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141: Wizard Town and the Eight Schools of Magic

After a day of classes, the system also completed the assimilation of the “Small Wizard Tower” and the city walls.

System Information—

This “Wizard Town” has been assimilated and transformed by the system within 72 hours of its construction.

The entire “Small Wizard Tower” and the city wall buildings have become new anchor points for the system on the Prime Material Plane.

System available space increased by 584,640 cubic meters.

Anchor point stability increased from the original 1.9% to 11.1% (including point-to-surface bonus, the Wizard's Hut in Black Panther Fortress, and the Wizard Shack in Eileen Village's underground fort).

Outpost No. 2… theoretically cannot be destroyed by any force, unless external force instantly exceeds 192 tons (comprehensive calculated value of all types of forces);

In places without physical objects… if external destructive force instantly exceeds 19.2 tons, it can break through the force field defense of these places.

Reduced system energy dissipation rate by 1%…

Finally, it's safe!

The Midwinter Festival is the day after tomorrow, and some bandits are already lurking outside the city.

Ryan had 80% of the guard force rest, while the rest patrolled the arrow towers within the city walls, and a portion of scouts were sent to observe the situation in the direction of other city gates.

After assigning everyone's tasks, Ryan, accompanied by Holy Knight Randel, Shaman Prima, Priest Miri, Holy Knight attendants John and George, and others, patrolled the entire South City Wall once.

Then he went to patrol several sections of the city wall in Gorebest's North City, exchanging information with the City Lord, the Flame Fist leader, and council members about the movements of the bandits outside the city over the past day or two.

In the afternoon, the wizard class continued.

Today, Tyrantier explained the arcane inheritance of wizards to Ryan, asking him to choose one from the eight major schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

This was to allow him to focus his future training in one direction.

Tyrantier explained each one:

Abjuration spells focus on hindering, expelling, and protecting.

Its opponents believe that the inheritance of this school only knows avoidance and rejection, lacking active negation.

But you understand that terminating negative effects, protecting weaknesses, and expelling evil influences are by no means empty deeds, but a mission worthy of pride and respect.

Whenever evil spirits need to be dispelled, important locations need to be isolated from magical detection, and portals to other planes of existence need to be closed, it is precisely when wizards of this school—Abjurers—demonstrate their value.

Conjuration spells favor those that create objects and creatures out of thin air.

You can summon rolling deadly mists, or conjure creatures to fight for you.

Once you master enough sophisticated techniques, you can also learn teleportation spells, and even use them to cross vast distances in an instant, or even teleport to another plane of existence.

Divination spells are dedicated to unveiling the mysteries of time, space, and consciousness, making things appear clearer.

This school of magic encompasses identification, farsight, supernatural knowledge, and precognition.

Enchantment spells focus on honing magic to charm or deceive other people or monsters.

Some Enchanters are peacemakers, dedicated to persuading violent individuals to lay down their weapons, and charming cruel individuals to show mercy.

Other Enchanters are tyrants, using magic to force unwilling people to work for them.

And most Enchanters fall somewhere in between.

Evocation spells focus on studying the creation of astonishing elemental forces with magic, such as: bitter cold, scorching flames, startling thunder, draining electricity, and fierce acid.

Some Evokers are hired by armies, serving as “heavy artillery” behind the lines to bombard enemies from a distance.

Others use their astonishing power to protect the weak, or simply to satisfy themselves by becoming bandits, adventurers, or even ambitious tyrants.

Illusion spells focus on using magic to disrupt the senses, confuse the mind, and even deceive the wisest of people.

This school of magic seems subtle yet infinitely profound; the illusions created by your keen mind are enough to be indistinguishable from reality.

Some Illusionists are benevolent tricksters who entertain others with their spells.

While other, more sinister masters of deception use their illusions to frighten and fool others for their personal gain.

Necromancy is dedicated to exploring life, death, and the power of the undead in the universe.

When you focus on this inheritance, you will learn how to control the energies that drive living beings.

And as your research deepens, you can also weaken an enemy's vitality while magically destroying their flesh, and transform that life energy into arcane power for your command.

Because of Necromancy's close connection to death, most people believe that Necromancers are terrifying evil individuals.

In fact, although the power they manipulate is considered taboo in many societies, many Necromancers are not evil.

Tyrantier himself is a specialist in Necromancy spells.

Transmutation is dedicated to studying spells that alter matter and energy.

Wizards of this school feel that everything in the world is not immutable and has considerable malleability, and you are also very happy to act as an agent for this change.

You wield the raw materials of creation and study how to change physical forms and mental essence.

And magic is your tool, allowing you to become an artisan who forges reality.

Some Transmuters are pranksters and mischief-makers, who enjoy turning people into toads or copper into silver, amusing themselves or occasionally profiting from it.

Other Transmuters study related magic very seriously, seeking to find the divine power of creation or destruction from it.

When Ryan asked Tyrantier for his opinion, the master said: “Child, among the highest-level spells you currently know, Thunderwave and Witchcraft Arrow both belong to the Evocation school of magic, which shows you have a certain talent for Evocation spells.”

The 10th-level wizard pondered for a moment, then continued: “Strengthening strengths and making up for weaknesses, or considering your identity and position, as well as what you lack, are all reasons to choose a school…”

After the class ended, Ryan kept pondering Tyrantier's words—

To strengthen his strengths, he could continue to delve into the mysteries of the Evocation school;

To make up for his weaknesses, as a lord, the Abjuration or Divination schools might be more useful;

And Tyrantier's greatest strength was the Necromancy school;

But Tyrantier did not know that Ryan had the system's bonus; his lightning spells could add one spell slot per spell level, and his power was also boosted by his lord ability.

In this situation, choosing to specialize in Evocation would be a bit of a waste;

As for the Abjuration or Divination schools, the Abjuration school's defensive bonus to him was not significant.

With Holy Knight Randel's defensive divine spells and Wesley Sharuiven's protective spells, he already had good defensive capabilities, but as a lord, who would complain about too many defensive measures?

The Divination school would also be very helpful for the development of his faction, but the Shaman Prima was loyal, and her abilities were completely trustworthy;

The Necromancy school was very powerful, but for a lord, it also had many negative implications.

Were there any other better choices?

When Ryan saw that high-level Transmuters could possess the following miraculous abilities in the introduction to the eight major schools left by Tyrantier, he decided to specialize in the Transmutation school.

Starting from 14th level, a wizard specializing in the Transmutation spell school can expend all the transmutive magic stored in their Transmuter's Stone at once.

At this time, you can choose one of the following effects—

Major Transformation: You can transform a non-magical object no larger than 5 cubic feet into another non-magical object of similar volume and mass, and of equal or lesser value.

You must spend 10 minutes to complete the transformation.

Panacea: You touch a creature with your Transmuter's Stone, removing all curse, poison, and disease effects active on it, and restoring the creature's full hit points.

Raise Dead: You touch a creature with your Transmuter's Stone and cast the spell Raise Dead on it, without expending any spell slots or needing the spell in your spellbook.

Rejuvenation: You touch a willing creature with your Transmuter's Stone and reduce the creature's apparent age by 3d10 years (at least 13 years of apparent age).

However, this effect does not extend the creature's lifespan.

Among these, Panacea and Raise Dead could save his or his team members' lives at critical moments, which was not only immensely beneficial, but Ryan was also extremely interested in exploring the essence of this world.

He even thought that perhaps this could help him find his way “home.”

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