Abyss Ambulator
Posts: 1217
Joined: Sunday, 14th April 2013, 04:01
Translocations spell: Doublephase
Effects:
Each copy uses your max healthpool, but takes 60% damage. So, if a monster is attacking only one, it is beneficial, if monsters are attacking both, you take more damage.
Your weapon is uncertain as well- all attacks cleave, but do 60% damage. Your clone attacks when you do.
Spells only cost the MP of one cast. However, charms and transmutations have half duration, conjurations have their damage reduced by half. Other translocations cannot be used during this.
Neither copy can move if either of their movements is blocked. (i.e., if Original hits a monster in front of it, Clone does not move forward.)
At the end of the spell, you teleport to your clone's location. You can end the spell early, but you will teleport to a random unoccupied square between you and your clone, inclusive.
Purposes:
A more offensive translocation, it can potentially double your damage, or put you in a bad spot. It also serves as a delayed controlled blink, but if your clone gets into trouble, cancelling early can be unpredictable. Copying to a short distance lets you wallop one enemy, but for a very short time, whereas copying further can help you get away, but increases the chance that something might spot your copy.
I'm thinking level 7 personally.