Chapter 67
Lv.6 Spellfire Mage
On the hilltop, Ye Wei'an calmly withdrew his gaze.
The mountain path below has become a one-sided hunting ground.
Kane led his cavalry in attacks on all sides, chasing down the bandits who were trying to escape.
Meanwhile, Volodya's infantry began clearing the battlefield, finishing off the bandits one by one.
On the minimap in Ye Wei'an's line of sight, the surrounding red dots were fading away at a visible speed, and soon they all disappeared.
On a whim, he opened his experience panel.
[Defeat a Lv.3 warrior and gain 10 experience points.]
[The experience points have reached the threshold Lv.5 (7680 / 7500).]
In the baptism of blood and fire over the past two weeks, Ye Wei'an has already leveled up to level 5 as a Fire Sorcerer.
The Lv.5 Pyromancer granted him the ability of [Pyromancer's Power], two additional spells Vitality Aura and Dispel Magic, and two free spell slots.
If the previous level increases were merely quantitative changes, then Lv.5 represents a true qualitative leap for a Fire Mage.
The strategically significant third-circle spell has been unlocked.
In Forgotten Realms, only those spellcasters who can perform third-circle spells are considered to have officially transcended the categories of "apprentice" or "basic adventurer" and truly entered the ranks of the extraordinary.
Upon entering the third ring, the spellcaster gains the ability to clear large areas for the first time, the ability to compete with enemy spellcasters for the first time, and the ability to overcome geographical and physical limitations for the first time.
But for Ye Wei'an, all of this combined couldn't compare to the core professional ability he had awakened—[Cursed Fire Magic].
[Cursefire Magic]: Your Cursefire Magic and spell slots can be interchanged. You are no longer limited by rigid spell slots and can cast spells directly with Cursefire Magic.
The emergence of this ability allowed Ye Wei'an to completely break free from the predicament of traditional spellcasters having "non-universal spell slots".
In the past, spell slots were like fixed containers of different sizes.
For example, in the past he could use 4 first-level spells and 5 second-level spells per day.
These spell slots allow him to use four first-level healing spells and five second-level mind detection spells.
If today's task is only to heal the wounded, and after Ye Weian uses 5 Healing Spells, there are still wounded who cannot be saved, he will have to waste 2 spell slots and use an additional 5 Healing Spells by reducing the spell's level, which is extremely wasteful.
Worse still, this compatibility is backwards only.
If Ye Wei'an's only task was to interrogate prisoners, he wouldn't have been able to use his sixth Detection Mind, thus wasting four first-level spell slots.
However, after awakening [Cursefire Magic], Ye Wei'an essentially became a mana bar caster, and these spell slots became 14 points of Cursefire Magic.
These magical abilities allow him to use 14 first-level healing spells or 7 mind detection spells, greatly enhancing his ability to handle single tasks.
He could even go a step further—take out the 5 points of spellfire magic power originally used for super magic, and let him use the detection of thoughts twice more.
Alternatively, you could use all your spellcasting energy to cast "Double Spell: Cursed Fire Ray" five times.
In short, he adopted the most flexible approach, which greatly enhanced the flexibility of his spellcasting.
Both of the gift spells are quite good:
【Vibrant Aura】: 3rd Ring, Protection. A beam of light emanates from you and forms a halo area with a radius of 10 meters. Allies within the area can continuously recover health.
[Dispel Magic]: 3rd Ring, Protection. Designates a target within 40 meters and attempts to dispel all spells affecting that target. If the spell's ring is 3 or lower, the spell will definitely be dispelled. The higher the ring number, the lower the chance of dispelling.
You can increase the success rate by using the ring-up spell.
One is area-of-effect healing, and the other can dispel magic, greatly making up for Ye Weian's shortcomings in positional warfare and arcane combat.
Ye Wei'an chose two spells: the general buff "Acceleration" and the mage's signature spell, "Fireball".
Oh, for a fire mage, it's a fireball.
[Haste]: 3rd Ring, Alteration, affects nearby friendly targets, number equal to your caster level, and doubles the target's movement and action speed for 6 seconds.
【Cursed Fireball】: 3rd Ring, Evocation. A small, blazing ball flies from your fingertips, causing a burst of humming cursed fire that deals fire and light damage to a spherical area with a radius of 6 meters around the target point and ignites flammable materials within the area.
This is why Ye Wei'an was able to use the Oily Technique + Fireball Technique at the start, inflicting heavy damage on the bandits.
Upon reaching Lv.6, Ye Wei'an gained another free spell and the ability of [Spell Absorption].
If Lv.5 gave Ye Wei'an a "blue bar" that allowed him to freely allocate his energy, then the core ability awakened at Lv.6—[Spell Absorption]—directly turned him into an arcane black hole.
[Spell Drain]: You are always ready with [Spell Counter]. When you successfully dispel a spell or counter a spell, you can drain half of the spell's fire magic power.
[Spell Counterspell]: 3rd Ring, Protection. You attempt to interrupt a target who is casting a spell. If the spell's ring is 3 or lower, the counterspell will always succeed. The higher the ring, the lower the chance of a successful counterspell. If the counterspell succeeds, the countered spell dissipates and has no effect.
You can increase the success rate by using the ring-up spell.
Unlike [Dispel Magic], [Spell Counter] targets a spell that is currently being cast. It is a core skill in the game between spellcasters, allowing mages to use their spell slots to "trade" with the enemy spellcaster.
This kind of exchange requires considerable skill and insight from the spellcaster.
Once the opponent's key spell is deactivated, a huge advantage can be gained immediately.
This spell, combined with the [Spell Drain] ability, is incredibly overpowered.
Ye Wei'an's use of [Spell Counter] consumes half the original amount of mana. Countering the opponent is no longer just a simple defense, but a kind of "using war to sustain war".
What would normally require a third-circle spell slot to negate an opponent's third-circle fireball can be mitigated by [Spell Drain], allowing Ye Wei'an to instantly recover 1.5 circles of mana. This means that in a war of attrition involving arcane attacks, his survivability is effectively doubled.
Indeed, no power that touches the source is simple.
As the level increases, the power of the Fire Mage begins to gradually become apparent.
For the spell to choose from, Ye Wei'an selected the [Guardian Rune], which is highly valuable for positional warfare.
[Guardian Rune]: 3rd Ring, Protection. You inscribe a rune on a surface that releases a magical effect. The rune cannot be moved and is difficult to detect when not activated. You can set the trigger conditions for the rune, such as "trigger when touched," "trigger when near," "trigger when seen," "trigger when a command is spoken," etc.
You can choose between the Explosion Rune or the Spell Rune.
Explosion Rune: When triggered, the rune will unleash magical energy within a spherical area with a radius of 6 meters. The type of energy is selected by you.
Spell Inscription: You can store a spell in an inscription. The spell's ring rank must be less than or equal to the inscription's ring rank.
You can create stronger explosions by ascending the rings of your spells, or store spells of higher rings.
As a pioneering lord about to embark on his journey, Ye Weian was acutely aware of the importance of safety.
The Guardian Rune is essentially a kind of "magical mine," which can play a very important role in protecting camps or guarding treasure.