The black wind that covered the sky swept up all the small objects on the battlefield, including some smaller monsters.
As a specialized mage of the evocation faction, Helen can control the damage of spells so as not to harm her family.
However, the physical impact caused by the spell cannot be avoided.
Under the violent rotation of the air current, the warriors who were slightly closer felt their steps were shaky and unsteady.
Fortunately, the strong wind was not aimed at them.
The next moment after it took shape, several black hurricanes swept straight ahead.
The wind and clouds surged, and the sky and earth changed color.
Each tornado with a diameter of at least ten meters swept through all the paths it swept through.
Those small and medium-sized monsters that were not big enough and were not avoided in time were swept up into the sky.
In the storm, a thick blue brontosaurus can be seen flashing and swimming in it.
If Helen could have the player's perspective, there's no telling how many densely packed damage numbers would appear in her field of vision.
The strong wind was the time Helen bought for herself to cast the spell.
Taking out a valuable quartz stone from her arms, Helen chanted a spell loudly and pointed forward.
The next moment, ice walls composed of translucent white crystals appeared in front of the impact path of those monsters as Helen's spellcasting action pointed.
Sixth-level spell—Ice Wall (Population): You create a wall of ice on a solid ground within the casting range. You can shape it into a hemisphere or ball (radius up to 10 feet), or you can
It forms a plane composed of ten square blocks of 10 feet*10 feet*1 feet. Each block must be connected to at least one other block.
If the ice wall forms when it passes through the space occupied by a creature, the creature is pushed to the side of the ice wall and must make a Dexterity saving throw. Those who fail the save take 10 times of 2 to 4 freeze damage. On a successful save,
The number of injuries is halved.
As an object, the ice wall can be broken by taking damage. The ice wall has a defense value of 12, each 10-foot-long ice wall has 30 hit points, and the ice wall is vulnerable to fire damage. When a 10-foot section
When the health value of the foot-long ice wall reaches 0, this section of the ice wall will be destroyed, but a piece of cold and biting air will be left in place. The creature must pass through this piece of cold air for the first time within 12 seconds.
Constitution saving throw. If you fail, you will suffer 5 times of 2~4 freezing damage. If you succeed, the number of damage will be reduced to 2 times.
Release time: 1 second. Cooling time: 3 minutes. Duration: up to 10 minutes. Maximum casting range: 120 feet.
(Level-raising spell casting effect: When using a higher spell slot to cast this spell, for each level above the sixth level, the number of damage caused when the ice wall appears will increase by 2 times, and the damage received when passing through the cold air will also increase by 1 time.
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The moment the ice wall technique appeared, the monsters within the 100-foot battle line were immediately immersed in ice.
The biting cold air is like substance, exuding a low temperature that is enough to freeze everything.
Those large monsters that were not swept up into the sky began to condense with white frost in an instant, as if the blood in their bodies would be frozen into ice... if there was any.
The ice wall blocks the monster's charge and also releases frost damage.
With the advanced profession of Elemental Apostle, Helen has additional effect bonuses derived from professional characteristics for all evocation spells that cause elemental damage.
The ice wall technique she cast was more powerful than ordinary mages in terms of damage and range.
And the most important thing is...element reaction-superconducting, triggering.
Countless tiny lightning bolts were like spiritual snakes, swimming around all the monsters eroded by the cold air.
The damage of superconductivity is far inferior to that of ice wall or even powerful hurricane, but the most important thing is...
The electric current paralyzes the monsters' reactions, and the frost freezes the scales on their bodies. The two combine to greatly reduce the defense capabilities of all monsters affected by the spell in various senses.
This is not the end.
Two ice balls and one fire ball flashed past Helen's body.
Those creatures that were swept up in the sky by the strong wind fell to the ground as the strong wind dissipated. While suffering the damage of falling to the ground again, an illusory ice wall that stretched further appeared again.
Karl Simulator - Ice Wall: Set up an illusory wall of ice in front of the character, allowing targets to pass through it. According to the control of the fire element, it affects all targets within a range of 7 to 35 feet wide and 28 to 140 feet long.
And lasts for 2 to 10 seconds. Based on the ice element control, it will cause 1 to 3 points of frost damage per second to all targets within the range, and greatly reduce their movement speed. Release time: 0.1 seconds. Cooling time: 25 seconds
.Duration: up to 10 seconds. Maximum casting range: 150 feet.
Compared with the ice wall technique, the damage of the ice wall is far inferior, and it cannot completely stop the progress of the monster.
After all, one is a sixth-level spell and the other is a minus-one-level spell.
But the scope is wider and will not be destroyed artificially.
The most important thing is that damage from the same source cannot trigger elemental reactions twice...
When the second ice wall appeared, two fireballs and one electric ball flashed away again.
Shadows cover the sky.
A giant meteorite with a diameter of about seventy or eighty feet appeared out of thin air and rolled down.
The monsters whose defense capabilities have been reduced a lot by elemental reaction - superconductivity are even more unable to dodge and resist.
The world-destroying flame burned all the monsters in its path, and caused a second massive damage when it rolled through the area covered by the ice wall.
Ice first, then fire, double damage.
The steady 20 points of extra damage instantly took away their remaining health points from all the monsters that were simultaneously enveloped by the wall of ice and crushed by the meteorite.
An unrivaled personal show.
The Karl simulator, which requires elemental control expertise, exerted unimaginable horrific lethality in the hands of Helen, an elemental apostle who specializes in elements.
It is even much more powerful than when the rainbow mages released this spell at the association's station.
Each one is comparable to the killing power of a fourth- or even fifth-ring spell.
After a few spells, all the monsters on a small battlefield were cleared instantly.
The biggest beneficiary of the Karl simulator created by Li Wen is the city lord Helen!
In the past, Helen, who was doing her best, might have been able to do the same.
It's just that although the spells of the sixth and seventh rings are powerful, they also have strict spell slot restrictions.
After clearing a field, she inevitably fell into the embarrassing situation of having no available spells.
If there were any masters or monsters of a similar level suddenly attacking at this time, she might be in a situation where there were no spell slots available.
This is also the reason why, as the first person in charge of Jianfeng City, it is difficult for her to be at the forefront when the demonic tide strikes.
She is the city's anchor and the most powerful fighter.
Once she is defeated, even if the low-level battle is won, it will be lost.
But now...the longest cooldown time among the lower spells in Karl Simulator is only 30 seconds.
The cooldown time of elemental reaction is only 12 seconds.
What is the concept of a level 18 mage with full firepower?
There is only one word to describe it - destruction of heaven and earth!
The situation on the frontal battlefield is excellent.
So from the city gate, a group of guys wearing strange clothes rushed out...