Wizards are mighty
Chapter 208
(Reading the Book of the World)
"Then, there are some legendary creations created by the legends of the past."
"From the perspective of the power between the narrative layers, the power level of the legends is roughly equivalent to the seventh to ninth level wizards in the multiverse."
"But the authority they have in the world is more than a little stronger than that of high-level wizards."
"But weaker than the tenth level in the multiverse."
"In other words, their "status" is high but their "power performance" is low."
"Therefore, these creations are naturally inferior to the various civilized magic weapons of the wizard civilization."
"However, it is still okay to appreciate the various structures in them."
"First of all, the first one, which is the most powerful legendary one in the Faerun plane A strange creation, the Eye of Judgment. "
"The Eye of Judgment is a legendary creation created by many legends. It replaces the original functions of many legends and plays a role in maintaining the stability of the Faerun plane. Its capabilities include but are not limited to: maintaining the stability of gold and silver prices, maintaining the stability of the monetary system, ensuring that creations above the legendary level do not wander in the world, maintaining the balance of racial power, and providing contracts..."
"The so-called maintenance of racial power balance is actually to prohibit foreign races from giving birth to epics or their power from being too large, so as not to affect the "human" race."
"From the purpose point of view, it is somewhat similar to the racial control methods of our wizard civilization."
"No, it should be said that it is of the same origin."
Thinking of the existence of the "author", the illusory Vic immediately changed his words.
From the perspective of the higher narrative timeline, perhaps their "multiverse" has borrowed some things from the Faerun world in a certain sense.
It depends on the ideas of the "author" when writing these settings.
In addition to the Eye of Judgment, the strongest legendary creation, there are some slightly weaker legendary creations.
Those legendary creations have their own functions, so I will not introduce them one by one.
Among them, there are mainly two legendary creations, which are at the level second only to the Eye of Judgment.
"One is the Filthy Bird."
"It was made by several legendary alchemists, and its feathers can offset the contract of the Eye of Judgment."
"It is said that the legendary alchemists at the time were annoyed by the contract function of the Eye of Judgment before they became legends, so they created such a legendary creation that can cancel the contract of the Eye of Judgment."
"And the second one is the Will of the Abyss."
"It was the core of the secondary plane of the Endless Abyss that the legends refined into an alchemical creation."
"When the legends created it, they not only gave it powerful power, but also gave it a certain degree of wisdom."
"The Will of the Abyss can also provide a contract, but the cost of canceling its contract is much smaller than that of the Eye of Judgment, and it is not very reliable."
The illusory Vic paused.
"By the way, even if the Eye of Judgment contract is cancelled by the feathers of the filthy bird, the original signatory of the contract can still sense that the contract has been cancelled."
"And if the contract provided by the Abyss Will is cancelled, then the signatory of the contract will not feel anything." …
After talking about these legendary creations, Vic began to study the next chapter.
"Chapter 14, Super Magic Skills."
The illusory Vic turned to the first page and muttered to the first row of words.
"The definition of super magic skills."
"Super magic skills represent the caster's higher understanding, control and application of spells. Different super magic skills have different scopes of application. For example, some super magic skills must be learned one spell at a time, while some super magic skills can be used on all spells as long as they are learned."
"The following are some common super magic skills."
"Spell Extreme Effect: Keep the effect of the spell constant at the highest level, ignore the influence of the environment, increase the casting cost, and cannot break the spell limit.
Spell Enhancement: Improve the overall effect of the spell, increase the casting cost, chanting time, casting difficulty, etc.
Spell Silent: Silently chant or silently and accelerate the chanting of spells, speed up the casting time.
Spell Instant: The advanced version of silent spell, instant casting.
Powerful Spell: Improve the overall effect of the spell, cannot be used with non-spell super magic skills, will not increase the casting cost but will increase the chanting time, and cannot break the spell limit.
Dual (multi) casting: Prepare two (more) spells at the same time, cannot be used with non-spell skills, and other skills Can be shared but will greatly increase the difficulty of casting. Using another spell while a spell is chanting a spell also falls within the scope of multicasting.
Spell expansion: Give spells additional effects or break through spell limits. Increase casting difficulty, casting cost, and chanting time depending on the changes.
Spell counter: Improve the effect of spells on some situations. But it will increase casting difficulty, spell cost, and chanting time depending on the changes. And you need to have a certain understanding of the spell and its counter object.
Spell recovery: Perfectly retract the spell and return a certain amount of mana. You need to have a certain understanding of the spell you are using. Up to all mana can be returned.
Spell piercing: Increase the penetration effect of the spell and reduce the impact of defense on the spell.
Mana marking: Attach your own mana to the spell, and it will mark the target hit. This skill has spells developed from this, but it can also be attached to other spells as a super magic skill. (Cannot be added to some spells)
Mana tracking: Guide the spell to track the target with its own mana attached. The spell may decay during the tracking process.
Mana Fusion: Inject more mana into a spell that has already been formed. This technique can be applied to other people's spells, that is, joint casting. (The host needs to have a high level)
Spell Lock: The spell will track the target. The spell may decay during the tracking process. It is only applicable to some spells and the tracking time is short, and it is easy to lose the target.
Delayed Release: Control the spell that is about to be released around you and delay the release. It can delay multiple spells but greatly increase the difficulty of casting. This technique will cause continuous consumption of mana when used. If other techniques are superimposed, the difficulty and consumption will be further increased.
Spell Conversion: Convert the spell model in the chanting and switch to other spells. The difficulty of casting will increase depending on the completion of the spell and the approximation of the switched spell. At the same time, it may cause additional mana consumption, extended casting time, etc. "
"The above are all common super magic techniques in the world of Faerun. ”
The chapter after the super magic skills is Chapter 15, "Spell Related".
"As we all know, when ether is converted into alien ether, a magical accumulation effect will occur. ”
"That is, when the output mental power reaches the formal level, the single injection of alien ether reaches 10,000 volts and the two are of the same source, the conversion ratio and traction capacity will be doubled by 10 times, and when the output mental power reaches the epic level, the single injection of alien ether reaches 100,000,000, the conversion ratio and traction capacity will be doubled by 100 times. ”
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