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%. Bristle: Increases the potency of next spell by 50%.Just… don’t miss with the Northerliesor you’ll have a bad time. So if you want to learn how to leave enemies with DoTs for days and enfeebled, consider using this for a fun time. As a result I managed to get something that works, though the timing is a bit tight. Only by finishing a long rest can you remove a level of exhaustion gained in this way.So, this little combination was something I considered when trying to figure out exactly how many DoTs I could stack on an enemy and how many spells could I squeeze into the sequence while under Moon Flute. When you use this feature, you gain one level of exhaustion. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. Once you create a bead with this feature, you can't do so again until you finish a short or long rest. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.Ī creature holding the bead can use its action to release the spell within, whereupon the bead disappears. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. Arcane AbeyanceĪt 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. You regain all expended uses when you finish a long rest. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). While encased in this way, the creature is incapacitated and has a speed of 0. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls. You can use this ability twice, and you regain any expended uses when you finish a long rest. The target must use the result of the second roll. You make this decision after you see whether the roll succeeds or fails. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. Sources: Explorer's Guide to Wildemount Chronal ShiftĪt 2nd level, you can magically exert limited control over the flow of time around a creature.
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