.
> * Mind Probe: Read a person's memories and/or deep thoughts. (Punctiliousness) collect even the most minor details.
> * Psionic blast: Area psionic attack. Creates mental static and may inflict stun, lingering disorientation, or nausea. (perniciousness) greatly increase severity and potency of debuffs.
Fey/Fairy
> Tempering
>
> * Serendipity: increases the Arch's luck. While tempering, will use the essence stored to alter fate and cause misfortune to the Arch. (Luckiness) increase overall luck, decrease bad luck.
> * Elemental Attunement: Reduces damage from the elements (the four basic and four upgraded ones).
>
> Spells
>
> * Euphoria: Causes a volatile state of elation and excitement on the target. Target will stop current actions and ignore environment to indulge in the feelings. The spell breaks upon receiving damage. Target also becomes susceptible to suggestions.
> * Sap Stamina: Slowly drains the target's stamina and physical energy, adding it to the caster. (consumption) increase drain rate by 50%.
> * Dirge: Create a song that evokes deep feelings of dread, resentment, and sorrow on the targets. Target will stop current actions and ignore environment to grieve. The spell breaks upon receiving damage. Target also becomes susceptible to admonishment and repentance.
Force
> Tempering
>
> * None.
>
> Spells
>
> * Mage Hand: Conjures an invisible Force hand that can manipulate objects with the same dexterity as a normal human hand
> * Magic Missiles: Creates N missiles at a cost of 2 points of essence each. These missiles deal Force damage. (infallibility) missiles are homing.
> * Mage Armor: Surrounds the caster with a malleable barrier of Force. It can block all physical and most magical attacks. (Inviolability) Blocks all magical attacks, grants environmental protection and improved defense.
> * Wall of Force: Conjure a plane of Force energy in any position or shape you desire. (Indestructible) Double barrier toughness.