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Classes of Magic
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last update Last Updated: 2024-10-29 19:42:56

Class of Magic

Summoner – This Class is focused on instantaneous transportation, Summon manifestations of creatures, energy or objects, and object creation. Mages who specialize in this Class are known as Summoners. (Summons magical creatures and weapons.)

Novice (level 1 to 10)

Summon Familiar

Summon a Familiar to fight at your side. A Familiar is a weak magical companion and not very smart. It can have the form of an Elemental or an animal.

Novice (level 1 to 10)

Summon Fire Elemental

Summon a Fire Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50

Novice (level 1 to 10)

Summon Flaming Familiar

Summon a Flaming Familiar which explodes when it comes in contact with a target, giving 25 damage.

Novice (level 1 to 10)

Summon Ice Elemental

Summon an Ice Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50

Novice (level 1 to 10)

Summon Freezing Familiar

Summon a Freezing Familiar which explodes when it comes in contact with a target, giving 25 frost damage.

Apprentice (level 11 to 25)

Summon Sword

Create a magical sword for 120 minutes. You can create two bound swords by double-casting (one sword for each hand).

Apprentice (level 11 to 25)

Summon Battleaxe

Create a magical battleaxe for 120 minutes. You can create two bound swords by double-casting (one sword for each hand).

Apprentice (level 11 to 25)

Summon Bow

Create a magical bow for 120 minutes. You will receive an infinite amount of arrows for the duration of this Spell.

Adept (level 26 to 50)

Summon Familiar Shadow

Summon a strong Familiar to fight at your side for 60 minutes. It can have the form of an Elemental or an animal.

Adept (level 26 to 50)

Summon Frost Elemental

Summon a Frost Elemental with Magic – 100, Health – 100, Stamina – 100 for 60 minutes.

Adept (level 26 to 50)

Banish Old Elemental

Banishes weaker Old Elemental to the oblivion. This Spell works on Elemental of 100 Magic and Old Elemental of 50 Magic or lower. If the Old Elemental you are trying to banish is stronger than that, it will be stunned instead.

Expert (level 51 to 75)

Expel Old Elemental

Banish powerful Old Elemental to the Oblivion. This Spell works on Elemental and Old Elemental of level 20 or lower. If the Old Elemental you are trying to banish is stronger than that, it will be stunned instead.

Expert (level 51 to 75)

Summon Storm Elemental

Summon an Old Elemental with Magic – 150, Health – 150, Stamina – 150 for 60 minutes.

Master (level 76 to 100)

Storm Force

Summon a Storm Old Elemental that remains on the battlefield for good. The Spell itself is extremely useful, however you should know that it needs a lot of mana before it can be cast. Remember to point at a correct spot on the ground to ensure that the Elemental will appear.

Master (level 76 to 100)

Flame Force

Summon a Fire Old Elemental that remains on the battlefield for good. The Spell itself is extremely useful, however you should know that it needs a lot of mana before it can be cast.

Master (level 76 to 100)

Frost Force

Summon a Frost Old Elemental that remains on the battlefield for good. The Spell itself is extremely useful, however you should know that it needs a lot of mana before it can be cast.

Class of Magic

Evocation - This Class pertains to creating matter and energy, called up out of nothing. Destructive energy with which to attack is also an evocation.  Mages who specialize in this Class are known as Evokers. (Offensive elemental magic such as fire, frost, and shock.)

Novice (level 1 to 10)

Fire Rune

Places a Magical Fire Rune on the ground that activates if someone gets closer and deals 50 fire damage. An effective method of injuring your opponents. If you trigger it, you receive damage.

Novice (level 1 to 10)

Fire Bolt

Attack the target with fire damage that takes 25 health points. You can dual cast it to increase its effectiveness.

Novice (level 1 to 10)

Frost Rune

Places a Magical Freezing Rune on the ground that activates if someone gets closer and deals 50 frost damage. An effective method of injuring your opponents. If you trigger it, you receive damage.

Novice (level 1 to 10)

Ice Spike

Attack the target with frost damage that takes 25 health points. You can dual cast it to increase its effectiveness.

Novice (level 1 to 10)

Lightning Rune

Places a Magical Electrical Rune on the ground that activates if someone gets closer and deals 50 electric damage. An effective method of injuring your opponents. If you trigger it, you receive damage.

Novice (level 1 to 10)

Lightning Bolt

Attack the target with electric damage that takes 25 health points. You can dual cast it to increase its effectiveness.

Apprentice (level 11 to 25)

Flames

Attacking the target with fire damage that takes away 10 health points and 10 stamina points.

Apprentice (level 11 to 25)

Frost Bite

Attacking the target with frost damage that takes away 10 health points and 10 stamina points per second.

Apprentice (level 11 to 25)

Sparks

Attacking the target with electric damage that takes away 10 health points and 10 mana points per second.

Adept (level 26 to 50)

Fire Ball

Dealing 60 fire damage to a target (more if the target is already on fire).

Adept (level 26 to 50)

Ice Storm

Creating a frost whirlwind which takes away 40 health points and 40 stamina points per second.

Expert (level 51 to 75)

Frozen Spear

Creating a frozen spear that attacks with frost damage, taking away 60 health points and 60 stamina points.

Expert (level 51 to 75)

Incinerate

Causing an explosion that inflicts 90 fire damage to everyone standing close to the Mage.

Expert (level 51 to 75)

Thunderbolt

Attacking the target with shock damage that takes away 60 health points and 30 mana points.

Expert (level 51 to 75)

Wall of Fire

Creating a wall of flames that inflicts 50 fire damage per second when touched. Works better when cast in small areas, so that enemies will have hard time finding alternative paths, and they will hit the wall more frequently.

Class of Magic

Enchantment - This Class is focused on affecting the minds of others by influencing or controlling their behaviour. Enchantment is divided into two sub-Classes: compulsion and charm. Charm Spells usually making them act more favourably toward the caster. Compulsion Spells can force the targets’ to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways. Mages who specialize in this Class are known as Enchanters. They can also add magical effects to weapons and armour.

Novice (level 1 to 10)

Hidden Charm

Spell that makes a target act more favourably toward the caster. Extremely powerful against Necromancers, because of their shattered minds caused by the continuous use of Necromancy Spells.

Novice (level 1 to 10)

Puppet

Spell that can force a target to act in a certain way or avoid certain actions, affect the targets' emotions or affect the targets' minds in other ways, like making him see things that aren’t there.

Apprentice (level 11 to 25)

Deep Slumber

Put a target into deep sleep.

Master (level 76 to 100)

Break Spell

Effectively de-spelling any previous cast Spell, cast by a Mage of lower Level.

Master (level 76 to 100)

Mind Eraser

This spell functions as modify memory, except it affects as many as 30 minutes of the target's memories, can implant even illogical memories, which will be accepted as true, regardless of the creature's natural inclinations or intuition. This amnesia can only be removed by a Break Spell cast by a Mage of equal or higher level than the original caster.

Master (level 76 to 100)

Hypnotize

Convince a target to act and behave in a certain way, until the Spell is broken.

Class of Magic

Abjuration – This Class is focused on protective Spells, Spells which cancel or interfere with other Spells, Healing Magic or increased physical abilities.  Mages who specialize in this Class are known as Abjurers. (Creation and life force magic. Used for healing and defence.)

Novice (level 1 to 10)

Protect Cover

Increasing the armour rating by 60 points and cancelling up to 60 points of received magic damage. A very important thing you should know about this Spell is that it's sustained. This means you can't use it for too long, because it quickly drains all the mana you have.

Novice (level 1 to 10)

Heal

Regenerating 10 points of the target's health per second. This Spell should be used on your allies for obvious reasons. I recommend unlocking a better version of it so that you can heal an entire team with one action.

Novice (level 1 to 10)

Painkiller Heal

Regenerating 50 health points. This is a much better Spell than Healing, however you should still focus on unlocking better Spells from this category.

Apprentice (level 11 to 25)

Light Heal

Regenerating 10 health points per second. This is the basic healing Spell available, and you should switch it to something better as soon as you can, because otherwise the healing process will become insufficient for you, and it will take too long.

Adept (level 26 to 50)

Cicatrization

Regenerating 100 health points. This is a much better Spell than two previous ones from this group, however if you want to effectively heal your entire team you should consider using Miracle Heal.

Adept (level 26 to 50)

Deviate

Forces every Magical Attack to return to the Mage that shot it, even if the attack came from his Familiar, Elemental, or Undead.

Expert (level 51 to 75)

Miracle Heal

Regenerating 200 health points of the main character and all other living beings in the immediate area. This is an extremely helpful healing Spell, however you must use it carefully. The main reason is because the Spell heals everyone around you, so if you allow enemies to get closer they may also be healed. As a result it's good to use this Spell after each battle and not when the fights are still taking place.

Expert (level 51 to 75)

Change

Messes with a Spell, making it change into something else.

Expert (level 51 to 75)

Circle of Banishment

Creating a magical circle that forces all the Undead standing inside it to flee. This Spell may come in handy during the fights with the Undead, however you should know that it only works for the monsters on level 20 or lower.

Expert (level 51 to 75)

Fool the Undead

Forcing the Undead on level 21 or lower to flee for 30 minutes. This Spell works on only one targeted creature.

Master (level 76 to 100)

Banish the Undead

Setting the Undead (level 45 or lower) on fire and forcing them to flee for 30 minutes. The Spell itself is very good, especially since most of the Undead have a reduced resistance to fire, so they can receive a lot of damage.

Class of Magic

Illusion – This Class involves the ability to change the appearance of something, by creating a phantasm. Mages who specialize in this Class are known as Illusionists. (Manipulates the mind of the enemy to cause fear or confusion.)

Novice (level 1 to 10)

Calm

Forcing creatures and people on level 9 or lower to stop fighting. This Spell works on only one targeted creature or person.

Novice (level 1 to 10)

Fear

Forcing creatures and people on level 9 or lower to flee. This Spell works on only one targeted creature or person.

Novice (level 1 to 10)

Stealth

Moving silently for 3 minutes. This is an excellent Spell for a thief or an assassin, and you should use it along with Invisibility.

Expert (level 51 to 75)

Invisibility

Becoming invisible for 30 second. This is an excellent Spell for a thief or an assassin. The invisibility stops working if the Spell has ended, if you attacked someone or if you interacted with an object from the environment.

Master (level 76 to 100)

Call to Arms

Increasing the combat skills, health, and stamina of the targeted beings for 10 minutes. This Spell can work on only one targeted being or on an entire group, and obviously it should be cast on allies.

Class of Magic

Necromancy - Necromancy Spells involve death, undeath, and the manipulation of life energy. Mages who specialize in this Class are known as Necromancers.

Novice (level 1 to 10)

Reanimate Corpse

Reanimating a dead body to fight alongside the main character for 60 minutes.

Apprentice (level 11 to 25)

Raise Zombie

Reanimate a weak dead body to obey your orders.

Apprentice (level 11 to 25)

Summon Weak No Soul

Summon a weak No Soul for 60 minutes.

Expert (level 51 to 75)

Command Undead Creatures

Taking control over powerful summoned or raised creatures. You should definitely be interested in this Spell, however it's worth knowing that it can be used to control Old Elementals (including Elementals).

Expert (level 51 to 75)

Summon No Soul Lord

Summon a No Soul Lord for 60 minutes. You should be interested in this Spell if you want to be accompanied by a powerful warrior, because No Soul Lords are excellent in melee combat. Remember to point at a correct spot on the ground to ensure that the No Soul Lord will appear.

Expert (level 51 to 75)

Dread Zombie

Reanimating a very powerful dead body to fight alongside the main character for 60 minutes. 'Very powerful body' means a dead being of level 30 or lower.

Master (level 76 to 100)

Dead Force

Reanimating a dead body to permanently fight alongside the main character. The biggest advantage of this Spell is that you won't have to constantly repeat it and search for candidates for revival. Remember to reanimate powerful enemies for best effects.

Class of Magic

Transmutation – This Class focuses on the ability to change matter. Spells in this Class alter the properties of their targets. Mages who specialize in this Class are known as Transmuters. (Uses reality-altering barriers and Spells.)

Novice (level 1 to 10)

Mage Light

Creating and leaving a ball of light in a specific spot.

Apprentice (level 11 to 25)

Candle Light

Creating a ball of light which follows the main character. This Spell may come in handy while exploring dungeons, caves, and other dark locations. The ball of light remains for 60 minutes and the Spell itself uses a very small number of mana points.

Apprentice (level 11 to 25)

Health to Magic

Converting 25 health points into 25 mana points per second. Don't convert too many health points at once, or you will find yourself on the brink of death.

Adept (level 26 to 50)

Detect Life

Detecting living beings through walls. You may consider using this Spell if you want to improve your chances of avoiding enemies or if you want to surprise them.

Expert (level 51 to 75)

Detect Undead

Detecting the Undead through walls.

Class of Magic

Divination – This Class is focused on acquiring and revealing information. Divination was divided into two Classes: Lesser Divination (all Divination Spells up to 2nd level) and Greater Divination (all Divination Spells of 5th level) in order to prevent specialist Mages from losing access to certain utility Spells such as Detect Magic, Identify and Read Magic. Mages who specialize in this Class are known as Diviners.

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Latest Chapter

  • Lord Tharn Zon   

    Benefits Lord Tharn Zon

    Benefits Summoning Novice Novice Summoning Novice Summoning Spells cost half Magic 5 points grants access to this Atromancy Double time duration for Novice Summoned Elementals 10 points grants access to this Apprentice Apprentice Summoning Apprentice Spells cost half Magic 15 points grants access to this Summoner Range Can summon Elementals twice as far away 20 points grants access to this Soul Stealer Summoned long-distance weapons can destroy targets in one shot 25 points grants access to this Weapon Bound Double time duration for Summoned weapons 5 points grants access to this Mystic Binding Summoned weapons do double damage 10 points grants access to this Adept Adept Summoning Adept Spells cost half Magic 5 points grants access to this Dark Souls Double time duration for Adept Summoned Elementals 10 points grants access to this Expert Expert Summoning Expert Spells cost half Magic 5 points grants access to this Twin Souls Double time duration for

  • Lord Tharn Zon   

    Classes of Magic

    Class of Magic Summoner – This Class is focused on instantaneous transportation, Summon manifestations of creatures, energy or objects, and object creation. Mages who specialize in this Class are known as Summoners. (Summons magical creatures and weapons.) Novice (level 1 to 10) Summon Familiar Summon a Familiar to fight at your side. A Familiar is a weak magical companion and not very smart. It can have the form of an Elemental or an animal. Novice (level 1 to 10) Summon Fire Elemental Summon a Fire Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50 Novice (level 1 to 10) Summon Flaming Familiar Summon a Flaming Familiar which explodes when it comes in contact with a target, giving 25 damage. Novice (level 1 to 10) Summon Ice Elemental Summon an Ice Elemental for 60 minutes with Magic – 50, Health – 50, Stamina – 50 Novice (level 1 to 10) Summon Freezing Familiar Summon a Freezing Familiar which explodes when it comes in contact with a target, giving 2

  • Lord Tharn Zon   

    Levels and Magic per creature killed

    Novice level 1 to 1010 Magic per spell25 Undead =5 level Magic 0 Health 25 Stamina 251Elemental /familiar =10 level Magic 50 Health 50 Stamina 501 Old Elemental =15 level Magic 100 Health 100 Stamina 1001 No Soul =20level Magic 150 Health 150 Stamina 1501 No Soul Lord =25level Magic 200 Health 200 Stamina 200Apprentice level 11 to 2520 Magic per spell30 Undead =4 level Magic 0 Health 25 Stamina 251Elemental =5 level Magic 50 Health 50 Stamina 501 Old Elemental =10 level Magic 100 Health 100 Stamina 1001 No Soul =15level Magic 150 Health 150 Stamina 1501 No Soul Lord =20level Magic 200 Health 200 Stamina 200Adept level 26 to 5030 Magic per spell40 Undead =3 level Magic 0 Health 25 Stamina 251Elemental /familiar =2 level Magic 50 Health 50 Stamina 501 Old Elemental =5 level Magic 100 Health 100 Stamina 1001 No Soul =10level Magic 150 Health 150 Stamina 1501 No Soul Lord =15level Magic 200 Health 200 Stamina 200Expert level 51 to 7540 Magic per spell50 Undead =2 lev

  • Lord Tharn Zon   

    Schools

    Summoner/Conjuration – This school is focused on instantaneous transportation, Summon manifestations of creatures, energy or objects, and object creation. Mages who specialize in this school are known as Summoners.Evocation/Destruction - This school pertains to creating matter and energy, called up out of nothing. Destructive energy with which to attack is also an evocation.  Mages who specialize in this school are known as Evokers.Divination – This school is focused on acquiring and revealing information. Divination was divided into two schools: Lesser Divination (all Divination spells up to 2nd level) and Greater Divination (all Divination spells of 5th level) in order to prevent specialist Mages from losing access to certain utility spells such as Detect Magic, Identify and Read Magic. Mages who specialize in this school are known as Diviners.Enchanting/Illusion – This school involves the ability to change the appearance of something, by creating a phantasm. It also teaches how t

  • Lord Tharn Zon   

    Characters Names

    Lord Tharn Zon - with short dark brown hair and light blue eyes. Istar - a Cathra girl, a race of Elves. Pointy ears, long light green hair, light brown tanned skin, dressed in a long white dress, opened on both sides, leaving her thighs and toned legs in plain sight. She had leather sandals with strings tied around her ankle and she was always nervous and insecure. She is the youngest of five kids her parents had, and she has two sisters and two brothers. Rihat - a Cathra like Istar, judging by her pointy ears, but she had white long hair tied in a high ponytail. The School bully comes from a very rich and influential family that is part of the government. Teacher Practical Class - Humanish man. Principal - Humanish old man. Osman Halabi - is a Humanish boy in the Summoning School, and his father is a Merchant. He always has ideas to gain money. Muranu - a Cathra boy in the Summoning School, always speaks before thinking. Synesia Bardane - a Catkind girl in the Summoning School

  • Lord Tharn Zon   

    Curiosities of Varges Mondar World

    Climate: The Acidic Season happens right before Winter starts. In that season and for one month, acidic rain falls from the sky, burning most of the plants and trees as a way to prepare the soil for the Winter and the next generation of plants after the Winter Season, the so-called "Abundance Season" that lasts for four months. Calendar: Winter lasts two months, Acidic lasts one month, Abundance is four months, and Summer is two months as well. Days have twenty hours during most of the year, except in Winter, which has merely fifteen hours. Topography: The World is made up of a single massive landmass, with the ocean covering nearly 75% of the planet's surface. There are seven countries and a few small islands that belong to three countries because those islands are near them. Flora: Healing plants with Magical powers that have leaves of a triangular shape. Poisonous plants and flowers were extremely colourful, with some even able to glow in the dark. Anesthesia plants, aromati

  • Lord Tharn Zon   

    Epilogue:

    It was already mid-morning in the 'Grand Duchy of Sirion.'The Duke was in his meeting room with all his Ministers gathered around a large table and a few Mages near the farthest wall, right below an enormous glass window.With a frown, the Duke asked, "Any news from Mage Tharin? The National Tournament of the Theocracy was yesterday, and he didn't send a message." Before any Minister could say they didn't get any, the window shattered, and an enormous creature landed on top of the table, with another knocking out the Mages with his enormous paws.

  • Lord Tharn Zon   

    Chapter 108 - Defeat

    Istar didn't wait for the Peacekeeper's hammer. When the enormous hammer hit the shield and made it flicker again, she jumped forward at the same time the gap increased from the powerful blow. The Hooded Mage tried to stop her, but she tackled him, and they both rolled on the floor with the shield surrounding them both. Tharn saw the Magical Portal disappearing, and he heard Istar shouting, even with all the noise, "Got you! Die, you bastard!"

  • Lord Tharn Zon   

    Chapter 107 - National Tournament finals

    The day finally came.After the back gates, there was an enormous square painted on the soil, with rows of chairs near the City wall and a vast group of people, gathered around the square to watch the fights.Istar and her group crossed the gates with a crowd following them and cheering.She walked to the middle of the square with her group at her side, and they waved at the spectators, all gathered there to watch the finals.

    —— The End ——
    You have finished reading this book