Now that I knew my soul's tolerance, now I had to choose a combination of spells that I wanted to learn that would maximize my current talent and ability.
As a wizard apprentice, I can only learn apprentice level spells. Even if I were to grow beyond a first stage wizard apprentice, only when I reached the peak of third stage apprentice would I be able to tolerate a first order wizard spell.
In the books that my teacher sent, he gave me three spell combinations that were made and perfected after years of research from various water, wind and water-wind magics.
First was the pure water spell combo which consisted of Minor Water Ball, Minor Water Manipulation and Minor Mental Boost.
Minor Water Ball was there to create water in environments without a source of water. Whether for survival reasons or to create favorable terrain, it is a solid go to for most water mages. Although Minor Water Ball has minor in the name, it just means that it is made to be used in the wizard apprentice stage. Using this spell at my current level could create a ball of water half a meter in diameter.
Minor Water Manipulation is the main star of this combination as it allows the user to freely shape water and move it at will. Usually the most used forms of water are: all direction barriers, blades, spear tips, whips and mirrors. With this one spell, you can replace many other water spells as long as you have a high level of control of the water. This spell is actually the prerequisite spell to Water Manipulation and was perfected by the Leviticus Academy and usually given to high performing apprentices or passed down by wizards to their disciples.
Minor Mental Boost is a berserk type spell that amplifies your spirit value for a short time at the cost of a temporary decrease in magic control and total value for a few days. It is meant as a last resort to boost the amount of water released by water ball and to manipulate an even larger amount of water through water manipulation.
Overall, the all water set is a solid all around combat focused set. Once played at a high level, water mages following this set can easily defeat other types of mages in endurance matches since water manipulation costs less mana to operate then constantly firing attacks.
Next was the wind element spell combo that consists of Minor Wind Cutter, Minor Wind Sense and Minor Wind Dash.
Minor Wind Cutter is the main spell used in fights. Due to the wind elements pervasiveness, minor wind cutter is a stable spell that is suitable for use in almost all environments and has a stable effectiveness no matter the situation.
Minor Wind Sense is used as a perception type spell that allows the user to get a rough estimate of the overall terrain and potential enemies by sensing through the wind. It is recommended to have a perception type spell caster for safety purposes when exploring.
Minor Wind Dash does as the spell says and increases the speed of movement of your body which can be good for pursuit and escape purposes.
The wind spell set doesn't focus on defense and instead relies on instinct and the perception from wind sense in order to avoid danger. Wind mages are exceptional in reconnaissance and perception type work and are well liked on various expeditions.
Finally, there is the recommended Water-Wind set. Unlike the other sets that have been generalized for all apprentices to easily train in, this set is the optimal spell combination that my teacher would recommend his own past self.
It includes Minor Water Manipulation, Minor Wind Manipulation, and Minor Mental Boost.
Water manipulation and Mental boost have already been explained and wind manipulation is just the wind element version of water manipulation.
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Although Water Manipulation and Wind Manipulation both have high strengths, they also have the weakness of being hard to start with and being tough to master.
Overall, the Water-Wind spell set seems to be the absolute best fit. I have both element affinity and, unlike my teacher, I have the spell tolerance to be able to wield twice the normal spell count.
Because of all this, I believe that the Water-Wind set is the best for me. With the extra spell tolerance, I can afford to study up on more spells to increase my own versatility along with my research system helping to learn knowledge faster.
Now that I knew the path in front of me, I could begin to stock up on all the knowledge needed for my spells.
In addition to spells, there are also various other ways for an apprentice to gain strength.
There is, of course, the knight's breathing method that can increase the body's overall ability. Other than that, there are potions, spell tools, wands, scrolls, bloodline and mechanization.
Potions are a cheaper way to gain immediate power, but is overall dependent on your potion and resource supply as well as being mostly temporary. There are potions that can permanently strengthen the body, but the price of such potions are likely astronomical.
Spell tools are pieces of equipment that can improve the strength of a caster in various ways. They are made by forging type wizards and are a solid method to gain strength. However, equipment needs to be well maintained to keep it for long and require an expensive upfront cost.
Wands are a special type of spell tools that drastically improve the strength of the user. Unlike spell tools they mainly amplify the user's own spell casting ability and are only truly effective when used on a skilled spell caster.
Spell scrolls store other people's spells into paper that can be activated with a minimal amount of magic. These can provide for an emergency hole card when a strong enough spell is input into it. Although the spell stored in the scroll is usually not as controllable as your own spells.
Bloodline grafting and Mechanization both belong to a special type of strengthening that is usually permanent.
Bloodline grafting allows the user to use the blood of various monsters to be able to get an overall body strengthening as well as obtaining the abilities tied to the monster. In exchange, the wizard's potential is also locked to the potential of the race of monster used.
Mechanization turns the body mechanical which can let the user easily replace the part mechanized for stronger parts. The drawback is that the parts themselves are likely not as in tune with the body which makes soul based promotion impossible. The only way for them is to mechanize and obtain better and better parts till they reach an ultimate level in machinery.
All of these are various ways to quickly improve strength as an apprentice. Although I don't need to worry much of this aspect until I eventually decide that I am strong enough to go take a mission myself.
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