Above the mage!

Chapter 47 New Spells

Chapter 47 New Spells (Part )

Gao De was so engrossed in reading that the workroom was silent except for the occasional rustling sound of him turning pages.

“School of magic.”

“The effects of spells vary greatly. Based on the effects of spells and the way the wizard manipulates mana, the numerous spells are divided into different categories, namely spell schools.”

“Spell schools are artificial classifications that only serve as a supplement to the description of spells and do not carry any rules themselves.”

“There are eight schools of spells.”

“Protection School: The essence of protection spells is protection, but they also have some offensive uses.”

“Abjuration spells can create barriers, counteract harmful effects, harm intruders, or drive creatures to another area.”

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

“School of Prophecy: Prophecy spells reveal information.”

“It can be in the form of lost secrets, visions of the future, hidden treasures, the truth of illusions, visions of distant people or places. The information is so vast that it is impossible to summarize it all.”

“School of Enchanting: Enchanting spells can affect the minds of others, changing or controlling their behavior.”

“These spells may cause the enemy to regard the caster as a friend, or force a creature to perform certain actions, or even manipulate other creatures like puppets.”

“School of Evocation: Evocation spells shape magical power into desired effects.”

“Some evocation spells will summon a burst of lightning or fire, while others will channel energy to heal wounds. In short, among all the spells of all schools, evocation spells have the most destructive power.”

“Illusion School: Illusion spells can deceive the senses and even the mind of others.”

“They can make you see things that aren’t there, or not see things that are there.”

“They can also cause people to hear hallucinations or remember things that did not actually happen. Some hallucinations can be seen by anyone, and the most bizarre ones can even be directly implanted into a creature’s mind.”

“Necromancy: Necromancer spells manipulate the energies of life and death.”

“Necromancy spells can grant creatures extra vitality, or draw life energy from others. This can create undead creatures, or even an alternative form of ‘resurrection’.”

“Note: The use of necromancy to create undead creatures (such as [manipulating corpses]) has been strictly prohibited!” Gao De noticed this line of notes, which was circled heavily by Master Seda.

“School of Transmutation: Transmutation spells cause the properties of creatures, objects, or environments to change.”

“They can turn enemies into harmless creatures, or enhance the strength of allies, or make objects come alive to obey the wizard’s orders, or enhance the natural healing ability of creatures, allowing them to recover quickly from injuries.”

“.”

“Although spells are divided into eight major schools, mages are not divided into schools.

A wizard should normally master the spells of the eight major schools, and it is rare for a wizard to specialize in one school – this behavior is not wise, and can even be regarded as stupid. “

After closing the apprentice manual, Gao De let out a long sigh, feeling that he had benefited a lot.

His knowledge of magic was indeed too little and almost unsystematic.

This introductory book titled Mage Apprentice’s Handbook is worth a fortune to him at this moment.

“A mature wizard who has mastered the magic of the eight major schools can, to a certain extent, be said to be omnipotent.”

Gao De sighed and finally understood why the book began with such “big words” as “magic, omnipotent”.

It’s just that the areas covered by magic are too comprehensive.

Before this, his perception of magic was actually more inclined towards being a kind of powerful force.

Now it seems that it is, but not entirely. Strength is only part of the magic.

This can also explain Gaode’s question:
In such a metaphysical world, why is magic the only supernatural power?
Because magic can do everything that other supernatural powers can do.

However, what magic can do may not be possible with other supernatural powers.

“Two transmutation spells, two conjuration spells, and one protection spell.”

Gao De reviewed the spell reserves in his spell library and felt that it was too poor. It didn’t even have half of the eight major spell schools.

“Fortunately, I can expand my spell library now.” Gode picked up five much thinner booklets under the apprentice manual.

That’s right, these booklets are exactly the spell recipes left by Master Seda!
With excitement and anticipation, Gao De carefully read through the five spell recipes left by Master Seda:

[Tracking Mark] (Transmutation, Level 0):

Contact with any exposed part of a living creature will leave an indelible mark if the creature does not resist.

As long as the mark exists, you will be able to sense the whereabouts of the creature, but the range must not exceed fifty miles, otherwise it will be ineffective.

The mark can be scraped off with a sharp knife.

The mark disappears upon the caster’s death.

Flash (Evocation, 0 level):

Creates a burst of light that dazzles creatures within 10 meters.

A creature without sight or one that is dazzled is unaffected by the flash spell.

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

When you touch a target, you can cause it to become fatigued.

You must hit the target with a successful touch attack.

The opponent will immediately fall into fatigue for the duration of the spell.

This fatigued state is different from normal fatigue in that it disappears 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 condition and even mental strength.

[Detect Magic] (Divination, Level 0):

You can detect the auras of spells and spell items within 20 meters: determine whether there is a magical aura, and detect the number and strength of magical auras.

A magical aura leaves a residual aura behind after its source is destroyed (if the source is a magic item) or dissipated (if the source is a spell). If a detect magic spell is directed toward the location and viewed, it will indicate the presence of a dim aura.

How long a dimmed aura lasts depends on the power of its source.

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

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

[Flame Arrow] (Evocation, Level 0):

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 the attack hits, the target takes fire damage.

Flammable objects hit by this spell will ignite.

(End of this chapter)