Chapter 40: Level 22
Corporal Jun Kyung Han
Synergist Level 22
Avg lvl 6.33
Mage, level 1
Charge Barrage Caster, level 3
System Scout, level 3
Hedge Rake, level 3
Burning Chimerablood Sorcerer, level 4
Armed Magus, level 3
Telekinetic Psychic, level 3
Fighter, level 1
Rogue, level 1
Free levels: 10 (9 just gained from killing thousands of bugs)
Class and Subclass abilities:
Synergist Level 1 - Dabbler
Each time you gain a level, choose another class you qualify for. You gain the benefits of gaining a level in that class. If it's the first time you've chosen that class you instead gain the benefits for starting as that class.
Synergist Level 15 - Double Dipper
Choose a class you already have a subclass for. You gain an additional subclass of your choice for that class. (Charge Caster was chosen)
Barrage Caster - You focus on small spells that can be used in quick succession. Basic attack spells cost 1 AP less, to a minimum of 1 AP.
Charge Caster - You can hold spells before completing the cast to empower them. Charging a spell for 5 times longer than normal results in 2x effect.
System Scout - You can get basic information about system created items.
Hedge Rake - Utilize attack spells instead of melee or ranged weapons when using melee or ranged techniques, respectively.
Burning Chimerablood Sorcerer - Your fire spell damage increases by 25%. While in negative AP your body takes on aspects of the elemental magic you use.
Armed Magus - You can cast spells on or through your weapons. Spells that are usually touch can become combo spell/techniques.
Telekinetic Psychic - Gain Telekinesis as a 0 AP spell.
Physical Attributes
Strength 15
Dexterity 52 (+5 from M3 Mongoose)
Agility 35 (+5 from M3 Mongoose)
Toughness 20
Constitution 15
Mental Attributes
Intelligence 63
Memory 18
Wisdom 8
Charisma 34
Reflexes 58 (+5 from M3 Mongoose)
Etheric Attributes
Ki 13
Spirit 0
Faith 0
Arcana 46
Luck 1
Combat techniques
Widened Strike
Coat a weapon in Ki, effectively making it 25% bigger and easier to hit with. Ends after one minute or when you hit a target.
Range: held weapon
Cost: 2 Ki Points
Proficiency: 3%
Lunge
Reach forward with your weapon and slide further than your foe expects. 1 foot further to start, but keep at it and that'll increase.
Range: 1 foot
Cost: 1 Ki Point
Proficiency: 7%
Parry
Shields? Nah! You've got a weapon. Block with that. Then kill with it too. Every sword is a multitool. Your grip is 25% stronger and firmer than normal, and your weapons hold up against damage 25% better.
Proficiency: 0%
Rallying Disarm
You lash out at a foe's weapon, disarming them, and powering up your next blow at the same time. If you don't disarm them your energy fades away.
Cost: 5 Ki Points
Proficiency 0%
Lancing Stride
When on foot, running and even walking attacks have more force behind them. 20% more force, to be exact.
Proficiency: 1%
Dirtbag's Enhancement
Coat your blade with Ki for a time. Attacks with it deal extra sneak attack damage and have a chance to cause temporary blindness.
Range: 1 held weapon
Duration: 1 minute
Cost: 10 Ki Points
Proficiency: 3%
Mapping techniques
Ping
Send out a sonic wave that rings when it comes into contact with a creature. Doesn't distinguish between friend, foe or ambivalent squirrels.
Range: 100 feet
Cost: 1 Ki Point
Proficiency: 20%
Minimap
Create a tiny map in the palm of your hand. It reflects what you yourself have seen. You can use your other hand to pinch to zoom, slide or rotate the map, and even put down markers that are saved between uses.
Cost: 1 Ki Point
Duration: 5 minutes
Proficiency: 1%
Sacagawea Sense
You gain a basic radar function that appears in the upper left corner of your vision. It only detects Sacagaweas. This can be configured. This stacks with similar vision mapping techniques.
Proficiency: 3%
Compass
You gain a compass in the upper left corner of your vision. This can be configured. This stacks with similar vision mapping techniques.
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Proficiency: 27%
Basic Radar
You gain a basic radar function that appears in the upper left corner of your vision. It only detects moving creatures. This can be configured. This stacks with similar vision mapping techniques.
Range: 30 feet
Proficiency: 27%
System Techniques
System Scan
A small white dot will appear next to System generated items and creatures. Looking at the dot reveals the name of the item or creature. This feature reveals more the higher your proficiency is.
Range: 30 feet
Proficiency: 147% (increased information)
Fire Spells
Flame Shot
Shoot a small ball of fire like a sling bullet. The longer you hold it the more powerful it gets, but don't expect too much.
Range: 50 ft
Cost: 1 Arcana Point
Proficiency: 35%
Fire Bat
Summon a fire bat.
Duration: 10 minutes
Cost: 2(3) Arcana Points
Proficiency: 40%
Flame Thrower
A stream of flames shoots from your hand. Quite dangerous, actually.
Range: 25 ft
Cost: 1 Arcana Point per second
Proficiency: 304% (increased damage)
Rising Ignition
Touch a foe and they are immediately engulfed in fire.
Range: touch
Cost: 5 AP
Proficiency: 0%
Burning Blade
Summon a sword of fire, or add a flame enchantment to an existing weapon.
Range: touch
Cost: 15 Arcana Points for 10 minutes
Proficiency: 6%
Molotov
Create a bottle of flames in your hand which explodes when you throw it. Great for rioting. Explodes after 1 minute if not thrown, so watch out for that.
Range: however far you can chuck a bottle
Cost: 15 Arcana Points
Proficiency: 1%
Flame Shield
Summon a shield of fire, or add a flame enchantment to an existing shield.
Range: touch
Cost: 10 Arcana Points for 10 minutes
Proficiency: 3%
Explosive Mote
Summon a small ball of fire that turns into a big ball of fire when you throw it.
Duration: 1 minute or impact
Range: however far you can throw a ball, 10 foot radius explosion
Cost: 20 Arcana Point per mote
Proficiency: 1%
Electric Spells
Static Snap
Snap your fingers to charge a digit with static electricity. Touch someone to deliver a jolt. Okay in combat, but great at parties.
Range: Touch
Cost: 1 Arcana Point
Proficiency: 274% (increased damage and possible stun)
Earth Spells
Stalagmite Caltrops
Summon a spot of small stone spikes to stymie suspicious suitors. Also make people's feet bleed.
Duration: 1 minute
Range: 30 ft
Area: 5 ft diameter circle
Cost: 1(2) Arcana Point
Proficiency: 59%
Water Spells
Hydration
Touch a creature and fill its stomach with water.
Range: Touch
Cost: 1 Arcana Point
Proficiency: 2%
Fluid Fist
Make a big fist of water and smack people with it. You can just pummel away or shoot the fist at a jerk, ending the spell.
Duration: 10 minutes or shot attack
Range: Personal / 25 ft
Cost: 2(3) Arcana Points
Proficiency: 40%
Bubble Breath
You or a friend you touch can breathe underwater. If they are aquatic to begin with, they can breathe air instead.
Duration: 10 minutes
Range: touch
Cost: 5 Arcana Points
Proficiency 5%
Ice Spells
Snowflake Shuriken
Create a regular sized shuriken made of ice. Throwing it is still up to your physical abilities.
Duration: 1 minute
Cost: 1 Arcana Points
Proficiency: 2%
Freezing Beam
You shoot a laser of cold. It's pretty cool.
Range: 25 feet
Cost: 1 Arcana Point per second.
Proficiency: 30%
Icicle Trap
Create a six inch wide patch of frost on any flat surface. If someone (even allies) comes in contact with it, an icicle will erupt from the patch, piercing the victim.
Range: 25 feet
Duration: 1 Hour
Cost: 15 Arcana Points
Proficiency: 1%
Light Spells
Yellow Ray
Emit a yellow light from your hand. Not bright enough to blind people.
Sustained
Range: Cone, 30 ft
Cost: 1 Arcana Point per 10 minutes.
Proficiency: 7%
Holo Shield
A weapon or shield you're holding gains a protective barrier of light around it that absorbs damage.
Range: touch
Cost: 1 Arcana Point for 1 minute
Proficiency: 30%
Dark Spells
Dark Mote
Release a speck of darkness that circles you for 1 minute until you come within 15 ft of a foe, at which point it buries itself in the foe.
Duration: 1 minute or impact
Range: Personal / 15ft
Cost: 1 Arcana Point per mote
Proficiency: 110% (increased size of mote)
Shadow Stab
Your foe steps into shadow, thinking to hide. You pull that shadow into a spike that impales your foe. You laugh maniacally.
Range: 25 ft
Cost: 1(2) Arcana Point
Proficiency: 72%
Mental Spells
Psi Spike
Deal unavoidable, but minute psychic damage to a foe. This is more of a distraction than an actual attack. Alright it's just a headache, but Psi Spike sounds cooler, doesn't it? Increase the AP you spend to increase the pain but not the damage.
Range: 50 ft
Cost: 1+ Arcana Points
Proficiency: 0%
Psi Shock
Very briefly stun a foe. Like, really briefly. 0.1 seconds briefly. Increase the AP you spend to increase the range.
Range: 10 ft
Cost: 1+ Arcana Point
Proficiency: 0%
Telekinesis
Move up to 1 object at a time, up to 100 ft away from you. You have to touch an object to initiate Telekinesis on it. You use your physical stats to determine its speed, accuracy, strength and the like.
Range: Touch
Cost: 5 Arcana Points per minute (reduced to 0 via subclass effect)
Proficiency: 325% (Increases # of items)
Psi Barrier
Shield yourself from mental attacks for a time. Increase the AP you spend to help defend against stronger attacks.
Range: Self
Cost: 5+ Arcana Points per minute
Proficiency: 18%
Psi Push
Shove back a target 5ft. Increase the AP you spend to increase the force, increasing the weight or distance of the push.
Range: 10 ft
Cost: 10+ Arcana Points
Proficiency: 6%
Empathic Wave
Just checking in, how are you feeling? Okay, well that's how everyone else in a 10 foot radius is about to feel. This is a constant aura effect. Increase the AP you spend to increase the radius.
Range: 10 ft radius aura
Cost: 10+ Arcana Points per 1 minute
Proficiency: 3%
Explanation Of The Previous Fight:
During the 5 days between the escape and the re-entry, Jun gained the Magus's Armed subclass ability to cast spells through a weapon, and the Psychic's Telekinetic ability to wield weapons remotely. He also trained with various spells and techniques, mostly the Telekinesis which he trained by using it to float a Sacagawea next to him while he performed various tasks, including back massages.
The increased proficiency with Telekinesis currently lets him use it on up to three items at once, though they are hard to manipulate independently. Flying them in formation or at least doing the same thing in different directions is about as tricky as he can get with Telekinesis.
Telekinesis itself is a unique spell in that its capabilities are based on his physical stats. The flight speed is based on Jun's Agility. The accuracy is based on his considerable Dexterity. If he wanted to stab with them that would be based on his Strength. In general, Telekinesis just lets him do what he could normally do, but at a distance. He can't lift a car with it because he can't lift a car. And his knives can't fly at 60 miles per hour because he can't run that fast.
The other important thing he picked up was the Level 15 Synergist ability, Double Dip. This let him choose an additional subclass ability from a class he already had. He took Charge Caster, letting him boost the power of attack spells by letting them charge up. The exact amount of this boost is double effect for quintuple cast time. So Flame Thrower, with a 1 second cast time, takes 5 seconds to charge fully. More powerful spells tend to have longer cast times, so this ability leaves you vulnerable if used on more powerful, later tier spells.