Hexgrid Feats and Spells

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Changes

17.7: Taunt CD 3 -> CD 4; other changes
17.7: Heal CD 1 -> CD 2
17.7: Shield changed.
17.7: Shield specialist removed, use Weapon focus [Shield] now instead.
17.7: Critical strike buffed, see text.
17.7: Arcane strike is now a spell + changes, see text
17.7: Fists of magma buffed slightly, see text.
17.7: Arcane missiles ultimate power unlocked.

New

Flanker [Passive, take only once]

  • R: Adjacent to Might and Quickness
  • E: Attacks against your enemies adjacent to you are at +1 Might and +1 Magic
  • X: Multiply effect of E by number allies (including yourself) with Flanker adjacent to that target.

Juggernaut [Passive, take only once]

  • R: At the end of row of 2 Might and adjacent to Health
  • E: When you lose HP, add that many Damage to your next melee attack.
  • X: If also currently adjacent to quickness, when you knock an enemy out, you may move into his square.

Healing light [Spell]

  • R:Adjacent to Spirit and Magic
  • E: Heal damage equal to twice your total Spirit. Cost 10 mana. Range 1. CD 5.
  • X: Increase the mana cost by up to the number of adjacent Spirit. Each point of mana spent this way increase the range by 1.
  • X: Increase the mana cost by up to the number of adjacent Spirit. Each point of mana spent this way reduces CD by 1.

Spells

"Level 1"

Burn [Spell]

  • R: Adjacent to Magic.
  • E: Deals [Fire] damage equal to your Magic. Range 3. CD 3. Mana Cost 1.
  • X: Reduce CD by 1 for each adjacent Charisma.

Spark [Spell]

  • R: Adjacent to Magic.
  • E: Deals [Lightning] damage equal to your Magic. Range 3. CD 3. Mana Cost 1.
  • X: Chance to hit an adjacent target, the chance is equal to the number of adjacent Luck divided by 6.

Chill [Spell]

  • R: Adjacent to Magic.
  • E: Deals [Ice] damage equal to your Magic. Range 3. CD 4. Mana Cost 1.
  • X: Chance to slow the target, the chance is equal to the number of adjacent Intelligence divided by 6.

Wind Punch [Spell]

  • R: Adjacent to Magic.
  • E: Deals [Air] damage equal to your Magic. Range 3. CD 3. Mana Cost 1.
  • X: Increase range by 1 for each adjacent Perception.

"Level 2"

Fire burst [Spell]

  • R: Have Burn, At the end of row of 5 Magic
  • E: Deals [Fire] damage in 2x2 area equal to twice your Magic. Range 4. CD 5. Mana cost 5
    • One of the 2x2 squares must be within range. Check cover for each target in area separately.

Lightning bolt [Spell]

  • R: Have Spark, at the end of row of 5 Magic
  • E: Deals [Lightning] damage to a target in range, and to all squares between you and the target equal to twice your Magic. Range 4. CD 5. Mana cost 5

Icicles [Spell]

  • R: Have Chill, at the end of row of 5 Magic
  • E: Deals [Ice] damage to three targets in range equal to your Magic. You can target same target multiple times. Range 5. CD 5. Mana cost 5.

Slashing wind

  • R: Have Wind punch, at the end of row of 5 Magic
  • E: Deals [Air] damage to all targets in range equal to twice your Magic. Range 3. CD 3. Mana cost 5.

"Scaling" spells

Arcane Missile [Spell]

  • R: Adjacent to Magic and Spirit; Size 2
  • E: Deals [Magic] damage equal to your Magic. Range 4. CD 1. Mana Cost 2.
  • X: Double the damage and mana cost for each consequent time you've cast this spell without skipping actions.
  • Power Overwhelming [Spell]
    • R: Adjacent to Arcane Missile
    • E: Your movement becomes 0 until your Arcane Missile stacks reset. You are considered to have cast two Arcane Missiles this turn. CD 1. Calculate mana cost as if you actually cast those spells.

Mana burn [Spell]

  • R: At the end of row of 3 Magic points, adjacent to Intelligence.
  • E: Deals damage equal to your Magic total to targets Mana pool. Range 3. Mana cost 3. CD 3.
  • X: If the spell empties the targets mana pool, target takes damage equal to his max mana.

Healing, support and misc spells

Fire shield [Spell]

  • R: Have Burn, Adjacent to Magic and Spirit
  • E: Mark friendly target in range as fire shielded. While this spell is on CD: when this target is attacked, attacker takes [Fire] damage equal to your Magic. Range 3. Mana cost 3. CD 3

Heal [Spell]

  • R: Adjacent to Spirit and Magic
  • E: Heal damage equal to your total Spirit. Cost: 1 mana. Range 1. CD2.
  • X: Increase the mana cost by up to the number of adjacent Spirit. Each point of mana spent this way increase the range by 1.
  • X: Increase the mana cost by up to the number of adjacent Spirit. Each point of mana spent this way increase healing by 3.

Shield [Spell]

  • R: At the end of row of 3 Spirit points.
  • E: Mark a target as shielded. -1 to wound this target. The target remains shielded while this spell is on cooldown. Range 1. Mana cost 5. CD 3.
  • X: You may increase the mana cost by 5 for each adjacent Spirit. For every 5 points of mana spent this way increase the range by 1.

Gish

Arcane Strike [Spell]

  • R: At the end of a row of 3 Might, adjacent to Magic; Size 3
  • E: Make a melee attack (from your weapon), adding your total Magic and half of the mana spent to cast this spell to the damage. Mana cost: half your remaining mana or 6, whichever is higher. CD 4.

Fists of Magma [Spell]

  • R: Adjacent to Magic and Might
  • E: While this spell is on CD, your unarmed attack deals [Fire] damage equal to your Magic and regular damage equal to your Might. CD 4. Mana cost 2.
  • X: If adjacent to Quickness, you may cast this spell as action boost

Feats

Action surge [Passive]

  • R: At the end of a row with at least 7 Quickness, at least 7 away from X or another Action surge; Size 2
  • E: +1 action

Armored casting [Passive]

  • R: Adjacent to Might and Magic
  • E: Can cast spells in armor

Bash [Action]

  • R: At the end of a row of 2 Might and a melee weapon or shield.
  • E: Make a melee attack, if the target loses hit points they pushed back one square. CD 4.
  • X: If you have Juggernaut feat, you may follow into the square you pushed the target from.

Bulwark [Passive]

  • R: Adjacent to Spirit and Health
  • E: Increase your max HP by number of adjacent Health stats multiplied by longest row of Spirit terminating in this feat. This number is adjusted each time your character sheet changes.

Critical strike [Action boost]

  • R: At the end of a row of 2 Might, adjacent to Quickness
  • E: Add your half your total Quickness to damage dealt by one of your melee attacks (from a feat or a weapon). Use at the same time you use the attack. CD 3.
  • X: Add damage equal to your total luck.

Dash [Action]

  • R: At the end of a row of 4 Quickness; Size 2
  • E: When taking this feat, you may select a feat on a same row as Dash, that feat cannot have X or another feat between it and Dash, also, this feat must have target(s). When you use this feat, take a move action, how ever many squares that happens to be. In each square you occupy during this move: the starting square, the end square and any squares in between, use the selected feat. You cannot target same enemy twice and cannot use the feat again if you re-enter a square you already used the feat in. CD 5, the selected feat does not activate it's CD.
  • X: Instead of selected feat in E, you may choose an attack granted by a melee weapon you have equipped.
    • If the chosen feat has a cost (such as mana), pay it for each use.

Empower [Passive]

  • R: Adjacent to a spell.
  • E: Adjacent spells are +1 to wound. Mana-cost of these spells is doubled.

Eye for an Eye [Action]

  • R: Adjacent to Magic and Might
  • E: Mark yourself with Eye for an Eye: the next time you take damage, deal that much damage to the source of that damage. Mark lasts while Eye for an Eye is on cooldown. CD 3.
  • X: Add damage equal to longest row of Perception that terminates in this feat.

Fast Casting [Passive]

  • R: At the end of a row with at least 7 Magic, at least 7 away from X or another Fast Casting.
  • E: Reduce the cooldown of all your spells by 1.

Fleet [Passive]

  • R: At the end of a row of 3 Quickness
  • E: +1 movement
  • X: If at the end of row of 4 Quickness points, reduces cost of diagonal movement to 1 (normally 2).
    • X Applies if it was true when this feat was placed.

Hamstring [Action]

  • R: At the end of a row of 2 Might and a melee weapon.
  • E: Make a melee attack, if the target loses hitpoints they are slowed by 1 until your next turn. CD 4.

Heroic Might [Passive]

  • R: At the end of a row with at least 7 Might, at least 7 away from X or another Heroic Might; Size 3
  • E: Double your Might total

Human riot shield [Passive]

  • R: adjacent to Quickness and Magic
  • E: When allies are firing through your square, you do not cause cover for enemies

Mana battery [Passive]

  • R: At the end of a row of 2 Spirit or adjacent to Mana battery.
  • E: +6 mana
  • Mana bank [Passive]
    • R: At the end of a row of 2 Mana battery
    • E: +18 mana
  • Mana Vault [Passive]
    • R: At the end of a row of 2 Mana Bank
    • E: +54 mana

Master of Mana [Passive]

  • R: At the end of a row with at least 7 Spirit, at least 7 away from X or another Master if Mana; Size 2
  • E: Halve all of your mana costs

Spell sniper [Action boost]

  • R: Adjacent to Magic and Quickness
  • E: Ignore one square of cover between you and your spell's target. CD 3.
  • X: Instead ignore connected squares of cover equal to longest row of Perception that terminates in this feat.

Specialist [Passive]

  • R: Adjacent to a specialist stat
  • E: Choose a specialist stat that fulfills the R as you place this feat, the chosen type of stat points give an extra point of the chosen stat.
  • X: Choose a profession that (at least loosely) has something to with the chosen specialist stat. You are considered a capable expert in that field.

Reach spell [Passive]

  • R: Adjacent to a spell.
  • E: Adjacent spells have their range increased by their base range value. The cool down of the spell is increased by 1.

Revitalizing Strike [Action]

  • R: At the end of a row of 2 Might adjacent to Spirit and a melee weapon.
  • E: Make a melee attack, then if the target loses HP, heal yourself equal to the amount of HP lost plus your total Spirit. Mana cost 3. CD 3.

Second Wind [Passive]

  • R: At the end of a row with at least 7 Health, at least 7 away from X or another Second Wind.
  • E: The first time you are knocked out in an encounter, instead go to half your hitpoints.

Sword and sorcery [Passive]

  • R: Adjacent to Might and Magic
  • E: You can cast spells at normal speed, while wielding one handed sword in one hand and have the other hand empty.

Taunt [Action]

  • R: Adjacent to Spirit and Health
  • E: Enemies within 1 square are marked taunted. These marked enemies have -1 penalty on to wound rolls on targets other than you. CD 4.
  • X: Deal damage to marked enemies who attack your allies equal to your total charisma.
  • Mystic retribution [Passive]
    • R: Adjacent to Taunt and Magic
    • E: the X-ability of Taunt deals extra damage equal to half your total Magic.

Toughness [Passive]

  • R: At the end of a row of 2 Health or adjacent to Toughness
  • E: +6 max HP
  • Improved toughness [Passive]
    • R: at the end of a row of 2 Toughness
    • E: +18 max HP

Weapon focus (select a specialist weapon) [Passive]

  • R: At the end of row of 3 Might
  • E: You unlock additional abilities from weapons of selected type.