Charge

A spell used for characters to enable an ally to perform a combo. Combos are enhanced versions of specific spells and are executed by putting charging characters in a specific pattern and then letting one of the characters in the pattern execute the spell.

ClassAll
Cost50K
AP1
TargetSelf
Duration1 Round
Recast1 per Turn
EffectPuts character into charge mode


Notes
  • An action such as moving or casting a spell will abort charge mode, however it is possible to be moved around by other characters without losing the charge.
  • The character performing the combo should not cast charge. Instead he will trigger the combo by casting the right spell at the right position. When doing this, the charging characters will lose their charges.
  • Hitting a charging character will not cause him to lose his charge.
  • See this page for a list of known combos.


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