Post by Spookypatrol [Delia] on Jun 23, 2015 14:02:17 GMT -5
Welcome, Sorcerers! Wishing to specialize as a Battlemage? Purchase a skill below and you will be locked into your new Battlemage class!
This shop is a work in progress.
Spell; Buff:
Power Flux: The Battlemage may invert their Attack and Defense, and all damage bonus is converted into damage mitigation. The Battlemage may make a basic attack or defend on the round they change stances. 1 round cooldown between swaps.
Rupee Cost: 300
Spell; Melee:
Spellblade: All Spellpower bonuses are applied to the Battlemage's basic attacks. In addition, the Spellblade may charge their weapon with the element of any of their currently equipped skills (ie fire if Fireball is equipped, electricity if Thunderbolt is equipped), converting their basic attacks into the respective element of the spell regardless of whether or not the spell is on cooldown. The element chosen may be swapped or removed at any time, and charging a weapon does not take up a turn.
Rupee Cost: 300
Spell; Melee:
Ethereal Strike: The Battlemage may temporarily enchant his/her weapon, allowing it to ignore all defensive modifiers against a single enemy. This ability deals bonus damage equal to 60% of the ignored mitigation as a flat number. This skill does not ignore evasion, but it does ignore Defending bonuses and flat Defense buffs.
(Defending bonuses are not added as damage bonus, but flat Defensive buffs are considered flat mitigation for the sake of calculating bonus damage. This attack additionally renders block chance as a flat number; For example, If the enemy has 10% block chance, for the sake of calculating bonus damage, the 10% is considered 10 mitigation. Ie an enemy has 50% reduced incoming damage, a +5 increase to their Defense from any buff source, and +10% block chance would have a mitigation score of 65. This means that Ethereal Strike will deal +39 bonus damage.)
5 round cooldown.
Rupee Cost: 350
Spell; Ranged:
Phantom Storm: The Battlemage calls forth a storm of Phantom Fire, which deals 50% of the Battlemage's modifiable Attack as Arcane damage to up to three random enemies. Enemies struck are ignited by Ghostflame, which deals 50% of the Battlemage's Attack in damage over 5 turns, and has a 20% chance on every tick to spread to an adjacent target, who will then take the full duration. Ghostflame may spread a maximum of 3 times. This attack cannot hit a single enemy more than once, and each hit must pass its own accuracy check.
7 round cooldown.
Special Grid Rules:
This spell may strike any enemies (at random) within a 10x10 area around the Battlemage.
Rupee Cost: 350
Spell; Melee:
Touch Casting: The Battlemage is particularly adept in fighting in a melee, and can cast previously ranged spells while in close quarters with deadly proficiency. When the Battlemage casts any ranged spell while within direct melee range of their target, the spell gains +5% Accuracy and 10% Damage. This is a passive skill and can be activated at any time, but must still be equipped to be used.
Additionally, the Battlemage may charge up a greater sum of energy into their hands, increasing the potency of their Touched spell to +20% Accuracy and +20% Damage. Boosting a spell in this way is a greater draw on the Battlemage, and the caster must wait 4 Rounds between uses of this active ability. The base Touch Casting effect continues to be usable as normal while the active effect is on cooldown.
The Battlemage may also cast Area of Effect spells at Touch range, but only a single target in melee range may be touched and affected by the skill. Ranged spells may still be cast normally by the Battlemage if they so choose, even within melee range, and they will gain neither the benefit nor the drawbacks of Touch Casting when doing so.
Special Rules:
Casting in Melee is a dangerous venture, leaving the Battlemage open to counter attack. After activating Touch Casting and entering into Melee combat, the Battlemage suffers a -5% debuff to Evasion. Touch Casting can be toggled on and off at the casters choice with no cooldown, but only BEFORE casting an attack.
Special Grid Rules:
Touch Casting requires the user to be within 1 Square (5ft) of the target to activate.
Rupee Cost: 400
Spell; Ranged:
Scorching Detonation: The Battlemage summons up energy to release a powerful blast of heat and light at close range. This spell grants +5% bonus accuracy and deals 80% of the user's modifiable Attack as blast damage to a primary target and 40% modifiable Attack damage to up to 2 adjacent targets. If the spell hits, the primary target is automatically Singed for 2 Rounds, while the adjacent targets have a 40% chance of being Singed. If the spell hits critically, the Singe instead becomes a Char for all affected targets. Accuracy only needs to pass on the primary target.
7 round cooldown.
Special Grid Rules:
The explosion surrounds the caster, striking a 3x3 Square AoE around the Battlemage.
Rupee Cost: 400
Spell; Melee:
Nebulous Rush: The Battlemage teleports to a target location and attacks, ignoring any collision traps and floor traps. If the user is not on a grid, this ignores traps only for this attack. If the user is on a grid, this physically moves the user to their target location, ignoring any collision on the way.
When using this spell, the Battlemage gains 30% of his/her Attack stat as bonus mitigation, up to a cap of 50% mitigation, for 1 Round. After teleporting to the target location, the Battlemage makes a single attack that deals standard damage plus the Battlemage's total current mitigation as bonus damage, as a percent.
(Ie, if the Battlemage has 70 Attack, the Battlemage is granted 21% mitigation, as well as 21% damage bonus. If the Battlemage has other sources of mitigation, they are granted bonus damage based on those external mitigation sources as well, even if their mitigation exceeds 50%.)
This skill can be used with Spellblade to change its damage type. Otherwise it deals Arcane damage.
7 round cooldown.
Special Grid Rules:
The maximum teleport distance is equal to the user's Speed score +3. Ie, if the user has 5 speed, this allows them to move 5+3 for 8 total squares.
Rupee Cost: 450
Spell; Melee:
Prismatic Blade: The Battlemage imbues their weapon with the element of any of their currently active skills (in the same manner as Spellblade), or any currently equipped Scepter. After imbuing their weapon, they may deal either a standard attack or an AoE, which gain bonuses depending on the element chosen:
If performing a single target attack:
The single target attack deals 1.2x standard damage and applies the following bonuses:
The AoE deals 50% of standard damage to one target and two adjacent targets, and each hit must pass its own accuracy check. The AoE applies the following bonuses:
6 round cooldown.
Special Grid Rules:
This attack strikes up to 3 targets within melee range of the user (1 square for melee weapons, 2 square for reach). If the user is using a ranged weapon, the range of this attack counts as if it were a reach weapon).
Rupee Cost: 450
Spell; Ranged:
Thunderclap: The Battlemage unleashes a near-instant cone of electricity from their fingertips, striking up to 2 adjacent targets at 1.2x damage. This spell’s speed makes it difficult to dodge, ignoring any evasion bonuses normally present on the target. In addition, this spell gains +10% bonus accuracy versus a target wearing metal. If the spell hits it has an additional 60% chance to inflict the target with fulgurburn.
5 round cooldown.
Special Grid Rules:
This spell strikes a 1x3 cone area in front of the user.
Rupee Cost: 500
Spell; Buff:
Frigidfire Aura: The Battlemage surrounds themselves in an aura of searingly cold bluefire which are channeled into their next melee attacks. Each time the Battlemage attacks a target using a melee attack or melee spell, they unleash a burst of bluefire into the target that grants a 70% chance to cause Coldburn to the primary target and a 30% chance to cause Coldburn to any adjacent targets. The Coldburn effect can still apply even if the initial melee attack misses. This effect can be used three times before the magic is expended. The Battlemage cannot attack on the turn this spell is cast.
5 round cooldown after the effect ends.
Special Grid Rules:
The splash effect reaches up to 2 squares away from the primary target.
Rupee Cost: 500
Spell:
Cryostorm: The Battlemage surrounds themselves in a field of perpetual winter. A primary target and up to adjacent targets must pass an Atk:Comp Save at disadvantage or they become slowed by the field for 1 Round and take 50% of the Battlemage’s Attack as frostbite damage. For every Round after the first, each affected enemy must reattempt the Atk:Comp Save check (although without disadvantage), or they are afflicted with an additional stack of Slow and are frostbitten again. Critical chance is rolled each time an enemy fails their Save; if the effect applies critically, the DoT damage is increased by the caster’s crit bonus. The storm dissipates either when all enemies escape, or 4 Rounds have passed.
7 Round Cooldown after the effect expires.
Special Grid Rules:
The field surrounds the caster, striking a 5x5 Square AoE around the Battlemage. Enemies that are within the field must continually perform a Save check even if they had previously passed it.
Rupee Cost: 550
Spell:
Elemental Aegis: The Battlemage surrounds themselves with a barrier of elemental energy, gaining a Ward equal to 15% of their maximum HP, plus an elemental bonus effect of choice, for up to 3 Rounds. In order to choose a bonus effect, the Battlemage must have an equipped spell or Scepter of the corresponding elemental type.
Fiery Aegis: Grants the user +25% fire resistance, -25% water resistance, and increases fire damage by 20%.
Frigid Aegis: Grants the user +25% ice resistance, -25% fire resistance, and increases ice damage by 20%.
Fulgurant Aegis: Grants the user +25% electric resistance, -25% ice resistance, and increases electrical damage by 20%.
7 Round cooldown after the effect expires.
Rupee Cost: 550
Spell; Melee; Buff:
Arcane Armament: The Battlemage channels arcane and elemental energy to empower themselves for a short period of time, gaining bonus offensive and defensive properties.
For up to 5 Rounds, the Battlemage channels arcane energy into their weapon, giving them the Reach and Non-Contact properties within melee range. In addition, the Battlemage gains 20% spellpower, which applies to all spells and basic attacks while under this effect, and an additional bonus effect applied to all attacks depending on what Attunement they choose.
Attunements can be chosen provided that the Battlemage has at least one other equipped spell or item that matches the element of the desired attunement:
For ALL attunements, the Battlemage benefits from all elemental weaknesses their target has, while ignoring any elemental resistances. (i.e. if the target is 20% weak to fire, the Battlemage deals 20% bonus damage in Fire attunement. If the target is 20% resistant to fire, the Battlemage deals neutral damage in Fire attunement. This applies if the target is normally immune to certain damage types as well.)
If no Attunement is chosen or available, this effect defaults to Arcane.
Arcane: Halves target’s non-elemental mitigation bonuses. Halves any offensive penalties applied to the Battlemage.
Fire/Coldfire: Has a 30% chance to Char the target for 2 Rounds.
Ice: Has a 30% chance to Chill the target for 3 Rounds, halving their movement speed and causing them to take bonus ice damage equal to 20% on Round 1, increasing to 40% on Round 2 and 60% on Round 3.
Water: Has a 30% chance to Drench the target for 2 Rounds.
Electric: Has a 30% chance to summon arc lightning, dealing 50% unmodified electric damage to up to 2 adjacent targets, plus an additional 50% chance of Electrifying them for 2 Rounds. This bonus attack does not need to pass accuracy on the adjacent targets.
Wind: Has a 20% chance to attack a second time. This second attack may not crit, but takes all other bonuses.
In addition, the Battlemage’s armor is greatly bolstered, reducing damage from the next attack they take by 60%, plus gaining an additional effect depending on their Attunement. Afterwards, the armor is diminished slightly, reducing the subsequent hit by 30%, and a third hit by 15%. After mitigating 3 hits, the mitigation effect expires, but the offensive effects of this spell persist until the end of the spell’s effect.
Arcane: The damage reduction cannot be reduced or removed in any way.
Fire/Coldfire: 50% of the mitigated damage is returned as Fire/Coldfire damage to the attacker.
Ice: Has a chance equal to the mitigated amount to inflict Lethargy on the attacker.
Water: The mitigated damage is spread across allies as a heal, divided equally among all party members.
Electric: Has a chance equal to the mitigated percentage to Shock the attacker for 2 Rounds.
Wind: Has a chance equal to the mitigated percentage to lower the user’s highest cooldown by 2 Rounds.
The Battlemage can choose to end this effect early and unleash their pent-up magical energy into one mighty attack, dealing bonus damage equal to 2x the amount of mitigation left on their ward, plus 10% bonus accuracy +5% per level the ward has diminished (i.e. if the ward has absorbed 2 attacks, the bonus accuracy increases to +20%). This damage can crit, and the modifier applies after all other modifiers.
12 Round Cooldown after the effect has expired.
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
This shop is a work in progress.
Tier 3: Levels 20-24
Spell; Buff:
Power Flux: The Battlemage may invert their Attack and Defense, and all damage bonus is converted into damage mitigation. The Battlemage may make a basic attack or defend on the round they change stances. 1 round cooldown between swaps.
Rupee Cost: 300
Spell; Melee:
Spellblade: All Spellpower bonuses are applied to the Battlemage's basic attacks. In addition, the Spellblade may charge their weapon with the element of any of their currently equipped skills (ie fire if Fireball is equipped, electricity if Thunderbolt is equipped), converting their basic attacks into the respective element of the spell regardless of whether or not the spell is on cooldown. The element chosen may be swapped or removed at any time, and charging a weapon does not take up a turn.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Spell; Melee:
Ethereal Strike: The Battlemage may temporarily enchant his/her weapon, allowing it to ignore all defensive modifiers against a single enemy. This ability deals bonus damage equal to 60% of the ignored mitigation as a flat number. This skill does not ignore evasion, but it does ignore Defending bonuses and flat Defense buffs.
(Defending bonuses are not added as damage bonus, but flat Defensive buffs are considered flat mitigation for the sake of calculating bonus damage. This attack additionally renders block chance as a flat number; For example, If the enemy has 10% block chance, for the sake of calculating bonus damage, the 10% is considered 10 mitigation. Ie an enemy has 50% reduced incoming damage, a +5 increase to their Defense from any buff source, and +10% block chance would have a mitigation score of 65. This means that Ethereal Strike will deal +39 bonus damage.)
5 round cooldown.
Rupee Cost: 350
Spell; Ranged:
Phantom Storm: The Battlemage calls forth a storm of Phantom Fire, which deals 50% of the Battlemage's modifiable Attack as Arcane damage to up to three random enemies. Enemies struck are ignited by Ghostflame, which deals 50% of the Battlemage's Attack in damage over 5 turns, and has a 20% chance on every tick to spread to an adjacent target, who will then take the full duration. Ghostflame may spread a maximum of 3 times. This attack cannot hit a single enemy more than once, and each hit must pass its own accuracy check.
7 round cooldown.
Special Grid Rules:
This spell may strike any enemies (at random) within a 10x10 area around the Battlemage.
Rupee Cost: 350
Tier 4: Levels 30-34
Spell; Melee:
Touch Casting: The Battlemage is particularly adept in fighting in a melee, and can cast previously ranged spells while in close quarters with deadly proficiency. When the Battlemage casts any ranged spell while within direct melee range of their target, the spell gains +5% Accuracy and 10% Damage. This is a passive skill and can be activated at any time, but must still be equipped to be used.
Additionally, the Battlemage may charge up a greater sum of energy into their hands, increasing the potency of their Touched spell to +20% Accuracy and +20% Damage. Boosting a spell in this way is a greater draw on the Battlemage, and the caster must wait 4 Rounds between uses of this active ability. The base Touch Casting effect continues to be usable as normal while the active effect is on cooldown.
The Battlemage may also cast Area of Effect spells at Touch range, but only a single target in melee range may be touched and affected by the skill. Ranged spells may still be cast normally by the Battlemage if they so choose, even within melee range, and they will gain neither the benefit nor the drawbacks of Touch Casting when doing so.
Special Rules:
Casting in Melee is a dangerous venture, leaving the Battlemage open to counter attack. After activating Touch Casting and entering into Melee combat, the Battlemage suffers a -5% debuff to Evasion. Touch Casting can be toggled on and off at the casters choice with no cooldown, but only BEFORE casting an attack.
Special Grid Rules:
Touch Casting requires the user to be within 1 Square (5ft) of the target to activate.
Rupee Cost: 400
Spell; Ranged:
Scorching Detonation: The Battlemage summons up energy to release a powerful blast of heat and light at close range. This spell grants +5% bonus accuracy and deals 80% of the user's modifiable Attack as blast damage to a primary target and 40% modifiable Attack damage to up to 2 adjacent targets. If the spell hits, the primary target is automatically Singed for 2 Rounds, while the adjacent targets have a 40% chance of being Singed. If the spell hits critically, the Singe instead becomes a Char for all affected targets. Accuracy only needs to pass on the primary target.
7 round cooldown.
Special Grid Rules:
The explosion surrounds the caster, striking a 3x3 Square AoE around the Battlemage.
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Rupee Cost: 400
Tier 4.5: Levels 35-39
Spell; Melee:
Nebulous Rush: The Battlemage teleports to a target location and attacks, ignoring any collision traps and floor traps. If the user is not on a grid, this ignores traps only for this attack. If the user is on a grid, this physically moves the user to their target location, ignoring any collision on the way.
When using this spell, the Battlemage gains 30% of his/her Attack stat as bonus mitigation, up to a cap of 50% mitigation, for 1 Round. After teleporting to the target location, the Battlemage makes a single attack that deals standard damage plus the Battlemage's total current mitigation as bonus damage, as a percent.
(Ie, if the Battlemage has 70 Attack, the Battlemage is granted 21% mitigation, as well as 21% damage bonus. If the Battlemage has other sources of mitigation, they are granted bonus damage based on those external mitigation sources as well, even if their mitigation exceeds 50%.)
This skill can be used with Spellblade to change its damage type. Otherwise it deals Arcane damage.
7 round cooldown.
Special Grid Rules:
The maximum teleport distance is equal to the user's Speed score +3. Ie, if the user has 5 speed, this allows them to move 5+3 for 8 total squares.
Rupee Cost: 450
Spell; Melee:
Prismatic Blade: The Battlemage imbues their weapon with the element of any of their currently active skills (in the same manner as Spellblade), or any currently equipped Scepter. After imbuing their weapon, they may deal either a standard attack or an AoE, which gain bonuses depending on the element chosen:
If performing a single target attack:
The single target attack deals 1.2x standard damage and applies the following bonuses:
- Fire: The attack has a 70% burn chance, plus a 35% singe chance for 2 Rounds.
- Coldfire: The attack has a 70% coldburn chance, plus a 35% chance to apply 2 stacks of slow for 2 Rounds.
- Ice: The attack has a 70% frostbite chance, plus grants the user 30% bonus mitigation for 1 Round.
- Water: The attack has a 70% chance to soak for 2 Rounds, and heals the user for 50% of the damage dealt, up to a maximum of 10% of max hp.
- Electric: The attack has a 70% chance to inflict static for 2 Rounds, plus boosts the Battlemage's next attack by 20% damage.
- Arcane: This attack ignores enemy defensive buffs, plus it clears 1 CC and 1 DoT or Status effect from the Battlemage, prioritizing DoTs.
- Wind: This attack has a 70% bleed chance, plus reduces the cooldown timer on the user's highest currently on cooldown spell/ability/item/etc by 1 round, and additionally grants 1 extra movespeed on a grid for 2 Rounds.
- Shadow: This attack grants 45% crit chance, and has a 70% chance to Stealth the user (medium strength) for 2 Rounds.
- Light: This attack has a 70% radiate chance, plus a 35% daze chance for 1 Round.
- Poison: This attack has a 70% poison chance, plus removes 1 positive buff from the target for 2 Rounds.
- Disease: This attack has a 70% disease chance, plus a 35% sicken chance for 2 Rounds.
- Acid: This attack has a 70% corrosion chance, plus a 35% cripple chance for 2 Rounds.
- Blast: This attack has a 70% chance to deal 60% of the user's Attack as bonus damage per hit, plus a 35% sunder chance for 2 Rounds.
The AoE deals 50% of standard damage to one target and two adjacent targets, and each hit must pass its own accuracy check. The AoE applies the following bonuses:
- Fire: The attack has a 30% burn chance, plus a 15% singe chance for 2 Rounds.
- Coldfire: The attack has a 30% coldburn chance, plus a 15% chance to apply 2 stacks of slow for 2 Rounds.
- Ice: The attack has a 30% frostbite chance, plus grants the user 30% bonus mitigation for 1 Round.
- Water: The attack has a 30% chance to soak for 2 Rounds, and heals the user for 50% of the damage dealt, up to a maximum of 5% of max hp per hit.
- Electric: The attack has a 30% chance to inflict static for 2 Rounds, plus boosts the Battlemage's next attack by 20% damage.
- Arcane: This attack ignores enemy defensive buffs, plus it clears 1 CC and 1 DoT or Status effect from the Battlemage, prioritizing DoTs.
- Wind: This attack has a 30% bleed chance, plus reduces the cooldown timer on the user's highest currently on cooldown spell/ability/item/etc by 1 round, and additionally grants 1 extra movespeed on a grid for 2 Rounds.
- Shadow: This attack grants 20% crit chance, and has a 30% chance to Stealth the user per hit (medium strength) for 2 Rounds.
- Light: This attack has a 30% radiate chance, plus a 15% daze chance for 1 Round.
- Poison: This attack has a 30% poison chance, plus removes 1 positive buff from the target for 2 Rounds.
- Disease: This attack has a 30% disease chance, plus a 15% sicken chance for 2 Rounds.
- Acid: This attack has a 30% corrosion chance, plus a 15% cripple chance for 2 Rounds.
- Blast: This attack has a 30% chance to deal 60% of the user's Attack as bonus damage per hit, plus a 15% sunder chance for 2 Rounds.
6 round cooldown.
Special Grid Rules:
This attack strikes up to 3 targets within melee range of the user (1 square for melee weapons, 2 square for reach). If the user is using a ranged weapon, the range of this attack counts as if it were a reach weapon).
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Rupee Cost: 450
Tier 5: Levels 40-44
Spell; Ranged:
Thunderclap: The Battlemage unleashes a near-instant cone of electricity from their fingertips, striking up to 2 adjacent targets at 1.2x damage. This spell’s speed makes it difficult to dodge, ignoring any evasion bonuses normally present on the target. In addition, this spell gains +10% bonus accuracy versus a target wearing metal. If the spell hits it has an additional 60% chance to inflict the target with fulgurburn.
5 round cooldown.
Special Grid Rules:
This spell strikes a 1x3 cone area in front of the user.
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Rupee Cost: 500
Spell; Buff:
Frigidfire Aura: The Battlemage surrounds themselves in an aura of searingly cold bluefire which are channeled into their next melee attacks. Each time the Battlemage attacks a target using a melee attack or melee spell, they unleash a burst of bluefire into the target that grants a 70% chance to cause Coldburn to the primary target and a 30% chance to cause Coldburn to any adjacent targets. The Coldburn effect can still apply even if the initial melee attack misses. This effect can be used three times before the magic is expended. The Battlemage cannot attack on the turn this spell is cast.
5 round cooldown after the effect ends.
Special Grid Rules:
The splash effect reaches up to 2 squares away from the primary target.
Rupee Cost: 500
Tier 5.5: Levels 45-49
Spell:
Cryostorm: The Battlemage surrounds themselves in a field of perpetual winter. A primary target and up to adjacent targets must pass an Atk:Comp Save at disadvantage or they become slowed by the field for 1 Round and take 50% of the Battlemage’s Attack as frostbite damage. For every Round after the first, each affected enemy must reattempt the Atk:Comp Save check (although without disadvantage), or they are afflicted with an additional stack of Slow and are frostbitten again. Critical chance is rolled each time an enemy fails their Save; if the effect applies critically, the DoT damage is increased by the caster’s crit bonus. The storm dissipates either when all enemies escape, or 4 Rounds have passed.
7 Round Cooldown after the effect expires.
Special Grid Rules:
The field surrounds the caster, striking a 5x5 Square AoE around the Battlemage. Enemies that are within the field must continually perform a Save check even if they had previously passed it.
Rupee Cost: 550
Spell:
Elemental Aegis: The Battlemage surrounds themselves with a barrier of elemental energy, gaining a Ward equal to 15% of their maximum HP, plus an elemental bonus effect of choice, for up to 3 Rounds. In order to choose a bonus effect, the Battlemage must have an equipped spell or Scepter of the corresponding elemental type.
Fiery Aegis: Grants the user +25% fire resistance, -25% water resistance, and increases fire damage by 20%.
Frigid Aegis: Grants the user +25% ice resistance, -25% fire resistance, and increases ice damage by 20%.
Fulgurant Aegis: Grants the user +25% electric resistance, -25% ice resistance, and increases electrical damage by 20%.
7 Round cooldown after the effect expires.
Rupee Cost: 550
Class Mastery: Level 50
Spell; Melee; Buff:
Arcane Armament: The Battlemage channels arcane and elemental energy to empower themselves for a short period of time, gaining bonus offensive and defensive properties.
For up to 5 Rounds, the Battlemage channels arcane energy into their weapon, giving them the Reach and Non-Contact properties within melee range. In addition, the Battlemage gains 20% spellpower, which applies to all spells and basic attacks while under this effect, and an additional bonus effect applied to all attacks depending on what Attunement they choose.
Attunements can be chosen provided that the Battlemage has at least one other equipped spell or item that matches the element of the desired attunement:
For ALL attunements, the Battlemage benefits from all elemental weaknesses their target has, while ignoring any elemental resistances. (i.e. if the target is 20% weak to fire, the Battlemage deals 20% bonus damage in Fire attunement. If the target is 20% resistant to fire, the Battlemage deals neutral damage in Fire attunement. This applies if the target is normally immune to certain damage types as well.)
If no Attunement is chosen or available, this effect defaults to Arcane.
Arcane: Halves target’s non-elemental mitigation bonuses. Halves any offensive penalties applied to the Battlemage.
Fire/Coldfire: Has a 30% chance to Char the target for 2 Rounds.
Ice: Has a 30% chance to Chill the target for 3 Rounds, halving their movement speed and causing them to take bonus ice damage equal to 20% on Round 1, increasing to 40% on Round 2 and 60% on Round 3.
Water: Has a 30% chance to Drench the target for 2 Rounds.
Electric: Has a 30% chance to summon arc lightning, dealing 50% unmodified electric damage to up to 2 adjacent targets, plus an additional 50% chance of Electrifying them for 2 Rounds. This bonus attack does not need to pass accuracy on the adjacent targets.
Wind: Has a 20% chance to attack a second time. This second attack may not crit, but takes all other bonuses.
In addition, the Battlemage’s armor is greatly bolstered, reducing damage from the next attack they take by 60%, plus gaining an additional effect depending on their Attunement. Afterwards, the armor is diminished slightly, reducing the subsequent hit by 30%, and a third hit by 15%. After mitigating 3 hits, the mitigation effect expires, but the offensive effects of this spell persist until the end of the spell’s effect.
Arcane: The damage reduction cannot be reduced or removed in any way.
Fire/Coldfire: 50% of the mitigated damage is returned as Fire/Coldfire damage to the attacker.
Ice: Has a chance equal to the mitigated amount to inflict Lethargy on the attacker.
Water: The mitigated damage is spread across allies as a heal, divided equally among all party members.
Electric: Has a chance equal to the mitigated percentage to Shock the attacker for 2 Rounds.
Wind: Has a chance equal to the mitigated percentage to lower the user’s highest cooldown by 2 Rounds.
The Battlemage can choose to end this effect early and unleash their pent-up magical energy into one mighty attack, dealing bonus damage equal to 2x the amount of mitigation left on their ward, plus 10% bonus accuracy +5% per level the ward has diminished (i.e. if the ward has absorbed 2 attacks, the bonus accuracy increases to +20%). This damage can crit, and the modifier applies after all other modifiers.
12 Round Cooldown after the effect has expired.