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Class record

Starcaller

Striker / Controller

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

Rules reference

Class mechanics

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

Entry

Requirements

Mage or Sorcerer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Appraise, Medicine, Magic, Religion, History, Flight, Artifice 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.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Power.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Astrea Lu Novar stood on a cliff overlooking the plains in the distance. Already she could see the Westrian forces approach in a tight combat formation towards the severely outnumbered Sorthen forces that hugged the edge of the forest. They were weakened and the Westrian had brought many paladins for this fight. However, the Westrians probably weren’t expecting her.

She looked at her younger brother and nodded. He shouted commands and all around her she could feel their subordinates set up their defensive barrier of stars. Sorthen saboteurs could probably sneak through it, but Westrians? They would kill themselves trying to break through.

As this happened, the Westrians had begun to engage the forces below. Astra raised her hand to the sky and dozens followed after her. “Target the healers.” She gave a simple command and uncountable stars began to form above the heads of the humans. Their panic and attempts to flee and find cover did little to save them from the magical energy that exploded onto the battlefield.

With the healers weakened or killed, she directed her attention to the paladins still cutting through her fellow demons in the frontline. A point of white-gold light ignited in the air above their leader. The air tightened around it, distorting faintly like a heat haze with a ring of plasma forming around it. And then it ruptures, exploding outwards in a violent flare leaving nothing but a crater where the man once was.

The rest scramble for a counteroffensive, but that too would be pointless. After all, how could one fight the sky itself?

“When you see a falling star, do not wish. Run.”

Tactical guidance

Playing Starcaller

The starcaller is a long range DPS mage class.

Your key ability Celestial Artillery lets you ignore cover when attacking from long range with the spells from this class. Comet is a simple long range spell to let you do this reliably without spending mana.

Starfall is a zone denial tool that's interesting in that it punishes whoever doesn't move out more due to suddenly taking all the hits. It's only light attacks though, so it won't do much vs tanks.

Corona Burst is a simple Heavy attack with added damage on top.

Starlance is a precise attack that lets you ignore a good portion of the target's guard. This makes it effective against high agility targets who generally have low guard to begin with, while still letting you do acceptable damage to people with medium guard levels too.

Finally, Stardust Reverie is another zone control tool that helps you prevent enemies from rushing your position and denying your long range passive. You can use it early in a fight and keep adjusting the range as enemies approach you.

Starcaller

Class features

Abilities unlocked

Complete rules for every ability granted by Starcaller.

Class feature

Benefit 1

When attacking an enemy outdoors that’s further than 80ft away, your spells with the Celestial keyword gain the Artillery keyword.

Benefit 2

You may use Comet.

Ability

Starfall

2 AP
Range
360ft
Keywords
Spell,Celestial

You target a 25x25 square within range. On the start of your next turn, 4 stars fall down in the area.

At the start of your next turn, you make 4 light attacks that deal Arcane damage, evenly divided amongst enemies in the area. If there are less enemies than stars, you may hit an enemy more than once (though you must still attempt to hit each enemy an equal amount of times if possible).

2 AP1 MP
Range
240ft
Keywords
Spell,Celestial

You make a Heavy attack against the target that deals Fire damage. For every 20ft of distance the target is away from you, this deals +1 damage. (Up to a maximum of +12)

2 AP1 MP
Range
60ft
Keywords
Spell,Celestial,Upkeep

Declare a distance up to the range of this spell. You create a celestial dome at that range from you that harm those that pass through it.

Until the start of your next turn, whenever a creature willingly enters that distance from you, you may make a Light attack against them that deals Arcane damage. You may choose to spend an RP before making this attack to make it a Heavy attack. A character that Sidesteps or Teleports through your stars does not provoke this attack.

Upkeep: 1 mana. When you pay the upkeep cost, you may change the distance of the stars.

Ability

Starlance

1 AP1 MP
Range
120ft
Keywords
Spell,Celestial,Pinpoint

You make a Precise attack against the target that deals Arcane damage.