Super Magician: The Magic Network Collapsed Again at the Start
Chapter 80 Level 5 Warlock!
Chapter 80 Level 5 Warlock!
'Finally level 5!' Anser smiled, in a good mood.
He has waited for this day for too long!
Nornos seemed to sense his mood, and couldn't help but shake his head and sway his body, his steps unusually light.
After rounding a giant tree, the [Quiser] suddenly appeared in front of us. The forest provided excellent concealment; if it strayed too far, it might be impossible to find it again.
Nornos leaped lightly onto the deck, and Anser dismounted, a sense of security welling up inside him.
The forest was dark, and I always felt like countless eyes were watching me from the shadows, which made me very uncomfortable.
When Salian saw Anser return so quickly, he assumed that Anser had not caught up, but judging from his expression, that did not seem to be the case.
"How's it going? You're not hurt, are you?"
"It's alright, I killed two, the rest ran away." Anser shook the magic orb in his hand, indicating that he was fine.
"That's good. Do you think we can eat the meat of these dinosaurs?" Salian asked, pointing to the Deinonychus carcass on the deck.
The situation is complicated now, and he is worried that supplies will not be enough, so he must plan ahead.
"It should be edible, right?" Anser wasn't quite sure.
Dinosaurs were wild animals that lived in their natural environment, and theoretically, they could be eaten.
“Then kill it. If it’s edible, have the chef make it into smoked or cured meat…” Salian stroked his beard and decided to let the most resilient green dragonkin try some.
“Hmm.” Anser felt there was no problem; his bottom line was not to eat intelligent beings.
Next, Salian began assigning tasks to everyone: the injured went back to rest, those with high perception were responsible for guarding, ordinary crew members cleaned the deck, and they worked with the chef to dispose of the corpses as quickly as possible to prevent the smell of blood from attracting even more powerful monsters.
The claws and fur of the Deinonychus are also quite good; they should be a decent magical material. Since the cargo hold is mostly empty right now, it doesn't take up much space.
Anser doesn't need to be on duty; that's a privilege reserved for spellcasters.
He greeted Salian, hurriedly returned to his cabin, lay down on his bed, and entered his spiritual world.
The silver die spun slightly, revealing upgrade options:
Increase your warlock level or choose a new class.
He did not hesitate to upgrade his warlock rank.
[Level Up: Rank 5 Warlock!]
You have gained a new class trait: "Spell Revival," and your "Magic Control" level has been increased.
[Dragon bloodline awakens, you master new dragon spells: "Fear" and "Flight"]
[The power of the Storm Dragon Mark has increased, and you have mastered new spells: "Snowstorm" and "Wind Wall".]
You can learn a new spell, an Evocation spell, and a Trick.
A series of notifications flashed by, making Anser's mood leap with joy.
Level 5 is the first watershed moment for professionals. The difference between level 4 and level 5 is particularly obvious, and it is not only reflected in professional characteristics and third-circle spells.
Anser first checked the new class traits:
"Spell Revival": You gain a new understanding of the innate magic within you and learn to revitalize it by harnessing primal magic.
You can restore up to half of your super magic through a short meditation break, once a day.
This feature may seem ordinary, but it actually enhances the warlock's endurance, since super magic power and magic power can be converted into each other, resulting in a significant boost.
Upgrading his "Magic Control" to the third ring allows him to easily master third-ring spells, making his spellcasting more stable.
The extra 5 points of magic power are just icing on the cake.
The biggest change is the addition of a new trait: You have extraordinary control over magic, and damage rolls are increased by 1.
A slight increase in spell damage may seem insignificant, but it actually reflects his exquisite control over magic, meaning that any spell will be more powerful in his hands.
After the upgrade, the Dragonblood lineage grants two Dragon spells: "Fear" and "Flight".
"Fear" is a third-circle illusion spell. When cast, all creatures within a 30-foot (9-meter) cone-shaped area will feel the terrifying aura of the dragons and be forced to make a perception saving throw. The loser will drop all their holdings and fall into a state of panic.
The panicked creature will flee from you as quickly as possible until it hides in a corner you can't see. At this point, make a perception save. If the save is successful, the spell ends.
This is a powerful crowd control spell; those with insufficient perception will fall victim to it unless the creature itself can resist or be immune to this type of spell.
"Flying Techniques": Three Rings, School of Change.
Duration: Focused, up to 10 minutes
Touching a willing creature grants it the ability to fly freely. Its base flight speed is twice its base running speed, and it can hover. Consuming additional magic power can extend the flight time.
When the spell ends, the target falls. This is the flight spell that many spellcasters dream of, allowing them to conquer the skies!
Flying is not just about fulfilling a dream of flying; it greatly enhances combat and survival. If others can't fly, but you can, then you'll have complete control over the battle.
The Storm Dragon Mark also introduces two new spells.
A "Snowstorm" spell, a third-circle spell, can continuously bring down freezing rain and hail in a designated area, causing severe obscuration and freezing of the ground, but it has no direct killing power and is a crowd control spell.
There is also a "Wind Wall" spell, which is a three-ringed energy manipulation technique that can raise a wall of strong winds on the ground, the shape of which can be freely shaped by the caster.
If the enemy within the wind wall area is weak, they will suffer 3d8 (3-24) blunt damage.
Wind Wall can block dense fog, smoke, various gases, arrows, small or light flying objects, etc., and is a functional spell with protective properties.
These four spells are good, but they all require concentration, can only be cast one at a time, and may be interrupted if attacked.
In total, he possessed far too many spells that required sustained concentration: Dragon Breath, Shapeshifting, Immobilizing Humanoids, Levitation, Darkness, Cloud and Mist...
'What a headache! Another day of envying Tiamat. Having a lot of brains is definitely an advantage.'
After a moment of reflection, Anser began selecting two new spells, which was the key point.
Warlocks have many useful third-circle spells, such as Fireball, Lightning Bolt, Haste, Blink, Vaporize, Counterspell, and Waterwalking...
The "Arcane Resonance" spell grants a full range of spells, but only a dozen or so. Besides offensive spells like Fireball, there's also Leomon's Hut, which only mages and bards can master.
His plan was to definitely take the Fireball spell, and then choose another spell to save his life.
The preferred spell in the game is Speed Boost, which doubles the target's speed, increases their armor level by 2, and increases their attack speed, but has no effect on spellcasting.
However, when the acceleration effect ends, the target will fall into a brief state of incapacitation due to fatigue, and will be unable to make any movements or reactions.
'The negative effects are too devastating; we need to focus more.' He shook his head slightly; for now, running at full speed is sufficient.
The spell counterspell is good, but so far he hasn't encountered a single reliable spellcaster, so learning it would just be useless.
'Leomon's Hut and Fireball!'
The "Leomon Hut" generates a hemispherical force field with a diameter of 20 feet (≥6 meters) and remains fixed in place, just like a hut.
Marked creatures and objects can enter and exit freely, while other creatures, objects, and spells will be blocked.
Regardless of the external environment, the air inside the Force Field Cabin is always dry and comfortable, the light can be freely adjusted, and it is one-way transparent, allowing people inside to observe the outside, but people outside cannot see inside.
This spell is essential for travel and camping, and also provides protective capabilities.
Then comes the Fireball spell; hesitating for even a second is disrespectful to it.
"Fireball": Third Ring, Evocation School, base casting range 150 feet (≥45 meters).
凝聚一颗火球,飞驰到指定地点,爆炸后对半径20尺(≥6米)球状区域内每个生物造成8d6(8-48)火焰伤害,并点燃所有可燃物。
A successful Agility save halves the damage.
The fireball doesn't fly slowly as many people imagine; it looks like a bright flash of light, and by the time you notice it, it's already next to you.
In Anser's hands, the fireball spell has an explosion radius of nearly nine meters, making it virtually impossible to dodge completely unless predicted.
'Awesome! Long range, wide area of effect, high damage.' A sense of satisfaction welled up inside him.
For his last trick, he chose the Friendship Spell, hoping to find a small animal to become his pet.
In addition, the "Master of Super Magic" granted him another super magic ability. He opened the nebula and decisively chose to convert the spell.
It can change the damage type of spells, with a total of six types: acid, cold, fire, lightning, poison, and thunder. In other words, it can turn a fireball into a poison ball without changing the damage.
[Spells: Leomon's Hut, Fireball, Friendship Spell; Super Magic: Conversion Spell; Confirm?]
"confirm!"
The next moment, the dice trembled, and an invisible force was projected onto him. Magic surged from his body, surging and turbulent, and even the primal magic in the air resonated and stirred.
The dragon pattern glowed faintly, growing and spreading along the soft scales. Its body rose and fell, and countless inherited memories surged endlessly in the mind.
After an unknown amount of time, Anser stood up, his body brimming with magical power, feeling ethereal and as if he had the world at his fingertips.
'Suddenly I feel a bit smug!'
It's hard not to get cocky after mastering six third-circle spells at once.
(End of this chapter)
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