Chapter 1514: Spell and distance
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Mage Joan
- Cheng Jianxin
- 1267 characters
- 2021-01-30 08:54:24
If you only look at the lethality of a single "sun ray", it seems that it is far from the power of the 6th-level spell, but this spell can continue to take effect. The higher the cast level, the more light can be emitted. The cumulative The damage is still considerable.
In addition, "Sun Ray" can also cause undead and photophobia creatures-such as dark elves, orcs, saffron fish, and most mushrooms, molds, bacteria, viruses, and mud monsters- Double damage.
As for those targets that meet the definitions of "photophobia" and "undead creatures" at the same time, such as vampires, the vital parts are hit by a "sun ray" and they are extinguished on the spot!
After transcribing all the spells, Joan finally analyzes a brand new super-magic skill found in the blood samples of Antonioni-the spell is far away!
The effect of this super-magic skill is similar to "spell extension", which can extend the range of the spell, but the rule of action is more like "advanced spell delay". Instead of directly increasing the range of the spell, it is increased by 1 additional spell slot. Increases the range of spells by one level.
Excluding a few special cases, the range of spells can usually be divided into four levels: contact, close range, medium range, and long range.
Spells of the "contact" type, such as "electric claw", require that the caster must touch the target of the operation and have a range of about 5 kilometers without considering the use of special means such as "ghost hand" or "mage nether palm" for remote transmission. Equal to zero.
"Close-up" spells, such as "Weakening Rays", have a basic range of 25 feet, which increases with the level of cast, but the range of increase is very limited.
"Mid range" spells, such as the "Mage XX Palm" series, have a basic range of 100 feet, and each cast level adds an additional 10 feet.
The "distant" spell, typically represented by "fireball", has a basic range of up to 400 feet and an additional 40 feet per cast level.
The super-magic skill "Spell and Far" can increase the range of the spell. The extent of the increase depends on how much the price is paid.
For example, using the 4th-level spell position to cast the "Electric Claw" 1st-level spell, the extra magic energy levels are all used to match "spell and distance", which can increase the range of three levels, from "contact" to "distance" .
In the same way, if you use a 2-ring spell slot to cast "Fade Ray" and "Spell and Far" to increase a range level, you can hit a target beyond 100 feet.
After a little calculation, it can be known that under the premise of spending the same spell position, "Spell and Far" tends to have a longer range and is more practical than "Spell Increase".
There is one exception.
For those spells that were originally "distance", such as "fireball", "spell and distance" will not work, but "spell extension" can still double the range of such spells, but it is more practical than the former. .
...
From March 8th to 9th, the two battles, which started in Marsh Valley and outside the town of Delin, ended in victory on the side of Alfheim.
The tenacious resistance of the Vasa Corps forced General Jumonville to temporarily abandon the attack on the town of Delin, leading the troops to withdraw to the other side of the Delin River, waiting for the goblin lord Leto to regroup the troops that were dispersed by the flood and come to meet.
The day after the Battle of Delin, General Jumonville sent a messenger to make a request to Colonel Vaasa to redeem Diego Antonioni, the son of the captured Governor of the colony of Alfheim.
Colonel Vassar agreed in principle to release Antonioni, but he made two unconditional terms.
The first was to exchange 200 soldiers captured by the Jumonville Corps with Antonioni. The second was to request General Jumonville to withdraw to the south of the Brass Pass and sign a guarantee that he would never invade Yalfheim. .
If the first condition for exchanging prisoners of war is still to be discussed, then the second condition is to force General Jumonville to publicly admit that the war he waged has completely failed.
If General Jumonville accepts this condition, it will not only damage his personal reputation, but also undermine the overall plan of the Hailan Kingdom and the Fijian Kingdom to divide up the Ashan Empire in the New World colony. The consequences are serious and he cannot bear it!
In fact, on the side of Alfheim, including Joan, everyone knew that General Jumonville could not accept such harsh redemption conditions, and in fact did not expect him to accept it in its entirety.
The opening of such conditions means that you know the value of Diego Antonioni, the governor's son, and you will never make a loss transaction, dispel the fluke of the Sea Blues, and force them to show sincerity in the negotiations until you pay your own Satisfied chips.
One side is asking for prices and the other side is paying back. This negotiation for the redemption of Diego Antonioni is destined to be a protracted tug of war.
During the negotiations between the two sides, Antonioni, the hostage, actually played the role of "peace messenger". It is unlikely that a large-scale military conflict will occur before the two sides reach an agreement or talk about a complete collapse.
The war broke out in the south of Alfheim in the spring of 1622, and thus entered a phase of stalemate.
Two weeks after the end of the defensive battle in Delin Town, Joan spent his leisure time at home. In addition to studying spells as usual, he spent a lot of time and energy practicing swordsmanship. During his free time, he accompanied Kandy and Ruby to hunt in the forest.
During this period, the only military-related work he did was to salvage the fourteen 6-pound guns that had sunk in the river and send them to the defensive position.
Counting the eight 12-pound guns Joan had seized earlier, the heavy weapons now owned by the Alfheim Corps surpassed their opponents for the first time.
Colonel Vaasa was glad to receive these trophies brought back by Joan, and assigned Lieutenant Colonel Green to create an artillery company in order to give full play to the deterrent power of these magic crystal cannons.
The old dwarf Flint showed an unusually strong interest in the cannon, and offered to assist Lieutenant Colonel Green to create an artillery company. He also patted his chest and declared that he had received artillery training when he was young, and he was fully qualified to be an artillery of the Alfheim Regiment. Instructor.
In addition to instructing rookies to shoot artillery, the old dwarves also used their talents in the foundry field to cast artillery shells for artillery companies without charge in their own factories.
The forging plant in the town does not have the capacity to produce new-style shells filled with alchemy gunpowder and precision fuzes, but casting solid iron that fit the caliber of the cannon presents no technical difficulties.
In this era, the solid shells used heavily in the war were still mainly solid shells. The so-called "6-pound gun" or "12-pound gun" pounds refer to the weight of the shells, which are shaped like solid shots.
Taking it a bit further, the sport of "putting shots" actually evolved from the game of soldiers throwing cannonballs.
The newly established artillery unit in Delin Township, of course, also uses this easy-to-cast and inexpensive solid shot as a training bomb for daily practice of artillery.
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