■ About magic

-If you use elemental magic as it is, you can consume MP according to the level and produce an amount of elemental according to the level. However, it is optionally possible to produce less elements than the prescribed value. Please refer to the setup materials in the chapter for the amount of elements that can be produced.

ex)

It is not a problem that only about a cup of soil equivalent to Lv1 of something that uses MP6 equivalent to Earth Magic Lv6 is released at the skill level of Earth Magic Lv7.

· "Magic" can be used by combining it with other elements magic or unmagic. Useful "magic" is often given a name. A wide variety of "sorceries" have been created by pouring in many of the above MPs but only a small amount.

· Magic mastery

Magic is enhanced by infusing additional magic, but training is required for each amount of magic used. Even if you can use a regular fireball, you can't fire a fireball with twice as much magic in an equally short amount of time (somewhat better than the first time you use it). If you want to fire a fireball with twice as much magic in the same short amount of time, you need to train to use it again and again as well.

-The following rules for the explanation of magic

* What is marked is not usually known, setting only exists (no one can tell me)

The magic skill level described is the lowest level necessary for the exercise of that magic.

The consumption MP listed is the lowest MP necessary for the exercise of that sorcery. Nothing. It doesn't have to fit the witchcraft level. There's quite a bit more to it.

The effect is increased slightly by extra pouring.

For the most part, if you pour double MP, the effect is √ 2x, so if you want to get double the effect, you need four times the MP. However, only attack magic increases in proportion to MP Direct. (often referred to collectively as offensive witchcraft, which increases the effectiveness of direct)

■ Healing related

-Cure system (with reverse magic. However, the only wounds inflicted are those inflicted on the body and the cure)

Elemental Magic Lv2 and Unmagical Lv2 allow for a minimum cure at once (MP4 consumption)

Needs practice depending on the type of wound (cuts, perforations, punches, etc.)

Contact is not necessary only when hanging on yourself (you can put your hand on the wound otherwise).

Cure (Elemental Magic Lv2 and Unmagical Lv2, Consuming MP4)

Cure

Wounds, injury recovery very small (5% recovery)

Effective and in contact with one wound

In the case of reverse magic (Bruise), half the damage of the operator's level.

ex)

He suffered two wounds: a wound that sustained 20 damage to HP and a wound that sustained 40 damage.

When treated with Cure's magic, it can be said that using it against 40 damaged wounds and healing 2HP is more effective.

Cure Light (Two Kinds of Elemental Magic Lv2 and Unmagical Lv2, Consuming MP6)

Cure light

Wounds, injury healing small (10% healing degree - 15% when elemental magic contains water)

Effective and in contact with one wound

In the case of reverse magic, the strike of the operator's level of damage

Cure Serious (Three Elements Magic Lv3 and Unmagic Lv3, Consumption MP12)

Cure serious

Wounds, recovering from injury (25% recovery - 35% if elemental magic contains water)

Effective and in contact with one wound

In reverse magic, 1.5 times more damage than the level of the operator.

Cure Critical (All Elements Magic Lv4 and Unmagic Lv4, Consumption MP20)

Cure Critical

Wounds, large recovery of injury (50% recovery)

Effective and in contact with one wound

In the case of reverse magic, a strike with twice as much damage as the level of an operator.

Cure All (All Elements Magic Lv5 and Unmagic Lv5, Consumption MP25)

Cure all

Wounds, Excessive recovery of injury (90% recovery)

Effective and in contact with one wound

In the case of reverse magic, three times as much damage as the level of an operator.

Reconnection (All Elements Magic Lv5 and Unmagic Lv6, Consumption MP26)

Reconnection

Connection in one place of missing flesh (but fresh or in good storage condition is required) - Contact

Regenerate * (All Elements Magic Lv7 and Unmagic Lv8, Consumption MP36)

Regenerate

Restoration and contact of one site of missing flesh

Cure Dizzies * (All Elements Magic Lv8 and Unmagic Lv9, Consumption MP41)

Cure disease

Treat and contact one of the diseases known to the surgeon

Since the Japanese know that most illnesses are caused by bacteria or viruses, they understand that they can be treated by removing them, so if they learn of this magic, it seems that almost all illnesses can be treated. Diseases are mostly caused by bacteria and viruses secreting or producing toxins, but the detoxification cannot treat the disease.

There is reverse magic, Cause Dizzies. Cause disease

Awaken symptoms of severe cold.

If the subject's level is above that of the surgeon, the symptoms will be reduced

Heel * (All Attributes Magic Lv9, Consuming MP90 - All Magic Double)

Heal

Complete recovery of wounds, injuries (100%)

The wound should be effective and in contact by three

Restoration of one missing flesh location

Disease One Treatment

There is reverse magic, Harm. Harm.

damage the subject's body tissue.

Possible resistance if the level of the subject is above the level of the operator.

-Aid system

Adding Behavioral Power with Negative HP (Negative HP)

The subject needs to hang his witchcraft before entering negative HP.

Fast Aid

Fast aid

Two Kinds of Elemental Magic (but One Must Be Water) Lv4 and Unmagical Lv5 (Consumption MP14)

Behavioral force addition and contact at negative HP of 10% of the target's endurance value

However, the behavior of MAXHP is about 10%.

Aid.

Aid

Three Kinds of Elemental Magic (but One Must Be Water) Lv5 and Unmagical Lv6 (MP21 Consumption)

Behavioral force addition and contact at negative HP of 20% of the target's endurance value

However, the behavior of MAXHP is about 20%.

Recovery *

Recovery

All Elements Magic Lv6 and Unmagical Lv7 (Consumption MP38 - Unmagical Double)

Behavioral force addition and contact at negative HP of 50% of the target's endurance value

However, the behavior of MAXHP is about 50%.

- Removal system (with reverse magic)

RemovePoison

Remove poison

Earth and Water Magic Lv3, No Magic Lv3 Required (Consumption MP9)

Erase and contact only one toxin the surgeon wants from the subject's body

Remove Parallax

Remove paralysis

Earth and Water Magic Lv4, Unmagical Lv4 (Consumption MP12)

Eliminate only one cause of paralysis the surgeon wants from the subject's body · Contact

Remove Afraid

Remove Afraid

Earth and Water Magic Lv5, Unmagical Lv5 (Consumption MP15)

Erase only one cause of panic that the surgeon desires over the subject's spirit · Contact

Remove Petrification *

Remove petrification

Earth and Water Magic Lv7, Unenchanted Lv7 (Consumption MP28 - Unenchanted Double)

Erase and contact only one cause of petrification desired by the surgeon from the subject's body

■ Attack related (enhanced only proportionally for extra MP)

• Gravel system

Requires Elemental Magic Lv0 and Unmagical Lv3 (Consumption MP4)

However, the available debris can be up to about 1 cm in diameter.

Minimal damage

Stone Gravel

Stone gravel

Waterbrit

Water bullet

Ice Gravel (Requires Fire Magic in addition to Water Magic, Consumption MP5)

Ice gravel

Flame Brit

Flame bullet

Firebrit (besides fire magic, we also need ground magic, consumption MP5)

Fire bullet

Air Leather

Air Razor

- Arrow system

Requires Elemental Magic Lv1 and Unmagical Lv3 (Consumption MP4)

However, the arrows that can be made are about 40 cm long and 5 mm in diameter.

Less damage

Stone Arrow

Stone arrow

Water Arrow

Water arrow

Ice Arrow (Requires Fire Magic Besides Water Magic, Consumption MP5)

Icicle arrow

Flame Arrow

Flame arrow

Fire Arrow (In addition to fire magic, we also need ground magic, consuming MP5)

Fire arrow

air cutter

Air cutter

• Bolt system

Requires Elemental Magic Lv2 and Unmagical Lv3 (Consumption MP5)

However, the crossbow that can be made is about 20 cm long and 1 cm in diameter.

Under Damage

Stonebolt

Stone bolt

Water bolts

Water bolt

Ice bolts (besides water magic, we also need fire magic, consumption MP7)

Icicle bolt

Flame bolt

Flame bolt

Firebolt (besides fire magic, we also need ground magic, consumption MP7)

Fire bolt

Airbash

Air bash

-Javeline-based

Requires Elemental Magic Lv3 and Unmagical Lv3 (Consumption MP6)

However, spears that can be made are about 1m long and 2cm in diameter.

Damaging

stone javelin

Stone javelin

water javelin

Water javelin

Ice Javelin (requires fire magic in addition to water magic, consumption MP9)

Icicle javelin

Flame Javelin

Flame javelin

Fire Javelin (besides fire magic, we also need ground magic, consumption MP9)

Fire javelin

air hammer

Air hammer

- Above and above

Due to the elevation of the injecting element magic Lv and MP, it must not be subdivided like "arborest," "barista," "light catapult," but it is not common (* to be marked). The protagonist's planned "telegraph pillar" requires a magic level equal to LV7 ("heavy catapult" class) and requires more MP. LV8 and "Cannon" on "Trevachet" LV9

-Missiles

Add induction performance to the warhead that lets it fly. Requires an unmagical LV6. Consumption MP increase 3

Guidance requires visual status. No other things can be done during induction (with exceptions).

Presence or absence of missile function addition In no case can warheads be made that target multiple targets separately at the same time (with exceptions).

However, it is possible to create multiple warheads simultaneously by injecting a large amount of MP into the element magic. Normally, there is no increase or decrease in damage from adding missile functionality, but it is possible to target if the target has weaknesses. In that case, you can expect more damage than usual.

-Atherhead system

A special warhead with multiple combinations of elemental magic. Magic varies.

Fireball (ground magic Lv4 fire magic Lv4 no magic Lv5, consumption MP23 no magic 3x)

Fire ball

hit by something or arbitrarily ruptured while flying.

Delayed Blast Fireball *

(Earth Magic Lv6 Water Magic Lv4 Fire Magic Lv6 No Magic Lv7, Consumption MP44 No Magic 4x)

Delayed blast fire ball

It is ruptured arbitrarily during the flight, or delayed after the flight to arbitrarily delay the surgeon (up to 300 seconds later at most).

The power is stronger than fireball.

Meteorsome * (all attributes Lv9, consumption MP4500)

Meteor swarm

Create a meteorite-shaped mysterious object about 10 m in diameter and hit the target. Super bad.

Flames Lower (Fire Magic Lv0 Unmagical Lv4, Consumption MP6)

Flamethrower

The magnitude of the fire is changed by pouring MP into the fire magic.

It simply gives and maintains orientation to the fire put out by elemental magic.

Tiltouch (Fire Magic Lv0 Unmagical Lv4, Consumption MP5)

Chill touch

Contact with the subject is required.

Close to Flames Lower's reverse magic. Cold. But impractical.

Icecorn (Water Magic Lv3 Fire Magic Lv3 Wind Magic Lv3 Unmagical Lv4, Consumption MP13)

Cone of ice

Disturb the ice blade in a conical space 30 degrees ahead. Hard to use without MP pouring in.

Lightning Bolts (Earth Magic Lv2 Water Magic Lv2 Wind Magic Lv4 Unmagical Lv4, Consumption MP12)

Lightningbolt

emit an electric shock in the forward straight line. However, if there is something like a lightning rod, it bends considerably.

This won't do much damage if you don't pour in the MP either.

Penetrate to range of effects.

CHAIN LIGHTNING (Earth Magic Lv3 Water Magic Lv3 Wind Magic Lv5 Unmagical Lv5, Consumption MP24)

Chain lightning

emit an electric shock in the forward straight line. If there was another subject within a distance of 5 m 90 degrees forward at penetration, it would split up to four times. The first damage is 200% of the lightning bolt. Damage decreases by 40% for each split (eventually becomes 40% damage to the lightning bolt)

Disintegrate (All Attributes Lv3, Consuming MP15)

Disintegration

Disassemble one of the objects in the range into an atom. But dust lingers subtly. Capacity up to one litre.

- Cloud-based

It cannot be said to be an atherhead system, but generates gases with special effects. Enough to make it harmless.

Sleep Cloud (Water Magic Lv3 Fire Magic Lv3 Wind Magic Lv4 Unmagical Lv5, Consumption MP15)

Sleep cloud

Generate sleep gas. Sleeping things fall asleep when they can't resist. Approximately 8m ^ 3 per MP15. Naturally it doesn't work for someone who doesn't sleep. Hold your breath and you'll be fine. Transparent gas.

Kill Cloud (Earth Magic Lv3 Water Magic Lv3 Wind Magic Lv4 No Magic Lv5, Consumption MP35 No Magic 5x)

Kill cloud

Generate a homicide gas. What you breathe dies if you can't resist. Approximately 8m ^ 3 per MP35. It naturally doesn't work against dead opponents or biologically inanimate. Hold your breath and you'll be fine. This is all harmless in one minute. Black gas. Shit to see.

Acid Cloud (Earth Magic Lv3 Water Magic Lv3 Wind Magic Lv4 Unmagical Lv5, Consumption MP15)

Acid cloud

Produces strong acidic corrosive gases. Rot. Approximately 8m ^ 3 per MP15. Naturally it doesn't work for someone who doesn't have acid. You can't even hold your breath. Yellow gas.

Stan Cloud (Earth Magic Lv3 Fire Magic Lv3 Wind Magic Lv4 Unmagical Lv5, Consumption MP15)

Stan cloud

Produces unpleasant gases that cause glare. Approximately 8m ^ 3 per MP15. Naturally it doesn't work for someone who doesn't have a brain. You can't even hold your breath. Blue gas.

■ Attacks and other

Anti-Magic Fields (All Attributes Lv1, Consuming MP8 Magic Only 3 more to use 8)

Anti magic field

Strike out the magic that has already occurred. Ability to eliminate magic effects up to MP minutes of non-magical use for additional minutes.

Webb (Earth Magic Lv3 Wind Magic Lv3 Unmagical Lv5, Consumption MP11)

Web

Create a sticky web like a spider's nest.

Neutralized Poison (Earth Magic Lv2 Water Magic Lv2 Unmagical Lv2, Consumption MP6)

Neutralize poison

Neutralize the poison dissolved in a litre of blood.

If you poisoned the victim, it would only be easier if you were neutralized.

Quagmire (Earth Magic Lv3 Water Magic Lv2 Fire Magic Lv2 Unmagical Lv5, Consumption MP12)

Quagmire

Create 4m ^ 2 mud. Not without the ground. About 50cm deep.

Grouse Spike (Ground Magic Lv3 Water Magic Lv1 Fire Magic Lv1 Wind Magic Lv1 Unmagical Lv5, Consumption MP11)

Glowth spike

It produces a spike of stone with a diameter of 10 cm and a height of about 1 m. It would be pretty damaging if you could guess, but it would do it easily.

Grouse Plant (All Attributes Lv2, Consumption MP13 No Magic Only 3 more to use 13)

Glowth plant

Allow any plant to grow for a month. If it doubles, two months.

Collapse (Earth Magic Lv4 Unenchanted Lv5, Consumption MP19 Unenchanted Only Triple Use 19)

Collapse

Use it by the cliff. It collapses the operator's radius by about 5m. Nothing. You can use it in a pit or something.

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