Gravity Mage with Level-Up System Chapter 1929: Part 1: Eel Monsters
Previously on Gravity Mage with Level-Up System...
The Montex Ship
Guardian Wizard Gary surveys the oceanic abyss from atop the anchor, his gaze actively seeking both the elusive monster and the mysterious masked man.
Boom!
The 12th Order Shark monster reappears, its head visibly bloodied from a deep, incessantly bleeding wound.
This crimson fluid stains the surrounding seawater, fueling the monster's rage. It hadn't anticipated injury from a Human Wizard.
Currently seeking its assailant, the creature suddenly spots another Human Wizard.
Upon seeing him, the monster unleashes a formidable water beam, a torrent that slices through the water on a direct collision course with the ship.
Boom!
Meanwhile, Gary is taken aback. He can clearly discern the severe gash on the shark's head, a testament to a magic spell attack.
He deduces the spell must possess the potency of a Forbidden Wizard, especially since the sea monster commands the rule of water, capable of neutralizing attacks from even Magic Lords. This confirms the Masked Man's status as a genuine Forbidden Wizard. Yet, the man is nowhere in sight.
"Don't tell me he was swept away by the currents," he murmurs, recognizing the perilous situation for Magic Lords and Forbidden Wizards lingering too long beneath the waves.
With no time for further contemplation, he immediately initiates a magic spell.
Boom!
A water bubble materializes, encasing the ship and everyone aboard, including himself. This is a defensive magic spell on par with a Forbidden Wizard's abilities.
Boom!
At that precise moment, the impact of the water beam strikes the protective bubble surrounding the ship.
A deafening roar erupts. The water bubble heroically withstands the onslaught of the water beam, its residual force scattering across the sea.
Witnessing this, the enraged 12th Order Sea Monster launches several more water beams, each imbued with the power of magic rules.
Boom!
One after another, impact sounds reverberate, creating increasingly turbulent waves that buffet the ship.
Despite the chaos, the ship presses onward, maintaining its course.
Within Gregor Mansion, I observe the unfolding spectacle through the control mirror. I'm astounded by the prowess of old man Gary's water magic.
Had he directed such power towards me, the repercussions would have been catastrophic. Thankfully, my ruse allowed me to escape.
I must commend the resilience of the 12th Order Sea Monster; it persists in its assault despite its injuries.
Merely one night has passed, and the ship has already endured such an attack. The journey stretches on, and I question the viability of the Montex Ship Company's operations.
Guardian Gary strikes me as suspicious, lacking the aura of a truly benevolent individual. How can he possibly ensure the safe passage of passengers to their destination?
Only time will reveal the answers. I continue my observation of the battle.
Time advances.
Similar to the Octopus Monster, the Shark Monster ceases its pursuit upon reaching the boundary of its domain, refraining from further pursuit of the ship.
This provides a much-needed respite for Guardian Gary and the passengers.
As night descends, passengers venture onto the deck to inspect their surroundings. The sea monsters are notably more active after dark.
They endured sleepless nights prior, and with the voyage continuing at sea, tonight promises to be no different.
However, they have resolved to conserve their mana. The ship's defensive capabilities have been demonstrated, offering a degree of reassurance.
As moments tick by, passengers begin to congregate on the deck. Guardian Gary makes his appearance atop the ship.
He issues instructions to the passengers, mirroring those from the previous night. He suddenly recollects the masked man, wishing he could utilize him against the monsters to alleviate his own burden.
He speculates that the underwater depths and the sea monster's assault may have claimed the masked man.
Regarding the masked man's origins, Gary remains indifferent. He acknowledges that many perish during voyages, with monster confrontations being a primary cause of fatalities.
Therefore, he would simply concoct a plausible explanation.
Before long, the sea monsters emerge. This time, they are distinctly different, signaling the ship's entry into a new monster's territory.
The arriving sea monsters, measuring thirty to forty feet in length, are a variety of eels.
These eels exhibit diverse characteristics, some possessing venomous capabilities. Like their sea-faring brethren, these eels also harbor exceptionally powerful variants.
7th and 8th Order Eels ascend from the depths, advancing towards the ship's hull from below.
Boom!
The wizards commence their spellcasting. Spell after spell impacts the bodies of the assorted eels.
Their forms erupt into pieces, their ichor staining the ocean water. While higher-order monsters are present, they have yet to reveal themselves, having observed the preceding duel.
That is the source of their fury; the eels are eager to gauge the might of human mages, a sentiment mirrored by the humans themselves. Old Man Gary directs the driver to hasten their departure from the territory, as the eels' true strength remains an unknown. Should they possess Magic Lords or Forbidden Level Ranks, the situation could swiftly become perilous. Thus, the imperative is to pilot the vessel away from the eels' domain. The eels differ greatly from the shark monsters; their arrival is unpredictable. Mages stationed on the deck persist in unleashing spell barrages, dispatching the eels that breach the surface. All approaches are covered save the one from below, which Old Man Gary diligently observes. He witnesses the surrounding waters turn crimson. There is no alternative; this is their established method for traversing the sea. Old Man Gary adheres strictly to the directives passed down by his predecessors. As per the elders' counsel, the ship must maintain its momentum, for to halt would undoubtedly invite greater peril.