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To contemplate my options, I took a few days off. I was fully aware that I was fooling myself. I had already decided, but still needed time to think things through. It was a rollercoaster of emotions: excitement about a new opportunity, as I had never heard of before. Fear of the unknown and potential danger. Sadness that Sophie couldn't experience it with me. Guilt about the thought of leaving the world where her grave was. And the uncertainty of how I would handle unexpected situations.

Filled with hope, I meticulously went through each entry in the Spells and Skills lists, hoping to discover a way to bring her back to me or at least establish a means of communication. Unfortunately, my search proved fruitless, leaving me disheartened. The only thing even close to this option were the spells in the section Necromancy, and the descriptions made me shudder in horror.

NECROMANCY
 Grasp of the Grave

Channel the arcane arts to wield the power of necromancy and command the forces of death.

·         Raise Undead: Summon skeletal warriors or spectral guardians to serve you. The number and strength of undead raised depends on your skill level and mana expenditure. Cost: 3 Ability Points.

·         Drain Life: Channel negative energy to siphon vitality from living beings, replenishing your own health. The potency of this drain increases with the level of mastery. Cost: 3 Ability Points.

·         Dark Influence: Infuse nearby shadows with necrotic energy, cloaking yourself and your allies from detection. The radius and duration of this concealment expands with skill levels. Cost: 3 Ability Points.

Mana Cost: Varies based on the complexity and power of the necromantic spell.

Murmur of Death: When wielding necromantic power, you perceive an eerie whispering from the realm of spirits and the domain of death. Outsiders hear a faint, chilling murmur emanating from your vicinity, yet they cannot decipher the sinister utterances exchanged within your necromantic sphere.

Regrettably, I had to abandon the idea with deep sadness and anguish. Instead, I examined the list of abilities for the Gate Traveler class. I was confident that even without exploring the Gate, the ability to learn various languages and the Map would be incredibly useful. So, I used my free stat points to get an extra ability point and got both.

My attempt to convert an additional 5 stat points from my vitality to an ability point was unsuccessful. It was unclear if that was because those points were inherently mine or if I could only convert free stat points.

My next step was to explore the Archive. World information was available only for Earth, but there was a general knowledge section that I explored thoroughly.

As I continued my exploration, I stumbled upon a section that would prove to be a game-changer: the 'Tips & Tricks' section. Here, I found a revelation. I didn't need to risk my life by stepping through the Gate to access information about a specific world. Instead, I could stand by the gate, touch one of the portal stones, and access the information about the world on the other side. It was a relief, a safer alternative I was more than willing to embrace. Perhaps I sounded overly cautious, even to myself, but I wasn't ready to risk my life.

Another very helpful trick was learning an ability that I'm sure I would never need "the hard way" until I got it as a Skill, then give it up and convert it to an ability point. It came with a warning that I won't forget the knowledge I gained the hard way, but I won't be able to gain the Ability again to level it up and receive more benefits from it. That was very sneaky—I loved it.

Another trick I learned was to buy cheap, mass-produced, useful things from tech worlds and sell them for a lot of money in undeveloped worlds. Examples included cookware such as knives and pots, rolls of thick, soft fabric in bright colors, and children's toys made from wood. In undeveloped worlds, buying simple weapons like swords and bows and selling them for a lot of money as "traditionally hand-made weapons" in advanced worlds.

There was advice to have various means of transportation for different terrains that don't use tech or mana, gear needed to survive in the wilderness, clothes for different weather, that technological devices won't work in mana worlds but will be fine in tech worlds, and much more.

Another thing I learned was that the best way to transfer funds from one world to another was through small jewelry, such as silver and gold rings, earrings, thin chains, and pendants. Another tip was to have small copper, silver, and gold coins but to rub them with dirt until they looked old and worn. This way, even if the size or shape differs, I can pass them as coins from another kingdom. But in the tech worlds, to sell only jewelry and look for small pawn shops.

Different Travelers kept repeating the advice to learn how to fight with a weapon, learn hand-to-hand combat, and invest ability points in learning one defensive spell, one attack spell that can be cast from a distance, and one healing spell.

I tried to think of a general skill I have that I don't need, but the only thing I could think of was tennis. After making some calls, I found a tennis center, and made an appointment with a tennis instructor in two days.

To "farm" ability points, I searched for alternative private courses for skills and abilities.

·         Making handmade pasta—I would like to learn this for myself; I love cooking.

·         Ceramic workshop—a strong contender

·         Pencil sketching workshop—one more in the bag

·         Macramé workshop for jewelry making—I will never need this skill

·         How to make beer workshop—this I might need on my travels, worth checking out

·         Painting on vinyl records workshop—one more point

·         Flower weaving workshop—and another point

·         Iron wire sculpture workshop—definitely another point.

·         Gift basket weaving—one more in stock.

I was delighted to find so many options, and with the list of phone numbers, I started making calls. My schedule for the following week looked full.

____

On my way to the tennis lesson, I used Identify on everybody and everything, which was very uninformative. All the people showed "unintegrated human male" or "unintegrated human female." The objects simply displayed their names: "Door," "stairs," and "street sign." It was not helpful. I guess it would help more in a magical world.

Well, I guess I decided and was ready to admit it to myself.

On the tennis court, scoring my first point against my opponent took me fifteen minutes, and I got the skill.

 

You have learned the Skill [Playing Tennis]

 

Immediately, I clicked it with my mind, with the intention of giving it up.

 

Would you like to give up the Skill [Playing Tennis] and convert it to an Ability Point?

Y/N

 

I clicked Yes.

 

You have 1 new Ability Point.

 

Yes! It worked!

Bless you, anonymous Traveler.

____

 

During the following week, I attended all the workshops and learned the Skills. The class description wasn't kidding; it was easy to learn skills. I kept the pasta, beer, and pencil sketching since I liked it, but I converted the rest.

I had 6 additional ability points, so the first thing I purchased was the skill [One of the Crowd].

Thinking about protection, I purchased the spells [Mana Dart] and [Mana Shield]. At first, I wanted to get the fireball spell, but eventually realized that avoiding any potential fire hazards might be prudent.

MANA DART

Description: Mana Dart is an offensive spell allowing the caster to conjure a dart of pure magical energy. This potent spell, often wielded by battle mages, sorcerers, and magical warriors, delivers precise and powerful attacks against opponents. With remarkable accuracy, the dart designed to deliver precise and powerful attacks against opponents pierces through defenses. The caster can charge it for additional effects.

Level 1: At the initial level, Mana Dart creates a single dart of magical energy that inflicts minor damage upon impact. The dart is swift and accurate, capable of striking targets within a short range. Despite the modest damage, the spell allows for quick and frequent casting in rapid succession.

Level 5: At this level, the spell generates three Mana Darts simultaneously. Each dart can target different enemies or focus on a single opponent for a more significant impact. The darts' damage increases slightly, and their range extends, allowing the caster to engage enemies from a greater distance.

Level 10: Mana Dart at level 10 produces five darts with enhanced damage potential. The range and speed of the darts are further improved, making them harder to dodge.

Level 15: The spell now conjures seven Mana Darts with significantly increased damage. The caster can control the darts' trajectory at this level, allowing them to curve around obstacles or strike from unexpected angles.

Level 20: Mana Dart reaches a new potency level, creating ten darts with high damage output. The caster can now charge the darts before release, combining them into a powerful projectile that delivers a devastating blow upon impact.

Level 25: At the highest level, Mana Dart conjures a storm of fifteen darts that rain down upon the target area, ensuring widespread destruction. The damage from each dart is at its maximum. The spell's range is at its peak, allowing the caster to strike enemies from a considerable distance with pinpoint accuracy.

Usage: Mana Dart is an essential offensive tool for spellcasters, providing versatile and scalable damage in combat. It can weaken enemies, disrupt formations, and exploit elemental weaknesses. The spell's adaptability makes it suitable for both single-target and area-of-effect scenarios.

Limitations: The caster's mana reserves and skill level directly affect the spell's effectiveness. Frequent use can quickly deplete the caster's mana, requiring careful management during prolonged battles. Opponents with strong magical defenses or agility may mitigate some damage or evade the darts entirely.

 

 

MANA SHIELD

Description: Mana Shield is a defensive spell that envelops the caster in a protective barrier of pure magical energy. This vital spell, often utilized by wizards, sorcerers, and magical guardians, provides a robust defense against physical and magical attacks. The shield absorbs incoming damage, safeguarding the caster and allowing it to withstand otherwise lethal blows.

Level 1: At the initial level, Mana Shield creates a thin barrier around the caster that absorbs minor damage. The shield can withstand a few light attacks before dissipating, giving the caster a brief protection window. It is quick to cast and ideal for emergencies or minor skirmishes.

Level 5: At this level, the Mana Shield becomes more resilient and capable of absorbing moderate damage. The barrier's strength increases, allowing it to endure several medium-strength attacks. The shield can now partially deflect weak magical projectiles, reducing their impact on the caster.

Level 10: Mana Shield at level 10 forms a more substantial barrier with enhanced durability. The shield can absorb significant damage from both physical and magical sources. It also gains a reflective property, causing a portion of absorbed magical energy to be redirected back at the attacker, providing both defense and counterattack capabilities.

Level 15: The spell now generates a highly durable Mana Shield that can absorb much damage. The barrier can endure sustained attacks from powerful enemies, providing complete protection against weaker spells. The shield has an enhanced reflective property, allowing it to return more magical energy to the attacker.

Level 20: Mana Shield at this level creates a mighty barrier capable of withstanding immense damage. The shield's duration increases, maintaining its protective properties for longer. It also gains an absorption property, converting a small percentage of the absorbed damage into mana, replenishing the caster's energy reserves.

Level 25: Mana Shield forms an almost impenetrable barrier that can absorb and nullify high amounts of damage at the highest level. It maximizes the shield's reflective and absorption properties, returning significant magical damage to attackers and converting absorbed damage into a substantial amount of mana. The barrier can also expand momentarily to protect nearby allies.

Usage: Mana Shield is a critical defensive tool for spellcasters, providing a robust defense in combat. It is used to withstand attacks, protect the caster during spell casting, and create strategic advantages in battle. The spell's ability to reflect and absorb damage makes it versatile for defense and counteroffensive maneuvers.

Limitations: The spell's effectiveness depends on the caster's mana reserves and skill level. Maintaining the shield drains mana over time, requiring careful management during prolonged engagements. The barrier's strength and duration are finite, and potent attacks can still break through, causing a magical backlash. High-level Mana Shield also requires significant magical proficiency, making it challenging for novice casters to wield effectively.

In addition, I invested two ability points into my Storage. Based on everything I read in the Archive and the books, I will need the space. Now I had 512 m3.

Many Travelers in the Archive recommended buying a healing spell, but as I scrolled through the list of spells, my thoughts were a whirlwind of conflicting emotions. The healing spell stood out, promising miraculous recovery and unparalleled safety. It could be a lifeline for my upcoming journey through the magical worlds. But as I considered purchasing it, a heavy weight settled in my chest. What did this mean for everything I'd worked for?

Years of grueling study, sleepless nights, and countless sacrifices. I remembered the long hours spent in the library, the cadaver dissections, and the relentless exams. Each step in my journey had been hard-earned, and each success was a testament to my dedication and perseverance. My white coat was more than just a garment; it symbolized my commitment to science and the art of healing through knowledge and skill.

Yet there lay a spell that could render all of that irrelevant. With a flick of my wrist, I would mend wounds, make diseases vanish, and restore life. The power was intoxicating, but it felt... wrong. It felt like cheating, like taking a shortcut that undermined the essence of my profession.

I thought of the journey ahead. I could scarcely imagine the dangers that filled the magical worlds. Having the spell could mean the difference between life and death. But would depending on it make me less of a doctor, less of the person who dedicated their life to understanding and overcoming the body's weaknesses through knowledge and skill?

And what about my sense of self? I had always believed in the power of knowledge and the value of learning, growing through hardship and dedication. Introducing magic into that equation felt like a betrayal to my former self—who trusted in the process and found meaning in the struggle.

Yet, the real question gnawed at me: Did the end justify the means? Was the ultimate goal not to survive, to complete the journey, regardless of the method? The spell could change that. It could make me the adventurer I needed to be, one who could navigate the perils of the magical realms and emerge unscathed.

After a long deliberation, I closed the list without buying the spell, feeling that I couldn't invalidate everything I worked for. And if push comes to shove, I could always buy it later. It was time to look for weapons and hand-to-hand training—I decided to travel and had to protect myself.

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