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Chapter 6 by Groffin Groffin

Do you keep playing innocent? Take a chance at misdirection and hiding? Or just make a break for it like an unsubtle robber?

Grab and charge

You allow yourself to get carried away by the stress of the situation and break into a run for the exit after snatching the pitcher. Hopefully this whole endeavor is still salvageable; your earlier fight was won by sheer **** attack spamming, maybe bumrushing will carry the day some more.

The wind mage rounds the corner, still walking slow and nursing her head, "Oh there you are. I know you're curious but you can't just stray off like-ACK!" Her words are cut off by your frantic war cry and a flail of your free hand that launches a large shot of water out of the stored excess mass in your hair. The poor woman is dusted before she even registers what hit her.

Without giving yourself time to register how your gung ho escape plan is probably just making getting out of this place more of a mess than it has to be, you burst through the door and sprint straight for the lip of the quarry.

Half way down the path, you see new pair of apprentices chatting as they stroll up the trail from the quarry. You've already launched two more blasts of water at them before they even look up at your approach. They both get knocked off their feet and tumble over the edge of the cliff-face, and you're right behind them, as you register that your momentum is too much to let you slow down in time to avoid careening down to the rocks yourself. With little other consideration, you take a leap of faith and pray your trajectory lands you in the water.

Fate must be more merciful than you give her credit for (if she's not just playing the long game) and you splash down into an deeper portion of the river. You take a moment to regain composure and draw yourself up, standing easily on the surface of the seven foot deep, rippling water.

You look down at the Vessel you cradle in your arms: the glazed blue ceramic is still whole and unscratched, the magic still thrums as strongly as before.

You did it.

A slightly maniacal laugh bubbles up out of you as you walk to the shore. You almost don't there to believe it, this is it! Your life is about to open up in more directions than you can even wrap your thoughts around.

You've set the pitcher down the ground when you register that you've gained another level from your Apprentice tossing spree. Only one? Ah well, this next little trick should more than make up for the diminishing returns.

You kneel down and bend your head down to the lip of the pitcher. When the magic pulses and draws you in, you smoothly dissolve your form and slide in. When you reform, you see that the inside of the zero-space of the Vessel is a wide, pale blue void, which you float through as easily as if you were in salt water. Off in the distance in all directions, you can see a series of giant symbols pulsate with light, and your own bodies Sigils pulse in tune with them. Suddenly an intense light and heat surrounds you, and when it fades you know the Vessel has finished its work.

With a thought and a sensation of intense suction, you pop back out onto the riverbed. You pick yourself up and lean down to inspect your reflection. You don't look any different beyond the new band of Sigils on your forehead and shoulders, and you can't be sure if they're from the level up, the Vessel, or if they were just hidden by your hair earlier.

Speaking of your hair, it is currently down to a thin blue film coating your scalp. You offhandedly Absorb enough water to bring back your hip length locks with an aggravated "Hhmph."

After that, you pick up the Vessel again, and study the lines of crisscrossing runic marks that now wrap around its middle. Then you look at the river, then back to the pitcher, then turn to the river again, and flick a finger against the lip of the pitcher.

Immediately, a huge torrent of water surges up and funnels into the mouth of your Vessel, like an inverted whirlpool. You stagger back, more from shock than actual knockback, but dig your feet in and hold onto the pitcher as it gathers you some water. You give it a couple minutes of good drinking before cutting off the absorption. You're not that good at eyeballing mass, but you feel like you've got a decent, mid-sized recreational pool's worth of stashed water. Good thing the zero-space keeps the weight from being a problem.

Finally, you check you stats.

Undine
Level 11
Equipment: Aquarius Pitcher*
Health 70 (+50)
Mana 45 (+25)
Melee Attack 10 (+5)
Ranged Attack 19 (+8)
Magic Attack 14 (+6)
Physical Defense 12 (+5)
Magic Resistance 8 (+4)
Speed 13 (+5)
Weaknesses: Lightning
Special Abilities:
Water Bolt: Launch a mass of water from your body as a ranged attack
Absorb: Regenerate lost mass and health through contact with water
Jelly Skin: Immunity to Blunt Weapon Attacks
Aqua Sigils: Water based special abilities are stronger and can be used faster.
Fluid Retention: hold up to 1/2 base mass as extra water for purposes of water-based special abilities
April Showers: Ability to form rain clouds
(Bubble): Surround yourself with a shield of water that absorbs the first 30 points of damage before popping. 30 Mana
(Soft Baptism): Cure status ailments and heal 1/4 max health of yourself or an ally. 15 Mana
(**** Temperature): Temporarily change your Elemental property to either Ice (Snow Mephit) or Wind (Steam Mephit) 25 Mana

  • All stat gains or abilities in parenthesis are available due to use of the Aquarius Pitcher

Now this is really something to work with now.

You lie back and consider how to proceed. Now that you have no restrictions, you find it hard to actually pick a course of action.

Do you head straight for the ocean? Do you try to enter the nearby town, Malundale? Or perhaps find enchanted woods you once heard a higher level student supervisor mention? Heck, do you just stay here and try to stake a claim on the quarry against the mages?

Where do you go from here? Do you even leave at all?

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