← Above the mage!

Chapter 47 New Spells (3)

  Chapter 47 New Spells (3)

 Gothe was fascinated by what he saw. There was silence in the workroom, except for the occasional rustling sound from him turning the pages of the book.
Artificial classification is only used as a supplement to the description of spells and does not carry any rules. "

   "There are eight schools of magic."

  "School of protection: The essence of protection spells is protection, but there are also some offensive uses."

"Abjuration spells can create barriers, neutralize harmful effects, harm intruders, or drive creatures to other areas."

"School of Conjuration: Conjuration spells involve transporting creatures or objects from one place to another. Some of these spells summon creatures or objects to the caster, some teleport the caster to another place, and some can create objects or effects out of thin air."


"These spells may make enemies consider the caster a friend, force creatures to behave in certain ways, or even manipulate other creatures like puppets."

"Evocation: Evocation spells shape magical power into the desired effect."

"Some evocation spells conjure a burst of lightning or fire. , and some will guide energy to heal wounds. In short, among all schools of spells, evocation spells are the most destructive. "

  "Illusion School: Illusion spells can deceive other people's senses and even minds."

"They can make people see things that do not exist, or cannot see things that exist."

"They can also cause people to hear voices or remember things that have not actually happened. Some hallucinations can be seen by anyone, and the most bizarre ones can even be directly implanted into the mind of a creature."

 "School of Necromancy: Necromancy spells manipulate the energy of life and death. "

  "Necromancy spells can give creatures extra vitality, or draw life energy from others, which can create undead creatures or even "resurrection from the dead". "

  "Note: The use of necromancy to create undead creatures (such as [manipulation of dead bodies]) has been strictly prohibited!" Gothe noticed this line of marking and was heavily circled by Master Seda with a pen.

  "School of Transmutation: Transmutation spells change the properties of creatures, objects, or environments."

“They can turn enemies into harmless creatures, or enhance the strength of allies, or make objects come alive to obey the mage’s orders, or they can enhance the creature’s natural self-healing ability so that its injuries can be quickly restored.”
All spells should be mastered, and there are few mages who specialize in one school - this behavior is not wise, and can even be evaluated as stupid."

  Closing the apprentice manual, Gothe took a long breath and felt that he had benefited a lot.

 His understanding of magic is indeed too little, almost unsystematic.

This introductory book called the Mage Apprentice Manual is worth a fortune to him at this moment.

   "A mature mage, a mage who masters the spells of the eight major schools, can indeed be said to be omnipotent to a certain extent."

    Gothe sighed, and finally understood why there was such a "bold statement" at the beginning of the book as "spells, omnipotent".

  It is true that the areas covered by the spell are too comprehensive.

 Before this, his understanding of magic was actually more of a powerful force.

 Now it seems that it is, but not entirely.

 Power is only part of the spell.

 This can also explain one of Gaode’s questions:

 In such a metaphysical world, why is there only one extraordinary power, magic?

 Because magic can do everything that other extraordinary powers can do.

 And what other supernatural powers can do may not be able to do what magic can do.

  "Two transformation spells, two conjuration spells, and one protection spell"

 Gothe reviewed the spell reserves in his spell library, and felt more and more that his spell library was too poor, not even half of the eight major magic schools.

  "Fortunately, we can now expand the spell library." Gothe picked up the five much thinner booklets under the apprentice manual.

 Yes, these booklets are exactly the spell formulas left by Master Seda!

With excitement and anticipation, Gothe carefully flipped through these five spell formulas left by Master Seda:

 [Tracking Mark] (Change System, 0 Ring):

Touch any exposed part of the creature, and if the creature does not resist, leave an indelible mark.

 As long as the mark exists, the whereabouts of the creature will be sensed by you, but the range must not exceed fifty miles, otherwise it will be invalid.

 This mark can be scraped off with a sharp blade.

 This mark will disappear after the caster dies.

  【Flash Technique】(Energy Department, Level 0):

  Create an explosive flash of light, dazzling creatures within 10 meters.

 Creatures without sight or already dazed are not affected by the flash spell.

 [Touch of Fatigue] (Necromantic, Level 0):

  After you touch the target, you can cause the target to fall into fatigue.

  You must make a successful touch attack to reach the target.

 The opponent will immediately fall into a fatigued state for the duration of the spell.

 This fatigue state is different from ordinary fatigue. This effect will disappear after the spell duration ends.

 This spell has no effect on a creature that is already fatigued.

 Normally, the duration of this spell is 6 seconds, but it is affected by the target's physical constitution and even mental strength.

 【Detect Magic】(Prophecy, 0 Ring):

  You can detect the aura of spells and magic items within 20 meters: determine whether there is a magical aura, and detect the amount and intensity of the magical aura.

  Magical auras will leave residual auras after their source is destroyed (in the case of a magic item) or dissipated (in the case of a spell). If detect magic is used to observe and direct to these locations, the spell will indicate the presence of a dim aura.

  The remaining time of dim level aura depends on the power of its source.

  The amount of information you gain depends on when you cast the spell.

 The range of detecting magic is 20 meters, and the object must be within your line of sight.

 【Flame Arrow】(Energy Department, 0 Ring):

 You hurl a handful of fire at a creature or object within 120 feet (40 meters), making a ranged spell attack against the target. If it hits, the target takes fire damage.

  Combustible objects will ignite when hit by this spell.

 (End of this chapter)