Building a World Class Empire in another World -
Chapter 51: Getting new spells part 1
Chapter 51: Getting new spells part 1
Aric didn’t know what level of threat was headed his way, but he understood that if the system told him, then it for sure had to be something very serious.
He had to start making plans on what to do and how to prepare. He decided to go into the communal house built for the goblins. He sat on the wooden floor and leaned his back against the wall to think a little.
’I have the mana to cast a lot of spells, but for now, I only have some low-level spells. But that won’t do—I need better spells that are good for combat,’ Aric thought. He opened the system interface and started narrowing down his search.
From what he had learned from the system, there were seven levels of spells he had access to. The first was the one that he had gotten—the Basic spells.
After the Basic spells came the Advanced spells, which were stronger and had more effects. They also consumed more mana to cast.
Then there were the Legendary spells. He had seen some now, and their effects were terrifying. His eyes glimmered as he thought about the possibility of having one.
There were the Mythic spells, possessing even more power than the Legendary ones. The spell section that came next was the Forbidden. Aric had access to its name but not the contents of the spell level.
The same thing for the Chaos and Catastrophe-level spells—their details were blocked by the system. He had to use his imagination and their names to try and create an image of what they would be like.
For now, Aric only wanted to try and get some Advanced spells, as well as some Legendary spells. He had gotten the Basic spells before at a very reasonable discount price, but now he didn’t know what to expect at all.
First, he looked up a list of Earth spells in the Advanced level to see what he would get. After a little narrowing down, he found five that piqued his interest.
[Earth Lance]
Description: Creates a massive, high-speed stone lance that shoots toward the target, piercing armor and barriers.
Effect: The lance is reinforced with compressed earth mana, making it dense and hard to shatter. Upon impact, it causes a localized tremor.
Weakness: Vulnerable to wind-based magic that can alter its trajectory.
Cost: 3000 gold
[Seismic Crush]
Description: The user slams their hand or weapon into the ground, sending shockwaves that rupture the earth beneath an enemy’s feet.
Effect: Causes the ground to break apart violently, trapping or damaging enemies caught in the area. The stronger the caster, the wider the impact radius.
Weakness: Ineffective on floating or airborne targets.
Cost: 3000 gold
[Stone Guardian]
Description: Summons a humanoid golem from the earth, acting as a temporary shield and attacker.
Effect: The golem is highly durable and follows simple commands. It lasts until destroyed or the mana maintaining it runs out.
Weakness: Water and erosion-based magic can weaken its structure.
Cost: 3000 gold
[Quicksand Trap]
Description: Turns a section of solid ground into deep quicksand, pulling in anything standing on it.
Effect: Immobilizes enemies and slows their movements drastically. The more they struggle, the faster they sink.
Weakness: Enemies with strong enough physical force or flight can escape.
Cost: 2000 gold
[Boulder Barrage]
Description: Lifts multiple large boulders into the air and hurls them at enemies in rapid succession.
Effect: Each boulder is coated in hardened mana, making them resistant to breaking mid-flight. The caster can control the trajectory slightly.
Weakness: Telekinesis or countering force magic can redirect or halt the attack.
Cost: 3000 gold
The five spells were awesome, each of them. Aric wanted to not spend a lot of gold, but the spells were too attractive for him. He couldn’t hold himself back at all.
He decided that he would go with all of them regardless of the cost. He was sure that when this house was built, he would get a reward—and also if he survived the war.
The total cost of the five spells came up to 14,000 gold. He didn’t think about it much and immediately paid for all the spells.
An influx of information about the spells filled his head, even details that the system itself had not provided—like how much mana was needed and other smaller details.
Aric was very happy with the spells. He felt the urge to run out and try them now, but he fought it back. He still had to get spells for his other affinities.
He decided to go the same route as Earth for Plant. He searched through and found a list of five that caught his attention.
[Thorn Bind]
Description: Conjures fast-growing vines covered in sharp thorns to entangle enemies, restricting movement.
Effect: The vines tighten the more the target struggles, causing deep cuts and making escape more difficult.
Weakness: Fire magic can burn through the vines, and strong physical force can break them.
Cost: 4000 gold
[Forest Spears]
Description: Sharp wooden spears erupt from the ground at high speed, skewering enemies.
Effect: The spears are reinforced with mana, making them as hard as steel. The caster can summon multiple spears in rapid succession.
Weakness: Earth and metal-based defenses can block or deflect the attack.
Cost: 4000 gold
[Paralyzing Pollen]
Description: Releases a cloud of enchanted pollen that induces paralysis in anyone who inhales it.
Effect: The pollen slows reaction time and stiffens muscles, making it harder for enemies to move. Stronger casters can spread the pollen over a wider area.
Weakness: Wind magic can disperse the pollen, and masks or magical resistance can counter its effects.
Cost: 4000 gold
[Carnivorous Maw]
Description: Summons a massive plant with a gaping maw lined with razor-sharp leaves that snaps shut on enemies.
Effect: The plant can track movement and strike quickly, capable of swallowing enemies whole or crushing them with its bite.
Weakness: Fire and ice magic can weaken or destroy the plant, making it brittle or slowing its reactions.
Cost: 5000 gold
[Wrath of the Ancient Roots]
Description: Gigantic roots burst from the ground, slamming into enemies or impaling them.
Effect: The roots can be controlled like limbs, sweeping through the battlefield to crush, grab, or skewer foes.
Weakness: Lightning magic can travel through the roots and shock the caster if they are still connected to them.
Cost: 5000 gold
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