As they walked to the doors, Serenity queried the Voice.
Am I remembering correctly that XP from actions in a dungeon awards at the end of each level, not just at the end?
Ever since he’d come back in time, the only multi-level dungeons he’d been in other than the Great Tutorial Dungeon were either on Tzintkra, where he hadn’t paid that much attention or Aki. Experience he’d accrued while inside Aki’s dungeon didn’t seem to have the normal dungeon delay, which was probably because he lived there and didn’t need to “complete” anything.
[It is possible for a dungeon to change the normal experience accrual pattern, but most do not choose to do so. Earth’s dungeons are currently operating using a limited feature set to soften the learning curve]
This is a Field Dungeon. Does it have levels? I don’t remember that sort of thing from other Field Dungeons.
[Progressive Field Dungeons usually have waypoints or defined difficulty increase points that serve the same purpose as a level increase in other dungeon types]
Serenity grinned. He was fairly confident that the Voice’s answer meant it wasn’t allowed to give specifics about a particular dungeon, but that it had still answered what Serenity needed to know. He’d be able to level a Path while still in the dungeon.
Andarit was quiet at first while they walked towards the exit, but once they were past the worst of the gore she seemed to relax and asked the question that had clearly been bothering her. “Something else?”
Serenity picked a spot next to the door out of the room and sat down; it would be as safe as anywhere. “Yeah. I need to replace the spells I evoked during that fight, maybe infuse a couple others for utility. First, though, I need to pick a new Path. I should’ve done that before we came in here. Wasn’t sure what we’d need.”
“A Healing Path,” Andarit immediately responded. “Neither of us is a healer; I have a hair ornament that gives me a really low out-of-combat healing rate, but you don’t have anything. I can lend it to you if you get hurt, but it’s pretty slow if the injury is large.”
Serenity smiled at that and shook his head. “I have excellent self-Healing. Almost certainly better than your hair ornament. I can’t heal anyone else, and I very much doubt I’ll get a true Healing Path. One of the odd specialties, maybe, but not true Healing.”
Andarit frowned. “Why not? You said you’re a mage, a lot of mages pick up some sort of minor healing spell.”
Serenity smiled slightly and shook his head. Even Vengeance hadn’t had a true healing Skill; he’d picked up a bodily repair Skill that worked on the undead instead, and Vengeance had had the Life Affinity at that point. “I don’t have the Healing Affinity or the Life Affinity. Healing isn’t in any of the Affinities I have. The closest I could get ... well, it might be possible but it wouldn’t really be healing.”
He might be able to find a Path that would let him turn back time selectively; that might “heal”, though there were potential complications depending on exactly how the Skill worked. Or something that let him shapeshift another; that seemed plausible for a shapeshifter. He doubted he’d take either Path, even if he did want a Time-based Path at some point.
“Still, that’s not what I think we need. You do have your hair ornament and I have my healing. What we need is a better way to deal with swarms; either a control ability or an area attack. So I figured I’d see if I could pick one up in my next Path. I need some ranged attacks, too; I only have one. It’s powerful but I’d really like some more flexibility.”
Andarit took a seat on the ground facing Serenity. “I should get some control Skills at some point, but it’s true I don’t have any yet.” She frowned, staring at the ground. “I should’ve used my enhancement Skills. I mean, I should’ve used them on you. I did have them on myself. They do more on me but they can be used on other people. I don’t think they’re as good on other people as the one you used, but they worked together really well with yours.”
Serenity could see why she’d think of the Quickness spell as an enhancement; it was. Still, thinking of what she should take wasn’t helpful unless she was at the end of a Path as well. As he thought about it, Serenity realized that they’d shared in general terms what they could do, but not where they were on their Paths. “Are you ready to take another Path, as well?”
Andarit laughed. It sounded bitter. “I would be if I had a good Path to take. I only have two Paths available, and neither of them is worth taking. Father wants me to take one about managing the Dukedom, but for some reason none of the ones he knows of will show up.”
As far as Serenity was concerned, the only Path that wasn’t worth taking was one that would be hard to level; you could always take another Path later, once you finished your current Path. There were Paths he’d never take because of the direction they’d take him, as well; those were easy to think of, but he’d have called them repugnant instead of “not worth taking”. Still, Serenity knew that many people tried to have their Paths lead them on a narrow route instead of a broad one like he’d followed. It was faster to Tier up, and that was important if your leveling was slow.
Most people didn’t have infinite time to level, after all.
Come to think of it, his current history of about two Paths per Tier was fairly close to some of the faster people he’d seen. They usually developed weaknesses he thought he was avoiding, but he had the advantage of experience and of his attributes growing through a different method.
The reason for Andarit’s issue was probably quite simple. “Have you ever managed the Dukedom?”
Andarit looked puzzled. “Only when Father was away, as a caretaker. Why would he have me manage anything until I was ready and had the Path?”
Serenity shrugged easily. “How does he expect you to get a Path for something you’ve never done?”
Andarit’s forehead scrunched as she tried to think of an answer. “By having me do related stuff? He said one of the Paths required me to have a retainer that was loyal to me first and the family only after me. And there’s one that’s supposed to be based on doing the dukedom’s finances … I didn’t want that one. Too boring.”
Serenity wished he’d quit getting offered Paths that talked about Lordship or Sovereignty just by skipping some of the duties.
He chuckled and shook his head. “Well, you said you want a Path that gives you the ability to control a battle, right? Let’s see if we can get you that first. Combat Paths are straightforward to level, you can finish it off whenever you’re ready to look for your next Path.”
When Andarit nodded, Serenity gave her the directions he’d decided on. “So, your enhancement Skills; they’re probably for a whole person, right? Try casting one of them on my arm. Only my arm.”
It took Andarit a few tries to manage it, and it was far slower than a normal Skill activation because she had to concentrate on using the Skill differently; she couldn’t just let it follow its built-in pattern. Serenity had expected that. This was simply getting her the practice that would let her gain a new Path, not altering the Skill itself. They didn’t have time for that, but more importantly there was no reason to do it. The skill was fine as it was; Andarit just needed to know how to do the opposite.
There were several ways to alter Skills to get credit for other Skills and gain a Path, but Serenity was trying the simplest one he knew for getting a control skill of any sort. “Okay, now I’m going to throw my ax into the room. I want you to buff my arm when it seems like it’ll throw off my aim. That’s all you’re trying to do; surprise me.”
It took about a dozen tries before Andarit succeeded, which was lower than Serenity had expected. He was using his ax because he could call it back to his hand and it wasn’t as potentially damaging as punching her, which was how he’d learned. Of course, he’d started as a melee combat specialist; he’d had no trouble getting repeatedly punched by a mage. The other way around seemed less reasonable.
Serenity made her repeat it several times before he sent her in to check if there was a new Path open for her.
Andarit opened her eyes and grinned at Serenity. “It was there. Looked pretty close to what I wanted, and it’s a combat Path. I don’t think they level all that easily but in our dungeon I should be able to get through it when I need to. I’m not at the Tier Three attribute limit, I’ll need another Tier Three Path to get there. I can take the one Father wants next. So what are you going to do to get your Path?”
Serenity wasn’t sure he needed to do anything; he expected it was probably already unlocked. Even so, giving her an example of how to unlock a Path was worthwhile. “I’ll cast the spell I want a Skill for. Probably cast a few similar ones. Get comfortable; this is going to take a while.”
Serenity started with a plasma-ball; fireballs were a classic for a reason. Fire was easy to use to destroy things. His second spell was an Energy Cone; it was more or less lightning, and he had to deliberately avoid allowing it to anchor to a spot other than the one near him; keeping it jumping was part of the spell, as was keeping it from spreading too far vertically or back towards him. Different shapes were important if he wanted to get a more general spellcasting Path, and it only made sense to use lightning for the cone. Sure, it might look a lot like a movie villain, but getting lightning to spread as desired wasn’t nearly as difficult as constraining plasma.
Unlike the more physical energy types, Death Affinity could be whatever shape he wanted it to be without any difficulty, so Serenity picked a rectangle. It was hard to do corners with energy. Normally it would be done with water or earth, but Serenity’s liquid and solid Affinities were poor and he didn’t see the point. There was no visible effect other than the magic itself, but Serenity heard Andarit back up a step so she must have been able to see something.
Serenity wasn’t certain how to attack with SpaceTime or Liminality as direct damage area spells; the best he could think of was using them to trip. Perhaps Liminality could be used as the equivalent of a monomolecular wire?
It didn’t really seem right for that. He’d have to think about it more.
SpaceTime still seemed more useful for control than damage; he knew that rending space could work, as could extreme gravity, but either one was very, very mana intensive and not particularly efficient.
That left Nihility as a high Affinity that could directly do damage he hadn’t used yet. Like Death, he could make it whatever shape he wanted, so he decided to make a non-regular shape with holes. That was possibly one of the most useful shapes, since it wouldn’t hit his allies, but it was harder to create and aim.
When he triggered the spell, several of the bodies in the gym disappeared and Serenity heard Andarit gasp. He’d used way too much mana for that, and he’d taken a solid hour and then some building the spells, but he was satisfied with how it had gone.
“That set of spells should unlock a good area effect magic Path. Normally you’d do it as you learn them, and it’s probably already available for me, but I wanted to show you what to aim for.” Serenity turned back to face Andarit and found her staring into the gym with her hand covering her mouth.
Voice? I think I’d best choose that Path now.
[The Zonal Evocation Mage Path is the best match to the spells you just used]
Interesting name. I’ll take it.
[Are you certain you do not wish to advance to Tier Four first?]
I’d have to choose another Species, wouldn’t I? I’m not ready for that. I don’t want to mess up my Dhampir disguise; I’m sure I’d have to reestablish it, and that would give it away.
----------------------------------------
General
Name: Serenity
Species: Chimera
Base Form: Essence Dragon (Hatchling)
Core: Unique
Progression: 85%
Tier: 3
Features: 5/11
True
Crystal
Link
Death
Origin
Path: Zonal Evocation Mage
Level: 0 (0/40)
Tier: 3, 100/100 Spent
Path History:
3: Origin’s Potential
2: Magic Dhampir of the Origin
1: Unbound, Steadfast, Evoker
0: Death-Eater, Battle Adept
Core History:
3: Sovereign of Potential
2: Dhampir (Mana/Essence)
1: Child of Time
0: Essence Dragon
Mana: 8800/8800
Essence: 8800/8800
Stamina: 4100/4100
Might: 400
Agility: 400
Phys: 400
Understanding: 400
Will: 400
Mind: 400
Perception: 400
Ambit: 400
Essence
Stolen from its rightful place, this narrative is not meant to be on Amazon; report any sightings.
Pure (Innate)
Ev: 2,767,740 (Purified)
Titles
Aspect Pathfinder
DeathLord
First of A Kind
Ghost in the System
Incarnate
Lord
Named
Previous Supreme Existence
Tyche’s Curse
Worlds’ Friend
Magic
Affinities
Energy: 45%
Liquid: 6%
Liminal: 90%
Magitech: 37%
Mind: 32%
Nihility: 50%
Plasma: 56%
Solar: 25%
Solid: 17%
SpaceTime: 73%
Vapor: 16%
Concepts
Arcane: 80%
Energy: 52%
Essence: 25%
Life: 20%
Liminal: 39%
Magitech: 51%
Mind: 15%
Nihility: 36%
Plasma: 26%
SpaceTime: 54%
Topology: 13%
Aspects
Arcane (Mana): Initiated (Vital)
Essence: Growth (Vital)
SpaceTime: Nascent
Incarnate of Death
Resistances
Chemical: 137
Cold: 303
Curse: 265
Darkness: 177
Debasement: 13
Death: Immune
Heat: 533
Life: 417
Light: 298
Mind: 278
Pain: 641
Poison (Neurotoxin): 486
Pleasure: 32
Shock: 334
Sleep: 57
Space: 250
Time: 1000
Unknown
Heritages
Chimeric
Pure (Innate)
Essence Dragon (Primary)
Asura
Child of Time, Unbound
Dhampir, Essence/Mana
Draugr, Sage
Elemental, Essence
Elemental, Mana
Godling
Human, Earth
Lich, Paramount (Primary)
Vampire, Daywalker
Potential, Sovereign
Wraith, Nightmare
Other Known Heritages
Azata, Lightning
Curse Witch
Healing Light
Hexen
Heavens’ Fire
Jiang-Shi
Knight of Blood
Malevolent Spark
Mote of Decay
Mote of Stasis
Mummy
Remnant Wisp of Life
Revenant, Star
Sea Lion, Earth
Abilities
Monster Biology
Eyeless Sight
Colorless vision that does not require light; no visual effect
Vital Sight
Shows the primary animating Affinity, usually Life, for creatures. Makes the eyes glow with blue-white fire
Blossoms’ Sleep
Can induce sleep on self with a defined wakeup time
Runic Shielding Tattoos
Resists one attack of any sort. Does not require preactivation if the attack will kill or disable. Fully drains current MP to establish, drains SP to maintain, ends when hit. MP drained determines strength of blow that can be resisted, will fail if strength is exceeded but may reduce the power of the attack even if it fails. Effect is better with automatic activation
Crystal Seed Remote Link
Allows Serenity to access the World Core features as though he were at a Node, even when he isn’t on a ley line. Functionality may be limited inside dungeons.
Dhampir’s Default
When a Dhampir is casually examined, he or she appears to be a normal member of the living population.
Down to the River
When you physically envelop a being with a soul, you may choose to send their soul to the River of Souls. The soulless body will remain if applicable. Success rate depends on Ambit. When you do this, you will gain some of their knowledge but not personality. Decreased chance of success in any form other than Sovereign of Potential.
Link Core
While touching an Essence Core, you can attempt to create a Sovereign Link. Enhanced by Ambit.
Multiform
You may assume the shape of any Form you know. All Forms reflect yourself and all Forms are reflected in some manner in your Chimera Form. Detailed control of Forms increases with familiarity. Any Forms above the minimum require a continual maintenance cost of both Mana and Essence. Minimum number of Forms: 2. Maximum number of Forms: 4. Forms may be repeated.
Forms passively return to their normal condition.
Current known forms: Chimera, Hatchling Essence Dragon, Sovereign of Potential (Kernel), Human(?), Crystal Hilt, Armor, Sterath(?)
Rift of Potential
You can manifest a small rift between your location and the Origin Point.
Path Abilities
Loot Core
Teleports a monster core from touched monster body to the user. Usable on any dead monster with a core. Costs mana
Resilience of the Dead
Slightly increased resistance to certain status alterations
Eat Death
Absorb Death energy found within the Death Eater’s aura. Absorption based on Affinity. Intensity of absorption can be varied but the ability cannot be completely disabled. Absorbed Death energy may be used as if it were Death mana. Dissipates with time.
Ability damaged
Basic Analyze
Analyze a being for basic information. The being may be animal, Pathed, or monster. Other beings may be analyzed if they have any appropriate features. Items may not be analyzed
Intermediate Unarmed Combat (Claw Variant)
Losing your weapons is not a disaster when you have weapons attached to your hands. Your expertise with claws is nearly nonexistent, but your general training with unarmed combat is transferable
Adept Aspect Form
Instead of infusing an Affinity into your weapon, infuse your Aspect into yourself. Limited time, consumes both stamina and mana, induces unconsciousness when the Form lapses
Basic Sense Raw Magic
Detect background, non-attuned energy. This sense is always active
Linked Sight
You may share your vision and vision-based abilities with your Seer or anyone whom you share a similar Link with. They may also share their vision and vision-based abilities with you. Consumes Stamina per vision or vision-based ability shared in either direction. Vision ability costs are paid by the user instead of the originator of the ability, if applicable
Moment of Prescience
Know a moment ahead of time when something will kill or disable you or someone you wish to protect. Activation is automatic. Cannot be activated more than once a minute. Consumes stamina in inverse proportion to the threat
Time’s Eye
Your eyes see the motions of Time as it stretches and changes. The hidden is easier to see and the false easier to see through. Consumes Stamina
(Note: the Stamina cost is low enough that it can be maintained for hours at a time, though that will significantly reduce Serenity’s available Stamina for other uses)
Unbound
Time does not quite have the same hold on you as it does on others, and Fate does not rule you. You can slip between the lines of the future and past or even blur them if you have the desire and the strength. That which will be has no power over you, and you can break the strands of Destiny for others if you dare. This ability is always active and has always applied to you
Basic Identify
Identify an object to gain basic information on it, such as its name, basic properties, materials, and/or minor enchantments
Scale Hardening
Use Essence or Mana to reinforce your scales, making them harder to damage and more protective. Costs Stamina to maintain
Wait for an Opening
Study an opponent’s actions in combat to gain an intuitive understanding of the right time to strike
Second Wind
Convert some of a more filled resource pool (Mana, Stamina, or Essence) into an empty one. Consumes some of the converted resource
Stand Tall
Whether you are the last wall between your loved ones and your enemies or you simply love to fight, your ability to take a beating is exceptional. Blood loss, bruises, injuries, and even broken bones will not stop you. You can fight at the full effectiveness your body is capable of despite your injuries
Essence Sight
You can already sense Essence with your Aura. Sight adds precision and distance to your detection capability. This may be enabled or disabled at will. A visual effect may be present
Physical Storage
You can store spells inside your own body to be evoked later. Stored spells may be evoked only by you and may be triggered at any time. All variable effects must be determined prior to casting. Stored spells will degrade with time and use of mana or essence in the area the spell is stored.
Spell Conversion
You can convert the power of any spell you can Evoke into a ranged mana or essence strike. The power of the strike depends on the stored spell power.
Store Spell
You may temporarily store spells in items to be evoked later. The item must be strong enough to hold the spell, and synergy with the spell will slow spell degradation. Stored spells will degrade with time and nearby mana or essence use. Storage of spells can damage items used.
Designate Evocation Conditions
You may designate conditions on when a stored spell can be evoked. You can bypass any conditions you set, but you cannot bypass conditions set by other Evokers. This allows you to set conditions that will allow non-Evokers to Evoke stored spells, but spells Evoked by the untrained will be significantly degraded during the evocation.
Entwined Magic
You can mix Mana and Essence magic freely, to achieve effects not possible with Mana or Essence alone. Passive.
Gaze of the Origin
When you choose, you can infuse your gaze with the power of your connection to the Origin. Effects vary. Power depends on Ambit.
Aura of Magic
When you choose, you can reveal your Mana and Essence pools with your aura. Passively increases the maximum size and regeneration of your Mana and Essence. Increases the regeneration of others’ mana and essence at a slight cost to your regeneration rate. Easily sensed. Power depends on size and regeneration rate of mana and essence pools.
Mold Magic
You can alter magic that has been given a steady form. Passive.
Potential of the Rift
Your Rift to the Origin will allow you to move items or creatures to the Origin and retrieve them later. Items or creatures stored in the Origin will be exposed to it. You may travel to the Origin using the Rift.
Rift Control
You may control the Potential that leaks from your Rift to the Origin as long as it is within your aura, including increasing or decreasing the amount that leaks.
Call on the Origin
The Origin is just that: the beginning of all things. Bring something temporarily into the real world, limited only by your imagination and power. Variable Cost.
Revivify
Potential can become warped in many ways. Restore something to its original Potential. Quality of repair affected by the level of understanding of what the repair requires, the amount of damage being repaired, the time since the damage occurred, and the Time Affinity, Concept, and Aspect of the user.
Realize Potential
Use Potential drawn through the Rift to temporarily gain something from your Heritage. Variable Cost.
Death Magebolt
Throw a mass of Death-attuned magic at your enemy.
Other Stuff
Earth’s Planetary-level World Core Authorizations
Portal Management
Dungeon Taxation
Quest Visibility
------------
Serenity’s Titles
Previous Supreme Existence
You were the Supreme Existence in a previous incarnation, and can remember some of what came before. Your status also grants you the Ghost in the System title. This title is hidden from all but you.
First of A Kind
You are the first True Chimera and the first Essence Dragon. Your Paths shall shape the future of those who follow in your footsteps.
Named
Your Name is known and respected or feared. No other can bear this Name.
Ghost in the System
You bypass certain restrictions. This title is hidden unless you share it with another.
Aspect Pathfinder
As the first person to discover a new Aspect, Concept, and Affinity, you set the path for those who follow you on the road of Essence Magic. Creating new methods and applying methods from other magical schools is easier.
Incarnate
More than an Aspect, you are an Incarnate. Your Concept sets what the meaning of the Affinity you Incarnate does and does not mean. Your Incarnate will always be a part of you, and you will always be a part of it.
As an Incarnate, you are not capable of combining or otherwise altering this Affinity.
There cannot be more than one Incarnate for an Affinity at a time, as no two people will ever have identical Conceptions of an Affinity.
Lord
You are recognized as the ruler of a Settlement. This comes with certain rights as long as you are within the Settlement or interacting with people who are identified as belonging to the Settlement. This Title will be removed if you are no longer the Lord of a Settlement.
DeathLord
You have a high enough combined Death Affinity, Concept, and Aspect to qualify to rule a Necropolis.
Tyche’s Mark
You have been marked by Lady Luck. Interesting things will happen around you. They may be good or bad.
This Curse removes your Luck and Luck % attributes and suppresses all Luck attributes that would affect you (directly or indirectly). Instead, Luck is in flux around you and unlikely events are more likely to occur when you are nearby.
Worlds’ Friend
Multiple worlds have declared you an ally. Others who are strongly tied to those worlds may sense a kinship with you. This may affect the reaction of other worlds or their servants.