The Demonic Mark Meditation Method belonged to the third generation of meditation methods.
Both the Black Book and the Initiation Inheritance mentioned that, in the ancient era of first-generation meditation methods, the threshold for entry was extremely high. Wizard Apprentices had no separate levels; there was only the single step from apprentice to Formal Wizard.
With second-generation meditation methods, the entire wizarding world changed. The difficulty of entry fell, and Wizard Apprentices were divided into three clear, ascending levels before becoming Formal Wizards. Depending on the school of meditation, they would also develop different innate spells upon reaching Third-Level Apprentice.
By the time third-generation meditation methods arrived, the efforts of the Grand Wizards had lowered the mental aptitude required for entry once again. Wizard Apprentices now had five levels, each transition was smoother, their mental power grew more refined, and becoming a Formal Wizard was somewhat easier. Easier was relative, of course. Stagnation remained the common fate of those on the path to the extraordinary.
These third-generation meditation methods no longer granted the innate spells of the second generation. Instead, each level provided a Temporary Spell Slot.
Temporary Spell Slots were also called False Spell Slots. The Grand Wizards had devised them to improve the survival chances of lower-level apprentices. By Level-Five Wizard Apprentice, one would have five False Spell Slots.
That meant that once Ruger became a Level-One Wizard Apprentice, he would ideally prepare two different Zero-Ring Spells: one essential spell to fix in place for life, and another to store in his Temporary Spell Slot.
A Temporary Spell Slot worked just as its name suggested. After each use, he would have to wait until his next meditation to empower the Spell Model and store it again. Every casting required preparation.
The Temporary Spell Slots of the Demonic Mark Meditation Method were the Demonic Marks themselves. A Level-Five Wizard Apprentice would have five marks, each capable of storing one Zero-Ring Spell.
Like true spell slots, False Spell Slots allowed quick casting at low cost. Their drawback was that there was no chance to replenish them in the heat of battle, nor could they help a wizard grasp the essence of a spell as true spell slots could. But they had one advantage: being temporary meant the stored spells could be changed to suit one's plans and circumstances.
Ruger looked over the resources at hand and recalled Ka Liu's choices and doubts in his diary.
A great many Wizard Apprentices chose to fix Fireball Spell in place.
The Zero-Ring Spell Fireball Spell was far weaker than the One-Ring Spell of the same name, but in some situations it was more useful. Its projectile was smaller, only about the size of an ordinary person's fist, and faster. As a Zero-Ring Spell, it naturally cost far less to cast. Even Formal Wizards sometimes fired one or two, such as when they wanted to ignite a distant target quickly rather than hit it hard.
Once Fireball Spell was fixed in a spell slot, a Wizard Apprentice was transformed. Its extremely low casting cost let even a First-Level Apprentice cast it repeatedly, like a fireball-launching magic tool with legs. Continued use would deepen their understanding of the spell and lower its cost further.
After a moment's thought, he picked out a book on Fireball Spell and placed it to his left as an option.
He turned to the remaining books and the six scrolls beside them.
From the diary, he had learned that Ka Liu had made these scrolls himself. Producing and selling them was his main source of income. They were called Inheritance Scrolls and were not meant for combat. Their main purpose was to teach low-level spells one needed to know but had no reason to spend time and effort studying.
For example, two of the six scrolls taught Arcane Imprint. It probably sold well, so Ka Liu had made more to keep in stock.
Arcane Imprint was a Zero-Ring Spell every Wizard had to learn. But the general view was that it was not worth spending time studying; a basic grasp would do. One only had to spend a few magic stones on an Inheritance Scroll and gently unroll it. Under its guidance, the Spell Model would rapidly take shape in one's mind.
It would all fall into place.
Besides the two Arcane Imprint scrolls, four different Inheritance Scrolls remained.
Shedding Spell, a Zero-Ring Spell.
A minor spell that affected hair, which hardly anyone cared about. It might prove useful when someone was too lazy to wash or groom themselves, but many felt a sharp razor was a better investment than learning it. Fortunately, the great invention of Inheritance Scrolls existed. The spell was mostly used for pranks between friends: for a few magic stones, one could forever master the supreme secret art of making a friend bald. Used regularly, it was sure to strengthen their friendship.
Strength of the Savage Bull, a Zero-Ring Spell.
Everyone knew Strength of the Savage Bull boosted strength slightly less than Strength Spell, but it granted the recipient remarkable endurance and performed better for survival in the wild.
Foul-Smelling Skin, a Zero-Ring Spell.
It smelled awful, but it was powerful enough to stun enemies. The price was having to endure the stench oneself. Yet that price was also an advantage: the caster would gradually grow accustomed to it, while residue from repeated castings would make the effect increasingly close to the legendary state of permanence. It was a peculiar Zero-Ring Spell, mainly used by low-level Wizard Apprentices to avoid large subterranean beasts. Casting it might get one beaten up, but one would never end up in a beast's mouth.
Mental Boil, a Zero-Ring Spell.
After casting, it briefly made mental power more active, helped the caster stay alert, and offered slight resistance to mental confusion. Overall, it was not especially useful. But one special trait had made it famous throughout the wizarding world: once fixed in a spell slot and fused with the mental space, it improved a Wizard Apprentice's aptitude, increased meditation efficiency, and promoted the growth of mental power.
The effect was weak, of course, but from another perspective, it was powerful because its benefits lasted a lifetime. Few other spells could do that. Zero-Ring Spells such as Fireball Spell saw little use after one became a Formal Wizard.
But fixing Mental Boil in a spell slot meant giving up a powerful option throughout one's years as a Wizard Apprentice.
He set down the scroll in his hand and withdrew the mental power he had used to examine it.
He felt the information in these scrolls should be taken with a grain of salt. Strength of the Savage Bull, for instance, promised remarkable endurance. The effect was surely real, not a fabrication, but "remarkable" could be a slight exaggeration. These scrolls were merchandise, after all.
Half-Man had said Ruger would probably learn a Zero-Ring Spell before mastering six runes, though the headless mystery man's prediction was not reliable.
What he had implied was that Ruger would not be interested in the spells on these quick-learning scrolls.
Aside from Fireball Spell, the diary, and illustrated guides and other books meant to broaden his knowledge, the books included three more Zero-Ring Spells.
They were Demon Skin Spell, Ear-Growing Spell, and Freezing Ray.
Half-Man had probably expected him to choose one of those to try, then spend some time mastering it.
The diary said everyone had a different, mysterious affinity for certain spells. Half-Man had likely given him several choices in case none suited him and he was too slow to learn otherwise.
From the miscellaneous items, Ruger took something shaped like an hourglass. Instead of sand, it held a diamond-shaped crystal. A probe with his mental power made its function clear, and the crystal lit up with a soft white glow at his prompting.
Half-Man had thought things through. Even in this sunless place, Ruger would have a sense of time.
The diamond-shaped crystal was more than a lamp. Its upper and lower ends would take turns glowing as time passed, one representing day and the other night. A full cycle marked one day. It was far more useful than counting time by his stomach; at least now he could track the days clearly in this underground world.
He counted his food and decided to spend two days reading through the four Zero-Ring Spell books to see whether any suited him.
He was so ready to believe in spell affinity because he had already experienced it.
Though he did not want to admit it, when he examined the Inheritance Scrolls for Shedding Spell and Foul-Smelling Skin with his mental power, a strange, indescribable feeling stirred deep inside him.
It was as though they were the friends he had long been waiting for.
Ka Liu's diary often mentioned another term: Spiritual Light. That unspoken feeling resembled a stirring of Spiritual Light.
When some Wizards faced a major decision without solid grounds to guide them, they chose to follow the guidance of their Spiritual Light.
A first reading without dwelling on the details went faster than he had expected.
By the time he put down Fireball Spell, the last book, which he had read more than halfway through, less than a day had passed.
He laid the four books out before him.
He raised a hand and brushed it over each one.
He did not want to go on like this.
Perhaps he needed to change his mindset.
He looked up, his gaze sweeping across the hollows in the cave wall and the insect shells and beast hides stored there.
Old habits had been shaping his decisions all along.
Back in his comfortable old life, he had always preferred to do things right once and for all.
He had considered that more cost-effective and wiser, even if it meant a long wait and hardship along the way, even when there was no need to go so far. That was simply what he was used to.
But he was no longer in that world, and comfort was nowhere to be found.
Perhaps, at the right time, making a choice that suited only the present
was a good thing. It was what he ought to do now, better than spending too much energy thinking about the future. In this environment, there might be no future.
For now, he was certain he could not learn any of those four Zero-Ring Spells quickly. He was just a little Kobold with almost no ability to defend himself. Even if he said Aisijin could knock him flat in two or three punches, that strong Kobold woman would disagree.
"This might actually be a good choice..."
He set the book aside and picked up the Foul-Smelling Skin scroll.
If he was going to use an Inheritance Scroll, the choice was between Foul-Smelling Skin and Strength of the Savage Bull. The latter's enhancement lasted for some time after casting, making it well suited to a Temporary Spell Slot. Foul-Smelling Skin required a constant expenditure of mental power to maintain, so it was better fixed in a true spell slot.
Foul-Smelling Skin also suited a loner like him, increasing his chances of surviving while hunting alone in the wild.
Besides, he looked forward to fixing a Zero-Ring Spell that suited him in a spell slot.
The Black Book said that someone of ordinary aptitude should ideally construct only one Zero-Ring Spell Model in their mental space before becoming a Level-One Wizard Apprentice, lest it interfere with the formation of the Demonic Mark. Once he had advanced and recovered, he could use all the other Inheritance Scrolls, including Shedding Spell, the other spell he had an affinity for.
He took a deep breath and slowly unrolled the Foul-Smelling Skin Inheritance Scroll. His mental power resonated with it naturally.
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