Chương 570: BECMI Chapter 569 – Wrap Up and Stats
Biracial Edgelord Can't Make Immortal : Power of Ten, Book Seven · RE Druin · 570 chương · ~23 phút đọc · Tạo 05/09/2026
I apologize for the lack of a thunderous and exciting finale… but the nature of the story didn't lend itself to a momentous moment at the final end. Catastrophic occurrences and changes at the mortal level were basically the START of excitement at the Eternal and Immortal level. Aelryinth coming in to help finalize the severing of Leng from Other Nown was largely the apex of the story on the mortal side, where the sinking of Delpha was the hammer on the other that signaled things were changing for Immortals, too.
Yet the Immortal side of things was still ongoing, major events still had to be resolved, and the whole other timeline finally dealt with, events most mortals had no idea of and which didn't effect them in the slightest. The lining up of a thousand post-mortals and their entourages to go off to fight and reclaim worlds from the Shroud was indeed the proper ending to the book. Eternals taking up their duty once more, while the Immortals merely dealt with their whims...
========= At the end of the Story here, Edge is a full High Eternal at Rank 72, as high as the System goes there, and still a Titan. Given she cleaves to the PoT side of the Eternal Road, her only way up and forward at this point is through working with the gods, at least in BECMI. She is, however, heading to new multiverses with new Systems, and so there remains the ability to go Wide. Very, very Wide.
She's effectively a Cleric (Ur)/72, Wizard/72, Sorcerer/72, and Fighter/48 (elves have 2/3 the Attack bonus they do base Caster Level), in terms of equivalences, but again, BECMI Class Levels are very stripped down. Her ability scores would be at a flat 100 across the board in BECMI stats, equal to a High Hierarch. That's equivalent to a +20 bonus, or 50 in Power of Ten Stats… which is actually kind of low, and magnified by Immortal Rank as far as what can be done in actuality by Immortals, i. e.
a 100 passes Immortal Strength tests every time, and can effectively toss a small planet around in their Home Realms. Outside of BECMI, she can start raising her revised Stats higher… and she will. Intellect alone will soar into the 70's or 80's with great speed. She was at a 62 BEFORE becoming Eternal, so she's got a minimum of +18 from Levels coming to her… as she made sure to pay for the Stats with Karma and banked the gains from Leveling up for just this reason.
Her Caster Level is Ur-broken to base 144, completely eclipsing that of an Immortal High Hierarch (which caps at 80). She is limited by the System here as to her magic, opening Eternal Valences all the way up to XXV (her Slots come from Bonus spells from Intellect, Wisdom, and Charisma here, and 50 opens the XXV Slot), spells of such power they need to be Cast both before and after the desired moment, effectively needing to be in Ritual connection with herself to get them off.
She could probably cast a Vengeful Gaze of God without the feedback requirement, but would have to devote many Slots of activity before and after the Casting to pay for it. She's had over four thousand years of life and study, plus the help of numerous Sims, Clones, and Duplicates coordinating with her to devise Eternal magicks.
She is aware of many of the legendary 'Epic Spells' from Aelryinth conversing with Celestials who've spoken of such things, and has had time and the funds to research scores, if not hundreds of such things for custom uses. This guidance will save a lot of time for those who can follow her, although everyone's understanding of such spells is unique. Also, True Eternal Spells (not merely Meta'd lower spells), have extreme Casting requirements, which is one of the main requirements for Pre/Post Casting.
As noted in the story, Casting a True Valence XX spell requires a Caster Level of 400. That's a lot of mages in Ritual with you! Dread is effectively a Greater Artifact, sitting there with 1000 PP, more than some Immortals possess, for her to use, often used in place of Radiance to buttress spells and effects to make them impossible to Save against... or for her to make Saves others think is impossible.
Her Ring Primus has the distinction of having unlimited uses of Shape Stone Widened up to at least Valence X, and with at least a 40 Caster Level if it's not using her own, in addition to being Prime (all) Elemental Command. While she can use Runes to surge mighty Shapings for short periods, Primus is still unlimited use when all is said and done. Funf has something similar with his Telekinesis, which is more directly applicable in combat.
His main functions are Protection +6, Telekinesis, and of course boosted Sustaining. Edge has Clones active on Nown and in Delpha, too, taking care of events she is leaving behind, and naturally many former Sims are now incredibly powerful Elementals, consolidating power on the Elemental Planes and giving her more behind-the-scenes influence, all on top of those brought from the Other Shore and now in the main timeline. She is leaving nothing unprotected or unattended behind her on Nown and Nown Other (i. e. the Known World and None Other...). Edge is aware of the dead moon Shoul, the original source of the Shroud, and actually doesn't need Aelryinth to bring her there to start her mapping. She's going to start going down the Gate-paths to the ends of them, putting in Dimensional Seals of her own for the coming armies of mortals to lock onto, and just as the undead came into those worlds, she's going to be drawing in the Shroud Crusade in her wake.
Stolen from its original source, this story is not meant to be on Amazon; report any sightings. Her main goal is to get to the end of those trails so the nexus worlds there preparing to march on other living worlds can be wiped, and the expansions stopped in their tracks. The other goal is hopefully to get to some living worlds before they are wiped away. She has probably two thousand worlds to lock down at this point, with the first twelve worlds controlled by some incredibly powerful undead…
but she has no true fear of them, being what she is, and should have a great map of the Shroud available before too awful long… Note that no Eternal who chooses to take on worshipers (Powered Titans can also do this without becoming Divine) can enter the Shroud or even remember it, treated just like the Divine. It is a good reason for Eternals not to start cults or churches to empower mortals, and leave such things to the gods who are already useless against the Shroud.
Doing so is effectively retiring from the Shroud Crusade…
Thor and Sif finish around 65, as do the Mick and Laurentine, with the oldest Eternals trailing back from them in Levels, although the vast majority are going to be 50 and higher at this point after three thousand years of combat and defense against the Carnifex and Leng. Former Emperor Magni is about 50, and fully capable of taking on the Immortal Tenya in martial combat… which he might very well do at some point, ridding the Siricilan Empire of her forever.
The army of Eternals and their followers Edge is bringing is much more powerful than the force that Traveler starts with, naturally enough. But the reason they are there is because of Traveler, and they will be endeavoring to catch up with her and coordinate with her. The more armies who are prosecuting this effort in tandem the better, after all. The Cage that is the Hollow World is broken, and the societies down there are now free to evolve or die off as they were meant to.
The species protection is probably still in place, ensuring the last of a bloodline always survive… but even they have an out to go elsewhere if they can get their numbers up. Technology is firmly ensconced on both worlds as an alternate path to level up, and if the Immortals don't like it, tough noogies.
Whether or not contact will ever be established with the United Federation is another question saved for the future, but the existence of a magical planet is almost sure to turn a pure science society head over heels. But after four thousand years, who knows the fate of that noble effort among the stars?
Powerful takeaways for Terra-Luna Aelryinth gains from this Shard's world include: Spells, of course. The most notable of these are Miracle/Wish and Permanence, neither of which can be cast on Terra-Luna without Eternal levels (they require Valence XIII and XII respectively there). Wish has no material cost in BECMI, and allows for the Wishcrafted Template, effectively Nogging up yourself and others to maximum base starting Stats.
It requires a lot of Wishes and Wisdom 19 to pull off there, but that's a minor price, just time and Valences. Amusingly enough, because of the requirement to Burn Valences in Terra-Luna, anyone who can Cast it will also immediately be able to Pair it. When Aelryinth finally gets home and reads his Libraim, he will be able to Cast 14 XIII's a day… The Permanance of BECMI can affect any Arcane spell of VII or less that is not instantaneous (like a Fireball), with no material cost.
This means being able to get Permanent Fly spells or the like on a broad section of people, costing only Valences spent. He could also churn out effective magical Weapons for sale and the like, with Permanent Greater Magical Weapons at +5 available in broad numbers, or do likewise with magic Armors. With his Caster Level, they are nearly as good as true Weapons (although they don't punch Damage Reduction the same way.) The other spells will contribute to the libraries of Grand Central there (Terra-Luna's main academy). The Blackfire of the hynfolk has some interesting powers and applications. The ability of a dwarven Forge of Power to accrue ash that can make boats that can sail right through stone is also useful, while the ships made from the oil and leaves of the Lumina Trees that can fly in sunlight are nice, but not nearly as unique.
Weapon Mastery applications in BECMI are actually broader and more unique than in Power of Ten, with parrying, different abilities with different weapons, and the like. Whether or not the Radiance can survive in another multiverse, or Immortal Power, is currently up in the air. Since it is needed to power the Secret Schools, it may inspire a host of students from other places to come and learn them. The Immortal path of the Eternal is also a potential path for those of other realms coming here.
The Secret Schools themselves, especially Cryptomancy, are a powerful alternate type of magic that can be put to extremely useful effect by those who learn them. Becoming an Elemental Lord is now also an alternate path on the Eternal Road, if they care to pursue it. The Artificing system here often works on object weight instead of power, and can be more generous in Enchanting Items thereby, especially with higher-level spells.
As long as you can pass the Spellcrafting check, you can make some items extremely fast and quickly. It is a possible alternative to the Power of Ten System for making similar things, if it works there. There are many new intelligent races present in BECMI that Aelryinth has not met before. He took some time to be introduced to tortles, rakasta, lupins, enduk (intelligent winged minotaurs), and even the nifloid races on Nown Other have transcended their origins in the face of the Carnifex.
It could be said that BECMI is the true World of D&D, as all this gonzo stuff exists together side by side without exploding! Although not Aelryinth's first exposure to high tech on the trip home, the Federation technology definitely allowed him to grease those Ranks of technology Skills that might prove useful on other worlds.
Most importantly, of course, is that Nown Other is basically a world that has Fallen to Good (the Bright Empire and Heavenly Reach there), and is turning out Good warriors and combatants with a strong martial tradition, with the Nested Worlds additionally having time acceleration to grease the wheels of this. Buttressed with high technology, they can be a source of warriors to fight the Good fight elsewhere…
and not only do the surviving Immortals not want to mess with them, they don't want to bring in their Evil opposites, because of the price such would surely make them pay for doing so! It was a great play and ploy by Mithar, and it's going to pay dividends for a long time. Alas for Him, however, the main thrust of it is now going right into fighting the Shroud, instead of helping out Good on a thousand worlds elsewhere… but that's the nature of the Alignment War!

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