Specializations/Arrowmind
Arrowmind
The arrow forgets it was ever just wood.
Chainheld arrowscap 8 per caster
| Spell | Generates |
|---|---|
| Suspend | held arrows |
Spells
| Spell | Tags | Consumes | k | Floor |
|---|---|---|---|---|
| Guided | — | — | — | |
|
Your next several shots curve in flight, tracking their target around obstacles and through evasion. | ||||
| Forgets It Was Wood | — | 0.13 | 65% | |
|
Your next several shots pass through enemies and terrain alike, losing nothing. At most 10 bodies pierced per shot, ordered by distance along the line.
| ||||
| Splitmind | — | 0.4 | 35% | |
|
A single arrow fractures mid-flight into several, fanning outward. Fragments inherit every property of the parent. Falloff counts targets struck across all fragments.
| ||||
| Mindpin | — | — | — | |
|
An arrow that roots its target in place. You can command it to drag them a short distance. At most 4 pins active party-wide. | ||||
| Recall | — | 0.2 | 60% | |
|
Spent arrows return to your quiver with their properties intact, striking anything they pass through on the way back.
| ||||
| Suspend | — | 0.33 | 40% | |
|
Fire arrows that stop dead in mid-air and hang there, keeping the properties they carried. Release your held arrows later from wherever they wait. 8 per caster, 24 party-wide. At most 8 per release, under a single shared falloff.
| ||||
| Elsewhere | — | — | — | |
|
Relocate your firing origin to your furthest held arrow, consuming it. Shots originate there until you relocate again or the field empties. With none held it still fires, relocating to a designated ground point for a stated shorter duration. | ||||
| Turnabout | — | — | — | |
|
Incoming enemy projectiles aimed at you inside a radius stop obeying whoever fired them: every 2 become 1 held arrow. 3 held per caster, 9 party-wide. With Suspend slotted the two fields merge and the larger cap applies. | ||||
Falloff: per-target damage × n^-k down to Floor, where n is targets hit. k = 0 is no falloff, and — is a spell that states none.