I was an apprentice in Ferren
Chapter 139 Old System Spells
Chapter 139 Old System Spells (Part 2)
Mage Armor: Increases your defense by 4 points. The spell has a force field effect and does not stack with armor.
Requirements: Actions
Duration: 1 hour/level
Under the new system, the mage armor has a defense bonus of 13, which is close to that of medium armor, and lasts for 8 hours. In contrast, under the old system, level 1 armor only lasts for one hour, making it a breeze for apprentices.
The problem is that as long as you don't wear armor, the old version of the mage armor can stack with the innate defensive ability and the defensive bracers. In other words, if DuPont learns this spell and casts it before close combat, he will have a terrifying bonus of up to 25 points even if the paladin is not around.
Furthermore, this is a force field effect, meaning that even if DuPont stands there and lets goblins stab him, they won't be able to leave any marks on his skin, making him a veritable human iron shirt.
Although the time is a bit short, most life-or-death battles are resolved within a minute. Even if that's not enough, he can use spells to extend the duration, making the effect equal to two.
If the old system's mage armor was this powerful, what about the other one?
First-level protective spell Shield: Creates an invisible force field shield to protect yourself, defense level +4, blocks magic missiles.
Duration: 1 minute/level
Requirement: Spellcasting action
This spell is similar to the new spell system, but lasts a little longer, though its defense level is a bit lower, and it requires an action to cast.
Under the new system, the shield spell can be activated instantly with a reaction, which is very effective when facing sneak attacks, and the defense level is +5.
Both have their advantages and disadvantages, but the old version is obviously more worry-free. If the effect is removed by dispelling magic, you can use the shield spell from the new spell system to deal with attacks.
Both spells are necessary, and which one to use depends on the situation.
After witnessing these two spells, which were comparable to Iron Shirt and Golden Bell Shield, the first-level spell finally ended, leaving DuPont feeling utterly terrified.
Leaving aside the terrifying expectation of dealing 200 damage in a single round, the old version of Mage Armor and Shield spell can increase one's defense by 8 points. Although the duration is somewhat short, combined with one's own durability, it is truly comparable to a dragon.
Of course, he only has a pitiful six spell slots in the first ring, but he can copy scrolls!
Using scrolls doesn't waste spell slots or delay casting. Aside from consuming experience points and stamina, there are almost no drawbacks. After all, using these scrolls is a matter of life and death, so worrying about saving those two scrolls is practically suicide.
Thinking about this, DuPont couldn't help but sigh. No wonder the old magic system still exists. Why do so many lazy mages find a backer after graduation and learn these spells that have been passed down for thousands of years?
There's no other reason; it's just that it's strong!
There are quite a few second-circle spells, but they are relatively less outstanding. DuPont is more interested in the attribute enhancement under the old system, as well as Swift Flight.
The old spell system lacked focus; simply tearing scrolls could increase the stacking of buff spells. The problem was that the duration was only 1 minute per mage level, but Bull Power and Cat Agility were still worth learning.
The Swift Flight spell is a flight spell that a second-circle sorcerer can learn. Its effects are not much different from those of a third-circle sorcerer, and it can also be cast using Swift Action. However, the duration has changed from minutes in the third-circle to seconds. It can only be used to save lives in emergencies or to devise some special tactics.
It's something you can choose to learn or not, since he's already learning the flying technique from the third ring.
The remaining abilities include Polymorph, Sonic Weapons, Ghost Strike, and Magic Rope.
Polymorph is similar to Druid spells, but it can transform into fewer animals and can only transform into physical forms. Its effects are not as powerful as Druid spells, and it can transform into fewer animals, so it is considered a countermeasure spell.
The sonic weapon is simple and direct. After being released, the weapon gains a unique enchantment that deals an additional 1 to 6 sonic damage to the opponent when attacking. There is a chance to puncture the opponent's eardrum, causing the opponent to lose their sense of balance for a duration of several minutes.
Ghost Strike is somewhat abstract; it transforms melee attacks into contact attacks.
Required action: Swift
Duration: 1 round.
What does "contact attack" mean?
When attacked by contact, the target's defense bonus does not include armor bonus, shield bonus, or innate defense bonus. However, size modifier, dexterity modifier, and glancing blow bonus are still included in the calculation.
Simply put, an attack is completed as soon as it is touched, and it ignores the defensive capabilities of armor and shields. It can only be blocked by dodging, avoiding, and parrying.
Similar spells include the zero-ring spell, Electric Claw. However, Electric Claw calculates lightning damage upon contact with the opponent by gathering energy in the hand, and has a chance to paralyze the enemy. But this is undoubtedly a very dangerous act. The safest way for a mage to fight is, of course, to throw damage spells from a distance. Engaging in melee combat with warriors is only a last resort.
However, Arcane Knights tend to prefer the Electric Claw, since it is a warrior class. Some magic warriors also use the unique technique of Arcane Strike to activate spells on their weapons, adding the spell to their next attack and causing extra spell damage.
From this perspective, Ghost Strike is very effective against some heavily armored enemies. However, DuPont has not yet used it and does not know the principle behind it, so we can only talk about it later.
The second-level Protection spell grants the target 10 points of damage reduction from ranged weapons and a spell shield that absorbs 1 level/10 points of damage. The spell dissipates upon shattering.
Requirement: Spellcasting action
Duration: Hours/Level 1, or until the spell dissipates.
There's not much to say about this spell. It's the most reliable way to survive against ranged threats like rangers. As long as the level difference isn't too great, you can withstand a few arrows without much trouble. Even if you're ambushed, it gives you some time to cast other spells.
The last second-circle spell is called Air Filter Bubble. Its effect is to filter out all harmful components in the air, including environmental/alchemical toxins, spells below level 4, and magical toxins from creatures of challenge level 8 or lower. It also provides 2 Constitution saving throws against stronger effects.
With a duration of 10 minutes per level, it's a decent countermeasure and survival spell.
That concludes the second-circle spells, but DuPont still has a must-learn spell: the Shadow Step. Looking at it this way, he realizes he has quite a lot of lessons to catch up on.
And when you open the page for third-circle spells, the first spell is the famous Acceleration spell.
Third Ring Change Acceleration: Increases the speed of creatures within 30 feet (1 per level), grants 1 extra attack opportunity per turn, increases attack bonus by 1, increases defense rating and reflexes dodge bonus by 1, and increases movement speed by 5 feet per second.
Duration: 6 seconds/level
The effect of Haste in the new spell system is not much different from this, except that the duration is fixed at 1 minute when in a focused state. However, it loses the attack bonus but gains an extra +2 defense bonus, making it a must-learn spell for third-circle mages.
If DuPont learns the Acceleration spell from the old system, then a level 5 mage will only be able to use it for a maximum of 30 seconds, with the duration halved.
The problem is that under the new spell system, the Haste spell can only be cast on one person, while under the old system, level 5 could speed up five people at the same time. Even if only two people are affected, it's still worthwhile. This effect is completely superior.
The next spell is the third-circle alteration spell, Sharpness, which also doubles the range of critical strikes, but the duration becomes 10 minutes per spell level. It works on both slashing and piercing spells, making it a relatively powerful melee buff spell.
The protection system has four parts: Dispel Magic, Evade Detection, Reverse Arrows, and High Magic Alert.
Dispel Magic removes buffs from an opponent; Evade Detection makes oneself difficult to detect by divination spells; and Advanced Alarm is an upgraded version of Alarm used while camping in the wild, except that its detection range even includes the existence of adjacent and coexisting planes that cross the area. It is generally a spell used by local banks, magic shops, and vaults, and casting a temporary version can even cost 100 gold coins as spell materials.
It seems he's worried about the dangers he and Deva might encounter during their future adventures? But I don't have a spell slot right now.
The last reverse arrow is quite interesting.
This spell has the same other effects as the defensive arrows, the only difference being that it can reverse ranged weapons fired by enemies after it is cast.
That is, after it is released, it will deflect the enemy's arrows, and may even cause the enemy's arrows to hit you.
However, using a third-circle spell slot here would be a bit of a waste; this spell could be used later.
There is only one Evocation spell.
Flash Blast: Bursts forth a dazzling flash of light, blinding nearby creatures that can see the flash for 2d8 rounds, and stunning creatures within the area for 1 round (cannot be saved unless wearing a strange item resembling sunglasses).
Although it doesn't cause any damage, the effect is indeed remarkable. A full round of dizziness is normally a hard crowd control, making it very effective for ambushing people.
After seeing the last spell, DuPont was speechless.
Third Ring Spell, Earth Shield.
效果:从泥土中造出一道长5英尺/1级,厚1英尺(可随着施法者等级增加)的土墙,100HP/1英尺厚度,硬度为0。
Isn't this one of our signature spells in the Earth and Wood magic system? It's even been improved into a super ash-clearing spell with a permanent duration. Even though I'm only level 4 now, I can still learn it.
Could this thing actually have practical value in combat?
I've been really upset these past couple of days since seeing my royalties come down. I'll try to get my update time back to noon once I've calmed down.
(End of this chapter)
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