Alchemist of the Arcane Realm
Chapter 20

Animate Magecraft

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Alchemy did not originate from the Magecraft system; it has its own set of roots and developmental pathways.

However, in many places, it is often regarded as Magecraft and Magic, and is also a classic subject within Mysticism.

As the Wizards continuously expanded outwards, they absorbed and organized it.

This is the origin of the Witch Realm Alchemist.

Some people in the outside world say that Wizards are like Sorcerers.

There is some truth to that statement.

But the fundamental difference is that Sorcerers rely on ancestral Bloodlines and have innate limitations.

Wizards, on the other hand, are often unrestricted.

They can, based on Mysticism knowledge, excavate their own complete set of Bloodline Talents and Casting Abilities, and can also freely exert their power to achieve might comparable to Gods.

Roy was not overwhelmed by his choices; instead, he calmly selected a stable one to serve as his foundation.

"This is the one, 'Animate'!"

The rules of the Wizard Tower dictate that Apprentices can only choose one foundational method.

This is because Low-level Wizards live for several centuries, while Advanced Wizards live for several millennia.

The Apprentice stage, however, is a mere few decades.

The foundation-building phase, which is the prime of one's life, is only a few years.

It's definitely better to learn fundamental things than flashy ones.

Furthermore, certain precious resources are limited and cannot be wasted on a vast number of Apprentices.

"A good choice!" the Steward Apprentice praised. "This is a wondrous Magecraft that can animate cells and Life Energy, and even bestow life force upon inorganic matter!

Although theoretically, it should be classified under 'Genesis,' in practice, other major branches, whether 'Potionology' or 'Creationism,' can find it useful.

Moreover, this is also the essential foundation for the future 'Genesis' Holy Grail and Artificial Life!"

As he spoke, he found the application form that needed to be filled out and handed it to Roy.

From this point on, he had obtained the legal Inheritance granted by the Oakmi Wizard Tower.

Choosing this not only provided him with study materials but also accompanying resources.

These are valuable items that will help him build a solid foundation, sufficient for his future promotion to Formal Wizard, and even Advanced Wizard.

During the Apprentice stage, it is almost impossible to obtain such resources through one's own efforts outside the tower.

A few days later, the date arrived: April 25th.

Roy received notification that his application had been approved.

The Inheritance for 'Animate' had been granted!

From now on, he would be transferred into the Inheritance sequence, effectively becoming a reserve Advanced Apprentice.

"From this moment on, this study room will be exclusively for your personal use until you leave the Wizard Tower.

The Crystal Ball, an Arcane Artifact within this room, contains all the complete information regarding the Spell Models and Inheritance content you have chosen..."

An Old Apprentice led Roy to the inner corridor of the teaching area on the east side of the Wizard Tower, stopping in front of one of the doors.

On that door, like a hunter displaying their trophies, a massive Lion Head was hung.

It seemed alive, staring at them with a fierce expression, its eyeballs even shifting with their movements.

The Old Apprentice reminded him, "Reach your hand into its mouth, and you'll find the mechanism to open the door."

Roy, feeling a bit apprehensive, did as he was told.

"Alright, the precautions are all posted on the wall inside, take a look for yourself."

After the Old Apprentice finished speaking, he turned and left.

Roy walked in and immediately saw the Crystal Ball placed on a table in the corner.

He closed the door, sat down at the table, reached out his hands, and gently touched it.

A moment later, his mind felt hazy, entering a deep meditative state guided by the Arcane Artifact.

Vaguely, a majestic figure in a loose-fitting Mage Robe appeared.

Behind him was a dark Void, with a halo like a Star appearing behind his head.

Where his eyes should be, Spiritual Power manifested as tangible Golden Radiance, looking down upon his minuscule self.

His voice boomed like thunder, echoing from all directions: "Animate Magecraft is a common method used by Wizards to stimulate vitality.

The theoretical ultimate is Breath of Life, Create Life...

'Animate' begins from this..."

Roy listened in astonishment, finally understanding that the seemingly simple 'Animate,' in its theoretical ultimate form, was actually so profound!

"This is related to the myth of Clay Molding Man..."

A thought flashed through his mind, but he didn't dare to be distracted, quickly absorbing the knowledge like a sponge.

After studying for a while, he fell into deep thought.

"Besides the spells themselves, there are quite a few application branches corresponding to 'Animate' that I can choose from.

These are resources needed for practice.

The more mainstream ones like Evil Tentacle, Animated Bone Blade, Spliced Limbs...

All are enhancements that utilize the principles of 'Animate' to modify one's own witch body.

This allows apprentices to gain strength comparable to knights who have trained for many years in a very short time, and then quickly surpass them."

Among these, Evil Tentacle is a very common type of Animate witch body modification.

Some wizards modify their tongues and other soft tissues into Evil Tentacles, possessing the flexibility of an octopus.

Others modify their arms, fingers, and so on, making them look like an octopus that has gained sentience.

Animated Bone Blade, as the name suggests, transforms bones that grow from within the body into powerful biological weapons.

Initially, sharp bone spikes grow from finger bones and arm bones. After further modification, one can even extract their own spine from their body for combat.

Of course, ribs can also proliferate, providing powerful Bone Armor.

Spliced Limbs are more common for achieving Three Heads Six Arms, or for attaching living prosthetics like tails to the tailbone.

It is worth noting that spells that are cast outwards, like the classic 'Fireball', or those manifested in combat, are not the only kind.

A large number of spells such as Summoning, Curse, Healing, and Teleportation are applied in non-combat situations.

Even more so is 'Animate', which focuses on daily production and manufacturing, as well as self-modification!

Roy considered it carefully.

He might as well bet on a rare Aberration-type witch body modification in this application branch – the "Hair Ghost Witch Body"!

This originated from a certain Aberration-type existence discovered by Archmages when they campaigned in a weird world.

The Weird World is a special Law world, possessing Law-level Origin Power.

However, it is mostly fragmented.

Some speculate that it was once an ancient battlefield of Gods and Demons, where many Lord God-rank beings from ancient times perished.

An Aberration called "Hair Ghost" can grant hair the characteristics of animation and regeneration, and can also accommodate various enhancements and modifications.

For example, combined with "Medusa Hair," transplanting some viper limbs, or possessing a Demon Eye with Petrification abilities.

Another example is combining it with Liquid Metal to forge steel hair strands, achieving both offense and defense.

It can even connect to a power-generating organ similar to an electric eel. When facing an enemy, it can first entangle them with hair tendrils, and then suddenly apply high-voltage electric current.

If this "Hair Ghost" can be cultivated again, even evolving into a Demon God-level Aberration, it would also be a top-tier application of Magecraft!

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