Chapter 279: The Past

However, the good times were short-lived.

Nothing is perfect forever.

Summoning magic is no exception.

As time passed, the shortcomings of this magic began to be revealed.

First of all, there is the inevitable inertia that comes with it.

The abilities of the summoned creatures are simply too extensive, especially since they have been developed with the dedication of wizards, and they encompass almost every area that wizarding magic can take care of.

This not only facilitated the life and battle of the wizards, but also brought them great trouble.

--- laziness.

Even wizards can't maintain a high level of mental concentration all the time, and they also have moments of slacking off and relaxing.

It's just that their inertia is smaller and less noticeable than that of ordinary people.

And the ability to summon creatures undoubtedly exacerbates this.

The wizards are corrupted.

They used their amazing wisdom to develop different ways to use different summoned creatures, using the least cost to achieve their own goals while not neglecting their own cultivation.

This is undoubtedly a degradation for a wizarding civilization that attaches great importance to personal strength.

And the second and most important point is uncontrollability.

Not every wizard has the ability to subdue their own summoned creatures.

Although some of them are strong enough to only take a fancy to the diversity of summoned creatures, more of them summon them out of lack of ability.

They don't have the ability to suppress summoned creatures.

According to the terms of the contract, summoned creatures only need to follow three basic rules without special rules:

1. Complete the requirements made by your summoning wizard in the contract.

2. Do not attack a wizard without violating the contract.

3. Do not stay with the summoning wizard for a long time after the contract ends.

These three can be said to be very binding for minions, or they can be said to be almost none.

The binding force is strong because it is protective of the summoner, and weak because it regulates the actions of the summoned creature in other aspects.

It's understandable to think about it, after all, this contract is subject to the recognition and permission of an entire group of summoned creatures.

If it's too much, I'm afraid that people won't agree even if they fight to the death.

Therefore, these three rules, on the whole, are protecting both the safety of the summoner and the safety of the summon.

But at the same time, it also gives the minions a great deal of freedom.

There are too many loopholes for their actions.

Once you really have this idea, it's so easy to do something.

Those who are able to impose sufficiently strong shackles on their minions are only a few, after all.

In the beginning, when the strength of the wizard civilization was prosperous, it was good to say that it could suppress them, but when the civilization weakened, there was a great possibility that it would cause the summoned creatures to backlash.

In light of these two considerations, many far-sighted old wizards began to suppress summoning magic.

Intentionally or unintentionally, they have contributed to the occurrence of many "accidental magical accidents", greatly reducing the security of the system.

And with the increase in the probability of events where summoned creatures pose a threat to the plane, the status of summoning magic in people's hearts has gradually decreased.

In the end, he couldn't escape the ending of turning into an unpopular magic.

(. = )