Chapter 208

(Read in the Book of the World)

"Then, there are some legendary creations created by the legends of the past."

"In terms of the manifestation of power between narrative layers, the power level of Legends is roughly equivalent to a seventh to ninth level wizard in the multiverse."

"But the authority they have in the world is much stronger than that of high-level wizards."

"But it is weaker than level ten 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 magical tools of wizard civilization."

"But there's nothing wrong with appreciating the various structures."

"First is the first one, which is also the most powerful legendary creation in the plane of Faerun, 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 abilities include but are not limited to: maintaining the stability of gold and silver prices, maintaining the stability of the monetary system, ensuring that legendary creations 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 creating epics or their power from becoming too strong, so as not to affect the 'human' race."

"From the perspective of purpose, it is somewhat similar to the racial control methods of our wizard civilization."

"No, it should be said that they are of the same lineage."

Thinking of the existence of the "author", the illusory Vic immediately changed his words.

From a higher narrative timeline perspective, perhaps their "multiverse" has in some sense borrowed some things from the world of Faerun.

That depends on what the "author" was thinking when he wrote these settings.

In addition to the Eye of Judgment, the strongest legendary creation, there are also some weaker legendary creations.

Those legendary creations have their own functions, so I will not introduce them one by one.

Among them, there are two legendary creations, which are at a level second only to the Eye of Judgment.

"One is the Filthy Bird."

"It was created by several legendary alchemists. Its feathers can negate the contract of the Eye of Judgment."

"It is said that the legendary alchemists at that 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 thing is the will of the abyss."

"It was created by the legends when they refined the core of the Endless Abyss secondary plane into an alchemical creation."

“When the legends created it, they not only gave it great power, but also endowed it with a certain degree of wisdom.”

"The Will of the Abyss can also provide a contract, but the cost of canceling the contract is much lower than that of the Eye of Judgment, so it is not very reliable."

Unreal Vic paused.

"By the way, even if the Eye of Judgment Contract is cancelled by the Feather of the Filthy Bird, the original signatory of the contract will be able to sense that the contract has been cancelled."

"And if the contract provided by the Abyss Will is cancelled, then the signer of the contract will not feel anything."...

After talking about these legendary creations, Vic began to study the next chapter.

"Chapter 14, Super Magic Techniques."

The illusory Vic turned to the first page and muttered to the first line of words.

"The definition of metamagic technique."

"Metamagic skills represent a spellcaster's higher level of understanding, control, and use of spells. Different metamagic skills have different scopes of application. For example, some metamagic skills must be learned spell by spell, while some metamagic skills can be used on all spells once they are learned."

"Here are some common metamagic techniques."

"Spell Extreme Effect: Keep the spell effect constant at the highest level, ignoring the influence of the environment, increasing the cost of casting the spell, and making it impossible to break the spell limit.

Spell Power: Improves the overall effect of spells, increases casting cost, chanting time, casting difficulty, etc.

Silent Spell: Chant a spell silently or silently and quickly to speed up the casting time.

Instant Spell: An advanced version of silent spell, which can be cast instantly.

Powerful Spell: Improves the overall effect of the spell. Cannot be used together with non-spell magic skills. Will not increase the casting cost but will increase the chanting time. Cannot break the spell limit.

Double (multi) casting: preparing two (or more) spells at the same time, which cannot be shared with non-spell skills. Other skills can be shared but will greatly increase the difficulty of casting. Using another spell while chanting a spell also falls within the scope of multicasting.

Spell Expansion: Give spells additional effects or break through spell limits. Increase the difficulty of casting, casting cost, and chanting time depending on the changes.

Spell Counter: Improves the effectiveness of spells in certain situations. However, it will increase the difficulty of casting, spell consumption, and chanting time depending on the change. It also requires a certain understanding of the spell and its counter target.

Spell Recovery: Perfectly recover the spell and return a certain amount of mana. It requires a certain understanding of the spell being used. Up to all mana can be returned.

Spell Piercing: Increases the penetration effect of spells and reduces the impact of defense on spells.

Mana Mark: Attach your own mana to the spell, and it will mark the target. This skill has spells developed from this, but it can also be used as a super magic skill to attach to other spells. (Cannot be added to some spells)
Mana Tracking: Guides spells to track targets with attached mana. The spells may decay during the tracking process.

Mana Fusion: Inject more mana into an already formed spell. This technique can be applied to other people's spells, which is called 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 and delay its release. It can delay multiple spells but the difficulty of casting is greatly increased. When using this skill, it will cause continuous consumption of mana. If other skills are superimposed, it will further increase the difficulty and consumption.

Spell Conversion: Convert the spell model being chanted to another spell, increasing the difficulty of casting depending on the completion of the spell and the similarity of the switched spell. It may also cause additional mana consumption, extend the casting time, etc.

"The above are all common super magic techniques in the world of Faerun."

The chapter following the Super Magic Skills is Chapter 15, "Spell Related".

"As we all know, when ether is transformed into a different kind of ether, it will produce a magical accumulation effect."

"That is, when the output of mental power reaches the formal level and the amount of foreign ether injected at a time reaches 10000 volts and the two are of the same source, the conversion ratio and traction capacity will increase tenfold. When the output of mental power reaches the epic level and the amount of foreign ether injected at a time reaches 10, the conversion ratio and traction capacity will increase 100000000 times."

(End of this chapter)

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