Anser took a look. The types of draconic legacies were numerous, and all were directly related to the traits of dragons.
For example, the "Draconic Familiar", which could summon a pseudodragon; "Dragon Tongue," which enhanced one's imposing presence; "Draconic Senses," which granted keen perception… all of them were of Rare rarity.
'But I'm already a true dragon.'
As his level increased, "I Am Also a True Dragon" would gradually unlock various draconic abilities, including spell-like abilities and supernatural abilities. If he enhanced the same aspect again, perhaps the effects would stack, though it was more likely that the stronger one would simply take precedence.
'Maybe it would be better to strengthen abilities related to dragons—draconic physique, draconic spells, or even the bloodline of a true dragon?'
He tried several times and discovered that this power could only enhance an existing minor trait; it could not create something out of nothing. For example, Elemental Affinity could not suddenly gain a strong-acid affinity out of thin air.
Anser opened Draconic Physique, and his eyes immediately lit up.
[Draconic Physique II]: The power of a great dragon flows within you, granting you formidable vitality.
Your Hit Die becomes d10, your Hit Point maximum increases by 10, and each time you gain a class level thereafter, it increases by 2 again.
'This is good, this is good…'
Hit Points were the foundation. The stronger they were, the better. When vitality became strong enough, even severed limbs could regenerate.
Originally, a Sorcerer's Hit Die was d6, gaining an average of 4 Hit Points per level—well deserving of the word frail.
A d10 could rival a Fighter or a Paladin, representing a significant increase in durability.
Generally speaking, a wyrmling dragon had a d8 Hit Die, a young dragon d10, an adult dragon d12, and an ancient dragon d20. This was the quantified measure of a creature's fundamental vitality and was extremely important.
'If I kill another adult dragon, could it increase again?' Anser felt the possibility was not small. If there was a chance, it was always worth trying.
He suddenly felt that Abeir was truly a good place—there were plenty of dragons.
As his will confirmed the choice, his body suddenly began to heat up, itch, and ache, making it impossible not to scratch.
Looking down, he saw his skin writhing; the scales rippled like waves, shining with spiritual light, becoming denser and increasingly similar to skin.
After several minutes, the transformation gradually stopped. Aside from areas like his chest and back, most of the soft scales had become small and densely packed, extraordinarily tough.
'I'm… not quite the same as other dragons.'
But he knew that this method of evolution must be the one best suited to himself—perhaps a more advanced, more optimized choice.
He brought up his character sheet. His Hit Points had increased by 10, reaching 64.
'I can tank two Fireballs.'
After joking to himself, he took a deep breath and touched the class option:
Increase Sorcerer level, or choose a new class.
'Increase Sorcerer level.'
[Level Up: Sorcerer Level 7!]
[You gain a new class feature: "Sorcerous Incarnation." "Magic Power Control" level increased.]
[Draconic Bloodline awakened. You have mastered new draconic spells: "Arcane Eye," "Charm Monster."]
[The power of the Mark of Storm has strengthened. You have mastered new spells: "Conjure Minor Elementals," "Control Water."]
[Your true dragon power has improved: Gold Dragon Power +1, Silver Dragon Power +1.]
[You can learn one new spell, one Evocation spell, and one Metamagic ability.]
A string of notifications flashed by, and Anser's face was full of smiles.
He first assigned the true dragon power to Intelligence, preparing to max out his Intelligence first and make himself smarter.
With maxed Intelligence, he could take on a new class through Multiclassing. Wizard, Artificer, and Psion were all absurdly powerful and could greatly raise a spellcaster's upper limit.
After leveling up through Multiclassing, he could also gain attributes, so overall it was not a loss.
Next, he inspected the class features and spells one by one.
[Sorcerous Incarnation]: If your "Innate Sorcery" is exhausted, you may spend 2 sorcery points to continue activating that ability.
A spell enhanced by Innate Sorcery can additionally have one extra Metamagic applied to it.
Innate Sorcery was one of the Sorcerer's core abilities. It could make spells strike more accurately and hit harder, which was also why the lower limit of a Sorcerer was far higher than that of a Wizard.
However, Innate Sorcery originated from the bloodline, so it was depleted after two uses, and each use lasted only one minute. Now that he had "Sorcerous Incarnation," he could activate it with sorcery points, increasing his sustained combat ability.
"Magic Power Control" had advanced to the fourth tier, allowing him to handle 4th-level spells with ease and making his casting more stable.
His Magic Power also increased by an additional 5 points. Other than that, nothing else had changed.
After leveling up, the dragon bloodline brought two draconic spells: "Arcane Eye" and "Charm Monster."
"Arcane Eye" was a 4th-level divination spell. It could create an invisible magical eye floating in the air, immune to damage, used to monitor the surrounding situation. It lasted for one hour and required concentration.
The Arcane Eye had 9 meters of darkvision, could observe in any direction, and could move freely, passing through any gap as long as there was an opening.
This spell was a divine tool for scouting and extremely useful, especially during adventures.
If the caster was blind or unable to see for some other reason, this spell could save their life by helping them lock onto a target or cast a teleportation spell to escape.
"Charm Monster" was a 4th-level enchantment spell that could affect any creature and lasted for one hour.
The target had to make a Wisdom saving throw. On a failure, it became charmed, full of goodwill toward you, but if you or your allies attacked it, the effect ended.
This spell was hard to evaluate. A spellcaster with ill intentions could do all sorts of things with it.
Spellcasters of lawful alignment, on the other hand, mainly used it on monsters. It was one of the important means of using wisdom and negotiation to solve problems.
The Mark of Storm came with two 4th-level spells: "Conjure Minor Elementals" and "Control Water."
"Conjure Minor Elementals" is a 4th-level Conjuration spell that can summon one or more elemental creatures. They obey your commands and can fight autonomously, lasting for one hour.
Its casting time is a full minute. Even if shortened, it would not become very brief, and it requires concentration, so its applications are somewhat limited.
"Control Water," as the name suggests, controls water. Its base casting range reaches 90 meters and can manipulate bodies of water to raise, part, redirect, or form whirlpools.
However, this spell is stronger than it appears. The base volume of water it can control is a cubic area with sides of 30 meters—a total of 27,000 tons. Once caught inside, escaping becomes extremely difficult.
Choosing the spell was somewhat difficult. Banishment, Dimension Door, Greater Invisibility, Wall of Fire… all were very useful.
After a moment of consideration, he chose "Banishment."
[Banishment]: 4th level, Abjuration spell.
Duration: Concentration, 1 minute.
Range: 9 meters.
One visible creature within range must make a Charisma saving throw. On a failed save, it is transported to a harmless demiplane and becomes incapacitated.
If the target creature's type is aberration, celestial, elemental, fey, or fiend, the target is transported to a random location on a plane related to its creature type.
This is both a control spell and a powerful lifesaving spell.
Anser's Charisma was already high. With the enhancements of Innate Sorcery, Magic Power Control, and Heighten Spell, ordinary creatures would find it very difficult to withstand.
Point at someone—and they disappear!
With the slightest disagreement, he could throw them out of the world of Toril. Creatures such as Mind Flayers, aboleths, demons, or goblins would be cast to a random location on some related plane. Returning would be unlikely—survival itself might be uncertain.
For the other 4th-level Evocation spell, he did not choose the concentration-requiring "Wall of Fire," but instead took "Fire Shield."
[Fire Shield]: A thin, flickering aura resembling flames surrounds your body, shedding bright light in a 3-meter radius and dim light for an additional 3 meters.
This fiery aura forms either a warm shield or a chill shield. The warm shield grants resistance to cold damage, while the chill shield grants resistance to fire damage.
When you are hit by a melee attack, the shield bursts outward, dealing 2d8 (2–16) points of fire or cold damage.
This spell also provides a degree of defensive capability. The resistance it grants does not conflict with Elemental Affinity, and stacking them makes the effect even stronger.
Most importantly, it does not require concentration. Its base duration is 10 minutes, allowing it to remain active throughout combat.
There were simply too many 4th-level spells that required concentration, which gave him quite a headache.
For the final Metamagic ability, he chose "Subtle Spell."
[Subtle Spell]: Your mastery over spells is extremely refined. When casting spells, you no longer need verbal, somatic, or material components.
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