Chereads / Martial Heart Asura / Chapter 27 - Chapter 26: Spells and Mages

Chapter 27 - Chapter 26: Spells and Mages

After they finished eating, Autumn and Mia started to talk while Sarah was still eating.

"Today we are going to find magical herbs, plants, and the spring which should be not that difficult since the Iron Forest is 150 kilometers wide. The problem should be time but since we have time we can slowly look for it and maybe we can some fruits that will enhance Sarah's constitution."

Mia had a thoughtful look on her face and slowly nodded her head as she found this reasonable.

"But there will be a lot of high-level beasts attacking us on our journey to look for the magical herbs and the spring. You can protect yourself well but Sarah and I don't any power to even block one of their attacks."

Mia slowly said with a serious look on her face as she looks at Autumn.

"Mia has a good point. I have enough power to protect them but if we are surrounded that will bring a lot of trouble hmmmm...."

Autumn thought silently as he heard Mia's point of view.

Then remembered he had a system so he asked the system internally.

"Hey, system do you any spells that can protect Mia and Sarah while I fight. Like a shield or golem that can protect them when in danger. But it has to be under 300 Killing Energy."

Ding!

"Answering host there are 5 spells that suit your requirements;

Rebounding Sphere- a shield that covers a 1-meter area that can rebound any attack but not limited to piercing, forbidden spells, and dark magic. The shield's toughness and resistance are based on the attribute wisdom, the higher the wisdom the tougher the shield is. The rebound effect will deal 100% damage to the attacker that dealt damage to the host. Cost 200 Killing energy.

Twin Warriors- summons two knights that are 2 levels lower than host and the combat power is 4 levels lower than the host. Can be summoned only 5 times a day. The twin warriors' strength, resilience, and power are based on the attribute wisdom, the higher the wisdom the more powerful the twin warriors. Cost 300 Killing Energy.

Thousand Flying Knives- a spell that conjures a thousand knives around a designated area where it will protect its caster and attack any enemy that comes close. The knives' hardness, sharpness, and speed are based on the attribute agility, the higher the agility the stronger the spell. Cost 280 Killing Energy.

Mirage of One's Self- summons a mirage that has exactly the same height, body build, voice, memories, intelligence, realm, and combat power of the target creating a perfect mirage of themselves. The target cannot have higher wisdom than the host and can only be used twice per day. Cost 250 Killing Energy.

Four Elemental Guard- summon the four elemental of different elements ranging from fire, water, wind, earth, wood, lightning, light, dark, space, chaos, and so on. The elementals power, defense, attack speed, regeneration, and level of spells depend on the host attribute wisdom, the higher the wisdom the stronger the elementals are. Cost 300 Killing Energy."

Autumn looked at the options one by one and the spells themselves can be used in various ways in different situations but he was leaning more on to the fifth option because it was more practical in every situation from a volcanic area to lightning storms area where the elementals can absorb their respective element. So without any hesitation, he bought it and receive a ton of information in his head.

1 minute later...

Autumn slowly open his eyes and review every single detail that was sent to his mind.

First, the power, defense, attack speed, absorption, regeneration, and levels of spells are closely related to the realm of the user and intelligence, for example, Autumn can currently summon a War Division level fire or dark elemental but with his 35 points of wisdom, the spells they receive are around Tier 2 to Tier 3 spells which is is the level of an Expert mage which is comparable to a high-level War Spirit.

The second information he receives is the different levels of spells and mage levels. Spells are divided by Tier i.e Tier 0, Tier 1, Tier 3, and so on until Tier 12 spells which are in the rank of divine spells. Mages are also rank in different powers depending on their mana capacity, quality, and multi-casting. There are 9 levels of Mages;

Apprentice- which can cast Tier 0 spells with difficulty.

Formal mage- which can cast Tier 0 spells with ease and Tier 1 spells with difficulty.

Expert Mage- which can cast Tier 2 and Tier 3 spells with relative ease and can cast Tier 1 spells as if it was like breathing.

Master Mage- the watershed of mages where your talent and luck are non-existent and you can only rely on yourself and the hard work you put into breaking through the next realm of mages. The Master Mage can cast Tier 4 to Tier 5 spells with a bit of difficulty but they can multicast Tier 2 and Tier 3 spells up to 3 times, you will gain the ability to fly, your mana capacity will be doubled or tripled the size it can hold, your mana quality will be either doubled or quadrupled if your mana is higher quality at the Expert level. This is why the Master Mage is the watershed of all of the mages below it.

Grandmaster Mage- can cast Tier 4 and Tier 5 spells with ease and can multicast both tiers with a bit of preparation and difficulty.

Warlock- the level where the mortal bodies of the mage are replaced with elemental, energize, or light bodies disposing of the old one for a new one. The new bodies of the mage still have the same feelings and functions as their human bodies but their internal organs except the heart are disposed of leaving only the Mana Core which is the heart. The Warlock can cast Tier 6 and Tier 7 spells with ease and multicast them with slight difficulty.

Legend Mage- the legend mage can cast Tier 8 and Tier 10 spells with relative ease but cannot multicast them because it will need specific requirements like materials, life span, specific time or conditions, and so on.

Divine Mage- can cast Tier 8 and Tier 10 as if it was the same as breathing or eating. The divine mage can also cast Tier 11 and Tier 12 Spells which have enough power to harm or kill gods.