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100% Into Skyrim, Elder Scrolls 8 Nirn's Beta / Chapter 72: Striking Magics

Capítulo 72: Striking Magics

After Vaermina left, I felt weird, dirty? I sighed, I'm seriously starting to question my own sanity, like am I some sort of masochist? I sighed as I stared at my spell list. The spells Night Terrors and Dream Siphon were gone. Replaced by two novice level spells just as Vaermina said. Interestingly enough they were still listed as destruction spells.

The first spell called sleepless night gave someone bad dreams. It didn't harm them or anything like that it really just gave them bad dreams and nothing else. It just felt... off. Had I thought about my ability to alter or craft new spells? I had a feeling it was intentional so I could experiment. 

Since the second spell was called maiden's embrace. It sounded like it did something else, however its only effect was to apply the well rested effect to individuals. It made me wonder how Dream Siphon was translated to such a spell when its weakened. Too my surprise Maiden's Embrace could be used on werewolves and vampires for their own restful sleep. 

I selected the two new spells and used all three of my personal alteration spells. I received two buffs and 3 new spells as a result. This basically confirmed my suspicious that Vaermina knew I could alter spells. I looked at my two new passive effects, the first was called Magic Dreams. It increased my mana while dreaming by 10%. Which meant I really did have some separate mana pool when sleeping.

The second passive effect was called a Maiden's Kiss. It took the place of well rested and made it so I would always be well rested. The catch was I couldn't sleep an acquire the well rested temporary passive effect. Maiden's kiss simply replaced it. 

I actually liked both effects, they weren't game changers, but they could prove useful in the long run. The more passive effects stacked the stronger one would become. Although that wasn't a very rpg sort of thinking. Instead stacking passive effects was something you would do in a rogue-like rather than an rpg.

I laughed at my own thoughts and looked back at the three new spells. The two diverged spells were useless? The first one was an illusion spell called Nightmare's gate. Create a temporary illusion of a person's worst fear. Which could be great if it wasn't for the fact it only lasted a single second. I knew how you would use it, its just too unlikely to be used. The second spell was similar called Dream's gate. As expected the name suggested it was the opposite of Nightmare's gate. Creating an illusion of one's greatest dream or desire. 

The two spells simply were too situational and were ranked apprentice level with a unnaturally high mana cost. Looking back at the two novice spells I created them from, it seems as if it was just part of the package. Daedric magic didn't seem to convert easily... Perhaps they could be made cheaper though if I learning Daedric? Something to try eventually.

The last spell that was created by fusing spells was called Delusion. I blinked as I realized it was listed under Illusion and Alteration. Delusion was a dual school spell at the adept level. It worked by altering the foes mind, making them see delusions and hallucinations. The spell tried to make them go insane torturing their psyche. This felt like a spell that Vaermina created herself.

I could leave the dreamscape now and I would be happy. However I still had plenty of spells to fuse or convert into passive effects. I selected the three analysis spells I bought from Farengar. I've been waiting for this chance for a while! The first was called Temporal Judgement. A fancy name for a spell that simply carbon dated an item. I fused it with the Fast Healing spell. The resulting spell was to my surprise an alteration spell.

The Spell Dilated Restoration repaired rusted, aged, or eroded items. The spell was a adept level spell so I wondered how much it could restore. I knew of several items that were rusted and worn by time that could benefit from this spell. I'll have to add another detour to my travels. 

I didn't know how much mana I currently had so I didn't use convert yet. Instead I selected the spell called Composition Check. It could be used in checking the composition of an item, this could be as simple as checking what metals something was made from or as complex as deciphering the recipe of a potion. I knew what I had to fuse it to though.

I had learned I could theocratically fuse more than two spells thanks to my additional spell casting slot. So I selected Composition Check, Splinter, and Transmute. The result was not I expected, but perfectly along the lines of my idea. The resulted spell was named Alchemic Shift. The spell would purge all impurities within an object while making it stronger in the process. I guessed the normal use of the spell would be useful on jewels. Turning a normal emerald into a flawless one. I saw a better use though and hoped it would translate further.

I instantly used convert on Alchemic Shift and received a new Passive Effect. I laughed a more maniacal laugh as I received something I liked. Alchemic Smithing was a passive effect that boosted smithing mastery. The bonus was only an 8% boost, but it specifically effected the reforging process. Reinforcing items was something I was scared to do. As I had tried to do it on several of the iron swords I crafted while power-le- I mean practicing smithing. I ended up breaking, chipping and just straight up destroying the perfectly fine swords. Perhaps I could retry it now on my current armor. I wouldn't dare to do it on Sable Wave though, that sword was still currently a miracle. 

I did plan on using Alchemic Shift on Sable Wave when I wake up though. Since I had used Stalhrim and Moonstone in the forging process the spell should strengthen Sable Wave a little bit. Second I would use it on all my armor as it was also all made of mostly Stalhrim. 

I hadn't awakened yet so I still had mana left, just didn't know how much. I decided upon fusing the last analysis spell I got from Farengar with Reinforcement. Fusing Reinforcement with the spell called Form Solidity Judgement. The result was certainly interesting. The fused spell result was named Fortify.

It was a Expert level Alteration spell that double the current max armor rating. Reinforcement was simple in its effect. While the way Fortify was described... I would need to wake up to test it. I had a feeling the wording might lead to a very interesting effect. Just like the spell Necromantic Ritual allowed me to mass spam low cost conjuration spells. Fortify may lead to a very interesting interaction. 

I remained within the dreamscape though, I had yet to wake up from the lack of mana. I tried to fuse more spells or diverge them however I couldn't. Which meant I still had mana, but lacked enough to actually make use of it. With a shrug I moved toward the Double Doors within the Dreamscape. They opened to the normal bright light and walking through them.

I woke up with a jolt. I felt well rested actually, but the time was already noon. I suppose I would be spending at least one more day within Whiterun. Which worked out for me mostly as I had to prepare for the multi-day travel. I had a ton of detours all throughout the rift. I knew someone had to have joined the Thieves Guild.

The likelihood of them conquering dungeons within the rift though was very low. The Thieves Guild was a time sink hole. By far the worst guild to join despite their amazing rewards. I stretched my legs, pulled out my notebook and prepared for a lot of writing. I had to write down my own personal profile. I never knew if the system would fail me and skepticism felt reasonable. 


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