Chapter 57: Chapter 55: Craftsman’s Hand
Central Library, Witchcraft Zone.
A handful of Advanced Apprentices moved slowly between the bookshelves, their expressions solemn, a stark contrast to the scholarly atmosphere of the main reading area.
This was a marketplace of power, where every piece of knowledge was marked with a prohibitive price tag.
The senior apprentice sitting behind the front desk was also hunched over his studies.
"I want to learn so Low-level Witchcraft."
Allen’s voice broke the silence.
The apprentice’s pen stilled. He looked up at Allen, his gaze lingering for a mont on the brand-new Advanced Apprentice badge. The impatience in his eyes subsided slightly.
"The catalog is on the third bookshelf to your left. Low-level Witchcraft is divided into universal and school-specific."
He tapped a notice on the counter with his finger. "Low-level Witchcraft models can be borrowed for one hundred Low-Level Magic Stones per three days. School-specific Witchcraft costs one hundred and fifty. No copying is permitted."
Allen walked over to the catalog shelf to browse.
Witchcraft was categorized into cantrips (used by low-level apprentices), Low-level Witchcraft (used by Advanced Apprentices and First-level Wizards), Interdiate Witchcraft (used by First-level and Second-level Wizards), High-level Witchcraft (used by Morning Star Wizards and above), and Legendary Witchcraft.
The spells were categorized by casting difficulty, and the Seven Towers Alliance’s Central Library only housed cantrips, Low-level, and so Interdiate Witchcraft.
Three Permanent Sorcery Slots. One for offense, one for defense, and one for utility. Generally, this was the safest and most classic configuration.
The battlefield was unpredictable, leaving no ti to react. The greatest advantage of a permanent sorcery was its instant cast ti, allowing one to handle unexpected situations. Every single slot was precious.
However, spells with high versatility, growth potential, and synergy were also crucial.
’So, is there a single spell that’s not only functional, but can also attack, defend, and even aid my specialization in the Alchemy School?’
There was.
It was the very first cantrip taught in Allen’s Magic class: Wizard’s Hand.
Wizard’s Hand was just a cantrip. It struggled to even lift a scale weight, so expecting to use it against an enemy was a lost cause. You’d be better off going ho to be a farr.
But Witchcraft was hardly so limited.
While Wizard’s Hand was of little use to low-level apprentices, it served as an excellent template, and every school had developed advanced, school-specific versions of it.
Examples included the general Witchcraft School’s Burning Hand and Hand of Corrosion, the Mind School’s Hand of Severe Pain, and the Bloodline School’s Multiple Arms, among others.
Universal Witchcraft could be learned by any apprentice.
School-specific Witchcraft, as the na suggested, could only be learned by mbers of the corresponding school, depending on the ditation thod they practiced.
While there were many universal spells to choose from, school-specific Witchcraft often had greater synergy with one’s personal ditation thod and body of knowledge.
For instance, even if another school obtained the models for the Mind School’s exclusive [Cognitive Tampering] or the Contract School’s exclusive [Sensory Sharing], they couldn’t successfully construct them. They lacked the ability to infiltrate the Sea of Consciousness and had no contracted entities.
Soon, in the section for the Alchemy School’s exclusive Witchcraft, Allen found his target.
[Low-level Witchcraft: Craftsman’s Hand]
[Description: An advanced Alchemy School variant of ’Wizard’s Hand’ that constructs a Force Field Hand capable of performing delicate operations. Its strength, size, shape, and number are directly related to the Caster’s precision with Spiritual Power and their Magic Power output.]
[Rental Price: One hundred fifty Low-Level Magic Stones.]
’This is it.’ Without hesitation, Allen read the more detailed description.
[Effect 1: Delicate Operations]
[Description: The Force Field Hand possesses greater precision than a human hand and can be used to handle hazardous alchemical materials or perform microscopic Rune engraving.]
’This is the exact support ability I need most for my studies in the Alchemy School. A perfect productivity tool.’
[Effect 2: Offense, Defense, and Transport]
[Description: The Force Field Hand can change its size and length to grasp, crush, or carry targets. The higher the Magic Power output, the greater its strength. At the Advanced Apprentice level, its output is sufficient to lift up to one ton.]
[It can be used to disarm, restrain, or directly inflict blunt-force trauma. It can also block low-intensity physical attacks and projected elental damage.]
Offense, control, and defense—a perfect trinity. Allen could already envision several combat strategies.
[Effect 3: Multi-Threaded Control]
[Description: As long as one’s Spiritual Power permits, multiple Force Field Hands can be created to operate simultaneously. This requires imnse focus and precise control.]
’In my eyes, this is a god-tier ability tailor-made for !’
He could already imagine it. Once he had two or more threads of consciousness, he could simultaneously control several ’Craftsman’s Hands.’ He could process multiple materials at once during an Alchemy Experint, or on the battlefield, perform detailed battle-damage repairs on multiple Golems!
Using them in battle for defense or to crush his enemies would also co in quite "handy."
While others were still smug about instantly casting a simple fireball, he would beco a "Doctor Octopus" capable of conducting multiple, precise experints at the sa ti!
’My efficiency will increase exponentially once again!’
’This is the optimal solution I’ve been searching for!’
A single spell almost perfectly covered four domains: support, offense, defense, and control. Its versatility was unparalleled.
’Now, I need to use the remaining two slots to compensate for the shortcomings of ’Craftsman’s Hand’.’
Its weaknesses were equally obvious. First, it was a short- to mid-range spell with a maximum range of ten ters. This would put him at a severe disadvantage against long-range enemies, as he’d lack effective counterasures.
Second, its defensive form required active control. When facing sudden, wide-area attacks like explosions or concentrated volleys, relying on a single hand to parry would be a huge challenge to his reaction speed and coverage.
’I’ll have to find these next two spells among the universal Witchcraft.’
The list of exclusive Witchcraft for the Alchemy School mostly contained abilities for crafting, modification, and enchanting; combat spells were few and far between.
Soon, he locked onto his targets: two spells with plain, unassuming nas but surprisingly high rental counts.
[Low-level Witchcraft: Magic Missile]
[Description: Condenses pure Magic Power to fire one to three non-elental, homing Magic Missiles. They travel at a moderate speed and can be intercepted by physical or energy shields.]
This was a homing attack, a perfect supplent to his ranged firepower. It could effectively harass and suppress distant enemies, creating opportunities for him to either close the distance or pull away.
[Low-level Witchcraft: Magic Shield]
[Description: Forms a passive shield on the body’s surface that consus Magic Power to mitigate physical and magical damage. It requires no active control and automatically reduces incoming damage. The shield’s strength is tied to the Caster’s Magic Power reserves.]
This was his "insurance policy." Its greatest advantage was its passive defense, which would buy him precious ti to counter-attack with ’Craftsman’s Hand’.
One versatile core spell, one for ranged offense, and one for passive defense.
A stable, reliable combat system with almost no weaknesses had taken shape.
’As for other utility spells, there’s no need for them to take up a Permanent Sorcery Slot. I can just cast them as needed.’
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