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Chapter 108

Two Minds One - Early Mastery. Expert Rank. Sum of both Spell's cost in mana. Know yours well and know your other's better. Two may fuse two, and only two, synergistic Spells into one mightier Spell that is better than the sum of its parts, both casters must masterfully synergize their cast and knowledge to boost the combined Spell's destructibility [by 3 - 10x the sum of both combined Spell's damage, dependant upon various factors].

Twin helical Yin Yang Grenade - Early Mastery. Journeyman Rank. 25 mana / caster. Balance before imbalance. Two grouping of one or more identically numbered people comes together to form a helical wave of opposing elemental sphere that causes [140 + (5 * number of participants) percent of total MAtk of all participants] explosive elemental damage upon impact.

Trinity Launcher - Early Mastery. Journeyman Rank. 50 mana / caster. Practice aiming less you lament over unintended destruction. The one launcher conjures a common ranged weapon of choice, another one proper ammunition and a third the force to propel a massive load of pure destruction as said ammunition continues to grow [by 70 + (number of caster x 10) times its original dimension] while it travels through the air to deal [combined MAtk of all 3 involved participants] magical devastation upon their enemies. A fourth and fifth member may help boost an ammunition's durability or its force of launch [increasing damage by 25% for a 4th and again for a 5th participant], while every three additional members may conjure a new separate weapon.

Trilogy of Faith - Early Mastery. Journeyman Rank. 1 mana every second each | + 1 mana each for every additional 20 meters between casters and target. Have faith in thy hero. Three or more individuals may combine their faith in another individual and bless the target's mental or physical Attribute grouping with the total sum of everything they have [divided among the three selected category].

Tetracubastionism - Early Mastery. Master Rank. 150 mana / caster. Encase and bombard. Conjure a transparent multicolored [number of caster * 50 centimeters] cube for a duration [of number of caster * 75 seconds] upon a select area, where anything may enter yet may not leave, all projectiles are returned to their initial state and reflected back upon contact with the inner Cube walls.

Fifth Incarnation of War - Early Mastery. Expert Rank. 80 mana / caster. Attributes distribution matter the most in regards to what hero build is incarnated. Encase five or more participating spellcaster in a [number of participant * 3 meters] towering incarnation of a heroic being [with (100 + (number of participants * 2)) percent of each totalled attributes], all who are within the hero are one in mind and body for as long as the hero exists.

Five Together KABOOMY - Early Mastery. Journeyman Rank. 50 mana from main caster | 10 mana / participants. KABOOOMM!! NYEHYEHYE. One mighty stubborn shaman control all us powers, do big bomb throw make all enemy go BOOM [causing 120 + (5 * number of participants) percent of combined MAtk damage in a 1 + (number of participants x 0.1) meters radius].

Eight Storms Lightning Dragon - Early Mastery. Expert Rank. 150 mana / caster. If a colossal lightning dragon does not strike fear in your enemy's hearts, fear for your lives. Release an Oriental Lightning Dragon who soars and swallows foes, dealing [accumulated MAtk] damage on impact and [25% that] extra damage every second to swallowed enemies. Its passage brings about strong wind in the form of [caster number] keen blades that randomly flies through and around the dragon, anything touched by these blades are dealt [averaged MAtk from all casters] slashing wind damage each touch. The spell lasts [10 + caster number] seconds before dissipating.

So, I managed to pry it out of his reluctant mind—verbally—and am now no longer one of the last few people not-capable of sending VICOS made files. Hey, better late than never, right! Now regarding these choices, they all sound so awesome! One of which I already own. Now the only downside about these options is that Rank 2 Mana Towers are only capable of five memorized Spells, and I would prefer for one to be Splash of Verdance; to better nurture Bambreezes. So only four spots are available, unless a fifth Spell option is very necessary.

So, with Quagxytes as the main target, I would believe one powerful burst of damage is better than a continuous hail of minor damages over a large area. As each of them are quite durable magical-wise but very simple-minded and will thus, not have the mind to spread out after passing through the narrow entrance. And it might be imperative we keep the damages to a minimum as we are within a living creature, even if said creature can regenerate very robustly. It is also agreed that we want as few people as possible in the Town Hollow, currently assumingly that less than 10 is the ideal number.

I shall use one of my favorite method that is; the process of elimination! From the top; first up is Two Minds One, the Spell seems very powerful with its boosted damage of 3 - 10 times the sum of both Spells involved, but is obviously very demanding regarding both comprehension and synergy between the select Spells and casters. As we might have Mana Towers casting the spells instead of all sapient casters, this one is eliminated… Very interesting though.

The Yin Yang Grenades have good damage in relation to the number of casters, but reading between the lines, they require an exact even number of caster and are limited to two opposing elements, it also lacks AoE—I'll mark it as a maybe for now. On the other hand, Trinity Launcher, if summarized as simply as possible. Conjures a giant ranged weapon that would hit for the combined magic power of the three main participants, and every three people who joins in may conjure another weapon, while the odd extra one or two members may help boost the damage of one present weapon. An ammunition, if only enlarged to this degree—with five casters and a slinged stone that is maybe 3 centimeters in diameter, the final dimension of said ammunition only amounts to a 3.6 meters wide rock—lacks decent AoE. Skip!

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Trilogy of Faith may sound like a good option from how three people's worth of Attributes are used to boost all three of a person's physical or mental Attributes, if only it does not have such narrow distance. Rejected! Due to mana cost. Would be more useful for small teams of infiltrators than defenders… Tetracubastionism is an interesting name with an interesting effect, as well as being the only Master Ranked spell among these 8. It starts off rather small but will grow to a decent size as more spellcasters get involved, not to mention how it sounds like both crowd control and attack augmentation in the way it keeps everything inside, including all projectiles, which will rebound indefinitely for the cube's duration. Would work great casted by 6 - 8 people, while a few rain down projectiles to add to the chaos within—though what constitutes a projectile needs further testing. It's a maybe from me, though I might just purchase the Spell regardless.

Now, I already own Eight Storms Lightning Dragon and that is always a viable choice with its high damage and a partly controllable Spell manifestation. That leaves us with Fifth Incarnation of War and Five Together KABOOMY. The former creates an avatar of sorts, a lot like magical Super Sentai Mechas while providing a slight boost to their combined attributes. Very interesting but unfortunately unviable due to having Mana Towers as participating members. While the latter is very obviously Goblin-made and something of a quantity before quality kinda thing. With 13 Mana Towers, that is at least a 185% multiplier of all participating magic powers, which is beyond decent considering its mana cost and how most participants would be stuffed full with MAtks—unlike how most Goblins are magic-dumb. Lame AoE up to a certain number of involved casters, but a possible choice.

Therefore, my choices are down to Yin Yang Grenades, Tetracubastionism, Five Together KABOOMY, and Eight Storms Lightning Dragon; this last one I already own. Eh, I'll just purchase them all, along with Two Minds One. The Spell's name have greatly inspired me, do I not have 5 minds in Parallel!? Not two, five! Excluding Eight Storms, they are each respectively priced at 8,008. 1,750,000. 1,234. And 21,212 for a total of 1,780,454 Creds… Time to test these babies out! A few VICOS texts before I am joined by Henry and Agus. Billy is busy being lovestruck.

"Ah," I just remembered. "Sorry guys, we will be experiencing a little delay while I give the situation below a checkup."

Triggering the mark I placed in Tail Town, I walk out of the temporary spatial tunnel and instantly notice a small amount of Quagxytes scattered around a physical-immune Warden. They are incapable of breaching his defense and are gradually being eliminated by the Mana Towers. Only my main Rank 4 Tower suffered damage due to its position in between the entrance and the Town Core, though not a single breach is larger than a soccer ball this time. Judging by the current situation, siege Spells might be overkill. But who doesn't like overkilling their enemies?

Replenish Mark of Returning. Trigger above-ground Mark. Blink—Blink. And I find myself among the two curious men. Therefore, with a grin, I say. "Thanks for waiting!"

"So what spells did you decide on purchasing?" Henry asks.

After listening to my choice and reasons, we proceeded to begin our tests. Both agreed to purchase the related Spells as auxiliary casters, which only cost them a mere 10% of the original price. And I also temporarily registered the various Spell on QuadPeak's main Rank 5 Mana Tower, though I might also be required to use some of the 10 Rank 3 auxiliary Towers scattered nearby. But for now, we're ready to trial cast the ones that requires less than 5 casters.

Igor: Apologizes for my abruptness, sir Zane. If you may remember; I am Igor, leader of team 6 from Solntse.

Igor: May I request for your assistance?

Zen: Who?

Zen: Wait I remember.

Zen: Formerly Russia right?

Zen: Help with what?

As I chat with the man, I also notice Henry pausing to focus on his VICOS. It did not take long for Agus to notice his pause, and I took it upon myself to explain. Soon thereafter, we find ourselves comfortably sitting in Henry's office.

"Giving new Spells a try have never been this hard." Agus jokes. "So, Solntse. Maybe some more details?"

From what ongoing conversation I had with Igor, the Vampires are suddenly much more aggressive. They had been under a standstill of some sort up until about a month ago when key figures began disappearing enmasse; 2 of their 7 elders included. Now they are holed up within their base and supplies are running out along with the Creds to purchase them. People keep going missing; oftentimes more than three every day and panic is beginning to get out of control.

Now that things have gotten from bad to worse, or further yet, have fallen down a pitfall of hopelessness. They finally decided to reach out for our help. A decision made out of perseverance and bravery they said, I personally think it was more pride and stupidity. Those missing people are probably Vampires now, every single man lost hurts double by both weakening themselves and strengthening their opposition. Our briefing was done under Haste and had barely lasted five minutes.

"So should we help?" Henry asks me, mostly because if anyone is going; it'll be me.

"Feels wrong not to help fellow Humans."

"It'll be dangerous." Agus warns.

"Not for me." I am confident in my Attributes and abilities. Unless—though I very much doubt it—they also have someone who can devour creatures to gain Attributes like I do. This'll be easy combat-wise, yet very complicated politically.

"Still, never underestimate your enemies." Agus imparted onto me his wisdom… and so, before I depart for Solntse. I informed them that my LeyLine Gate in Tail Town will be available after another 25 or so hours, while I text Igor to inform him of incoming assistance. I also Return-Marked and re-Marked myself back into Tail Town for a brief moment to relocate the Town Core. Temporarily, it is now right behind my main unextended (5 meters tall) Rank 4 Tower. Which guarantees said Tower is within my Tail Warden's barrier dome torso-thingy.