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Overpowered Wizard-Chapter B4 Ch1: Recap with Para II (Start of Book 4)
Para’s Journal Entry Notes – Early Summer, 1534 D.E:
Thoughts: There’s a lot to go over.
I was just looking at the last recap entry I wrote when we were diving into our first Hell Gate, and it’s interesting how different the old Para was compared to me now.
I have a powerful body with plenty of unknown capabilities now. I’m ready to tear apart the Super Dungeon who nearly killed my host and ruined everything.
But I’m getting ahead of myself. Let’s see what led us here.
A few years back, Zarian Sainte-Darkrun opened a portal and entered the Infinita Star System.
It was Mid Summer, 1532 of the Dark Era, and he didn’t arrive alone. Others fell into a dark wormhole he opened after getting manipulated by his evil little sister, Ariana Darkrun.
He and the others landed on the subterranean floors of Castle Grimrock, entering the territory of an evil goddess. He fought the corrupted monsters, went through his special integration as an Honored Outsider, and picked me as his first skill choice, the Parasite Cloak.
He could’ve gone for a dark staff.
Clearly, I’m better.
Bianca Garcia taught me Spanish, fashion, and gossip. She’s also insanely talented and great with a sword.
Hannah Townhouse has studied my body and found me marvelous. She’s one of the smartest people we know and is destined to be an architect of her own System one day.
Naomi Washington respects me and likes to train a lot, even when she’s in a coma. She has some issues, but hopefully she’ll work them out and finally fit better into my ‘research.’
Gilbert McDonald doesn’t fear me as much as he used to and holds me in high regard, which is nice of him. He’s the greatest healer around, so it’s good to have him on your side.
Zarian and his friends all came from Florida, the World of Swamps and Princesses.There used to be more of them. But they either died or became a major hater, like Jack Masters.
He’s currently suffering a fate worse than death. I wonder how his dungeon would end up looking?
It was in Grimrock two years ago we met Foodie, a cook who showed us kindness instead of eating us.
She taught us about Aura and how it’s made of five stats that can do different things.
Willpower – is for concentration, defense of mind, defense of spirit, and applying your mental and spiritual will on reality. It serves as a base stat for highly mental abilities such as psionics.
Strength – is for brawn, hitting power, toughness, and enforcing your mightiness upon reality. It is a reliable stat for most adventurers who fight upfront.
Agility – is for speed, dexterity, quickness of mind, grace, and reaction time. It can make reality bend to your motion regardless of physics.
Wonder – is for luck, faith, perception of the unnatural, hidden power, and increasing aura potency. It can even change the perceptions of others or the world toward yourself.
Mysticism – is for control of magic, enhancing magical ingenuity, regenerating aura, increasing sensitivity to magical mechanics, and increasing natural aura manipulation. It’s Zarian’s favorite stat.
Foodie also taught us about ascending up the realms and ranks, and how the good alignment, neutral alignment, and evil alignment weren’t what they seemed at first glance. Foodie taught us a lot, and my host was grateful for that, especially when her cooking helped us grow our stats.
After promising to save Foodie from her cruel warlock mother once we grow strong enough, Zarian, me, Bianca, Naomi, Hannah, and Gilbert went into the caverns under the Grimrock Castle Mountains. We found the White Spider Dungeon, met Dungeon Boss Reiki of the White Silk Dancers, and trained a bunch there.
That was when Naomi met Baron Ekri the Tailor. He gave us our first invite to Carrowmore, which is a high-level evil city under the Coldbooth Castle Mountains. Ꞧ𝐀𝐍Ò𝖇È𝒮
Later on, my host became unhappy with Ekri because of interests in Naomi.
After we trained at the White Spider Dungeon a bunch, we took Reiki’s dungeon core with us. We went out from the caverns and onto the surface, getting to see more of Corma, the World of Castles and Caverns.
There are even two suns, the Corma Star and the Star Core, and many moons.
Once on the surface, we went to find an area to bury our dead, which led to us triggering a side quest about finding the mysterious Forgotten Kingdom Dungeon. Hannah’s very focused on achieving that side quest. It was at that point that her growth sped up as she learned more about enchanting.
Later on, we met Roland of Wood and his young and unprepared soldiers, who accused my host of being the bad type of evil.
They tried to keep Zarian contained, but when a gnoll attack happened, the Floridians showed their true power and talents.
We defeated the gnolls.Then after Zarian took Bianca for special training, we dealt with Gnoll Elder Ezda in our first ‘crashed out’ meeting. She and the other gnolls from the Blood Prairie Savages would become more important later.
We then learned about the fourteen major gods, seven good, seven evil.
Kingsblood, Lawkeep, Hopeland, Purgehunt, Purehome, Lovewar, and Serveserf are the Good Gods. Most of them would soon become our enemies.
Sinfeast, Killall, Sickspread, Goldhound, ‘The Dragoness,’ Hisscreep, and Shadowfell are the Evil Gods. Most of them also become our enemies.
There are more divine entities. Such as devil lords, arch cherubs, and regressors. We’re learning to deal with all of those types as our adventures continue.
As for our first months on the surface, we went with Roland and his sacrificial soldiers to Bramblevale, which is near the frontier of the Eternal Garden Kingdom where humans live in walled forts, walled farms, or walled cities.
At Central Bramblevale, we had to get help from Lovewar, who became one of two of our divine patrons, the first being Shadowfell, who’s the source of the corruption and the Shadowfell Tears we found at Castle Grimrock. We must trade favors when getting such assistance, which allows us two divine boons from the gods in every ‘campaign.’
Inside of Central Bramblevale, the Floridians took down rampaging bandits, taught a lesson to the corrupted High Rose Lord of Bramblevale, fed the core of the Devouring Librarian Dungeon to Reiki, cleared out the underground of evil, and even met some of the evil gods.
Naomi even went as far as brute-forcing Aura Ignition into existence with pure Willpower.
We made friends there, too, such as the Old Cabbage Seller, Silver Guardian Arnold of Ambrose, Evelyn the Witch, the Little Boot Girl, Rhea Hemlock, Amabel, and the many other girls who lived at the Lovewar Mansion as acolytes and informants and very kind helpers.
Eventually, we had to leave and take the young soldiers and acolytes with us and go somewhere else, which is how we met Stony, the Wall Crusher Master. Together, we journeyed and trained the young soldiers and acolytes before reaching North Crown Peak, the most northern edge of the kingdom.
It was there that Reiki’s dungeon evolved from White Spider Dungeon to Dancing Librarian Dungeon and became a part of our base. We built fortifications because of Hannah’s advancing crafting and enchanting magic.
Then we led our 289 young girls and boys in a siege fight against the wolf dragons and their wolf kobolds for the first time, which led to Bianca getting taken over by her good alignment, before Zarian … took our lives to free something inside.
That was when we discovered Zarian’s the son of Ultra Gods, and the same goes for his little sister as the daughter of Ultra Gods.
The Funnest Granpapa was the one who helped us reset things. Through him, we also gained the freedom alignment.
But the Funnest didn’t erase our memories. So everyone knows who caused the Darkrun Apocalypse.
This was when we learned that Ariana Darkrun, the little sister of my host, is truly evil. We learned that Lucy Shadowfell Darkrun is Zarian’s arranged wife and wanted to become even more evil after the Darkrun Apocalypse.
We also learned that the System must deal with great cosmic problems, such as harassment from other Systems.
It was a hard time. But we didn’t let that stop us from trying to grow, or in the case of my host, learn to control his Overwhelming Darkness.
Months later, Zarian and the other Floridians have grown themselves and their new home, Ride-or-Die Village. Many types of people pass through our village, such as adventurers from the Windy Strider Kingdom and Stalwart Paladin Kingdom.
Both are from across the Stone River Sea,which is on the east side of the Walled Continent.
We also had visits from the gnolls of the Blood Prairie Savages. They saw my host as their new Alpha Gnoll Elder Deity, better than their former god.
It took some time before someone from the United Nomad Empire paid us a visit, but they had to deal with the dangers of the Man Hunter Sands out further west.
After a cultivation session by the lake Zarian, we learned about the Lesser Aberrations and the growing threat of Enhanced Shadowfell Tears being made by my host’s tricky wife.
Later, we met the most important elf in the Lesser Realm. Her name is Ruvaria the Sorceress Queen, who is also known for many other things because of her grand power. She’s a scary elf!
Because of Ruvaria, we learned about the five major eras: the Dark Era, which we currently are in. Then, going backward, there was the Adventure Era, the Reset Era, the Absolute Era, and the Forgotten Era. Before the Reset Era, the Star System used to be known as the Alignment System, a drastically different and worse time than now.
Because of Sealing Entropy, the eventual breakdown of all seals in the Infinita Star System, Ruvaria saw it was pointless to seal Zarian away. Eventually, my host convinced her to be our teacher.
We proved ourselves with our gravity magic studies, by fighting an arch cherub, and by solving the puzzling nature of a time-based dungeon Ruvaria had thrown us into. Afterward, Ruvaria led us into becoming Aura Masters, which increased our magical prowess tenfold.
I still think Aura Mastery and all of our growth in magic is better than Aura Ignition, and I’m willing to say that to Naomi’s face once she wakes up from her tribulation.
Later on, we continued our quest to save Foodie for sure. We defeated Sinfeastat the Chimera Tyrant Lair and earned many rewards along with a vial of his tears. We celebrated at a lake and saw Loner become an expert skeleton.
We also learned the truth of Ariana’s real form.
She’s actually The Dragoness. She’s the most powerful living creature in the Infinita Star System, second only to the full power of Zarian’s Overwhelming Darkness once fully unleashed.
She also has her own cosmic-eating darkness, too. So it’s either she eats the Infinita Universe as The Dragoness or Zarian releases her from her dragon body, making them both a pair of cosmic-eating darknesses.
My host disagrees with both options.
Hence, from this moment, we took our training even more seriously than before. We even earned gifts from Ruvaria that were mythical and cursed, perfect for our training.
She gave Gilbert the Bloodroot Chalice. She gave Bianca the Tarnished Tome of Maledictions. She gave Hannah the Labyrinthine Box. She gave Naomi the Echoing Mirror of Self Destruction.
And last but not least, she gave Zarian the Barbed Crown of Ravthar the Absolute King.
We eventually reached the stronghold of the Blood Prairie Savages, gave all the gnolls head pats to make them happier, and got to experience the wonders of dungeon birth when Reiki formed Reiki Junior, the Spider Bear Dungeon. We gifted Reiki Junior to the gnolls for population control and to make their rising young stronger. We also did the blood rites, which made Ezda happy.
After that, we met Wallen Huntsmen at Crossdeath and took over the evil human city after evicting Baron Han the Realtor. We also killed some lords and threw away some evil temples.
After that, we reached Castle Grimrock, turned away the crusading paladins led by Orin Ignatius and entered the Grimrock Hell Gate. We fought hard battles against hell orcs for two weeks straight, discovered some new tricks and techniques, and finally reached Foodie and Jack.
After all of our hard work to grow our abilities and better control the darkness, Zarian and I took on divine devils and freed Foodie from being enslaved by her wicked mother. In the end, we closed down the Hell Gateand defeated Jack Masters, capturing him and handing him over to Ruvaria to be turned into a dungeon.
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After having a hearty feast provided by Foodie, we rested for a while before looking at our gains. Our growth was immense. Some of us became mythical Master Rankers after the hell crawl. We were all on our way to becoming powerful people, not just Zarian.
We met some adventurers from the Windy Strider Kingdom, two of them being Dawson and Gisella, and used them as comparisons before splitting off.
Foodie went on her way to Ride-or-Die Village to help them with the Mythical Wolf Dragon event. Hannah, Bianca, and Gilbert went across the Stone Sea River to start working on the Forgotten Kingdom Dungeon. That left Zarian and Naomi alone – well, I was there, too, but I tried not to get involved unless there were monster fights.
We had plenty of fights with monsters of the Harrowing Mist Isles, but everything changed when Zarian and Naomi had a duel to the death that pushed things over the edge. Neither truly died, since they have ways to cancel outright death, but they did cause the Dark Quarrel of Mountains and Moons. Afterward, Naomi fell into a coma and Zarian finally released some tension with Ruvaria.
I don’t know what will happen when Naomi finds out, but I await the reunion with apprehension and dramatic interest just like Bianca.
We later crossed the Stone Sea River, which also led to shaking the entire world and causing more mayhem after fighting one of the deadliest creations of Zarian’s wife. We freed a city from terrible pooper-people, faced a Champion regressor, and even got to reunite with Bianca before stopping another paladin crusade.
After Bianca freed Orin from the good alignment, we united with Gilbert and learned he was giving up on his beliefs to become someone else. This was unbelievable, so Zarian angered Gilbert until they finally had what humans call a ‘heart-to-heart’.
They didn’t share their hearts like I thought they would in my research notes. But I suppose I can write more liberally about my research even if it’s more fiction than fact.
Afterward, we watched Hannah fix a crack in the wall before getting to enjoy an enchanted hotel made by her.
We were planning to crawl the Forgotten Kingdom Dungeon at long last, but the Star System was invaded by the Doulos Enslavement System.
This was our first encounter with a System from the outside. Zarian, Bianca, Gilbert, Hannah, and even Naomi – who was still stuck in a coma – had to come to the defense of the Star System in another Lesser World.
It was then we ran into a low-aura density environment in Somnigrav, the Dying World of Gravity and Dreams.
There, we fought the invaders, nearly lost Hannah, and managed to summon Zarian’s wife to join our adventure across the dying world. Throughout all of that, I had to possess Naomi, which revealed a lot to me.
We reached the portal linking the two universes, and Zarian and Lucy went ahead. Together, they were able to defeat the Enslavement System and leave it a tragic gift – a corrupting piece of Lucy.
I wasn’t there at the time when the wolf dragon event finally ended, but I remembered how Ariana stirred in her sleep as the Dragoness. We lost one of the best guild members, Roland of Wood, but the wolf dragon event was put to an end and our new empire was truly born.
Months later, after building a temple for The Dragoness in our capital, New Florida, the heart of the Ride-or-Die Empire, Zarian had a confrontation with Ariana and learned the full truth.
There’s a limit to the resets. The loops aren’t always temporal. Sometimes, the family moves Zarian and Ariana to another position in what they call the ‘Verse’, or what I suspect is the Ultraverse – a combination of multiverses and universes within one omniverse.
That meant that every time Zarian failed to control his Overwhelming Darkness, numerous patches of the Verse were wiped out of existence forever.
Zarian didn’t take to that news very well and needed time to recoup his mentality. Afterward, we quickly underwent absolute training under Ruvaria and progressed our wizardry, cultivation, and sorcery.
Then we finally arrived at Carrowmore, but we did so without the others. Bianca went to the elf empire to spread freedom. Hannah went to the Forgotten Kingdom Dungeon to conquer it at long last. Gilbert went to the Harrowing Mist Isles to grow his abilities so he could keep up with the rest of us. And Naomi’s still in her coma-induced tribulation.
Alone at the tournament while surrounded by countless contestants aiming for us, Zarian and I went in disguised as Isaiah Skybreaker and Starlight. Zarian relaxed a few days with Lucy. Then we unleashed Reiki’s dungeon to face the Carrowmore Hell Gate of Sinfeast. Finally, we took part in the tournament and … things didn’t go exactly as we thought.
There’s a rule against us where anyone who beats us in any way can skip straight to the Final Round. Once there are eight in the Final Round, all other events will stop mattering, which could exclude us from the finale.
Obviously, we didn’t want that to happen, but we ended up sending two contestants straight to the Final Round. One of them was a Valin Storm-Skull, a stormy dvergr who took advantage of our kindness. Another was a young boy named Slim Caper who wants vengeance against the dragons of his universe.
So while we were in Jumunja, the World of Steam, Claws, and Jungles, we explored our powers in ways that I’ve found exciting and glorious. I even became a big bio-mech kaiju after consuming countless monsters and adventurers.
Everything was going great until we had to escape from the Hunter Gorer Super Dungeon. When we returned to the dungeon, we did so with some interesting changes.
My kaiju body is now human-sized and more powerful because of Big Bad Berserk Polymorph. There’s a rage inside of me that wants to break free, but thankfully Zarian has used his sealing style to keep it locked for now.
Zarian finally learned the gravity spell he’s been working on for two years. But it’s of an unknown quality. My new body is also of an unknown quality. That’s not stopping us from creating wormholes that bypass certain rules of the dungeon and being able to defeat and feast upon anything in our way.
Well, now that we’re caught up, I think Zarian just finished using a new spell of his that creates a hive out of a target. He’s snickering to himself a lot. I don’t blame him. The new summons look beautiful as they wriggle in the flesh of their current host, getting ready to pop free.
I’m hungry for more challenges.
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Origins: Zarian Sainte-Darkrun, 23 yr-old Human, Born Late Winter, Dreaded Outsider, Dungeon Master, Freedom Leader, Aura Master, Alpha Gnoll Elder, Wizard Hunter, Hell Eater, Shadowfell Husband, Master Ranker, Dark Saint, Ultra God, System Defender, Dark Emperor, Sorcerer Prince, Carrowmore Tournament Contestant, Super Genocider.
Level: 136
Class: Conquest Wizard (Mythical)
Rank: Master (9th Mage)
Alignment: Free Evil +14
Tournament Points: 5,178,061,932
Traits (14 Total): Dark Affinity (Rare), Thematic Law/Floridian Mindset (Divine), Aura Mastery (Legendary), Overpowered Times Two (Legendary), Devourer of Secrets and Stories (Legendary), Eldritch Existence (Legendary), Outer Planar Scourge (Mythical), Aura Transcendence (Legendary), Breaker of Realms and Immortals (Mythical), Aura Purification (Legendary), Long Live The Emperor (Legendary), Adaptive Sorcery Master (Legendary), Twenty Master Locks Sealing Style (Mythical), Grandmaster Spell Slinger (Mythical).
Alpha Skills (6/6): Overwhelming Darkness (Level 100), Lion Prince (Level 83), Parasite Phantom +3 (Level 55), Super Shade Spider System +3 (Level 52), Force of Sorcery +1 (Level 16), Intense Arcana Hat +3 (Level 77).
Beta Skills (6/18): Wizard Body Conversion +2 (Level 42), Super Speed Force +2 (Level 48), Advanced Grimoire of Black Magic +4 (Maxed), Advanced Grimoire of the Voidling Exile +4 (Maxed), Advanced Grimoire of the Hell Gator +4 (Maxed), Advanced Grimoire of Freaky Morphs +4 (Maxed).
Black Magic Spells (4/4 Learned): Unknown Spell (Unknown Quality), Hellbent Skeleton Legion (Mythical), Mega Desolation Blood Inferno (Mythical), Atmospheric Torture Cannon (Mythical).
Voidling Exile Spells (3/3 Learned): Void Sword (Mythical), Void Paradise (Mythical), Void Storm (Mythical).
Hell Gator Spells (4/4 Learned): Hell Gator Death Swamp (Legendary), Super Dreadnought Hell Gator (Mythical), Violent Hell Gator Evolution (Mythical), Hell Gator Sacrifice (Mythical).
Freaky Morphs Spells (4/4 Learned): Grand Slime Transmutation (Legendary), Big Bad Berserk Polymorph (Mythical), Summon Lesser Nephalem (Mythical), Eldritch Mutilation Hive Infection (Mythical).
Stats Per Level: +6 Willpower, +2 Wonder, +3 Mysticism, +12 free
Willpower: 1696
Strength: 535
Agility: 762
Wonder: 1559
Mysticism: 1325
Free: 0
Total Stats: 5,877
Achievements (64 Total): Honored Outsider (Divine), SSS Dance with White Silk Reiki (Epic), Heroes of the Eternal Garden Kingdom (Legendary), Divine Knock Knock (Divine), Junior Manslaughterer (Uncommon), Initial Pacifist Gauntlet (Rare), First Human Gnoll Elder of Corma (Epic), SSS Genius Beyond the Lore Eater (Epic), Boon Wrecker (Divine), Befriending Gods (Divine), Rare Dungeon Master (Rare), Lizard Slayer (Uncommon), Divine Enemy (Divine), Dreaded Outsider (Divine), Freedom Leader (Divine), Master Breaker (Mythical), Attrition Warfare (Legendary), Lesser World Boss Killer (Divine), Arch Cherub Silencer (Divine), You Got a Friend in Me (Epic), Make a God Cry (Divine), Keep Infinita Safe (Divine), Legendary Lair Conquest (Legendary), Greater Boon Avatar Domination (Divine), Foundational Cultivator (Rare), Head Pats for Gnolls (Epic), Immense Training Obstacle (Epic), Troll Drinker (Uncommon), Bringing Aura to a Wizard Duel (Epic), Crossdeath Conqueror (Mythical), Immoral Conventions of Mass Destruction (Legendary), Hell Gate Crawler (Epic), Hell Gate Closer (Legendary), Hell Gate Leader (Epic), Hell Gate Boogeyman (Legendary), Hell Gate Genocider (Legendary), Hell Gate Devil Destroyer (Legendary), Main Quest Success (Legendary), Level 100 Success (Epic), Enter the Master Ranks (Legendary), Unlikely Retreat (Epic), Lesser World Wizardry Breakthrough (Legendary), Planetary Terraformer (Mythical), Moon Wrecker (Mythical), Civilization Terrorizer (Mythical), One Thousand Willpower (Epic), First Killer of Corrupted +1 (Mythical), Shaker of the World of Castles and Caverns (Mythical), Survivor of a Champion Regressor (Mythical), Peak Lesser World Massacre (Divine), First Star System Defenders Against Invaders (Divine), Ultimate Team Destruction Maneuver (Legendary), Mythical Wolf Dragon Conquerors (Mythical), Lesser World Imperial Rulers (Epic), Dark Ritual Avatar (Mythical), One Shot Ka-Boom (Legendary), First Star System Counter Invader (Divine), There’s An Apocalypse Wherever You Go (Mythical), Dragon Army Crusher (Mythical), The Dark Emperor (Mythical), Survive Your First Somewhat Serious Fight With The Dragoness (Divine), Brutal Absolute Trainee (Mythical), Great Masterful Genocider (Mythical), Extraordinary Wizard Mastery (Mythical).
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Traits:
<Dark Affinity (Rare): You have a special talent for darkness, which enhances the scaling of Willpower, Wonder, and/or Mysticism by an added 25% based on what dark abilities you use. This affinity may show through your aura.>
<Thematic Law/Floridian Mindset (Divine): Your Willpower cannot be broken or debuffed. You are immune to mental, emotional, and some spiritual effects outside of what you allow under your Thematic Law. You also get an additional 150% buff to abilities that scale mainly or partially with Willpower.>
<Aura Mastery (Legendary): Aura is rooted in you. You can understand its inner depths and expand your mystical horizons far beyond most. You can perceive, manipulate, and transform aura masterfully depending on your abilities and stats. And your Wonder and Mysticism are intensified by an additional 75% while using this trait.>
<Overpowered Times Two (Legendary): Your raw power is immense. All of your stats are naturally +25% higher than the base. With some intense effort, you can power up to +50% in all stats instead. Or you can put your efforts into boosting one skill by +250%. Boosting one skill may come with some strain and risks of temporary debuffs.>
<Devourer of Secrets and Stories (Legendary): With aura and Willpower, your mind can feast on profiles, languages, qualities, memories, ancient knowledge, puzzles, complexities, themes, fables, and the dark depths of the Infinita Star System itself. This trait also comes with +25% to Willpower and a high dose of studious madness.>
<Eldritch Existence (Legendary): Your otherness can be a mystery and horror to enemies. You can heavily obscure your advantages, disadvantages, appearance, and motives based on your Willpower. Thus, your presence can inflict psychological trauma and lead to enemies having broken Willpower. With more victims, your vitality rises even greater.>
<Outer Planar Scourge (Mythical): Warp, dimensional, void, and other cases of eerie outer magic are yours to master or rebuff. Your presence can empower them or weaken them while scaling wholly with Willpower, Wonder, and Mysticism. Doing so will also grant you +125% to all three esoteric stats.>
<Aura Transcendence (Legendary): You’ve transcended the limits of most mortals with your aura and magic channeling. You can reduce waste to an extraordinary degree, maximizing your efficiency to legendary heights. The effort needed to disrupt your channeling is enormous. You can even improve the aura channeling of others nearby. The more mystical they are, the better. Finally, you get +75% to Wonder and Mysticism while channeling.>
<Breaker of Realms and Immortals (Mythical): Your madness and power know no bounds. Your magic grows more potent and with greater reach while up against immortal creatures and reality-shattering events of a cosmic nature. You also get +150% Willpower, +150% Strength, +150% Wonder, +150% Mysticism, and +150% alignment power.>
<Aura Purification (Legendary): There’s aura in all things as long as you’re willing to search, filter, and purify. Magic being spent around you can be a great source of aura you can drain and purify to recover aura faster. Doing so grants +150% Mysticism.>
<Long Live The Emperor (Legendary): Who dares defy you, the emperor? Long may you reign! Oppress your opposition with force of will and gain +150% Willpower.>
<Adaptive Sorcery Master (Legendary): Your sorcery is both adaptive and masterful, able to work comfortably with arrays, wards, seals, rituals, enchantments, and pure aura up to an epic degree. With greater effort and focus, you can push to a legendary degree. You also gain +150% Mysticism.>
<Twenty Master Locks Sealing Style (Mythical): You don’t need tools or items to lock in your sealing style anymore. You are the master locks. Your gestures, magic, and/or aura can apply the locks masterfully to yourself or to your targets as long as you know what you’re locking down with this sealing style. Doing so grants you +100% Willpower, +100% Agility, +100% Wonder.>
<Grandmaster Spellslinger (Mythical): Using multiple spells quickly or at the same time grants +600% Mysticism.>
Skills:
<Overwhelming Darkness (Level 100): Your original skill was straight darkness for a reason. It narrowed your power scope. Now this skill is overwhelming, on the verge of breaking free. If you don’t control it properly, or if you die, your darkness will rampage again. Scales with all of your stats plus more.>
<Lion Prince (Level 83): You can assert your claim upon reality based on your point of view. This can shift causality in your favor. However, you must weigh the risks of chance, challenge, and change, which may lead to terrible odds. This part of the skill scales with Willpower. The tail itself scales with all of your stats plus a little more.>
<Parasite Phantom +3 (Level 55): Para is a predatory phantom. Through you and other fleshy targets, she can exist, feast, interact, enhance, shapeshift, conduct magic, and hold objects in her pocket dimension. Beware! She has an extreme appetite to match her growing power and high aura cost. Scales doubly with Willpower. Advancements: +1 scales with Wonder and Mysticism. +2 intensifies perfect synchrony benefits. +3 improves Para’s possession of another body while maintaining a link with you.>
<Super Shade Spider System +3 (Level 52) Summon supernatural shade spiders connected to a system of your design. You and allies linked to this system can direct your super shade spiders to work as mini warriors, rogues, mages, and other roles while being able to observe and communicate through them. Scales doubly with Wonder. Advancements: +1 grants them similar aura abilities like yours. +2 scales doubly with Mysticism. +3 enables them to have rapidly growing kids that follow in their parents’ footsteps.>
<Force of Sorcery +1 (Level 16): Change aura into a force that makes sorcery practice more tangible and accurate when applying magical knowledge to a practical structure in reality. Works very well with abilities for aura or sorcery. Scales with Mysticism. Advancements: +1 enables triple scaling with Mysticism.>
<Intense Arcana Hat +3 (Level 77): Improve all aura abilities and increase your mental capacity intensely. Scales with Wonder and Mysticism. Advancements: +1 doubles the potency and prowess of this skill at the base level. Concentrate with even more intensity to increase benefits. +2 shares the benefits to allies near you or linked to you. +3 doubles scaling.>
<Super Speed Force +2 (Level 42): With enough aura and force, boost your body and mind to incredible speeds. Using this spell for longer than short bursts can be extremely costly. Scales with Agility and Mysticism. Advancements: +1 raises potency. +2 grants scaling with Wonder.>
<Wizard Body Conversion +2 (Level 48): The way you cast spells can change your body when this skill is active. This can also buff various physical attributes in Strength and/or Agility. The aura cost is extremely high. Scales with Wonder and Mysticism. +1 allows you to mix spells to a certain limit. +2 doubles scaling.>
<Advanced Grimoire of Black Magic +4 (Maxed): You are mastering the arts of dark magic and your studying prowess is supreme. You can evoke spells without summoning the grimoire, but they are more powerful when cast through the immaterial conduit. You can further advance old or new spells, combine spells, and turn skills into spells. ….>
<Advanced Grimoire of the Voidling Exile +4 (Maxed): The exiled mad voidling prince has left you his most advanced magic teachings. These void spells are powerful. You can promise safety to friends and possessions. You can evoke spells without summoning the grimoire, but they are more powerful when cast through the immaterial conduit. You can further advance old or new spells, combine spells, and turn skills into spells. ….>
<Advanced Grimoire of the Hell Gator +4 (Maxed): Your mastery of these folktales is frightening and advanced, enabling you to triple cast or intensify any section of the folktale with super hellish effects. You can guarantee safety to friends somewhat. You can evoke spells without summoning the grimoire, but they are more powerful when cast through the immaterial conduit. You can further advance old or new spells, combine spells, and turn skills into spells. ….>
<Advanced Grimoire of Freaky Morphs +4 (Maxed): You have a better handle on this unforsaken accident of odd magic, but it still has strange effects to show you. You can evoke spells without summoning the grimoire, but they are more powerful when the grimoire is out as materialized support. You can further advance old or new spells, combine spells, and turn skills into spells. ….>
Black Spells:
<Unknown Spell (Unknown Quality): Unknown.>
<Hellbent Skeleton Legion (Mythical): Raise, advance, deploy, and turn infernal humanoid skeletons with the powers of hellish devilry. Skeletons can advance quickly, sometimes immediately, with traits and skills that’ll empower them based on their advancement. Certain skeletons can become experts on their own. Of those experts, you must choose who will become hellbent devils. The Aura cost is mythical. Scales with Willpower, Wonder, and Mysticism.>
<Mega Desolation Blood Inferno (Mythical): Cast this on a bleeding enemy and turn them into an explosion of destruction magic and blood magic that spreads like an inferno. The flames will make other vulnerable enemies suffer the same fate and spread the inferno further. The flames will also grant you and allies life energy and increased vitality as long as there are enemies to desolate. Can only be used once every long rest.>
<Atmospheric Torture Cannon (Mythical): Conjure an atmospheric attack that strikes down with torturous intent that can leave widespread devastation. You can infuse the effects of other spells and sorceries with the torture cannon before it is unleashed. The Aura cost is Mythical, though you can feed it more power from environmental sources or sacrifices other than yourself. Can only be used once a week.>
Voidling Spells:
<Void Sword (Mythical): The exiled prince returned with a spell that combined nothingness and madness into a form that cannot cut, but cuts anyway, sharpening its edge on paradoxes. The costs are nearly impossible to pay for those in the Master Ranks and too heavy for those in the Champion Ranks. Scales triply with Wonder.>
<Void Paradise (Mythical): The void answers to you, and so do the legions of creatures that live there. Other lesser void users are yours to manipulate, like any pawn. Movement in and out of the void is easy for you and for your things, passengers, friends, followers, and those who may worship you, especially in celebration. You can also move and alter the environment, magic items, reachable powers, and sometimes other weak creatures who cannot resist your influence. The costs are as big as you can imagine. Scales doubly with Wonder.>
<Void Storm (Mythical): Conjure a storm from the void that thunders without noise and unleashes lightning that doesn’t burn. Yet, your enemies will suffer the horrors of the void, dismantling magic, driving them to madness, and annihilating their flesh until they become a part of the storm. The cost is extreme. Scales with Wonder.
Gator Spells:
<Hell Gator Death Swamp (Legendary): Transmute an area of your choosing into a hellish death swamp that’s fitting for hell gators. This swamp comes with hell flames, boiling devil’s blood, and toxic sulfur fumes. It comes with biting and bellowing baby hell gators that will hunt your enemies within the borders and on the shores. And you can swim in its thick and soupy waters while choosing who remains unharmed and who might get dragged under to meet their hellish end. Scales with Wonder and Mysticism.>
<Super Dreadnought Hell Gator (Mythical): Summon the Super Dreadnought Hell Gator from the Hell Gator Death Swamp. This version of the hell gator is beefier, can turn what it eats into extra vitality, and moves extremely fast. It can also exhale a hellish torrent of infernal flames. Scales with Wonder and Mysticism.>
<Violent Hell Gator Mutation (Mythical): Cast this to mutate the hell gator into a greater abomination than it is already. The mutation can differ from hell gator to hell gator, but each use of this spell will make the hell gator even more berserk than usual. Scales with Wonder and Mysticism.>
<Hell Gator Sacrifice (Mythical): Use this to sacrifice the hell gator and infuse its mighty powers with your body and magic. The results will be drastic.>
Morph Spells:
<Grand Slime Transmutation (Legendary): Change a target into slime if it’s within your range of influence and power. The slime can have one to three unique effects. Scales with Wonder and Mysticism.>
<Big Bad Berserk Polymorph (Mythical): Don’t use this spell unless you don’t have much of a choice. The end results can animate an object into an abhorrent monstrosity of mass destruction. Or it can take an already powerful creature and transform it into a living doomsday device that will surely backfire on you. To even use this spell costs more than aura. It costs life energy and very well may kill you. You’ve been warned. Scales doubly with Willpower, Wonder, and Mysticism.>
<Summon Lesser Nephalem (Mythical): Call upon a minor deity with the blood of angels and devils. The Nephalem will serve you as a warrior that can face both the forces of good and evil efficiently. Though, the summoning of such a being can leave those of weaker constitutions deathly ill or kill them outright when near. Scales triply with Wonder.>
<Eldritch Mutilation Hive Infection (Mythical): This works best if you already have access to the void. Then, you can easily summon and grow eggs within a large and living target you’ve subdued. Keep channeling this spell to promote rapid growth and evolution of the hivelings, which will make them better at mutilating and infecting similar targets. Your hivelings are linked to you via hive mind. Scales doubly with Willpower and Wonder.>







