Magic Cycles

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Magic Cycles
At the start of an encounter, you gain one of two statuses: Cycle of Fire and Water or Cycle of Earth and Air. Cycle of Fire and Water increases your Pyrokinetic and Hydrosophist combat abilities by 2. Cycle of Earth and Air increases your Geomancer and Aerotheurge combat abilities by 2. Statuses swap each turn.

Magic Cycles is a gift bag talent, added by the Divine Talents feature.


Overview

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Magic Cycles grants rotating ability bonuses each turn. At the start of combat, the character gains one of two statuses: Cycle of Fire and Water (+2 Hydrosophist, +2 Pyrokinetic) or Cycle of Earth and Air (+2 Geomancer, +2 Aerotheurge). The statuses swap each turn.

Strategy

  • Magic Cycles provides +2 to two skill schools at any given time, which is a notable damage increase for casters who use spells from all four schools.
  • For single-school specialists, the talent only benefits them every other turn, halving its effective value.
  • Planning spell usage around the rotation maximises the bonus, but the forced alternation adds complexity to turn planning.
  • The internal talent ID is `MagicCycles`.