The table also shows what the level of the spells which you can choose Also shows how much Energy Points you use for your spell by each level. The Spatiomancer table shows how many Energy Points you have. Also, you can use your eyes as an arcane focus. This allows you to cast spells, see the spell list of the space-time wizard later. You have access to an innate control over time and space that grows as you increase your power. ( a) A dungeoneer's pack or ( b) An explorer's pack.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose three from Arcana, History, Insight, Insight, Perception and Investigation. Saving Throws: Intelligence and Constitution Weapons: Simple Melee Weapons, Martial Ranged Weapons. Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Spatiomancer level after 1st Hit Points at 1st Level: 1d6 + Constitution modifier Second, choose the Sage background.Īs a Spatiomancer you gain the following class features. First, intelligence should be your highest ability score, followed by Constitution. You can make a Spatiomancer quickly by following these suggestions. Also think about how people reacted to his different power and eyes. If not, think about how such power was hidden from your character and how he reacted when he discovered it. Think if your character always knew he had this power, and if so, how he used or avoided using it. They are born with a mark, a symbol in their eyes instead of the pupil, being things like the drawing of a clock for exemple. In addition, your eyes are your source of power, each representing the control over a property, that is, one represents time and the other the space. Although they have little HP, they can be considered tough characters because of their great abjuration. This magic is designed to gain control of the battlefield, made to prevent enemies from reaching you. They have the ability to cast lots of spells before they get tired. They have been blessed by some entity capable of performing their deeds and now possess one of the most dangerous types of spells. Last, I use Northerliesto consume Dropsy for additional damage and the extended Deep Freeze, which is pretty much the best debilitating status in the game as it prevents all actions for 20s and gives you time to come out of Waning Nocturne.The controllers of space-time tissue. Then, taking advantage of the increased damage of High Voltageand extensive Paralysis due to Dropsy, I tack on a Bad Breath for the Poison DoT at 150 potency, though since shorter debuffs don’t usually overwrite stronger ones there’s no worry there about the short paralysis. We then follow with a fast-cast spell, with Magic Hammer being my choice for being able to cause Conkered and restoring MP, followed by weaving in the oGCD Feather Rain for a empowered Windburn that last for 6s or 2 server ticks for a total potency of 550. Northerlies: Ice Damage at 220 potency and inflicts Deep Freeze on enemy (while removing Dropsy), rendering enemies helpless.īristle serves to increase the power of Song of Torment when it applies Bleeding, along with Moon Flute raising the damage of everything else, also increasing the power of the DoT that last for 30s and gives you a general potency of around 1200 rounding down.Īqua Breath follows as it applies Dropsy, raising its total potency to about 330 over the 12s period.Bad Breath: Inflicts several debuffs and the Poison status at 50 potency for 15s.High Voltage: Lightning Damage at 220 potency and 30s Paralysis (while Dropsy inflicted on enemy).Feather Rain: Wind Damage at 220 potency with falloff and inflicts Windburn for 6s. ![]() Magic Hammer: Unaspected damage at 250 potency with falloff and restores 1000 MP while inflicting Conkered.Aqua Breath: Water Damage at 140 potency and inflicts Dropsy on the enemy that causes damage over time.Song of Torment: Unaspected damage at 50 and Bleeding on the enemy that causes damage over time.Moon Flute: Increases damage dealt by 50% and movement speed by 30%. ![]()
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