Chapter 6 As soon as the big push comes out, both the enemy and the enemy cry

"Arrogance, you haven't grown up yet, do you think that you can compare with a ninth-order mage just by relying on the ability of a missionary mage?"

After listening to the happy meeting and speaking wildly, Crowley was not angry but happy, and the opponent was so arrogant, didn't he give him the position of preacher for nothing?

Then he was shocked again, and realized that he had been distracted by his words, and that the information that Faust was good at making his opponents lose their minds was really true, and he became a little wary of him.

Immediately, Crowley directly began to secretly prepare spells, seriously waiting for the signal for the duel to begin.

If Crowley's thoughts at this time were known by Xi Xiangyu, he would definitely complain that your mage was thinking too much, but in fact, he was really just asking casually.

"Heh, only a legendary mage can be a threat to me. Well, we don't have to go to Noyer to find a witness, let's just solve it in the wild. From the moment I finished speaking, the duel began after three breaths. 」

"The old man has no opinion. ”

Spell duels are often regarded as a serious ritual as the supreme test of arcane ability.

At its most basic, a spell duel is an agreement between two spellcasters who want to add a bit of propriety to a conflict that could turn into a devastating fight, knowing that they inevitably clash with each other. There will be no form of magically limited duel unless the duelist agrees.

A proper spell duel requires a strict set of rules, with one party issuing a challenge and the other accepting it before it can begin.

Once the challenge is established, the two duels must agree on a location and time for the matchup, and decide whether the matchup will be a life-or-death battle or an instant end. The negotiation process is usually handled by assistants, who will pay attention to the necessary details and witness the duel that follows.

Traditionally, the challenger has the privilege of choosing the venue for the duel, but only in a neutral location that both the opposing team and the host can reach. Due to the danger of collateral damage, many cities have issued decrees prohibiting duels in the streets and requiring that spell duels only take place in specific locations.

On the day of the showdown, the two men participating in the battle must strictly adhere to the following procedures.

1. Both sides must arrive at the duel venue 1 hour before the pointing time, and it is forbidden to cast any spells or use magic items before the duel begins.

2. In a point-and-finish duel, the two sides will be checked by the host, an assistant or another dueling player with the naked eye and magic to ensure that there are no magic items or spell effects.

3. When the agreed time comes, the presiding officer gives the signal to start the duel.

4. First Round: Cast any spell that only affects the caster.

5. Second round: Prepare for a spell counter.

6. Round 3: Start the duel.

The duel will only end if one of the participants surrenders, is knocked unconscious, or is otherwise unable to continue the duel.

And the official duel is actually a half-turn.

The duel begins with each player casting a type of spell that works on them, then each player is ready to counter the other's spells, and finally begins to cast any spell.

Such a half-turn cast is a turn every ten seconds, and the cycle repeats until the duel is over.

In general, any magic item is forbidden to be used in a duel. Punch and kick attacks, the use of weapons, and the casting of non-arcane spells are also against the rules.

Obviously, this is extremely detrimental to the happy encounter.

Once I went to Noyère to look for a notary and met my colleagues who were at work, it would be quite embarrassing if I didn't share some of the work.

And if the rules of the duel are affected by the earthlings, it will most likely add to the incident.

Therefore, it is better to have a non-spec duel, for high-level mages, the conventional duel method is completely unsuitable for them.

After the happy meeting ended, the time of three breaths was fleeting, and the two sides began their own preparations.

It is common to look at people to prepare spells, as in the case of Crowley, who, after knowing that he was both a druid and a mage, decided that he should improve his physical abilities to protect against the druid's control spells that took advantage of the environment.

With the end of a spell matrix, several protective spells take effect on Crowley at the same time.

And the happy encounter gently waved the branch of the world, and a forgiveness-colored card appeared in his hand.

Immediately afterward, Crowresch prepared a spell to counter.

......

Then he was swept away by a strong blast of anti-magical energy.

"My day!"

This anti-magic energy is none other than the well-known "Mage Cleavage" among the 9th-order protective spells, also known as the "Demon Duncan Mage Cleavage", also known as the "Big Push".

Its effect is to unconditionally and indiscriminately destroy all spells and quasi-spells within its range, and is one of the ultimate enemies of all spellcasters.

This is the self-closing duel routine of happy encounters, using a big push to abolish all the enemy's magic, and then bombarding it with fierce artillery fire.

No matter who you are, no matter where you are, no matter how strong you are, no matter how prepared you are, one trick is eaten all over the world!

This time, his opponent was a 9th-order mage, and in order to prevent the opponent from escaping, he even used the World Tree to increase the radius of the effect of the mage's cleavage to 10 kilometers. He believed that wherever Crowley was, he would be able to nullify his spells once and for all.

Sure enough, when the fluctuations of the big push swept by, the white-haired old mage who even had his clothes blown off appeared dozens of feet away from the happy meeting.

After all, this is a mage cleavage with a radius of ten kilometers......

It is reported that on this day, the magic and magic items of the entire people in Corantia who were close to the World Tree were destroyed indiscriminately.

Happy to meet on the road of the humanoid self-propelled mockery cannon is getting farther and farther.

Mage's Disjunction

Protective system

Level: Magic 9, Warlock/Mage 9

Spell Ingredient: Words

Cast Time: 1 standard action

Distance: Close range (25 feet + 5 feet / every 2 levels)

Area: All magic effects and magic items within a 40-foot radius of the burst

Duration: Immediate

Exemption Test: Will, Invalid if Passed (Item)

Spell Resistance: No

With the exception of items you carry or touch, all magic effects and magic items in the area will be crushed. Spell and quasi-spell effects are broken down into separate components (which terminate as if they were dispel magic), while permanent magic items must be subject to a will waiver, failing which they revert to a normal item. If the magic item is in the possession of a creature, the will immunity bonus is calculated based on the higher of the item or creature during the will check.

Each caster's level has a 1% chance to destroy an antimagic field. If the Anti-Magic Field survives, the items in the field will not be cracked.

Even artifacts can be targeted by Cleavage, but only have a 1% chance per caster's level to destroy such a powerful magic item. Also, if you destroy an artifact, you must pass the Will Check (DC=25) or lose your ability to cast spells forever. (Spellcasting abilities cannot be restored by mortal magic, not even miracles and wishes.) )

Note: Destroying an artifact is a dangerous thing to do, and there is a 95% chance that it will draw the attention of some powerful being who has an interest in or relationship with the artifact.