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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:
- 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
- Almost any damage dealt while wielding a Flame Blade in the main hand. The damage can be from sources such as weapon attacks, spell damage (e.g., each dart from Magic Missile), or even damage from status effects like Burning.
- Battlemage's Power does not trigger if the conjured weapon is in the off-hand, even if attacking with the conjured weapon. It also does not trigger if damage is from many spells or cantrips with an attack roll, such as Eldritch Blast.[verify]
Bugs
- The reader is advised that Battlemage's Power appears to have some of the most complex and unintuitive behaviour in the game, making it difficult to distinguish what is actually a bug.
- Almost Any damage dealt while wielding a Flame Blade in the main hand triggers Battlemage's Power. 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. This effect also used to work while wielding a Shadow Blade in the main hand, but this was removed in a hotfix after Patch 8.
- Battlemage's Power does also not trigger in conjunction with many spells or cantrips which require an attack roll, such as Eldritch Blast, as the game engine correctly identifies these as standard spell attacks rather than weapon attacks.[verify]
- Battlemage's Power does not function with the Mephistopheles Tiefling version of Flame Blade, as this version has a different condition applied to it which is not listed in the
ArcaneAcuityGlovesCondition() .khnscript. - Throwing Healing Potions and Grenades triggers Battlemage's Power, even without hitting any target.
- Reaction Smites provide acuity if and only if the triggering attack provided acuity. If the source attack does trigger Battlemage's Power, reaction smite triggers them a second time, for a total of +4 Acuity.
- All of the following provide Acuity:
- Persistent AoE spell effects like Cloudkill and Wall of Fire
- Every status in the game which deals damage attributed to the wearer triggers Battlemage's Power. For example, Burning and Electrocuted.
- Fall damage caused by the wearer
- Some miscellaneous effects like the Holy Lance Helm
- Retaliation effects do not trigger Battlemage's Power.
- This includes
onHiteffects such as Armour of Agathys and Fire Shield;onDamageeffects such as Fleshmelter Cloak; andonMisseffects such as Shield of Scorching Reprisal.
- This includes
- Battlemage's Power is meant to have a
OncePerAttackrestriction, meaning they should only provide Acuity once per damaging event. However, the OncePerAttack limit gets reset every time the player character performs any effect which targets any in-game entity, whether that entity is an enemy, an ally, or the wearer themself.- This includes regular attacks as well as self-target abilities like Dash and Rage.
- This also includes effects the game considers an "attack" (due to underlying code) such as: using the Perform action (including in combat), speaking with the Sentient Amulet (including in combat), targeting someone with the ability check version of Bend Luck, and provoking an attack of opportunity (though if the wearer takes damage from it, they lose 2 Acuity).
- Explosions also reset the gloves' once per attack limit. This includes the AOE "explosions" from Hamarhraft and Luminous Armour as well as grenades like Alchemist's Fire and Caustic Bulb.
- Almost Any damage dealt while wielding a Flame Blade in the main hand triggers Battlemage's Power. 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.
References[edit section | visual editor]
From the definition of ArcaneAcuityGlovesCondition() in Mods/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





























