Far Sign
← Back to spellsBrand 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.
Cost
10 10 / 12 / 14
10 10 / 12 / 14
10 10 / 12 / 14
10 10 / 12 / 14 Path
Spell path