"So this is a Magic Network terminal too?"
After fumbling with the already activated Identity Token, Dorothy had an epiphany.
This Identity Token functioned similarly to a Spellbook, lacking only the Spellbook's ability to store spells; however, it possessed all the capabilities of the Magic Network. Through the Identity Badge, one could connect to the private network of the Judgnt Court, log into the internal network, view intelligence, contact teammates, and more.
It made sense, given the Judgnt Court's secretive style of operation, that they would need a more clandestine thod of communication, not just pulling out a Spellbook during a mission.
Indeed, assassins in movies don't use cell phones to communicate, they use professional walkie-talkies instead.
"This really gives off the vibe of a secret organization operative, quite cool."
Dorothy infused a bit of her Magic Power into the token, and a virtual screen visible only to her popped up.
First was a photo of Dorothy wearing a Clown mask, and to the left of the photo was so textual information.
[Codena: Clown]
[Tenure: 16 years]
[Position: Grand Inquisitor]
[Jurisdiction: Witch Academy]
[Spell Slot: Blank]
[Equipnt Slot: Blank]
[Familiar Slot: Blank]
[Current Task: Holy Child Operation (Difficulty A)]
[Task Points: 0]
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....
"Miss Ghost Mask, what are these Spell Slots, Equipnt Slots, and Familiar Slots about?"
After briefly reviewing her own information, Dorothy, driven by curiosity, asked the secretary beside her.
"Your Excellency the Clown, these are exclusive benefits for mbers of the Judgnt Court. Since we engage in covert operations and need to conceal our identities, it is essential to disguise our combat styles to prevent our information from being deciphered by others. Therefore, certain disguises are necessary."
"The Spell Slots, Equipnt Slots, and Familiar Slots are benefits issued by the Court; we can choose a whole new combat system from the Court's armory as our disguise."
"As the nas suggest, Equipnt Slot and Familiar Slot allow us to select a set of brand-new equipnt and a Familiar for our armant."
"The Spell Slot is a bit more unique. It's a special technology of the Judgnt Court that allows spells to be solidified. Once you load a spell into a Spell Slot, you don't need to learn it. You will imdiately master that spell at Great Achievent level proficiency, and casting a spell through a Spell Slot does not consu your own Magic Power but only a small amount of spiritual power to guide."
The secretary explained thoroughly.
While talking about it, the typically aloof woman couldn't help but sound slightly proud, clearly very satisfied with the benefits of the Judgnt Court.
Dorothy: "....."
Ah, can it even be played like this? This just transford from a blue bar Mage into a Spell Slot Mage.
Ho Martial Soul now finally understood what senior Fanny was hinting at before, no wonder she told not to worry about insufficient strength. Is this the so-called power of arrangent?
But this is indeed powerful; after all, that's a spell with Great Achievent proficiency without consumption.
The levels of mastery for a Spell are generally divided into five orders: Beginner, Basic Level, Mastery, Great Achievent, and Saint.
However, a witch's energy is always limited; she might be able to learn many, many Spells, but she might not necessarily have the ti and energy to maximize the proficiency of every Spell.
Generally speaking, the proficiency of most Spells for Witches only remains at the Basic Level, just enough to be usable.
And only a small fraction of Spells that are used for daily tasks are specialized in practice, but even so, the maximum proficiency that most ordinary Witches can achieve in their lifeti is no more than Great Achievent.
But now, the Judgnt Court is handing out Spells with a Great Achievent proficiency for starters, setting their starting line at what others consider the finish line, securing the win effortlessly.
As for that full-level Saint stage proficiency, it is a realm only a few Genius Witches can reach, signifying a deep personal understanding of the Spell, allowing you to start customizing and modifying the Spell to better suit you at this stage.
And the modified Spells are actually what are known as secret techniques.
In the Witch Library, you can often see Spells prefixed with a person's na; those are the secret techniques.
Take Dorothy's Fireball Technique, for example; it signifies that this version of the Spell is a self-improvent by a witch nad Dorothy after maxing out her proficiency with the regular Fireball Technique.
There are good and bad points to such secret techniques. Generally, the modified Spells definitely have many advantages over the original, whether in power or more energy-efficient, etc., but likewise, the difficulty of learning them is also greater, nowhere as easily universal as the original Spells.
Not to ntion, apart from a few purely original creations, the majority of Spells in Dorothy's Witch series are actually within the category of secret techniques.
Well, her greatest strength is her quick learning ability; a few monts of inspiration are all it takes for her to maximize a Spell's proficiency and then start modifying it magically.
Actually, her own demand for Spell Slots isn't that high, after all, knowing the value of proficiency in all of the Nine Major Factions.
For soone proficient in all systems, disguising her identity is simply too easy; she can effortlessly devise hundreds of completely different combat styles.
But...
Knowing too many Spells is useless if her Magic Power reserves can't handle the burn; to the Ho Martial Soul, the precious aspect of the Spell Slot isn't in the Great Achievent proficiency, but in the fact that casting Spells consus nothing.
"Aweso! To hell with Magic Power limitations; can I finally stop being cautious with my Magic Power reserves and confidently enjoy spell-casting freedom? I want to switch to becoming an Artillery Witch, unlimited Magic Cannons—that's the romance of a witch!"
The Ho Martial Soul cheered thus in her heart.
Tsk, her previous combat style was primarily focused on the Combat Magic System, not because she liked close combat but because Combat Magic was the most Magic Power-efficient.
Alas, if not for the constraints of Magic Power, who wouldn't want to be a human fortress, just pulling out the big guns and blasting away?
Wouldn't being an Artillery Witch and bombing around be a million tis more thrilling than the strenuous life of an Assault Witch?
As previously ntioned, in the Ard Witch circles, close combat Assault is considered the lowest tier of the hierarchy.
In any case, more is better, big is wonderful, long live the Multi-Tower Giant Cannon Cult.
"So, how can I obtain these things?"
Thinking that she could finally fight the rich wars, Dorothy quickly asked.
"His Excellency the Clown, please follow —the Spell Slots need to be obtained from the library, the equipnt has to be collected from the armory, and as for the familiar, we need to visit the Beast Garden; I will guide Your Excellency to each in turn."
"Moreover, the Court has a welfare policy for new mbers, with each mber of each career rank entitled to ten free Spell Slots, a complete set of standard equipnt, and the privilege of having one familiar; and if you want more in the future, you will need to use mission Points to exchange."
"These Points are earned by completing missions, and apart from the mission's own reward, Judges also earn a certain amount of points based on the mission's difficulty."
"Of course, performing so specific missions also leads to obtaining certain Spell Slots, equipnt, or Envoys on a mission-targeted basis, though these temporary supports are reclaid after the mission ends."
...Miss Ghost Mask explained while leading the way...
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