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Class record

Phosphomancer

Striker / Support

Tier
2
Difficulty
2 / 5
Main role
Striker
Secondary role
Support

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered or Holy mastery.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Religion, Art Magic, History, Appraise, Negotiation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

By CCeles.

Tactical guidance

Playing Phosphomancer

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Phosphomancer

Class features

Abilities unlocked

Complete rules for every ability granted by Phosphomancer.

Key ability

Benevolence

Class feature

Benefit 1

You gain Elemental Mastery: Holy

Benefit 2

Your attacks do not consume Illumination on miss.

Benefit 3

You may choose not to use the effect of Illumination on a target.(Must be declared before an attack is made).

Ability

Brilliance

1 AP1 MP
Range
80ft
Keywords
Spell,Illumination,Light

You make a Light attack against the target dealing Holy(Light) damage. On damage, inflict Illumination X, where X equals your Focus / 2 (rounded down) until the end of your next turn.

2 AP
Range
60ft
Keywords
Spell,Light,Rapid,Illumination

You attack with blades of pure light making a light attack against the target, dealing Holy(Light) damage. On damage, inflict Illumination  X where X equals your Focus / 2 (Rounded Down) until the end of your next turn.

2 AP1 MP
Range
60ft.
Keywords
Spell,Light,Blinded,Illumination

You select a point within range. All targets in a 15x15 area centered on the point must make a save against your Potency or be inflicted with Illumination X where X  your Focus / 2 (Rounded Down) until the end of your next turn. They also become Blinded 5 for their next attack.

3 AP2 MP
Range
60ft
Keywords
Spell,Light,Illumination,Scatter

You make a light attack that deals Holy(Light) to any targets in a 5ft wide line. At any point of the line you can draw a second 55ft long perpendicular line centered on that point of the initial line. You make another Light attack against all caught on this second line and on damage you inflict Illumination X where X is your Focus / 2 (Rounded Down) until the end of your next turn.

If a target gets hit by both lines, the second line deals Heavy damage and inflicts your full Focus in Illumination instead.