Effect

Brand the enemy with a Far Sign, dealing 26 damage plus 3 damage for each player level.

If this hit connects, attempt to apply or refresh Far Sign for 2 turns.

While marked, the first time each real turn the enemy takes direct damage from a Sorcerer spell, Far Sign deals 14 additional damage plus 1.5 damage for each player level. Refreshing Far Sign does not reset an echo already used this real turn.

Consume up to 2 Threads. Each Thread spent increases both the initial hit and Far Sign's echo damage.

Total initial damage is increased by 7% for each player level.

Ends your turn.

Brand the enemy with a Far Sign, dealing 26 / 38 / 52 damage plus 3 / 4 / 5 damage for each player level.

If this hit connects, attempt to apply or refresh Far Sign for 2 turns.

While marked, the first time each real turn the enemy takes direct damage from a Sorcerer spell, Far Sign deals 14 / 22 / 32 additional damage plus 1.5 / 2 / 2.5 damage for each player level. Refreshing Far Sign does not reset an echo already used this real turn.

Consume up to 2 Threads. Each Thread spent increases both the initial hit and Far Sign's echo damage.

Total initial damage is increased by 7% for each player level.

Ends your turn.

Cost BLUE 10 10 / 12 / 14 RED 10 10 / 12 / 14
Tags
  • Damage
  • Resource

Path

ArchetypeVeilweaver Class PathSorcerer
Subclass LaneBeyonder

Spell path