Courses / BI / Glass Cannon
Glass Cannon
Required For:
Level:
1
Study DC:
9
Code:
BI 111
Glass Cannon Ability
Time:
Trigger
Trigger:
When you deal damage with a spell
Cost:
HP
Spend HP to deal additional damage with a spell.
For each point of HP spent, you deal 1 extra damage with that spell.
This increase also applies to any ongoing damage from that spell.
Upgrades to this ability allow you to spend more HP for more damage.
This ability does not affect the damage of summons.
(This ability does not affect buff spells which make something do additional damage.)
(Ex: If someone hits with a sword with Arcane Infusion and uses Wrath, this spell would increase the damage of the hit, but would not also increase the damage granted by Arcane Infusion or Wrath.)
For each point of HP spent, you deal 1 extra damage with that spell.
This increase also applies to any ongoing damage from that spell.
Upgrades to this ability allow you to spend more HP for more damage.
This ability does not affect the damage of summons.
(This ability does not affect buff spells which make something do additional damage.)
(Ex: If someone hits with a sword with Arcane Infusion and uses Wrath, this spell would increase the damage of the hit, but would not also increase the damage granted by Arcane Infusion or Wrath.)
“A dead enemy cannot hurt you.”
Name | Effort | Requires | Description |
---|---|---|---|
Damage +1 | 25 | Spend up to 1 HP +1 damage to a spell per HP spent |
|
Sacrifice 2 | 10 | Damage +1 | Spend up to 2 HP |
Extra Credit
Heavy Cost
Effort: 0
Requires: Sacrifice 2
You can spend twice as much HP with Glass Cannon while wielding a heavy weapon.
Do or Die
Effort: 5
Requires: Damage +1
You can only activate this ability at the end of your turn in combat, after rolling initiative.
Until the end of your next turn, a blood red aura surrounds you, and you both take and deal double damage.
If you become immune to damage or use Ultimate Defense or Endure Combo, this ability ends.
The damage of actions readied before this was activated is not boosted.
Until the end of your next turn, a blood red aura surrounds you, and you both take and deal double damage.
If you become immune to damage or use Ultimate Defense or Endure Combo, this ability ends.
The damage of actions readied before this was activated is not boosted.
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