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Wizard: I Have a Game Panel Novel
- Status
- Ongoing
- Chapters
- 410
- All visits
- 0
- Week visits
- 0
- Updated
- May 7, 2026
Chapter feed
410 totalRecent chapters
- 001Chapter 1: The Fall of the Gods
- 002Chapter 2: Paying Taxes, Militia Guards
- 003Chapter 3
- 004Chapter 4
- 005Chapter 5
- 006Chapter 6
- 007Chapter 7
- 008Chapter 8
- 009Chapter 9
- 010Chapter 10
- 011Chapter 11
- 012Chapter 12
- 013Chapter 13
- 014Chapter 14
- 015Chapter 15
- 016Chapter 16
- 017Chapter 17
- 018Chapter 18
- 019Chapter 19
- 020Chapter 20
- 021Chapter 21
- 022Chapter 22
- 023Chapter 23
- 024Chapter 24
- 025Chapter 25
- 026Chapter 26
- 027Chapter 27
- 028Chapter 28
- 029Chapter 29
- 030Chapter 30
Book record
About this novel
Su Chen's consciousness awakens in Glory of Truth, the game world he once knew, but not as he remembered it. He inhabits the body of Lohr, a young wizard living in the golden age of magical ascendance—a time when wizardry itself has triumphed over divine forces and flourishes across unprecedented frontiers.
Three schools of wizardry dominate this era. Elemental wizards command the reshaping of nature itself, their ancient tradition balancing devastating offense with steadfast defense, though their influence wanes against newer disciplines. Bloodline wizards pursue the fusion of mortal flesh with magical creatures, unlocking secrets of transformation and power through intricate hereditary arts. Faith wizards, having evolved beyond the bloodline paradigm, forge their own ascendant path by harnessing the forsaken essence of fallen gods.
The stability of this moment proves deceptive. Su Chen's game panel grants him knowledge that others lack—knowledge of horrors yet to unfold. Temple knights consumed by vengeance already hunt the unwary. Within a decade, the Faith Wizard Uprising will tear the world asunder. Beyond that lie the Abyssal Descent Era, the Fourth Calamity, and the Plane Wars, each catastrophe more devastating than the last.
Lohr stands at the precipice of cataclysm, armed with foresight and a system the world doesn't understand. Survival is his only certainty, and he intends to claim it.
Three schools of wizardry dominate this era. Elemental wizards command the reshaping of nature itself, their ancient tradition balancing devastating offense with steadfast defense, though their influence wanes against newer disciplines. Bloodline wizards pursue the fusion of mortal flesh with magical creatures, unlocking secrets of transformation and power through intricate hereditary arts. Faith wizards, having evolved beyond the bloodline paradigm, forge their own ascendant path by harnessing the forsaken essence of fallen gods.
The stability of this moment proves deceptive. Su Chen's game panel grants him knowledge that others lack—knowledge of horrors yet to unfold. Temple knights consumed by vengeance already hunt the unwary. Within a decade, the Faith Wizard Uprising will tear the world asunder. Beyond that lie the Abyssal Descent Era, the Fourth Calamity, and the Plane Wars, each catastrophe more devastating than the last.
Lohr stands at the precipice of cataclysm, armed with foresight and a system the world doesn't understand. Survival is his only certainty, and he intends to claim it.