Specializations/Stormcaller

Stormcaller

Staff, not walking stick. The clouds are listening.

Top tags burst · clear · control

Chainchargecap 10 each

SpellGenerates
The Clouds Are Listening1 charge
Static Field1 charge per second
Chain Lightning1 charge per jump, capped at 6 jumps
Take the Bolt1 charge to every enemy currently engaging you
SpellConsumes
Callbacknone
Earth It2–5 charge from one enemy, the caster's choice
Cloudburstall charge on every charged enemy in a large radius
Conductall 10 charge on it

Spells

Spell Tags Consumes k Floor
The Clouds Are Listening
  • aura
  • economy
0.3 45%

A storm cloud forms above you and follows you, striking nearby enemies at intervals without any input. Each strike applies 1 charge. At most 3 enemies per interval, nearest first.

n = enemies struck by that interval

Static Field
  • zone
  • control

A charged patch of ground that slows enemies crossing it and applies 1 charge per second to each enemy inside. Charge sits on enemies, cap 10 each, at most 12 carriers party-wide. 2 fields per caster, 6 party-wide.

Chain Lightning
  • chain
  • clear
0.3 45%

A bolt that leaps between nearby enemies, applying 1 charge per jump. Capped at 6 jumps.

n = targets reached

Take the Bolt
  • reactive
  • defense

Calls a momentary cloud of its own and lets it strike you. The next committed incoming attack is earthed through you and nullified. The discharge applies 1 charge to every enemy currently engaging you. At most 8.

Callback
  • ground
  • burst
none 0.38 35%

Designate a point. A storm front rolls toward it across the ground, striking everything under its path and discharging hardest where you aimed. Applies no charge and consumes none.

n = targets under the front

Earth It
  • tether
  • control
2–5 charge from one enemy, the caster's choice

Consumes 2–5 charge from one enemy, your choice, running a grounding line from it to the floor. Root it for a duration scaling on the charge consumed. 1 line per caster, 4 party-wide.

Cloudburst
  • ground
  • clear
all charge on every charged enemy in a large radius 0.2 60%

Consumes all charge on every charged enemy in a large radius, striking each for damage equal to the charge taken from it.

n = targets struck

Conduct
  • rider
  • burst
all 10 charge on it

Mark one enemy as a lightning rod, consuming all 10 charge on it. Bolts you cast redirect to strike it instead, at a stated capped rate. Surplus is absorbed and discharges when the mark expires. One rod party-wide.

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.