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“Nine years in the Synod, and I’m Level 4,” Fabrisse murmured to himself as he stared at his profile.

CALIBRATOR PROFILE: FABRISSE KESTOVAR_28

Class: Apprentice (Unclassified)

Field Role: Inert-Adept (Dormant)

Tier: Unverified

Epochal Registration: Legacy Validated

Status: Conscious – Stabilized

Level: 4

EXP: 784/1500

Focus (FP): 31 / 31

Attributes:

STR (Strength): 5

DEX (Dexterity): 13

FOR (Fortitude): 7

INT (Intuition): 22

RES (Inner Resonance): 2

EMO (Emotional Attunent): [LOCKED]

SYN (Synaptic Clarity): 3

His Synaptic Clarity attribute was terrible, also, and that had accounted for the extra 1 SYN he’d received from quest completion earlier.

There was a small note underneath the figure for EXP which he had to squint to read.

[SYSTEM NOTE: Experience is awarded proportionally to resonance challenge.]

✦ Highest yield: Real-world combat (lethal or sanctioned), formal trials, high-volatility invocation, or major aetheric contact.

✦ Moderate yield: Sparring, structured duels, intense field application, or sanctioned demonstrations.

✦ Minimal yield: Research logging, familiar interaction, note transcription, theoretical recitations, passive enchantnt study, and ‘observation with mild internal panic.’

✦ No yield: Walking in circles while muttering about stone texture.

Attribute Allocation:

Spoiler

Growth is gradual, but aningfully yours.

– Levels 1–10: 3 stat points per level (foundational developnt)

– Levels 11–50: 5 stat points per level (specialization and mastery)

Note: Stat increases are irreversible. Wisdom is optional but encouraged.

He laughed. Quiet, dry. The laugh delayed the impact. A second later, it landed—nine years of minimal yield. His stomach twisted.

“Nine years, and I spent most of them befriending rocks and writing monologues to sedint.”

He turned the page instead.

Fabrisse blinked at the nu again and scrolled to the descriptions. A side tab expanded with a soft click of light. He took out a notebook—his newly-assigned ‘Note of Important Observations’—now that the old one with knowledge he’d already morized had beco too tattered and was left at ho.

ATTRIBUTE GLOSSARY

Calibrator Profile: Active Scan

Spoiler

INT – Intuition

Governs subtle perception and unconscious pattern recognition.

✦ Boosts detection of anomalies, passive glyph understanding, and skill recall.

✦ Crucial for uncovering hidden relationships between magical constructs.

✦ Operates largely on subconscious logic and lived experience.

“Sotis knowing is just feeling better than the others.”

(Current: 22)

RES – Inner Resonance

Governs ability to project, manipulate, sustain, and amplify magical output across all known channels.

Affects casting range, spell accuracy, amplification tolerance, and overload safety.

✦ Low RES may cause misfires, premature fizzles, or aetheric feedback injuries.

“Your will, focused. Or not.”

(Current: 2)

DEX – Dexterity

Governs precision movent, fine motor control, and kinetic glyph execution.

Affects dodge timing, invocation speed, and chanical skill interactions.

✦ High DEX benefits running speed, stealth, evasive movent, and tool/channeling techniques.

“You can’t finesse your way through magic with fists.”

(Current: 13)

STR – Strength

Governs raw physical output, object manipulation, and fatigue thresholds.

Affects lee damage, lee spellcasting, lift/carry capacity, and physical endurance in combat zones.

✦ High STR enables certain weapon forms, boulder moving, and stubborn door-opening.

“Strength is rarely elegant, but sotis it’s necessary.”

(Current: 5)

FOR – Fortitude

Governs resilience against physical disruption, stagger resistance, and long-form exertion.

Affects passive regeneration, concussion resistance, spell backlash absorption.

✦ High FOR prevents collapse during glyph rebounds, magical strain, and ritual fatigue.

“When you fall, Fortitude decides how fast you get up.”

(Current: 7)

EMO — Emotional Attunent

[LOCKED]

This attribute is currently sealed due to calibration class restrictions.

Unlock requires: Calibrator Progression OR Event Flag

Governs internal emotional clarity, the ability to channel existing emotions into spells, and to amplify or stabilize spells.

✦ Affects familiar bonding, certain path awakenings, and aetheric relic compatibility.

“Your will isn’t enough. Your feeling has to believe it too.”

(Current: Locked)

SYN – Synaptic Clarity (Previously nad Synchronization during Legacy)

Governs magical synchronization and magical reflexes.

Enables instant decision-making, clear signal-to-emotion timing, and fast reaction alignnt in high-pressure or complex magical contexts.

(Current: 3)

He was on his third reread. Not because he forgot, but because it felt better every ti.

So Thaumaturgy is wrong! I can improve my resonance! Or maybe I can’t, and the nurical number next to it only exists to remind I’ll be stuck at 2 forever . . .

In Thaumaturgy theory, four elents need to exist in harmony for a perfect spell: Technique, Intent, Timing, and Innate Resonance. Technique would be simple; his physical attributes like STR and DEX would influence that. Intent consisted of emotions and mnemonics, so EMO obviously would influence that. He didn’t know why the glyph bothered to lock him out of such apparent attribute. Timing must be tied to SYN. If you had good STR, DEX, EMO, and SYN, you would successfully cast a spell.

After a spell successfully ignited, RES would take over as the most important attribute for controlling and amplifying magical output. As for FOR . . . well, FOR didn’t affect spellcasting at all, but rather resistance to spells.

This attribute breakdown had given him so much hope, at least. Even if every single attribute of his was at the rock bottom, he knew he could improve. The knowledge alone got him pumped. I need to dig deeper. I need to know all the different ways to boost my abilities.

He was looking for reasons why Synaptic Clarity would be the most important attribute for Grain Analysis, and it seed like he’d found it. He didn’t need to control the aether, since most rocks resist control anyway. But he needed to understand how and why the rocks had retained that aether, and captured emotions along with it.

There was one more thing he needed to check. Earlier, after he’d finished Phase 3, he saw this ssage: [Earth-based Thaumaturgy Mastery 1]. He wanted to know what this mastery attribute ant, and he suspected it would be within the Skills sub-section.

He was right. There was now a Glossary note for Mastery when he entered the sub-section.

MASTERIES & SKILL UNLOCK SYSTEM

chanics Overview:

– Mastery Points are gained through practical use, successful resonance, and progression steps.

Stolen novel; please report.

– At a minimum of 5 Mastery Points, a new skill can be unlocked from an eligible subtree

– Foundational Tier 1 Skills must be unlocked via narrative progression, not by points (e.g., "Stonesway").

– Each skill tree has multiple Sub-Affinities, encouraging different styles (combat, sensing, flavor, etc.)

He moved on to the Earth-based tree.

EARTH-BASED THAUMATURGY TREE (early branches)

Sub-Affinities:

– Stone-Based

– Sedint-Based

– Soil-Based

– Crystal-Based (locked)

– Ore-Based (locked)

Existing Mastery: 4 (3 was given to you as an Innate ability bonus)

Too many variables. He could choose one now or wait. But if he picked wrong, he’d feel it forever. He hated optimization traps disguised as choices. However, it wasn’t like any of this mattered right now as he only had 4 Mastery Points.

[SYSTEM NOTE: Stone-Based Thaumaturgy Damage, Range, & Accuracy boosted by 12% via your Path: Celestial Hoarding][SYSTEM NOTE: After you have unlocked a sub-affinity, a potential new sub-affinity will be unlocked.]

Huh? How does this work?

He ntally willed the Note to show more details.

Total Stones Holding: 12

Total Registered for Celestial Hoarding: 10/12

Inventory: 1/10 Stones

Stone Satchel (Extension): 11/15 Stones

Ah. So each item would give a 1% boost.

[Correction: Each small-sized item would give a 1% boost, a dium-sized item would give a 2% boost, and a big-sized item would give a 3% boost.]

Okay. How do I utilize this Celestial Hoarding to my advantage, then? How can I upgrade it?

[QUERY RECEIVED: “How do I utilize this Celestial Hoarding to my advantage?”]

[ANSWER: Try progressing current skills first. Hoarding cannot boost non-existent skills.]

Rude.

Still, he made a ntal note to collect more pebbles when he had a chance. Ideally, he would get more Stupenstones, because he could use them to fling.

He moved on to the unlockables.

Tier 2 – Unlockable with Mastery Points

You can now unlock or upgrade these

Stone-Based Thaumaturgy Tier II:Spoiler

Skill Na

Type

Tags

Mastery Req

Description

Stonepulse (to Rank I)

Active

Utility / Detection

10 (Earth - Stone)

Requirents: Stonebind & Stonewhisper

Sends a low-frequency resonance pulse into the ground. Reveals hidden glyphs, shallow tunnels, or loose debris in a short radius.

Seismic Teeth (to Rank I)

Active

Combat / Terrain Manipulation

10 (Earth - Stone)

Requirents: Granule Drift & Stonepulse

Creates a temporary row of tooth-like stone spikes that erupt from loosened ground. Especially effective in tight corridors. Spikes crumble after 10 seconds or upon dealing damage.

Stonewhisper: Echo Braid (to Rank I)

Passive

Detection / Utility

10 (Earth - Stone)

Requirents: Stonewhisper (Rank II)

You may now ‘braid’ multiple stones into a linked listening chain, allowing you to trace moving vibrations between them. Maximum of 3 linked stones. Directionality remains imprecise, but distance can be estimated.

Slatecast: Fragnt Bloom (to Rank I)

Active

Combat / AoE

10 (Earth - Stone)

Requirents: Stalecast (Rank II)

Instead of a single slate shard, multiple razor-like fragnts bloom outward in a cone. Weaker per shard than the original, but effective against unarmored swarms or fast targets.

Tier 1 — Common-Grade Stone-Based Spells (Unlockable & Upgradable)Spoiler

Skill Na

Type

Tags

Mastery Req

Description

Stonebind (to Rank I)

Passive

Combat / Utility

5 (Earth - Stone)

Temporarily anchors an object (or creature’s foot) to the ground using localized pressure. Ineffective on flying or large targets. Great for delaying or trapping.

Pebble Ward (to Rank I)

Active

Combat / Utility / lee

5 (Earth - Stone)

Instantly lifts small stones from your surroundings to intercept low-grade projectiles or magical flares. Limited to 1 use per short rest.

Stonewhisper (to Rank I)

Utility

Narrative / Detection

5 (Earth - Stone)

Allows you to ‘listen’ for minute vibrations in a hand-held stone to detect movent, tunneling, or recent nearby footsteps. Doesn’t always give clear direction.

Granule Drift (to Rank I)

Active

Exploration / Mobility

Requirents: Any Sedint Thaumaturgy Skill

5 (Earth - Stone)

Disassembles compacted stone into loose sedint in a small area, allowing excavation or safe descent through walls and floors. Requires stable emotional focus.

Slatecast (to Rank I)

Active

Combat / Utility / Ranged

5 (Earth - Stone)

A sharp-edged slate fragnt forms from ambient grit and is launched forward. More accurate than Stupenstone Fling but lacks its emotional scaling.

Stonesway (to Rank II)

Active

Utility / Combat / Flavor

10 (Earth - Stone)

Animates and levitates a small number of rocks (up to 5 pebbles) for light manipulation or distraction. Pebbles respond better to tactile familiarity.

Gravelkin (to Rank II)

Active

Summon

10 (Earth - Stone)

Innate

Upgrades your bonded Gravelkin: now capable of limited mimicry (simple shapes), glows on proximity to conflict. Opens up synergies with Celestial Hoarding (access for more details).

Stupenstone Fling (to Rank II)

Active

Combat / Narrative

10 (Earth - Stone)

Innate

Access for more details.

Sedintary Recall (to Rank III)

Active

Sensing / Narrative

25 (Earth - Stone)

Innate

By holding a stone that has remained in place for a long ti, you can tap into lingering aetheric ‘impressions’ of significant emotional events that occurred nearby.

Burden of Stones (to Rank III)

Active

Sensing / Narrative

25 (Earth - Stone)

Innate

Temporarily imbues an object with weight based on emotional burden.

Okay, so a new Tier I skill costs 5 Mastery Points to unlock, 10 Mastery Points to upgrade to Rank II, and 25 to upgrade to Rank III. anwhile, a Tier II skill costs 10 Mastery Points to unlock and 25 to upgrade to the next rank.

The higher the rank, the more Mastery Points it takes to level up. So in theory, it would be more efficient to unlock all the base skills first. But do I need all the Base skills? Maybe the higher-level skills are expensive to unlock because they are worth it. I need to read further into what they do in detail when I have the chance.

[ACCESS: STONE THAUMATURGY SKILL TREE]

[SYSTEM NOTE: All these skills are Common-level skills. Please refer to the known Skill tree to access Tier 2 (Rare-level) skills.]

[WARNING: Be sure to refer to double-check the requirents for unlocking every Skill. So Tier 2 skills cannot be unlocked until the prerequisite Tier 1 skills are available. Mastery Points are difficult to earn, so use them strategically to specialize into specific builds.]

[EXAMPLE: Defensive Stone Tank Build requires a vastly different skillset than Stone Golem Summoner.]

He read the descriptions, noted them down, then read again, underlined the keywords, then read again the third ti.

Okay. It makes sense that I have to learn fundantal skills as a basis for learning relevant higher-level skills.

But . . . Stone Golem Summoner?! He had never heard of any Thaumaturges summoning Stone Golems before. Stone Golems were a construct made specifically by Geomancers. To his knowledge, there had not been any recorded animated or summoning spell within the Earth Thaumaturgy departnt. Maybe the Eidralith knew sothing Thaumaturgy theory didn’t.

He was about to examine the Skill Tree, but realized Stupenstone Fling was the only skill that demanded him to ‘click’ on the description. He did as told.

Stupenstone Fling (Rank II)

– Automatically hos toward its target’s emotional ‘signature’ (if present), improving midair correction and accuracy.

– Can be charged briefly (1–2 seconds) before release, enhancing the projectile’s velocity, emotional clarity, and impact force.

– On hit, delivers a feedback pulse that echoes the bound emotion into the target’s field, causing mild disorientation (non-lethal).

- A RES of ≥ 7 is required to ensure the flight path stays true at all tis. A low RES could result in early dipping, especially at higher speed.

Damage scaling:

– Slightly increased base impact force

– Damage intensity now scales with RES (1% boost per 1 RES, up to 10)

Casting Requirent: SYN ≥ 5

[SYSTEM NOTE: No range upgrade yet. Please improve your RES and SYN to increase range.]

Those seem like massive upgrades. Emotional tracking can curve the path lightly, which ans I can find cover first. If I imprint it with fear, I might be able to scatter a group before they even know what hit them.

And I’ll need to smack Cuman in the head soon.

But hold on . . . He squinted at the Casting Requirent. It said SYN ≥ 5,and he only had 3 SYN. Did that an he wouldn’t be able to cast the spell?

[ENQUIRY RECEIVED: Can I cast a skill if I don’t et the Casting Requirent?]

Pre-saved Answer Loaded: Yes. However, it would be much more difficult to control the output of the skill. A skill would normally only function at a maximum of 70% of its capacity if the Casting Requirent is not t.

Okay. That’s not too bad. I’m only 2 SYN behind, so I think I can bridge the gap soon enough.

He ntally tapped on the na ‘Stupenstone Fling (Rank II)’.

The air shimred around the glyph.

[Confirmation Needed: Upgrade Stupenstone Fling to Rank II]

He ntally confird.

You are reading Basic Thaumaturgy for the Emotionally Incompetent Chapter 33: I’ll need to smack Cuman in the head soon on novel69. Use the chapter navigation above or below to continue reading the latest translated chapters.
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