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Battlemage's Power
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Battlemage's Power is a passive feature that enhances the user's spellcasting whenever they damage a foe with a weapon attack spell.
Description
When you hit a target with a spell or cantrip that uses a weapon, you gain Arcane Acuity.
Details
- Recharge: Per attack
Condition: Arcane Acuity
Arcane Acuity
Duration: 2 turns
- Affected entity has a +1 bonus to its spell Attack rolls and spell save DC for each remaining turn.
- Reduce the duration by 2 each time the entity takes damage.
- Arcane Acuity has a maximum Duration: 10 turns.
How to learn
Granted by the equipment:
Notes
- The spells that can trigger this effect are:[1]
- Any smite spell (and also Divine Smite). Casting a smite spell and then reacting with Divine Smite will trigger Battlemage's Power twice.
- Booming Blade
- Ensnaring Strike (Melee) and Ensnaring Strike (Ranged)
- Hail of Thorns
- Any damage dealt while wielding a Flame Blade or Shadow Blade in the main hand. The damage can be from any source such as weapon attacks, spell damage (including each dart from Magic Missile), or even damage from status effects like Burning. Battlemage's Power does not trigger if the conjured weapons are in the off-hand, even if attacking with the conjured weapon.
References[edit | edit source]
- ↑ From the definition of
ArcaneAcuityGlovesCondition()inMods/Shared/Scripts/thoth/helpers/CommonConditions.khn:Show code
function ArcaneAcuityGlovesCondition() return IsSmiteSpells() | SpellId('Target_BoomingBlade_ClassSpell') | IsSpellChildOrVariantFromContext('Target_BoomingBlade_ClassSpell') | SpellId('Target_BoomingBlade') | IsSpellChildOrVariantFromContext('Target_BoomingBlade') | SpellId('Target_EnsnaringStrike') | SpellId('Projectile_EnsnaringStrike') | IsSpellChildOrVariantFromContext('Target_EnsnaringStrike') | IsSpellChildOrVariantFromContext('Projectile_EnsnaringStrike') | SpellId('Projectile_HailOfThorns') | IsSpellChildOrVariantFromContext('Projectile_HailOfThorns') | HasStatus('FLAME_BLADE',GetActiveWeapon()) | HasStatus('FLAME_BLADE_4',GetActiveWeapon()) | HasStatus('FLAME_BLADE_6',GetActiveWeapon()) | HasStatus('SHADOW_BLADE',GetActiveWeapon()) | (IsSpell() & IsWeaponAttack()) end