Chapter 179 All Laws Share the Same Origin
Two new specializations, one of which is "Dragon Attribute Enhancement," granting +1 Intelligence, reaching 21 points and breaking through to the Extraordinary Realm.

Increases the spellcasting ability of mages, and also increases the number of synchronized spells of magical items by 1.

For the second specialization, choose the general specialization [Elemental Mastery].

【Elemental Mastery】: General Feat.

You gain the following benefits:
"Attribute Value Boost": Your perception increases by 1 point, up to a maximum of 20.

"Energy Control": Choose one of the following damage types: acid, cold, fire, lightning, thunder. Your spells ignore resistance to the selected damage type.

Furthermore, when you cast a spell of this damage type, your damage throw can never be 1 point.

Current damage type selected: Cold.

This specialization allows for multiple selections, with each selection choosing one type of elemental damage. Previously, fire was selected, and this time, cold is chosen.

Fire and cold perfectly correspond to his affinity with the two elements, allowing him to maximize the power of these two types of spells.

Choosing spells is even more of a headache for mages, because there are just too many spells they can learn.

Anser has no shortage of damage; his principle is to avoid spells that require sustained focus and instead prioritize utility spells.

First are magic tricks and evocation spells.

The trick selects "Secondary Illusion," which creates an image of a sound or object within casting range to deceive or distract others, and may be useful in certain situations.

The three Evocation spells provided by "Secret Resonance" don't offer many options, as he's almost mastered all the low-level Evocation spells.

Finally, he chose Chaos Arrow, Frostbite, and Shattering Sonic Wave.

「混乱箭」能制造一团变化不定、高声尖鸣的混乱能量,基础伤害是2d8+1d6(3-22),与繁彩球差不多。

Moreover, there is a one in eight chance that chaotic energy will jump to a nearby target, and if you are lucky, it can keep jumping.

However, the damage type of Chaos Arrow is uncontrollable; it can be mind-based, acidic, fire-based, force-field-based, etc. It is completely random, and even the caster does not know it. The attacked person is even more unpredictable and naturally has no way to defend against it.

"Frostbite" and "Shattering Sonic Wave" are both second-circle spells, but each has its own characteristics.

The former is known for its icy coldness, capable of freezing creatures in a cone-shaped area in front of it and causing 3d8 (3-24) cold damage, and has a crowd control effect.

The latter emits a deafening noise that deals 3d8 thunder damage to all creatures within a spherical area with a radius of 10 feet (3 meters). It also damages non-magical objects and is disadvantageous to constructs when making saving throws.

If Anser encounters a large number of constructs or artillery, "Sonic Shatter" is more effective.

Six mage spells, with the first-circle spells being "False Life" and "Absorb Elements".

"False life" is like a layer of life coating, taking the blame for the real thing.

"Absorb Element" allows the user to absorb some elements when attacked, weakening spell effects while enhancing their next melee attack.

There are many choices for second-circle spells. After much deliberation, Anser chose "Arcane Lock", "Knock", "Divination", and "Mirror Image".

"Arcane Lock" can attach a magical lock to doors, windows, containers, or entrances and exits. It can remain indefinitely, and the caster can set permissions and passwords to allow only specific creatures to enter and exit.

This spell, combined with the alarm spell, is enough to turn a room into a sealed chamber, inaccessible without violence, and virtually no living being able to approach it silently.

The Black Tower's access control system is a variant of the Arcane Lock spell.

"Knocking Technique" is the nemesis of Arcane Locks. By using magical skills to knock on objects, one can open doors, windows, boxes, shackles, locks, bolts, etc., and even Arcane Locks will be temporarily suppressed.

This spell is an essential spell for exploration and treasure hunting: the "Knock on Doors and Locks" spell!

"Divination" is a second-circle prophetic spell that can obtain some kind of omens about a series of actions to come from otherworldly beings, but it is rather vague and can be roughly divided into four types: auspicious, inauspicious, a combination of auspicious and inauspicious, and neither clearly good nor bad.

This spell can only predict actions within a few tens of minutes, and it is best to use it only once a day. Each additional use will accumulate a 25% chance of being ineffective, and it may not give any results at all.

It's always good to consult the oracle before doing anything, but don't take it too seriously, as divination itself is full of uncertainty. "Mirror Image" can create three illusory clones of oneself. These clones will mimic the caster's movements and positional changes to confuse enemies and deceive them. It is ineffective against blind creatures or creatures with true vision.

Casting a Mirror Image spell before battle will definitely have a good effect.

[Specialties: Dragon attribute enhancement (Intelligence +1), Elemental control (Cold), Innate magic: Chaos Arrow, Frostbite, Shattering Sonic Wave, Mage spells: False Life, Absorb Element, Arcane Lock, Striking, Divination, Mirror Image, Trick: Lesser Illusion, Confirm?]

Anser did not confirm immediately, but instead teleported to the spherical astronomical array at the bottom of the Black Tower.

"confirm!"

The next moment, the world spun around him, and his spirit wandered in a shimmering ocean of spiritual energy. A brilliant light suddenly appeared, and its magnificent radiance illuminated all directions, making everything clearer and more radiant.

Anser was still immersed in this indescribable comfort when a flood of knowledge and insights poured into his mind, so overwhelming that he had no time to think about anything else and could only immerse himself in it wholeheartedly.

This experience is not much different from when a warlock levels up. It's like a swordsman picking up his sword again after recovering from an injury. The feeling he had before quickly returns, without the awkwardness of a beginner.

After an unknown amount of time, Anser opened his eyes, his gaze bright and alert.

'So this is what it means to be a monk? It doesn't seem that difficult.'

The chasm that the original owner couldn't overcome even with all his might during his apprenticeship seemed to exist for him as if it didn't exist.

The biggest difference wasn't in intelligence, but rather that the existence of the character cards saved him from the tedious and lengthy study time—a clear case of cheating.

It's important to know that studying is the most troublesome thing for countless mages; academic geniuses don't necessarily love studying.

He also discovered a misconception about mages: that all mages understand and master magical theory.

That's definitely wrong!

Most mages, like students in their previous lives, learn subjects such as mathematics and physics by rote, using formulas and theorems to solve problems. Although this tests their intelligence, it is still far from understanding the underlying logic.

Many mages spend their entire lives studying the spell models of their predecessors, yet they still cannot fully understand them. Mages who can improve and optimize spells are extremely rare, each one a genius of their time, such as Mayof and Bigby.

Although mages possess a wide variety of spells, this is disproportionate to the long history of Toril, demonstrating the difficulty of studying magic.

Therefore, before becoming a legend, one should focus on learning and accumulating experience.

'Indeed, the best way to break free from the halo of a profession is to become one of them,' Anser quipped.

Nevertheless, he still needs to try to make the spellcasting modes compatible with warlocks, paladins, and mages.

Warlocks rely on innate magic; their spells originate from their bloodline and instincts, and they can cast them at will.

The way traditional mages cast spells is somewhat similar to that of paladins. Before casting a spell, they must first "prepare" by memorizing an extremely complex spell model in their brains, otherwise they will be unable to cast it.

This process is like loading a written program into memory. The memory capacity determines the number of spells to prepare, and casting a spell is like connecting to energy and executing the program.

Understanding this process reveals that "knowledge is power" is not a philosophy, but a rule.

Compared to spellcasting, the original spell slot casting is easier, has fewer models, more stable deck construction, and the casting process is greatly simplified, making it very friendly to the caster.

The difficulty of casting spells with magic has increased dramatically. Primal magic is like a disobedient child, nowhere near as stable as a magic network. Guiding it is already difficult, and you also have to build a model. Not only is it slow, but the failure rate is also extremely high.

Fortunately, Anser has extremely strong control over magic, so this was not difficult for him.

Moreover, he possesses extraordinary intelligence and an exceptional memory, allowing him to easily memorize many complex spell models without needing spellbooks, at least for the current second-circle spells.

The magic and application skills of warlocks and mages are the same. Before casting a spell, just make sure you distinguish the casting methods of different spells and don't get them mixed up.

Perhaps the two can spark a different kind of inspiration.

(End of this chapter)

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