Roland first checked his list of realm spells, and found that there was an additional 6-ring realm spell slot, which could be selected from the "Magic Domain", "Destiny Domain", and "Time Spirit Domain".
The 6-ring spells in all three realms are very powerful, and this is a nightmare for people with choice disorder The 6-ring spell in the realm of magic is the "anti-magic field", and its power needs not be said.
The 6-ring spell in the realm of fate is a "moment of foresight", after casting a powerful buff for yourself, you can activate this spell intuitively whenever and where, so that the next attack, defense, immunity or other forms of verification can obtain an insight bonus equivalent to the caster's level, which can basically ensure that this verification will be successful, and if there is a god possessed at a critical moment, it can be used to save your life, and it can also be used to forcibly mend the knife and take the life of others The 6-ring ability of the Time Spirit Domain is the famous "Time Acceleration".
This ability is almost identical to the 9-ring arcane "Time Stand Still," except that it usually only stops for 6 seconds, and if you want to extend the time-stop period, you have to add additional psionic points.
In any case, a 6-ring psychic ability can temporarily stop the flow of time, which is a rebellious thing Of course, Time Acceleration isn't flawless, and like the 9-Ring Arcane Time Standstill, there's a mysterious rule that restricts the ability from dealing any kind of damage to your enemies while it's in effect.
Why is there such a restriction There is nothing why, this is one of the unsolved mysteries of the multiverse, which is said to be related to the "god of time".
Unless the priesthood of "time" is rediscovered, this mystery will never be solved.
The rule "no damage to the enemy during the time stop" rule seriously undermines the usefulness of "time acceleration".
Can you use this trick to heal yourself, summon allies, or run away?
That's not true, smart people always find loopholes in the rules.
Since you can't damage enemies while the spell is active, can you set a trap during the pause and wait until the pause expires to cause the trap to activate on its own, inflicting heavy damage on the enemy before they can react?
In fact, this idea is feasible.
For example, a mage can use a delayed spell like "Delay Burst Fireball" or a spell like a wall of fire that lasts for multiple rounds with "Time Still", or a psyker can use a Super specialty called "Ability Delay" with "Time Acceleration" to delay the ability during "Time Acceleration" until time returns to its normal track.
Unfortunately, Roland hasn't learned the Ability Delay yet, and he's not an arcane spellcaster, and there doesn't seem to be a spell in the existing list of 16 Rings that works perfectly with Time Acceleration.
Flipping through the list of 7 rings of divine spells to continue to check, one of the spells inadvertently came into view, which immediately made his eyes light up.
"Finally found" The 7-ring "slime wave", which at first glance seems to be a wastewood, can be used to match "time acceleration".
Miss Mage in her arms had fallen asleep, snoring evenly and slightly.
Roland gently picked up Nikita, laid her flat on the carpet beside her, covered her with a thin quilt, and turned his head to continue to check the list of 7 rings.
"Slime Wave", with a range of 60 feet, a kill radius of 15 feet, and a duration of 1 round of level, ignoring magic resistance "When you complete this strange spell, a large amount of green slime will burst out from your designated place, like a tidal wave that spreads violently and quickly fills the area, and sticky green waves splash in all directions, from walls to ceilings, from organisms, wood to metal, will be dissolved by this terrible slime."
Roland read aloud the description of the spell of the 7-ring "slime wave", and couldn't help but wipe a cold sweat.
"This slimy-looking spell seems a bit obscene."
Creatures exposed to the "slime wave" take 16 CON damage per turn, while wood and metal take 212 corrosion damage per turn.
If you only look at the damage data, it is too weak as a 7-ring spell.
However, the "slime wave" has some benefits that cannot be reflected in the data, first of all, this spell belongs to the spell system, ignores magic resistance, and is also effective against "hard bones" such as "golems" that are immune to conventional magic; Secondly, the slime summoned by the spell is neither a strong acid nor a toxin, and spells to defend against acid attacks are ineffective, and creatures immune to the toxin will still be tortured to death by it.
If you have to tell what type of damage this large pool of green slime is, you can only barely classify it as "disease", because the "disease-removal" spell can strip it from the victim's body.
The reason why Roland values the "slime wave" is that this spell can continue to take effect for many rounds, and it can be used to calmly release the "slime wave" during the "time acceleration" stop, and after the time stops, the other party is confused before he has time to react Thinking about the above scene, a strange smile appeared on the corner of Roland's lips.
There are also many powerful and useful spells in the 7-ring magic list.
Among them, "Manipulating the Weather", "Advanced Exploration", "Detecting Directions", "Group Healing Serious Injuries", "Transfiguration Spirit", "Regeneration", "Resurrection", "Advanced Otherworldly Teleportation", "Group Recovery" and "Group Spell Resistance" and the like are either familiar to Roland for a long time, or they are enhanced versions of low-level divine arts, and they don't need to spend too much thought.
Here are a few 7-ring magic techniques that are worth taking a second look at.
For example, "Gone to Ashes" can instantly kill the recipient and destroy their remains, leaving only their equipment and belongings intact and falling.
"Escape Technique" can inject magic into a gem, and then give the gem to relatives and friends, no matter where the person is in the future, you can activate the magic in the gem at any time and instantly teleport to the caster.
The "Radiant Blade" temporarily grants the caster's weapon the "Light" effect, allowing it to directly damage enemies through armor and shields.
Roland's Excalibur "Durandal" comes with its own light energy effect, but unfortunately the Excalibur can't be brought into the Rubik's Cube Island, but it can be used to enhance the Morning Star Hammer in his hand with the help of this spell.
There are a few particularly interesting spells that are worth looking into.
The first is the twin sisters of "Returning to the Light" and "Healing Contract", the two spells are expressed in the same way, both are blessed on the recipient in advance, and they will automatically take effect when certain conditions are met.
As the name suggests, the spell "Returning to the Light" only takes effect when the recipient suffers enough lethal damage and is dying, and the magic stored in the body is automatically transformed into a 6-ring "medical spell" to heal the dying while healing diseases, restoring attribute damage, and removing toxins
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