Mage Joan

Chapter 1313 Copying Spells (Ⅱ)

The last 6-ring spell that Joan transcribed was the "Frozen Ball" that the green hags had cast in the assembly.

This evocation spell is a fully enhanced version of the third-level "Frost Nova", with a longer range, a higher damage limit, and a stronger "quick freezing" special effect-the water in the eruption area freezes instantly, if There are creatures in the water, and they will also be sealed in the ice.

In addition to those mentioned above, there are two special usages of "Frozen Orb".

The first one is to not release the spell for a while after casting the spell, and condense the magic power in a hockey puck the size of an apple, choose the right time to throw it out, and use it as a bomb.

Another usage is to place the "Frozen Orb" in a specific place, cover it with a layer of leaves or sand, or simply use illusion to hide it, set the trigger conditions, and make it into a magic trap.

When an enemy passes by near the trap, the "Frozen Orb" will automatically detonate like a mine.

The next two 7-ring spells that Joan transcribed were "Weather Control" and "Force Prison".

"Manipulating the weather" can temporarily change the weather conditions in an area, calling for thunderstorms in summer, blizzards in winter, or creating smog that covers the entire town. It is a very powerful strategic spell.

Joan witnessed the "force field prison" last night when he was fighting with the hag, and he was deeply impressed.

This spell has two modes to choose from. The caster can create a "cage" with a radius of 20 feet that holds prisoners.

The force field cage is a grid structure, the air can circulate freely, and you can talk, cast spells, or shoot arrows through the cage.

The prisoner in the cage, if he is proficient in "gasification form", can try to become a cloud of mist and drill out from the mesh of the cage. Of course, you can also cast teleportation spells like "Any Door" to jump out of the cage directly.

Note that the force cage extends to planes parallel to the physical world, such as the Ethereal and Shadow Planes, so neither ethereal creatures nor incorporeal undead can escape the cage.

The second mode of the "force field prison" is more rigorous than the cage, which is the "secret room" mode that Joan saw last night.

The secret room is composed of a force field wall with no gaps to drill through. Prisoners locked inside cannot shoot arrows or release spells outside the secret room. Unless they are good at teleporting spells, they can only be locked in the force field secret room, etc. die……

The last spell Joan transcribed, the 8th-ring "Soul Barrier", is a super-enhanced version of the 3rd-ring "Secondary Mind Barrier".

All mind-affecting spells, including some "detection" type divination spells, will be blocked by this mind barrier.

It is conceivable that the spell that the professional mages of the "Confusion School" hates the most is "Mind Barrier", just like the "Illusionists" hate "True Seeing" - just because of such a spell, they lost their jobs.

In fact, the power of the "spiritual barrier" is not limited to this. This spell is not only immune to most enchanting spells, but even "psychic powers", which belong to a different system from magic, will also be restrained by the "spiritual barrier"... …

It has to be said that psions are more competitive than enchanted mages. In order to break the "mind barrier", they even invented a psionic ability called "shattering the mind barrier"...

The word "crushing" fully reflects the strong resentment of psionists.

After copying "Spiritual Barrier", Joan got up to move his sore wrist, filled the pen with ink, and sat down at the table again to analyze Guslin's blood sample.

From the boggard witch's blood sample, Joan discovered 9 spells that he had never touched before, and 7 other supernatural abilities, just like a treasure, worthy of his efforts to help Guslin deal with the seven hag sisters.

Joan first looked at the spells analyzed from the witch's blood sample. Among them, he had learned all the spells below the 3rd level, and the 4th and 5th level spells were the focus of his attention.

Among them, there are four 4th-level spells that Joan has never copied, including "Death Barrier", "Distinguishing Lies", "Ice Storm", and "Level 4 Monster Summoning".

"Death Barrier" is specially used to defend against necromantic "instant death spells" and negative energy erosion; "distinguish lies" needless to say; "Ice Storm" Joan once saw Gudora perform it, and the hailstones summoned covered his head and face Slams into the enemy, causing a total of 10 energy levels of bludgeoning and cold damage, and condenses a layer of smooth frost on the area covered by the hailstone, causing you to fall if you don't pay attention.

"Level 4 Monster Summoning Technique" can be used to summon medium-sized elementals, lions, giant scorpions, mephits, Deinonychus, giant bees, pterosaurs, dire apes, grizzly bears, rhinos, dire boars, hellhounds, dire wolves... …

During the spell's duration, the summoned creature obeys the caster's commands.

Joan then checked the three 5th-level spells analyzed from Guslin's blood: "Dominate Humans", "Fatigue Wave" and "Dead Cloud".

"Dominate Human" is similar to "Charm Human". It is also only effective on humanoid creatures, but the control is stronger. Unless the subject is asked to commit suicide, the other party will always obey.

"Fatigue Wave" is a necromancy spell, which inspires a negative energy shock wave that sweeps the 30-foot cone-shaped space in front of it. Creatures within this range will feel very tired and unable to give full play to their combat effectiveness.

"Dead cloud technique" is based on the third-level "stinky cloud technique" with enhanced toxicity. The vitality of creatures covered by this green poisonous cloud will continue to decrease until they escape the coverage of "dead cloud technique" or are killed alive. poison.

For the profession of "witch", Joan couldn't tell whether it was a divine spellcaster or an arcane spellcaster.

The spell configurations he analyzed from Guslin's blood included both arcane spells and divine spells, the latter such as "Death Barrier" and "Discernment of Lies".

Joan can't directly copy these magical arts, but fortunately he has obtained the bloodline of the "humanoid monster", and the swamp man is also a "humanoid monster". You can decipher the encrypted imprints in these divine spells, and then transcribe them into your own spell books.

Joan's next important job is to analyze the supernatural ability of the witch Guaslin.

Guslin has a total of seven supernatural abilities, which can be divided into two categories.

The first category is the swampman's racial ability "Toad Roar". The roar has an effect similar to "fear" and makes the enemy tremble.

The second category is the signature ability "Witchcraft" of the "Witch" profession.

Guasilin has mastered a total of six witchcrafts, five of which are elementary witchcrafts, including "Assembly", "Charm", "Flying", "Hypnosis" and "Disguise".

The first four basic witchcrafts were introduced by Joan from Gudora. As for the "disguise" witchcraft, it is similar to the "disguise" of the first ring. Witches can use this witchcraft at will, according to their own needs. Limited adjustments to figure, appearance and clothing.

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Mage JoanCh.1313/3135 [41.88%]