
by A trembling tabby cat
The world of Zelir is a place where every night in the Gray Wood Forest, the canopy blots out the moon, and novice Adventurers like Zelir cling to bonfires, hoping to survive another day. Zelir, a sixteen-year-old orphan, is a self-taught Mage who knows only one spell, the Fireball Skill. His parents are dead, his pockets are empty, and his future as an Adventurer looks grim. He is a transmigrator from Blue Star, a modern Earth, now inhabiting a body that is green and inexperienced in a harsh fantasy world. His current Adventurer squad, led by the reliable Marcus, with the charming swordsman Gray and the aloof half-elf Ranger Valles, is out hunting wild wolves β a simple task, but one that highlights Zelir's crippling weakness. He contributes almost nothing to the hunt, a stark contrast to his companions' prowess.
But then, a game-changing secret reveals itself: a translucent, illusory interface only Zelir can see. It is a status panel, detailing his Level, Basic, Advanced, and Ultimate Attributes like Power, Spirit, and the mysterious Lucky. Crucially, it offers a choice of Talent Skills upon leveling up. This is his cheat, a direct pathway to power in a world where magic is usually bought with immense wealth or inherited talent. The system presents him with a monumental decision: "Magical Surge" for raw power, or "Technique Celestial Calculation," a god-tier skill promising to analyze and reproduce any magic he witnesses. Despite the latter's dependence on Intelligence, an attribute he has yet to develop, Zelir chooses Technique Celestial Calculation, signaling his ambition to master all magic rather than simply amplify his own. This single choice, made in the quiet of a forest watch, irrevocably sets him on a path far beyond mere survival, triggering a rapid ascent that will shake the very foundations of his new world.
Your Magic is pretty good, but in the next second, it's mine.
My Magic Has No Upper Limit
Zelir, newly arrived in Zelir, finds himself a useless burden during a wild wolf hunt. His Fireball Skill is rudimentary, and he only manages one kill over five days, feeling like "a middle schooler on a field trip" compared to the seasoned Adventurers Marcus, Gray, and Valles. When a wolf pack ambushes their camp at night, the veteran trio springs into action, Marcus a god of war with his shield, Gray a whirlwind of blades, and Valles a deadly archer. Zelir can only watch, gripping his dagger, paralyzed by his inexperience. The turning point comes when Gray injures a wolf but doesn't finish it. A sudden realization jolts Zelir: if he lands the final blow, he might gain experience. He channels every ounce of his Magic Power into a Fireball, blasting the dying wolf and witnessing the text "Level 1 to Level 2. Level up!" appear before his eyes. This not only confirms his cheat ability but also unlocks his chosen Talent Skill, Technique Celestial Calculation. He allocates his four new attribute points to Spirit, boosting his raw magic power, but the mysterious "Great Creation Skill" appears in his analysis queue at 0%, a tantalizing enigma. This initial success, born from desperation and a stolen kill, solidifies his unique path, but leaves him with a powerful, yet slow, new skill and an unknown magic already in his queue.
Zelir's first kill activates his cheat, unlocking a powerful magic analysis skill, but his inexperience and slow casting remain critical vulnerabilities.
The Adventurer party's return journey is cut short by a supernatural fog and the appearance of a Fog Demon, a "Challenge" rated monster whose energy barrier renders physical attacks useless. Marcus, Gray, and Valles, who had effortlessly dispatched wolves, are now helpless. Gray's sword bounces off the barrier like "stabbing into cotton," and he's brutally injured, highlighting the brutal reality of facing specialized Demons without the right tools. Zelir, the "useless" Mage, is suddenly the only one who can harm the creature. However, his five-second Fireball casting time is too slow for the fast-paced fight. A lucky break, attributed to his high Lucky attribute, allows him to sense the Fog Demon's magic, giving him a precious two-second head start to pre-cast his Fireball. Marcus and Valles, despite their injuries, bravely hold the line, buying Zelir the time he needs. His Fireball weakens the barrier, allowing Marcus's Shield Impact and Valles's arrows to land critical blows. They kill the juvenile Fog Demon, and Zelir levels up to Level 3, allocating points to Intelligence, which incidentally boosts his Charm. Technique Celestial Calculation immediately begins analyzing the Fog Demon's "Embrace of the Mist Veil." This harrowing battle proves the irreplaceable value of a Mage and Zelir's growing potential, but emphasizes his need for faster casting and more diverse spells.
Zelir's magic is the key to defeating a physically immune Demon, proving his value but exposing his slow casting speed.
Back in Black Stone Town, Zelir goes to the Mage's Guild to get formally rated, first buying new clothes to shed his Adventurer's grimy image. He meets Bev Alberti, a friendly noble Mage, who casually explains the stark social divide between wealthy Mages and common Adventurers, and the dark history of Mages being targeted for their wealth. During his Magic Apprentice assessment, Zelir easily surpasses Bev's Magic Power output, surprising even Instructor Marvin, an Upper Level Mage. However, he hits a snag: he only knows one spell, Fireball, and needs three Level Two spells to pass. Marvin, impressed by Zelir's talent and aware of his humble background, grants him a provisional pass and a monthly stipend, contingent on learning two new spells in three months. Technique Celestial Calculation immediately begins analyzing the Wind Blade Technique, Lighting Skill, and Water Ball Skill that Bev casts during her assessment. A chilling vision then strikes Zelir: "Ending One: The Immortal's Curse," a terrifying glimpse of a future where he becomes a writhing mass of flesh, sacrificing all humanity for immortality by completing the "Great Creation Skill" analysis. This profound experience leaves him shaken, but also equipped with immediate new avenues for magical growth and a stark warning about the price of ultimate power.
Zelir gains official Mage status and new spells, but a horrifying vision of his future path underscores the steep price of his cheat.
Zelir, now officially a Magic Apprentice, joins Marcus and Valles on a "Normal" quest to clear out Slimes contaminating a cave's water source. He immediately demonstrates his newfound utility, using the Lighting Skill to illuminate the dark cavern, freeing up Valles's hands. In combat, his Wind Blade Technique proves devastatingly effective, slicing through multiple Slimes with each cast, making him the primary damage dealer. The mission escalates when they discover a "Difficulty" rated Giant Slime, a massive, acid-spraying variant. Marcus and Valles, remembering past dangers, want to retreat, but Zelir confidently reveals his newly mastered Flame Breath Skill, a powerful Level Three spell capable of continuous flame. He convinces his teammates to fight, with Marcus and Valles bravely holding the front line while Zelir charges his potent spell. The Flame Breath Skill melts the Giant Slime, exposing its core and leading to its demise. Zelir levels up to Level 4, further increasing his Intelligence and Charm. He reflects on his "Lucky" attribute, acknowledging how opportune events have repeatedly saved him and his team. This victory solidifies Zelir's indispensable role, showcasing his rapid growth and the raw power of his new magic, pushing him closer to his Junior Mage goal.
Zelir's mastery of new spells makes him a central combatant, allowing the party to overcome an advanced threat and solidify his power.
The team, now including a recovered Gray, tackles a Junior (one-star) mission: subjugating a Giant Winged Bat, a "Difficulty" rated flying Demon threatening Valley Village. The quest's emphasis on ranged combat highlights Zelir and Valles's critical roles. The expedition also introduces new allies; Hill, a Middle Level Assassin, joins for a later goblin quest, and the imposing Half-Beastman Warrior Gak expresses interest in teaming up, a testament to Zelir's burgeoning reputation. The Giant Winged Bat proves a formidable foe, its sonic shriek disorienting the party and its powerful dives threatening to tear them apart. Marcus bravely tanks, Gray targets its wings, and Valles pierces its compound eyes. Zelir's newly learned Heavy Pressure Technique proves crucial, grounding the airborne monster and allowing concentrated attacks. He then uses Wind Blade Technique to blind it further. The team successfully defeats the Giant Winged Bat and its young, earning Zelir a level up to Level 5. He chooses "Magic Contract" as his next Talent Skill, opting for a direct attribute boost over a temporary power surge. The mission not only showcases the team's growing synergy but also Zelir's increasing versatility and influence, marking him as a rising star among Adventurers.
Zelir's growing reputation and combat versatility allow the team to overcome a Junior-level threat and expand their ranks.
Zelir, Marcus, Valles, Gray, and Hill embark on a Junior (two-star) mission to clear the Mist Cave of goblins, a quest that previously wiped out another Adventurer squad. The atmosphere is tense, but the true danger isn't the goblins. Drake, a rival Adventurer, and his squad ambush Marcus's party, revealing a sinister plot to murder them and claim their quest rewards. Drake's taunts, particularly his derogatory remarks about Valles's mixed heritage and his attempts to poach Zelir and Valles with promises of a bigger cut, are met with flat refusals, sealing the battle. The fight is brutal and immediate: Drake's Middle Level Swordsman overpowers Marcus, sending him flying, while another Swordsman shatters Gak's Broad Axe. The narrative abruptly shifts to the aftermath, where Gak is grievously injured but saved by Valles's quick medical attention. Zelir, however, is severely wounded, his leg mangled, a stark and painful reminder of the treacherous realities of the Adventurer's life and his own physical vulnerability despite his magical prowess. The betrayal by fellow Adventurers underscores the harsh, dog-eat-dog nature of this world and leaves Zelir incapacitated, facing a long road to recovery.
A brutal ambush by rival Adventurers leaves Zelir severely injured, highlighting his physical vulnerability and the world's treacherous nature.
Zelir, suffering from a mangled leg wound, is visited by Marcus, who reflects on Zelir's unusual maturity in the face of such grim realities. Instructor Marvin, leveraging the Mage's Guild's influence, arranges for Upper Level Mage Manlin, a specialist in Empowerment Magic, to heal Zelir. Manlin offers Zelir a scroll for "Stabilization Skill" to soothe his pain, but Zelir experiences an "instinctive repulsion," unable to learn Empowerment Magic, suggesting a limitation to his cheat or a specific magical alignment. Manlin ultimately heals his wound with a powerful potion, showcasing the Guild's advanced magical resources. Later, Bev enlists Zelir for a "volunteer task" to organize the library, where he discovers an ancient tome written in Elven. Upon touching it, he experiences another terrifying vision, this time detailing a path of "Grand Creation Skill" and "Void Devouring," where he becomes an entity devouring all existence for power. This profound, unsettling experience further expands his understanding of ultimate magic, but also reinforces the horrific potential consequences of his pursuit of power.
Zelir's magical healing reveals his unique limitations, while a new vision from an ancient tome hints at deeper, terrifying cosmic powers.
Fully recovered, Zelir prepares for his Junior Mage assessment. The requirements are steep: ten Level Two spells with under three-second casting, and one Level Three spell with under five-second casting. His current empty-handed casting speed, stuck at just over four seconds, is his major bottleneck. Instructor Marvin, during a training session, subtly guides Zelir to "optimize the original Spell Structure" by "transforming a winding, twisting turn into a straight line." Zelir applies this advice during his assessment, pushing his Intelligence to its limits. He successfully optimizes Arcane Missile, achieving an "Instant Cast" (under one second), astonishing Marvin and Bev. He then showcases his newly mastered Level Three defense spell, Fog Flowing Gauze, which creates an ethereal, mist-like halo of light around him. Zelir passes, becoming a sixteen-year-old Junior Mage, a feat that puts him on par with geniuses from the Imperial Capital. He gains access to the Mage's Guild's Secret Storage Room, a treasure trove of knowledge and resources. The story concludes with Zelir's triumphant achievement, solidifying his status as a powerful and renowned Mage, and setting the stage for even greater challenges and explorations of his extraordinary abilities.
Zelir masters spell optimization and instant casting, achieving Junior Mage status and unlocking vast guild resources, cementing his rapid ascent to power.
Zelir begins as an orphaned, self-taught Mage with one spell, quickly becoming a key asset to his Adventurer squad due to his cheat system. He demonstrates incredible adaptability, quickly learning new spells through Technique Celestial Calculation and optimizing their structures. His primary drive is to increase his power and ensure survival in a dangerous world, even if it means ruthlessly pursuing experience. Despite his growing strength, he remains physically vulnerable, as evidenced by his severe injury in the ambush. He grapples with the ethical implications of his power, particularly after witnessing terrifying visions of potential futures, making him constantly aware of the cost of his ambition.
Marcus is the grounded leader of the Adventurer squad, a veteran Junior Warrior who values his teammates' lives and skills. He is a pragmatic tactician, devising battle plans and ensuring fair distribution of spoils. Initially viewing Zelir as a greenhorn, he quickly recognizes the Mage's unique value after the Fog Demon encounter and actively seeks to include him in missions. Despite his own limitations (unable to master Fighting Qi for Middle Level Warrior), he is dedicated to his team's success and is willing to take calculated risks for greater rewards. His character provides a moral anchor and a sense of stability in the volatile Adventurer world.
Valles is the stoic Half-Elf Ranger, often appearing unapproachable due to his reserved nature and disdain for Gray's flirtatious antics. He is a keen observer, often the first to sense danger or grasp combat situations. Initially skeptical of Zelir's inexperience, he quickly comes to respect the Mage's growing power and vital contributions, especially after the Fog Demon and Giant Slime battles. Despite his cold demeanor, he proves fiercely loyal to his teammates, providing critical support in combat and even offering medical aid to Gray, whom he outwardly dislikes. He represents a pragmatic and skilled combatant who values effectiveness above all else.
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