Above the mage
Chapter 47 New Spells
Chapter 47 New Spells (Part 3)
Gao De was engrossed in reading, and the workspace was quiet except for the occasional rustling sound of him turning the pages.
"The School of Magic"
"The effects of spells are ever-changing. Based on the effects of spells and the way mages manipulate magic, numerous spells are divided into different categories, namely schools of spells."
"Schools of magic are artificial classifications, serving only as supplements to the description of magic, and do not inherently contain any rules."
There are eight schools of magic.
"Protection School: The essence of protection magic is defense, but some of it also has offensive uses."
"Protection spells can create barriers to negate harmful effects, harm intruders, or drive creatures to other areas."
"The Conjuration School: Conjuration spells involve teleporting creatures or objects from one place to another. Some spells summon creatures or objects to the caster's side, some teleport the caster to another place, and some conjuration spells can even create objects or effects out of thin air."
"The School of Prophecy: Information Revealed about Prophecy Spells"
"Its form can be lost secrets, visions of the future, treasure troves, the truth behind illusions, or strange phenomena of distant figures or regions. The breadth of information is too vast to be summarized in one go."
"Enchanting School: Enchanting spells can influence the mind of others, alter or control their behavior."
"These spells may cause enemies to see the spellcaster as a friend, or force creatures to perform certain actions, or even manipulate other creatures like puppets."
"Evocation School: Evocation spells shape magical power into the desired effect."
"Some evocation spells summon lightning or fire, while others channel energy to heal wounds. In short, of all schools of spells, evocation spells are the most destructive."
"Illusion School: Illusion magic can deceive the senses and even the mind of others."
"They can make people see things that don't exist, or make them unable to see things that do exist."
"They can also cause auditory hallucinations or memories of things that never actually happened. Some hallucinations are visible to anyone, while the most bizarre types can even be directly implanted into the mind of a creature."
"Necromantic School: Necromantic magic manipulates the energy of life and death."
"Necromantic magic can grant creatures additional life force or draw life energy from others, which can create undead creatures, or even alternative forms of 'resurrection'."
"Note: The practice of creating undead creatures using necromancy (such as [manipulating corpses]) is strictly prohibited!" God noticed this line of text, which was heavily circled by the mage Seda.
"Transmutation School: Transmutation spells alter the properties of creatures, objects, or the environment."
"They can turn enemies into harmless creatures, enhance the power of allies, bring objects to life and make them obey the mage's commands, or enhance a creature's innate healing abilities, allowing its injuries to recover quickly."
"."
"Although magic is divided into eight major schools, mages do not divide into schools."
A mage should normally have a grasp of the spells of all eight major schools of magic; it's unwise for a mage to specialize in only one school—it could even be considered foolish.
After closing the apprenticeship manual, Gao De let out a long sigh of relief, feeling that he had benefited greatly.
His understanding of magic was indeed far too limited, almost entirely unsystematic.
This introductory book, titled "The Apprentice's Handbook for Mages," was priceless to him at that moment.
"A mature mage, a mage who has mastered the spells of the eight major schools, can indeed be considered omnipotent to a certain extent."
Gao De exclaimed that he finally understood why the book began with such a "boastful" statement as "magic is omnipotent".
The scope of magic is simply too comprehensive.
Prior to this, his understanding of magic was more inclined to view it as a powerful force.
Now it seems so, but not entirely.
Power is only one part of magic.
This also explains a question raised by Gaode Maps:
In such a metaphysical world, why is magic the only extraordinary power?
Because magic can do everything that other supernatural powers can do.
What magic can do, other supernatural powers may not be able to do.
"Two transformation spells, two conjuration spells, and one defensive spell."
Gao De reviewed the spells in his spell repositories and felt increasingly that his spell repositories were too barren, not even having collected half of the eight major schools of magic.
"Fortunately, we can expand our spell library now." Gao De picked up five thin booklets filled with many small books under the apprentice's manual.
That's right, these booklets are the spell recipes left behind by the mage Seda!
Filled with excitement and anticipation, Gao De carefully perused the five spell recipes left behind by the sorcerer Seda:
【Tracking Imprint】(Change System, 0 Rings):
By touching any exposed part of a living organism, an indelible mark can be left without the organism resisting.
As long as the mark exists, you will be able to sense the creature's movements, but the range cannot exceed fifty miles, otherwise it will become ineffective.
The mark can be scraped off with a sharp blade.
The mark will disappear after the caster dies.
[Flash] (Evocation, 0-level):
It creates a burst of light that dazzles creatures within 10 meters.
Creatures without sight or those already blinded will be unaffected by the Flash spell.
[Touch of Fatigue] (Necromancer, 0 Ring):
After you make contact with the target, you can make the target feel fatigued.
You must attack the target through a successful contact attack.
The target will immediately become fatigued for the duration of the spell.
This fatigue state is different from ordinary fatigue; this effect will disappear when the spell's duration ends.
This spell is ineffective against creatures that are already exhausted.
Normally, this spell lasts for 6 seconds, but its duration is affected by the target's physical constitution and even mental strength.
[Detection Magic] (Prophecy, 0-ring):
You can detect the aura of spells and magical items within 20 meters: determine if there is magical aura, and detect the quantity and intensity of magical aura.
When a magical aura leaves behind its source (if the source is a magical item) or dissipates (if the source is a spell), a faint aura remains. If you observe and direct these locations with a detection spell, the spell will mark the location as having a dim aura.
The duration of a dim level of aura depends on the power of its source.
The amount of information you can obtain depends on the time it takes you to cast the spell.
The detection range of the magic is 20 meters, and the object must be within your line of sight.
[Flame Arrow] (Energy Element, 0 Ring):
You throw a flaming object at a creature or object within 120 feet (40 meters), performing a ranged spell attack. If it hits, the target takes fire damage.
Flammable objects will be ignited when hit by this spell.
(End of this chapter)
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