Safety isn't always apparent when you're conducting tests like mine.
The reason I have to use my ghost when using this card is that I don't know what might happen if I do this in my normal body. If I were to acquire something related to fire, what would happen if it causes a burst of magic or something that sets me on fire?
This incorporeal body of mine is my true body... but unlike my Manifested Form, it hasn't ever truly felt in danger despite all the chaos of things.
Plus, the card is easier to hold when I'm a human.
I tap my finger on the card's [Use] text.
[Warning] You are about to activate your Chaos Queller Card.
Once used, you must recharge it by undergoing 10 Random Choices.
Are you sure you want to use it on your next choice?
[Yes] | [No]
I didn't come this far to change my mind now.
Not to mention that I'm already on a timer since this body doesn't let me stand around for very long.
Given the quest reward hasn't popped, I guess I have to go into my Quests section. While I've used it to check on quests before, I never had to go back to claim a reward for it.
I guess the system at least understands that something as important as that reward needs time to be picked out.
[Notification] Quest reward is now being awarded.
User Kaden will now be randomly assigned-
ERROR://userKaden.CheatCardValue 1
OVERRIDE ACCEPTED.
User will now be given the choice of an Affinity & its core Basic spell.
Feeling like a cheater is one thing.
Reading "Cheat Card" in the middle of a notification that looks very obviously hacked makes me only more concerned with what exactly I'm getting myself into with Grey Man's tussling with the other two gods.
Elemental Affinities
The world of Brogdar has eight elements consisting of four pairs.
Paired elements being taken at the same time creates Dual-Affinity.
Dual-Affinity prevents specialization in either.
The combination of any element that isn't paired leads to the creation of Minor Elements. These can be specialized. Life
The element of life, known as the first element.
+ Specialized in healing & support.
+ Grants Heal Touch Basic Spell. Death
The element of death, known as the second element.
+ Specialized in poison & debuffs.
+ Grants Venomous Cough Basic Spell. [Select] [Select] Fire
The element of fire, known as the third element.
+ Specialized in heat & multi-target combat.
+ Grants Cinder Basic Spell. Water
The element of water, known as the fourth element.
+ Specialized in cold & single-target combat.
+ Grants Chill Basic Spell. [Select] [Select] Wind
The element of wind, known as the fifth element.
+ Specialized in mobility & long-range attacks.
+ Grants Galehopper Basic Spell. Earth
The element of earth, known as the sixth element.
+ Specialized in endurance & defensive roles.
+ Grants Earthy Grasp Basic Spell. [Select] [Select] Nature
The element of nature, known as the seventh element.
+ Specialized in growth & utility.
+ Grants Growth Basic Spell. Machina
The element of machina, known as the eighth element.
+ Specialized in creation & item-based magic.
+ Grants Linker Basic Spell. [Select] [Select]
Wow. This is a lot of information to process.
Eight elements are already a lot, but apparently they can create new elements when combined. Not only that but the "pairs" being put together prevents specialization in them.
Based on its name, it sounds like taking Machina would give me metal... but it also probably means I wouldn't be able to specialize in either it or Nature magic.
Since I'm a Nature mage, that may not be a good decision.
Especially since I'm a plant. It seems like a bad idea to remove Nature specializations when I'm effectively part of nature, right?
Out of all eight options, I only really have 6 to chose from, then.
Life and Death, while appealing because of their focuses on healing or poison, probably wouldn't be good to pick-up since I have a low amount of MP. Growth was flatly a better self-healing spell, so the only benefit would be healing others.
Ivy already does that. And while poison might be cool, it sounds like the first spell might have a potential to be directed back at myself or my friends with some simple wind.
Speaking of which: Wind. Its spell seems to be for jumping and it overall probably wouldn't be bad.
The only issue is that I already have long-ranged attacks due to developing Thornshot. Getting it for mobility alone would be a pretty bad idea.
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Picking Fire... is very tempting but I don't want to be setting myself on fire while I learn how to use magic.
So the only real options would be Water or Earth. Of the two of them, I think the best option is the latter.
Water is good for single combat, sure, but taking Fire later would prevent specializing in it. Just keeping my options open alone means it's not a good idea.
Earth, however, seems like a good match-up for my current weak spot. I don't have much HP nor do I have great defensive abilities, so it can easily bolster and improve my options for defending. Thrown in the fact I live underground and I already feel specializing in Wind isn't a good idea, it sounds like a solid plan.
Plus, Earth is closest to what I imagine Stone would fall under. That helps open up my options for Mana Conversion in the Toolroom. Throw in the fact that I can combine Nature and Earth into a Minor Element and it sells itself.
Earth: Select.
[Notification] You have selected Earth Affinity.
Issuing rewards.
[Notification] User Kaden is receiving the following Quest Rewards:
+ Ability Earth Elemental Affinity.
+ Spell Earthy Grasp.
There we go. No going back now.
[Notification] Nature Elemental Affinity and Earth Elemental Affinity abilities detected.
Granting access to ability Minor Element: Crystal.
[New Abilities]
Nature Elemental Affinity Initial Personal-type Those aligned with nature often find it easiest to tap into the flow of mana throughout the world.
Reduces MP costs of Nature-type spells. Earth Elemental Affinity Acquired Personal-type As vast as all land and below the seas, Brogdar's denizens and diggers often find peace with the flow of mana below.
Reduces MP costs of Earth-type spells. Minor Element: Crystal Temporary Personal-type Prosperity and land go hand-in-hand. Combining Earth and Nature creates Crystal. Able to contain energy such as or similar to Mana.
Allows Crystal Modifier to most Earth & Nature spells.
Grants spell Crystal Crafting.
Removed if Wind or Machina Elemental Affinities is taken.
This ability can be made permanent via specialization.
[New Spells] Earthy Grasp Acquired Earth-type A Basic Spell; the beginner's spell for all Earth Elemental practitioners. Erects a ring that quickly closes around the legs of a target to try and bind them in place.
Costs 5 MP to cast, 5 MP per minute sustained. Crystal Crafting Temporary Crystal-type Allows the creation of Mana-storing crystals.
Costs as much MP as invested.
MP invested doubles for crystal's total capacity.
This spell can be made permanent via specialization.
Looks like my Favor crystals aren't terribly so helpful now.
As much stuff as I've picked up, the Crystal Crafting is right up at the most useful. Unlike the Favor crystals I have access to only being able to store 10 MP, I could create a crystal that holds up to double the invested MP.
That means that my 38 MP could create a crystal able to store 76 MP.
But even then, I'd wager that the crystals get bigger the more MP spent creating them. That's generally how batteries and the sort work... so even though they're weak, it's most likely that the crystals already in my staff aren't worth replacing.
But there's only one way to find out.
Crystal Crafting: 38 MP!
I raise my free vines and feel the mana inside me all condensing and slipping forward. Unlike with the log, green and brown mana weaves together and solidifies, slowly erecting a crystal inch-by-inch.
It takes mere seconds before it finishes creating a tall, box-shaped crystal roughly 1 inch across, 1 inch thick, and three inches tall.
Unlike the Favor crystal or the Mana Bonfire or Manaflame Forge, this one looks far more fragile and its murky-white surface lets me see through it with minor refractions
Perfectly empty and ready to be filled.
[Notification] Conditions met. Granting title.
New Title: Crystal Caretaker Your interest in crystals isn't like most; where some people see valuables, you see different and more direct uses.
Passive Effect
+ 2 Maximum MP
+ 2 INT
+ 2 RES
Equipped Effect
N/A
... Well, I guess now I can make a crystal that can store up to 80 MP now.
As bad as that timing is, it's a good reminder there are opportunities to gain titles with my new spells. Just creating this one granted me a new title. Back when I used Growth a few times, that had also granted me a title; given it's a Basic spell for Nature, maybe it's logical that I can find a title to acquire from Earthy Grasp.
For now, though, the best solution is to probably give one of these crystals to each of my summons. With a vine to act as a band, I could give all of them a store of MP to use if they ever do learn a spell. At the very least, they can all act as recharge stations; all of them have low MP maximums but they probably aren't too different as far as regeneration rates.
Basically, they generate mana at a minimal level that they don't need. I can use that to my advantage and stockpile a large supply of MP.
With luck, I can either find a way to combine these or then affix them to my staff's fixture bowl. While it isn't ideal compared to a single crystal or orb, I could bind about four of these crystals onto the end of the staff.
That means I could easily make a staff able to ferry up to 320 MP with me at all times.
Yeah, this is definitely more like it. A proper isekai cheat eventually shows its head, after all.
The only issue is that I feel like 320 MP might only be enough mana to let me kill one of those Omega Ranbi if I got extremely lucky.
Rather than think of my combat ability, I need to develop my spells. My buildings. Eventually, identify another Landmark so I can finally fill up my slots.
It's time for another trip... this time, I need to find ranbi.
It's time to start composting and letting my resources get amassed again.