Chapter 2891 Mythical Earthquake
As an 8-level spell, the "Earthquake Spell" caused mediocre damage to personnel. Its characteristic was that it could cause double damage to the natural environment and artificial buildings in the affected area. It was especially suitable for destroying fortifications such as fortresses.
"Mythical Earthquake" has inherited the double destructive power of the original spell on the environment and buildings, and the base damage has been increased to 20 power levels. The biggest optimization is that the seismic radiation radius has been increased to the caster level x 10 feet.
Joan's current casting level is 37. If he casts the "Mythical Earthquake", the straight-line distance from the source of the earthquake to the edge will be 370 feet. If the source of the earthquake is on the ground, the affected area will reach 400,000 square feet, which is equivalent to 700,000 square feet. A tennis court looks so big!
It’s not that I don’t know, it’s a surprise!
There are no less than 600 kinds of spells, abilities, and mythical spells that Joan has come into contact with. Among them, the "Mythical Earthquake" is the most suitable for destroying surface buildings!
"Mythical Earthquake is a "strategic spell" in the standard sense. Its applicable scenarios are very narrow, and its shortcomings and advantages are very prominent-any flying creature can easily dodge when an earthquake occurs, but immovable walls and fortresses They could only face the fate of being destroyed by the earthquake in desperation.
So, is there any way to make up for the shortcomings of "Mythical Earthquake", so that it can also exert great lethality against flying creatures?
Of course there are ways, such as superimposing the 5th ring "Gravity Well" four times with the supermagic skill "Spell Expansion" to increase the coverage radius to 480 feet, and cooperate with the "Mythical Earthquake" to launch, all flying creatures in the earthquake area will be 32 The supergravity is firmly bound to the surface, and they can only passively withstand the baptism of shock waves. If they are unlucky, they will be buried in the depths of the earth torn apart by the earthquake.
Qiao An transcribed the "Mythical Earthquake Technique" into his spell book, and looked back at Queen Huaia's mythical chain hammer, and suddenly realized why this weapon was named "Heaven and Earth".
The two enchanting special effects of "Dancing Sky" and "Thunder" symbolize the sky, "Mythical Earthquake" represents the earth, and "Heaven and Earth Chain Hammer" is worthy of its name.
Joan grabbed the chain hammer and shook it a few times before putting it in the storage bag. Decided to take more time to practice the actual combat skills of this kind of alien weapon in the future, transforming into a big man like a prehistoric giant, which is suitable for using this kind of heavy weapon.
Next, Joan analyzed the wreckage of Queen Huaia and the Flesh Colossus, and among the many spell configurations extracted from them, only one group caught his eye, which was the core enchanting process of the "Emergency Avoidance System" of the Flesh Colossus. ——Level 8 Necromancer "Transform Incorporeal"!
This spell is similar to the 7th-level "transformation spirit body", which can temporarily transform the subject and its belongings into an incorporeal form, like a ghost, and the armor and weapons equipped on the body will automatically obtain the special effect of "ghost", and can attack physical creatures normally .
Creatures in incorporeal form are immune to damage from all non-magical weapons, have a 50% chance of automatically avoiding attacks from magic and enchanted weapons, and can also attack physical opponents. The overall performance is more practical than "spiritual form", which is why "transformation "Incorporeal Body" is 1 level higher than "Phantom Spiritual Body".
"Phantom Transformation" also reminded Joan of the legendary magic "Soul Transformation" attached to the "Styx Robe" he was wearing.
The functions of the two are similar, and there are two main differences.
Firstly, the duration of "Phantom Transformation" is proportional to the casting level, and is relatively short in "minutes", while "Soul Transformation" has no time limit. Willing to return to flesh and blood.
Second, "Phantom Incorporeal" can only turn the subject into an "incorporeal" form, but it does not have the supernatural ability of incorporeal undead creatures. It can neither be healed by negative energy nor damaged by positive energy. It is impossible to go further and become a "spiritual body".
The power of "Soul Transformation" is reflected in not only turning into an incorporeal body, but also acquiring the powerful incorporeal undead creature characteristics of "ghost".
Including being able to be healed by negative energy, and being able to forcibly possess other creatures to turn them into their own puppets—that is, commonly known as "ghost possession".
It can even switch freely between the two forms of "illusory body" and "spiritual body", which is equivalent to inclusive of the benefits of "illusory body" and "illusory body".
After copying the spell configuration of "Phantom Transformation", Joan then analyzed the corpse of the mythical nightmare beast, and found that there are quite a lot of innate spells awakened by this monster, including "Righteousness Like a Rainbow", "Any Door", "Phantom Transformation ", "Walk Against the Wind", "Chain Lightning", "Dead Cloud", "Earthquake", "Disintegration", "Wall of Fire", "Fire Storm", "Burning Cloud", "Higher Dispel Spell" and "Advanced Trigger Spell".
Among all these spells, except for "Void Transformation", only the 7th ring "Fire Storm" was never learned by Joan.
This spell usually appears in the divine spell lists of priests and druids, and is often compared with the 7th-level arcane "Delayed Burst Fireball". All about the same.
The advantage of "Delayed Burst Fireball" is that it has a longer range and it also has a "timing" function.
"Flame Storm" also has two advantages: one is its own "shaping" function, which can designate certain areas within the coverage of the spell from being attacked by flames, so as to avoid accidentally injuring allies; the other is that "Flame Storm" will not Burn plants that are harmless in nature, as well as activate plants designated by the caster-this is especially important for druids who are keen to protect natural ecology.
In addition to conventional spells, the Mythical Nightmare Beast can also cast the "Mythical Earthquake", which is the same as the version analyzed on the "Heaven and Earth Chain Hammer", so there is no need to read it again.
The mythical nightmare beast also has many supernatural abilities. Joan excluded those who had seen it long ago, and finally extracted three sets of magic marks. The corresponding supernatural abilities are "Nightmare Aura", "Mythical Nightmare" and "Mythical Barb St. print".
"Nightmare aura" is the signature ability of ordinary "nightmare beasts". It spreads continuously in a 30-foot radius around itself. Creatures that touch the aura will feel drowsy and fall into a deep sleep temporarily.
The sleep effect caused by "Nightmare Aura" is similar to the 3-ring "deep sleep". It can be awakened by conventional means such as pushing and shouting, but after waking up, it will feel physically tired.
"Mythical Nightmare" is the unique ability of Mythical Nightmare Beasts. For every "Mythical Power" spent, the "Nightmare Aura" can be strengthened in the next 6 seconds, and the radiation radius of the aura will be expanded to the mythical rank x 100 feet .