Chapter 18: Bedridden

January 3, the first year of the pioneering era

The impact of tossing with another powerful soul using his body as a battlefield was more severe than expected, and he once again returned to the state he had to recuperate for three months a few years ago.

When he woke up, it was already two days later in the afternoon, and Leach happened to be in the room caregiving.

Seeing the happy encounter that had just woken up, his expression was extremely solemn, and Leach felt that something was wrong.

"How's it going, is there anything wrong with your body?"

"No, I had a disgusting dream before I woke up. 」

Despite what he said, Leach didn't think it was just a nightmare that would make him look like that.

"We didn't have much to do to catch up with them in time after you fell, thinking that those people would probably teleport away after running away, so we simply sent you back. ”

"Well, there's no way, I didn't expect to be pitted by that beast for such an important matter......

"You're saying something that doesn't have a beginning or an end. ”

"Alas, anyway, when they escaped, they at least caused a lot of damage to the mech, and they couldn't form a combat force for a while. What has been the situation in this city in the past two days, and has anything special happened?"

After a light sigh, Xi Xiangyu sat up and asked about Noyer's current situation, and Leach pressed him back.

"Your current physical condition is not good, and it is an injury like the previous one that can't be healed. So you can leave this alone for a while and stay in bed. Antinomia told her everything, and we have our help in this matter. ”

「...... Is that Jolen doing something? Well, what a nuisance. 」

"After all, she's here on behalf of the Northland Pelo Church, and your position is already very embarrassing, so don't worry about this matter anymore. ”

"I don't want to care about this at all, let alone her. Illinia and Amasasia still have that ...... Why is Juda the goblin here?"

"I don't say you know. ”

For many reasons, it is normal for scholars to send people, but what I want to ask is why these three people are here.

One is a high elf who understands the secret magic of elves and seems to have a hidden secret, one is a snow elf who unilaterally thinks that there is a grudge against each other, and the other is a goblin who is full of Force.

The last question is definitely the biggest!

But when I was happy, I felt that it didn't matter if I ignored him.

"After getting to know each other, misunderstandings will be solved. How have those two elves been doing here?"

"Amasasia has been maintaining his compound bow in the inn, and I haven't seen him much. Illonia had been talking to the other vice president of the association for a long time yesterday, and this morning she rushed into the factory where the jelly was made with a feverish face. ”

"It doesn't seem like a big problem, I'll just rest for two days. Leach, could you please help me find a Bokabu emblem?"

"Hah...... You don't want to work part-time again. Well, you're going to have to stay in bed anyway and find something to do. ”

"What do you want to do!Don't you want to be a pastor to God?"

As soon as he talked about this, the other soul that had been dormant and regained his strength felt deeply uneasy for no reason, and woke up directly.

And the happy meeting ignored the voice as usual.

"Almost, I'm in a hurry. It's time to try to get rid of the disease at its roots. 」

Note: The second half is a bit of an explanation of the abilities that Xi Xiang has shown recently, and it's basically the principle of how to get his floating cannon and a series of other messy things according to the DND rules.

Supernature Spell: This spell works and consumes spell slots normally, but the Spell Keeper does not consume any spell ingredients, does not cause an opportunistic attack, and ignores the opponent's spell resistance, as if using a supernatural ability instead of a spell. Originally, it was the professional ability of the Spell Guardian, but I learned it somehow......

PersistentSpell

You can make one of your spells last for a day

Prerequisite: Spell delay.

Specialty Effect: The duration of spells that have a fixed radius against you can be increased to 24 hours. Instantaneous effects or energy-emitting spells cannot be affected by this feat. You don't need to stay focused while performing detection spells (e.g. Detection Magic and Detection Thoughts) because you will only notice the appearance or disappearance of the detected thing. But further information normally requires concentration.

Persistent spells use spell slots that are 6 levels higher than normal.

Chain Spell [Ultra Magic]

You can redirect your spells to a target other than the original target.

Prerequisite: Any Supermagic feat.

Specialty Effect: Any spell that affects a "solo" target and has a cast range greater than contact can be linked to normalize the first target and then move on to other targets, equal to your caster level (up to a maximum of 20). The target affected by the spell after each turn is chosen by you, but no target can be affected by the spell more than once. You are free to choose to have the spell affect only the maximum number of targets that are less than (it can affect).

If the chain spell deals damage, the next target will only take half of the damage taken by the primary target (rounded) and can attempt a reflection check to halve the damage (regardless of whether the original spell allowed an exemption check). For spells that do no damage, the target will have 4 fewer immunity DC against the turn spell effect. For example, if a level 10 mage normally casts a "Dread Spell" with a DC of 14, a chain spell will affect a Goblin Chieftain at DC14 and up to 10 Guardians around him with DC10.

Chain spells use spell slots that are 3 levels higher than the spell's normal level.

Permanency

Commonality

Level: Warlock/Mage?5

Spell Components: Speech, Posture, Experience Points

Cast Time: 2 rounds

Scope: See text

Target, Effect, or Area: See text

Duration: Permanent;

Exemption Check: None

Spell Resistance: No

This spell perpetuates certain other spells.

Depending on the spell, you must meet different minimum caster levels, and you must pay the corresponding amount of experience.

In addition, the following spells can be cast on objects or areas and are held constant.

Animate objects: Level 14, 3,000 XP

Shrink item: Level 11, 1,500 XP

Sonorous Hum

Plastic Energy System [Sonic Wave]

Levels: Bard 2, Priest 3, Warlock/Mage 3

Spell Ingredients: V, S

Cast Time: 1 standard action

Distance: Individual

Goal: Yourself

Duration: 1 minute per level (D)

After you cast this spell, you are surrounded by a low, monotonous hum that improves your focus skills.

After you cast this spell, the next spell you cast can be maintained for as long as the focus is maintained until the centering spell dissipates. This effect allows you to cast other spells, even if another spell still needs to be focused on. If the Centering Spell lasts for a shorter duration than the spell, the maintained spell expires as normal, and you do not get more benefits from the Centering Spell cast. The sound produced by the spell is similar to the sound produced by a man in armor walking with a slow pace and trying not to make noise (usually a DC5 listening check you detect). You can end a spell with a free action.

For example, you can cast this spell and then cast a spell to detect thoughts, which will keep the mind focused, while you can cast Lie Detection and maintain its focus yourself. You can control two spells, so in the same round you can change the direction of the mind effect and choose different targets for your lie detection. If you take damage, you still have to do a focus check to maintain the spell.

Telekinesis

Variation system

Level: Warlock/Mage 5

Spell Components: Speech, Posture

Cast Time: 1 standard action

Distance: Long range (400 feet + 40 feet/level)

Objectives: See below

Duration: Focus (up to 1 round/level) or immediate;

Immunity firmly: Invalid if the will (article) is passed, or none;

Spell Resistance: Can (item);

You move objects or creatures by focusing on them. There are three options for this spell, you can use it softly and continuously, perform a variety of combat moves, or use it violently and briefly once.

Sustained Force: Movable objects with this effect weigh up to 25 pounds per caster's level (up to a maximum of 375 pounds at level 15) and move up to 20 feet per turn. The owner of the moved item can invalidate the spell through Will Immunity or Spell Resistance.

This effect lasts for 1 turn per caster's level, and the spell expires when you are no longer focused. Objects can move vertically or horizontally, or both, but not out of the spell's range. If it is out of range, the spell will also end. If you lose focus, the object will immediately fall or stop moving.

This function allows you to manipulate objects as if you were using one hand. For example: pull down a wrench or rope, turn a key, rotate an object, etc., as long as the force required does not exceed the weight limit. You can even try to untie a simple knot, but delicate movements like this have to pass the intelligence test.

Combat Moves: You can choose to use telematics to charge, disarm weapons, grapple (including pressing), or smash, once per round. These attempts are performed as usual, but they don't cause an opportunistic attack, you use the caster level instead of the base attack bonus (in the Unloading Weapon and Grappling checks), the Intelligence modifier (if it's a Mage) or the Charisma modifier (if it's a Warlock) instead of the Strength and Agility modifiers, and the failed attempt doesn't trigger a counterattack (such as a counter-unloading weapon or a counter-tripping). While these attempts are made, the opponent cannot perform an exemption check, but spell resistance will still work. This effect lasts for 1 turn per caster level, and the spell expires when you are no longer focused.

Violent Force: The energy of the spell is fully released in a single round. You may slam items or creatures within a spell radius of 1 (up to 15) per caster level (no more than 10 feet apart) to cause them to crash towards a target that is no more than 10 feet away from all objects per level. The maximum total weight of items you can push is 25 pounds per caster level (up to a maximum of 375 pounds at level 15).

Each time you push an object you must hit the target with an attack check, which uses your base attack bonus + intelligence modifier (if mage) or charisma modifier (if warlock) to deal normal damage, but does not count the strength bonus. When using arrows and arrows in this way, their damage is equal to that of a dagger of the same model. Other items deal damage from 1 damage per 25 pounds (low hazard items) to 1d6 damage per 25 pounds (solid items).

You can also push creatures or items owned by creatures that are within the weight range, but they can do a Will Check (and Spell Resistance) to negate this effect. If a creature remotely controlled by this mind is pushed towards a hard object, it will take damage as if it were falling from a height of 10 feet (1d6 points).