Chapter 1514 Spells and Distance
If you only look at the lethality of a single "Yangyan Ray", it seems that it is far from reaching the power that a 6th-level spell should have, but this spell can continue to take effect. The higher the casting level, the more rays that can be emitted. The damage is still considerable.
In addition, "Sun Ray" can also cause damage to undead and photophobic creatures-such as dark elves, orcs, sahuagin, and most mushrooms, molds, bacteria, viruses, and oozes. Double damage.
As for those targets that meet the definitions of "photophobia" and "undead creatures" at the same time, such as vampires, their vital parts will be shot with a "sun flame ray", and they will be wiped out on the spot!
After transcribing all the spells, Joan finally analyzed a brand new super magic skill found in Antonioni's blood sample - spell and distance!
The effect of this super magic skill is similar to "spell extension", which can extend the range of spells, but the rules of action are more like "advanced spell delay". Increases the range of spells by one level.
Excluding a few special cases, the range of spells can generally be divided into four levels: contact, close range, medium range, and long range.
"Contact" type spells, such as "Electric Claw", require the caster to touch the target of the spell without considering the use of special means such as "Ghost Hand" or "Mage's Nether Palm" for remote conduction. is equal to zero.
"Close-range" spells, such as ray of enfeeblement, have a base range of 25 feet, which increases with casting level, but the added range is limited.
"Medium-range" spells, such as the "Mage × × Palm" series, have a base range of 100 feet, with an additional range of 10 feet for each casting level.
"Ranged" spells, typically "fireball," have a base range of 400 feet, plus an additional 40 feet for each casting level.
The super magic skill "Spell and Far" can increase the range level of the spell, and the extent of the increase depends on how much it costs.
For example, use the 4th-level spell slot to cast the 1st-level spell "Electric Claw", and all the extra magic energy levels are used to match "Spell and Far", which can increase the range by three levels, from "contact" to "long-distance". .
In the same way, if you use a 2nd-level spell slot to cast "weakening ray" and cooperate with "spell and distance" to increase the range level by one level, you can hit the target hundreds of feet away.
After a little calculation, we can know that under the premise of spending the same spell slots, compared with "magic distance", the former often increases the range and is more practical.
But there is one exception.
For those spells that are originally "distance", such as "Fireball", "Spell and Far" will not work, but "Spell Increase" can still double the range of such spells, which is more practical than the former .
...
From March 8th to 9th, the two battles fought successively in the swamp valley and outside the town of Derlin ended in the victory of the Yalfheim side.
The tenacious resistance of the Vasa Corps forced General Jumonville to temporarily abandon the storming of Delin Town, and led his troops to retreat to the other side of the Delin River, waiting for the hobgoblin lord Letu to regroup the troops dispersed by the flood and come to make peace.
On the second day after the Battle of Derlin Town, General Jumonville sent an emissary to Colonel Vasa with a request for the ransom of Diego Antonioni, the son of the captured Alfheim Colonial Governor.
Colonel Vasa agreed in principle to release Antonioni, but unceremoniously put forward two conditions.
One is to exchange Antonioni for 200 officers and soldiers captured by the Jumonville Corps, and the other is to ask General Jumonville to withdraw his troops to the south of the Brass Pass and sign a pledge never to invade Yalfheim .
If the first condition for the exchange of prisoners of war is still negotiable, then the second condition is tantamount to forcing General Jumonville to publicly admit that the war he launched has completely failed.
If General Jumonville accepts this condition, it will not only damage his personal reputation, but also destroy the overall plan of the Hailan Kingdom and the Feizhen Kingdom to carve up the Ashan Empire's colonies in the New World. The consequences are so serious that he absolutely cannot bear it!
In fact, everyone on the Alfheim side, including Joan, knew in their hearts that General Jumonville could not accept such harsh redemption conditions, and in fact he did not expect him to accept them all.
Such a condition is nothing more than showing that our side is very aware of the value of the governor's son, Diego Antonioni, and will never make a loss-making deal. Satisfied chips.
One party asks for a lot of money, and the other party pays back the money. 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 a "peace envoy". Before the two sides reached an agreement or completely collapsed, it is unlikely that there will be another large-scale military conflict.
The war, which broke out south of Yalfheim in the spring of 1622, turned into a stalemate.
In the two weeks after the Delin Town Defense War ended, Joan spent his days leisurely at home. In addition to studying spells as usual, he also spent a lot of time and energy practicing swordsmanship. In his free time, he accompanied Conti and Ruby to hunt in the woods.
During this period, the only military-related work he did was to salvage the fourteen 6-pounders that had sunk in the river and send them to the defensive positions.
Counting the eight 12-pound guns captured by Joan before, the heavy weapons that the Yalfheim Corps now possess surpassed their opponents for the first time.
Colonel Vasa gladly accepted the trophies brought back by Joan, and appointed 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 cannons, and offered to assist Lieutenant Colonel Green in creating 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 serve as the artilleryman of the Alfheim Corps Instructor.
In addition to guiding the rookies to shoot cannons, the old dwarf also used his talents in the field of casting to cast cannonballs for the artillery company free of charge in his own factory.
The forge in the small town is not capable of producing new types of shells filled with alchemical gunpowder and precision fuzes, but there is no technical problem in casting solid iron balls that fit the caliber of cannons.
In this era, the shells used in large quantities in wars were mainly solid shells. The weight of the so-called "6-pound gun" or "12-pound gun" refers to the weight of the shell, which resembles a solid shot put.
To go a little further, the sport of "shot put" actually developed gradually from the game where soldiers competed to throw cannonballs.
The newly established artillery unit in Delin Town, of course, also uses this easy-to-cast, high-quality and low-cost solid shot as a training bullet for daily artillery practice.