Chapter 15: The Meeting After Crossing Thousands of Waters and Mountains

The senior colleagues in the elixir area were the epitome of rigidity; years of concocting potions had etched standards deep into their souls. Even their smiles were identical. That uniformity shattered as soon as Durin picked up the potion prepared for him, sparking the lightest form of betting among casters.

"I bet Durin is definitely a Silver Dragon Sorcerer. There are so many in the House of Ailish, and his grandfather was one." As Durin grabbed the potion to drink it, Anta joined in and placed a bet, "I'm in for three silver corners!"

It was a friendly wager to lift the spirits, the participation being what mattered most.

Durin rolled his eyes, then drank the potion.

It was a bit bitter, much like life itself. Durin remembered a movie where a young girl asked the bearded protagonist—Leon, "Do you think life is always filled with hardship, or is it just like that in childhood?"

It's always like that, Matilda.

The next second, the ticking of clocks filled the entire elixir area. Durin heard it, too. He pulled out his pocket watch to find its hands completely still, confirming why everyone in the elixir area was frozen.

Three paths unfolded before Durin. To his left, there was a pocket watch with a silver chain, its second hand still ticking.

Durin reached out his hand.

Promotion Branch: Soul of the Mechanism.

Your soul hails from the Mechanical Realm, a strange world that was invaded by gods but managed to expel them. When you came to this world and felt the power of magic, you gained legendary strength. The force of order surged within you, granting you two additional spell formulas in the Cleric Spell List corresponding to levels one, three, five, seven, and nine. Moreover, various formulas will be added to your Cleric Spell List for each level.

Additionally, you can select one form from the Order Manifestation Chart to show your connection with order while casting spells.

Soul of the Mechanism.

Durin didn't understand.

So he reached out to touch the drop of blood on his right.

Promotion Branch: Blood of the Silver Dragon.

Your family bears the unique bloodline of Silver Dragons, benevolent creatures of the Dragon Race that took pleasure in your ancestors' company and chose to live alongside them. Awakening the blood of the Silver Dragon, you will inherit the bloodline of the Silver Folk, the rushing blood bestowing upon you an increase of four in Strength, four in Constitution, two in Perception, and four in Charisma, while granting immunity to most poisons. You automatically acquire all spells related to ice and frost, along with their Extreme Effectiveness.

A mysterious power resides within your body. Choose this branch, and you will have access to the full Druid Spell List.

A dual path of sorcery and priesthood, did I save the world in a past life?

With this thought, Durin's attention turned to the large white scale in the middle. As he reached out and touched the drop of blood, an entirely new path unfolded before him.

Promotion Branch: Candle Dragon Lineage.

Your grandmother hailed from the distant Eastern Land, her purpose for coming here unknown. She bore a daughter with your grandfather, inheriting the mother's lineage. Now awakened in you, choosing the Candle Dragon Lineage will grant you the power of the ancient progeny, an increase of two in Strength, two in Agility, two in Constitution, two in Perception, and six in Charisma.

Choose this branch, and you will have access to the full Cleric Spell List.

Choose this branch, and you'll possess the power to manipulate flames with all flame-related spells automatically achieving Extreme Effectiveness.

Durin was silent for a moment, but eventually, he chose to ascend as the Candle Dragon Lineage.

Durin Lili Elsh

Old Profession System: Candle Dragon Lineage Sorcerer.

Level: Fourth Ring Sorcerer (Level Seven)

Common Experience Pool: 280

Sorcerer Experience Pool: 755/38000

Attributes:

Strength: 11

Agility: 18

Constitution: 16

Intelligence: 13

Perception: 23

Charisma: 30

Going through his spell list, Durin began to prepare his available spells.

First were the cantrips: Blade Ward, Prestidigitation, Ray of Frost, Mage Hand, Message. Flipping through the spell list, Durin unexpectedly found a spell formula he had never heard of before: Divine Instruction.

Divine Instruction

Divinity, Cantrip

Casting Time: 1 action

Range: 180 feet

Components: V, S

Duration: Instantaneous

A ray of divine energy that can target any creature or undead within range. Make a ranged spell attack against the target, dealing 1d10 points of divine damage or healing if it hits.

Note: When hitting a creature of good alignment, the healing is doubled; when hitting a neutral non-evil alignment, the healing is normal; when hitting an evil alignment, the damage is doubled; when hitting an undead target, it deals triple damage.

As you reach higher levels, this spell can also create more rays: two at level 5, three at level 10, four at level 15. You can decide whether these rays hit the same target or different targets, making a separate attack roll for each ray.

Wow, that looks pretty powerful, Durin didn't hesitate to swap out Message for Divine Instruction.

First-level spells: Comprehend Languages, Burning Hands, Animate Rope, Greasy Spell, Detect Magic, Mage Armor, Magic Missile, and Feather Fall.

Durin replaced Greasy Spell with Longstrider, and Feather Fall with Silvered Claws.

Longstrider is the druidic version of the Haste Spell, and Silvered Claws allows a creature's natural weapons to be considered as silver, which is a nice enhancement for Hemo. Just in case there are some demons or devils around, it would at least give them a fighting chance.

Greasy Spell and Feather Fall could be replaced with scrolls and potions.

Second-ring spells: Invisibility, Pass Without Trace, Enhance Ability, Detect Thoughts, Shadow Power, Mirror Image.

The first second-ring spell to be replaced was Shadow Power, for which Durin chose Bear's Endurance; then Mirror Image was replaced, although Mirror Image was quite useful and Durin liked to use it when hunting, the druid's Lesser Restoration from the second-ring was more useful—whenever you had a headache, injury, curse, or were drained of energy, having it could solve many difficulties.

Third-ring spells: Blink, Counterspell, Haste, Protection from Energy Damage, Fly, Dispel Magic.

The only third-ring spell that was replaced was Protection from Energy Damage, which could be substituted with a scroll, and Durin opted for Primal Form instead—you transform into an elemental creature, gaining some attributes.

Elemental creatures are noble and cold in beauty as Durin had seen wizards transform before, very practical.

Having made his selection, Durin hit the level-up button, and the next second, he became a Seventh Level Sorcerer, acquiring four Fourth-ring spell slots that required a choice to gain.

Dimension Door was Durin's first choice, never being stingy when it came to preserving life or fleeing.

The second choice was Greater Invisibility, also a life-saving spell. Though Durin wanted to choose Ice Storm as well, between looking cool and staying alive, he always preferred the latter.

For the third spell, Durin chose Locate Creature—an unparalleled choice whether you want to find someone or avoid them.

For the last slot, Durin picked Banishment—self-explanatory, Banishment sends a visible creature to another plane. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane Durin is on, it is banished to a harmless semi-plane. While there, the creature is incapacitated. The spell ends on a target that is returned to the space it was banished from. If that space is occupied, the creature appears in the nearest unoccupied space.

If the target isn't native to the plane where Durin is, it's banished with a faint "pop" back to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it was banished from. If that space is occupied, it appears in the nearest unoccupied space. If the spell ends after 1 minute, the target doesn't return.

Choices made, Durin closed his eyes, and then, the suspension of time was lifted.