Chapter 72 The Second Legendary Benefit(1/3)
Shadow Valley, Old Skull Tavern.
When Brian opened his eyes, it was already the morning of the next day.
The morning light outside the window is soft and warm, and it spreads on the floor through the wooden windows, bringing a comfortable and lazy atmosphere.
"call……"
Brian let out a long sigh, closed the Book of Forgotten, which was placed beside him, and put it away again.
Last night, after leaving from Heron's manor, he rushed to the Krague Castle, which the Santalin will be stationed, trying to destroy the portal hidden inside and rescue the detained Azara.
However, the defense of the castle was even stricter than he thought. Without being sure that he would be able to sneak into the castle quietly, in order to prevent accidents, he finally returned to the Old Skull Tavern and found the harpist scout in the tavern, and had a very detailed understanding of Santalin Club.
Another name commonly used by Santalin Club is: Dark Trade Network.
It was Baen's voter Mansson who developed this secret association based on the political structure independent of Santirburg. When Mansson's political power in Santirburg became increasingly consolidated and unified, Santirling's influence on the mainland began to increase.
Dark Trade Network, nominally, claims to be a group of merchants trying to establish trade between the Moon Sea and the West.
But most people who look at them with their eyes know what they are:
The army of Santir Castle was under the men of Fozor Chebery, the most famous tyrant of the Bain Church.
During the long period of the establishment of the Santalin Society, the Dark Trade Network provoked countless riots and suffered countless failures. But to a large extent, this was caused by unfavorable external conditions.
For example, the death of Bann in the turbulent years, the murder god Cialek personally ordered believers to destroy Santiel Fort, and the "Manson Clan War" that greatly weakened their leaders.
However, Dark Trade Network still insisted on these setbacks.
Today, they are under the absolute control of Fozol Chebery, another voter of the Moon Sea, the most famous tyrant of the Moon Sea.
The Black Hope Legion directly accepted the orders of Sailuer, the highest commander of the Santalin Association, Salluer himself.
Fuzzor ordered Seluer to destroy Cormanso's Mis Jono, so that his authority could enter the Dagger Valley, Shadow Valley, and Mist Valley until he controlled the entire coast of the Moon Sea.
In this battle later known as the Cormanso War, the Black Hope Legion joined forces with the Jerle family, who had faked the Dark Elves family, and the Ozkewen clan, to fight against the newly formed Elf Expeditionary Force from Yongju Island.
During the first months of the Cormanso War, the Dark Trade Network's Black Hope Legion participated in skirmishes in the forests around Mis Zorno and built fortifications on the Moon Coast south of the distant mountain city.
Just as Ms. Lost is planning to target the goddess of magic, Sailur, the leader of the Black Hope Legion, returned to Santir Castle to recruit more troops, and Fuzor told her about his alliance with the Shar Church and the Durnif family.
In an eagerness to clear the shame of the failure of the Elf Expeditionary Force, Sailuer happily accepted the task of invading Shadow Valley again to restore his reputation.
After capturing the Shadow Valley, Sailuer divided the troops into two parts and personally led one of them to invade the Mist Valley.
The mission of the left-behind forces is to build Shadow Valley as a second base before the war enters a more intense stage.
From the information of the harpist scout, Brian learned that the Santalin Occupy Army consisted of three parts: the Shadow Brigade commanded by the combat commander Fusa Helwinstone, consisting of about 250 Santalin Guards, 250 mercenaries and about 500 orcs and goblins.
The 25 Pastors of Bann led by Manrathon, 10 Heavenly Mages and 20 Dark Guards under Master Yiri.
The three commanders were nominally responsible for Moglin Ankasla, the ‘legitimate lord of Shadow Valley’.
In fact, the lord has been possessed by a shadow image of the ghost prince Egerella Tanshul.
Although Egrela is nominally responsible for Eswell Greyburg, the highest priest of the local Shar Church, in fact, all three commanders submitted reports directly to Seluer, but she was too busy to take care of the management of Shadow Valley.
As a result, the three commanders, Prince Egerala's shadow imagery, and Esville are busy competing with each other to expand their authority in Shadow Valley, and no one can really command the entire occupying force.
The most noteworthy of these are the lich Arokar and the mistress of the dark elf Durnif family. These two forces that cannot be ignored and their respective plans are secretly destroying the order of the Shadow Valley.
This is the detailed information Brian got from the harpist scout.
With his current ability, it is obviously impossible to break into Krague Castle alone and destroy the Dark Trade Network's plan.
In this case, the head of the harpist at the Old Skull Tavern said that an elite harpist scout from the North will meet him tomorrow morning and will do his best to assist him in all his actions in Shadow Valley.
Brian naturally believed in the abilities of members of the Harpist Alliance, so he temporarily spent the night in the tavern and met the harpist elite tomorrow.
After returning to the bedroom of the tavern, he did not fall asleep, but used this short time to successfully digest the two legendary spells given to him by the god of mage Azus.
They are the Great Destruction Technique and the Luxury Removal Magic.
Great collapse technique
Change system (destruction)
Identification spell DC: 59
Spell casting ingredients: speech, posture, experience
Time of display: single action
Range: 100 meters
Target: A creature or an inanimate object within up to 5 cubic meters
Duration: Moment
Exemption: Reflection 1/2
Spell resistance: Yes
Research requirements: 531,000 gold coins, 11 days, 1524,000XP.
This chapter is not over, please click on the next page to continue reading! Elements: Destruction (DC29), Decomposition (DC30).
Group cause: Increase damage to 300 (30DC), single action casting (20DC), mitigation factor: consume 20000XP (-20DC), 100 points of recoil damage (-10DC).
When the caster casts this spell, he will suffer 100 points of damage from (intellect adjustment value * 5). This spell will make a save check on the target. If the check fails, the legendary spell will cause 300 points of damage to the target. If the target's health is reduced to -10 points or less (constructed creatures, inanimate objects, and undead creatures will drop to 0 points), the target will be completely destroyed and cracked, leaving only a wisp of fine dust.
If the target passes a save or survives 300 damage, all magic and magic items in the area will be cracked except for items carried or contacted by the caster.
Cracking means that the spell is broken into independent components, which is destroyed as if it is subjected to the effect of dispersing magic spells. Permanent and enchanted magic items must successfully pass the saves. If they are cast on a creature, they will be exempted against spells. Other cases are exemptions against dispersing magic, otherwise they will be restored to ordinary items. Even artifacts and holy objects will be affected by the Great Destruction Technique, although the spell has a certain probability that it can affect such powerful items.
Therefore, when the Great Destruction Scheme is cast, all potions, scrolls, rings, scepters, strange objects, artifacts and holy objects within 10 meters of the caster may lose their magical abilities, and the caster also has a 2% chance of destroying the anti-magic field per level. If the anti-magic field survives cracking, the items inside will not be cracked.
Note: Destroying the artifact is a dangerous thing, and there is a 95% chance of attracting the attention of some powerful beings who are interested in this artifact or have a relationship. In addition, if the artifact is destroyed, the casting mage must successfully pass a saving throw against the spell while under a -4 penalty, otherwise it will permanently lose all casting abilities.
Experience consumed: 20000XP
Luxury magic
Protection system
Spell difficulty: 59
Spell casting ingredients: speech, posture
Time of display: single action
Range: 100 meters
Target: 1 creature or object
Duration: Immediate
Exemption: None
Spell resistance: None
Research requirements: 531000gp, 11 days, 1124000XP.
Element: Dispel (DC19).
Group cause: add 30 to release the check (30DC), single action casting (20DC).
The role of this legendary spell is just like unmagic. It can interrupt the casting of spells that are operating on a creature or item, temporarily suppress the magic ability of a magic item, and interrupt the spells that are operating in an area and counter the spells that counter other spellcasters. The difference is that the luxury unmagic has a maximum 40 check bonus.
Note: Luxury magic can't affect items that have been enchanted by special enchantments, such as scrolls, rings, wands, scepters, magical objects, weapons, shields or armor. Unless a spell is cast directly on it, the item will be suppressed for a period of time. Artifacts and holy objects will also be affected. Magic items worn or carried by creatures can be used to fight this effect using creature's saving throws, otherwise they will be automatically suppressed.
An open different dimension interface, such as a dimensional bag, will be automatically temporarily suppressed. However, the physical properties of the item will not be changed. For example, a magic sword that loses its magic effect is still a sword.
…………
Although a spellcaster's strength reaches the legendary realm, he has the opportunity to learn legendary spells, among the many legendary spells that need to be studied, they are also divided into three or six grades according to their power and effects.
Brian's two legendary spells personally given by the wizard god Azus are undoubtedly among the best.
If divided according to Naserel's spell casting system, the number of rings of the Great Destruction Technique and the luxurious magic removal will be at least eleven-ring spells.
Especially the Great Collapse Technique, we can see through the introduction of spells that this is a legendary spell that combines the enhanced version of the Dissociation Technique and the Magic Duncan Cracking Technique, and its power is naturally self-evident.
Moreover, based on the spell effects he previewed in his mind, Brian learned that with his current strength, he wanted to release the legendary spell "Great Collapse Technique" through his super magic specialty "Spell Instant" and the arcane energy consumed was at least about 200 points.
Among the legendary spells mastered by Brian, the instant "Eternal Blazing Sun" requires 55 arcane energy, the "Canguation Singularity" consumes 76 points, and the difficulty of releasing the "Great Collapse Technique" can be seen from this.
This does not include the sequelae of mental tremor caused to yourself after the spell is released, as well as the recoil damage of about 50 points (100-(10*5)).
In other words, after a battle, after Brian released this legendary spell, it was basically equivalent to temporarily losing his combat ability.
Of course, this sequelae will gradually weaken as his level continues to improve.
When talking about legendary spells, Brian suddenly remembered that the magic weapon master's staff he obtained also had a legendary spell, which he had not had time to check.
Thinking of this, he immediately took out the staff and looked at it in detail:
Advanced time stop
Change system
Identification spell DC: 63
Spell casting ingredients: speech, posture
To be continued...