Xenocrat |
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Auto-Cam: T1-3/P1-3: Records everything within 30' of you for minutes/level. We have scanners and other tech items or mini drones that do this already more or less indefinitely, so a frequent case of just having more than one way to do something. In this case that thing isn't very important. Spell gem it, maybe.
Bend Reality: P5/W5. This one is quite powerful as a buff. Gives four reaction options, two of which are bad/redundant, the other two are good. Both of these classes have reaction spells that overlap with some of this, but this allows one standard action casting to provide numerous uses to draw on.
• After seeing the roll but before learning the result of one attack roll, ability check, skill check, or saving throw made by you or an ally within 30 feet, you can roll 1d20 + your caster level + your spellcasting ability score modifier and apply its result in place of the triggering attack roll, save, or check.
• You can attempt to deflect an attack that would otherwise hit you. Roll 1d20 + your caster level + your spellcasting ability score modifier and compare the result to the attack roll. If your result equals or exceeds the attack roll’s result, treat the attack as a miss.
Bolster Spell: Everyone 1-3. Reaction boost an ally spell. Mostly not worth it in my opinion.
Chromatic Safeguard (and Greater): M1/W1, M3/W3. A bookkeeping challenge that protects against some randomly rolled and one specifically chosen energy damage types. Wisps are generated that absorb energy hits of the appropriate type. It lasts hours/level and is only a 1st level, so it does have some low level use before more reliable/full spectrum protections come on line.
Chronal Assault: M6/P6. Gives you four attacks interspersed with teleport moves at effectively your full attack bonus. No unwieldy weapons. A melee precog in power armor could do some nasty stuff with this.
Chronosphere: P1-6. Single target ranged force damage, if they fail a save they also (depending on level) take penalties to speed, reflex saves, and AC until end of your next turn. The penalties never get particularly high, the damage isn't great (Mind Thrust is pointing and laughing). Pass for me.
Compounding Failure: M2/P2. Inflicts shaken, and is mind affecting but not fear. Every time they fail an attack/skill/ability check the penalty grows, up to -4. If they damage a significant foe or succeed a meaningful skill/ability the penalty shrinks, to a limit of -1. If you heavily debuff someone, this makes the shaken component likely to be worse as they keep missing.
Conduit of Destruction: Everyone 2-6. Create emanation of damage around you, concentrate duration, area grows every round, you can make a check not to lose the spell if you get hit, if you lose it anyway it blows up and inflicts another tick of damage on everyone in the zone. I say no thanks. The 3rd level version is 3d6 damage, so you'd need three rounds or two rounds plus a premature termination to equal an Explosive Blast in damage (with three saves instead of one) in a tiny emanation around you. On the other hand the 6th level is 10d6, 10' starting radius, and max radius 100', so that's pretty funny for mass murder at a stadium off one 6th spell slot.
Deceptive Afterimages: P2/W2. You ranged feint an enemy on behalf of an ally you touch. For the duration the ally can feint as a move action with your Bluff modifier (real or spell provided one). Better than that garbage feint spell in GM, at least.
Degrade Programming: P4/T4. Makes a computer permanently more difficult to use, requiring a separate computers check to do anything at all for 24 hours, then doubling all times involved. I guess a GM could do this to paranoid NPC computers to make them extra secure.
Erase Existence: P6/W6. Cone that does 12d8 slashing damage, whatever. But if you go to 0HP, make a fort save or be erased from time. Body vanishes, memories and records of you vanish, except for really close friends who vaguely recall you. Needs a Wish to restore by someone who remembers your name. Creeeeepy! I love it.
Fantastical Transformation: Everyone 5. 30' dazzle emanation, anyone dazzled can be subject to the following effects as swift/move action: bluffed/intimidated a +2 circumstance bonus, dirty trick blind option using spellcasting modifier, weak fire/sonic bolt (this doesn't require dazzled target). I dunno. A 5th level slot is a lot, but it does give you some nice action economy enhancement if you're a Mystic or Techno who has big bluff/intimidate bonuses.
Fearsome Reputation: M2/P2/W2. Hour long buff, can dismiss as a reaction when you fail an intimidate check or a fear save to try again. This seems fine for intimidate builds late game when you're retraining your 2nd level slots to buffs.
Xenocrat |
Hardlight Spheres: M1/T1/W1. Creates 4 hardlight globes orbiting your head for minutes/level until you launch one as a swift action, or all of them as full attack action (-3 penalty instead of -4). They target KAC, do d8, and on a hit everyone within 10' must reflex save not to be dazzled for one round. I guess they're fine until you train out? Spread out as swift actions and trying for the dazzle debuff on multiple enemies they're a decent option compared to other 1st rank damaging spells.
Junk Bomb: T3/W3. Ranged detonate tech junk, 6d6 10' radius. That's bad, but you can use it to detonate an ongoing junk spell effect and in that case the spell level is added to each damage die - e.g. a harmless handy junkbot goes up for 6d6+18, or you could blow up your level 6 junksword and throw it (10' range increment) for 6d6+36. There's probably some big synergy with the Junker's Cache (infinite junkswords and eventually handy/healing junkbots) and the Junkomancer archetype (bonus junk spell slots of all levels). You can also use this to blow up an enemies junk armor/sword/bot, but they get a save to negate.
Lava Floor: M6/W6. Ranged 30' spread ongoing fire damage, rounds/level. I don't actually love the damage on this (initial is 120% of explosive blast, ongoing is 80%), but when it ends (and you can dismiss it) everyone standing in it is automatically entangled, no save. They can move action try to break free with acrobatics or strength checks.
Lifeforce Reservoir: M2/P2. Longterm store some modest amount of your HP in a reservoir for hours/level. If an ally is later dying within 30', you can reaction give it to them and they get twice as much. After that you can heal back up to max yourself. Fine as insurance against someone going down to immediately get them back in the fight or save actions/resources to stabilize them.
Moment's Hesitation: M0/P0/W0. 1 round stagger as a cantrip! But they get another save if damages them before their staggered turn comes around, and immune for 1 minute after.
Parasitic Lifelink: M3/W3. Steal half the healing another creature receives. Fort negates. I guess good for GMs to mess with PCs, not a smart pickup for a PC.
Perfect Hindsight: M2/P2/W2. A nice buff! Lasts one hour, effects level targets. When you fail an attack/ability/skill/save roll, every single target of your spell gets a bonus when they try the same thing within 1 minute. +4 insight bonus to skill, d4 insight bonus to any of the others. How much would you give to provide your entire party a d4 insight attack bonus against a target your spellcaster just missed? A 2nd level spell slot is a bargain.
Plurality Strike. P6. Standard action, make three attack rolls with a melee or ranged weapon. You use the highest result to determine if you hit. If two of them hit, you apply any crit effect and ignore any miss chance. If all three of them hit, you get a full critical hit. "If you make this attack with a weapon that affects an area or multiple targets, the spell’s additional benefits apply only to the closest target." To me that says the highest attack roll part does apply to every target, so great for blast weapons or lines to ensure you get them all.
Xenocrat |
Psychic Intuition: M2/P2. Roll twice on sense motive checks vs your target. Poor man's lie detector and mental influence detector, I guess the precog doesn't have other spell options.
Rapid Overload: T6. Sets up a 10d10 30' radius trap on a computer you touch. All you need is a modest Perception DC 45 to spot it and DC 40 mysticism or computers to disarm it, so no problem. I'm not sure what the use case is for this, weird high level literal cyber terrorism? You can't use it safely as a routine security measure on your own computer, I guess you can disable or dispel it when you return if you need extra security for a few hours? Baffling.
Repulsing Beacon: T4/W4. Make a comm unit repulse (they're sickened and try to leave) a selected type or subtype of creature in a given radius. Longterm area denial if the comm unit doesn't move (10 minutes/level), but only round/level once you move the comm unit (like because it's on your armor). Radius is 20' on personal, 40' on system-wide, and 100' on unlimited comm, so base (or stationary vehicle) defending shenanigans are obvious. Drop a cheap comm unit to secure your battle space.
Revealing Light: M2/P2/T2. Convert a technological or magical light to magical light and reveal all invisibile creatures in normal/bright light area it emits. A big contender against See Invisibility.
Rotting Touch: P1-6/W1-6. Does modest touch acid damage against EAC, then corrode effect (which can be stopped with a fort save against spell DC) for three more rounds. It's bad! Level 3 is 3d8 plus maybe if you're lucky three more rounds of 3d8. As usual, new damaging spells are not comparing favorably to Explosive Blast or Mind Thrust.
Shades of the Past: M1/P1. 10' radius, that you can move, its primary purpose is to negate concealment miss chance in the area. Also imposes a penalty to stealth checks (which they can still do) and does one round of shaken against one creature when you first cast it. Get a targeting computer, bro!
Shrapnel Shot: T1-6. Ranged KAC attack does piercing damage (halfish a Mind Thrust at most levels) then does an explosion for modest AOE damage to both the hit target and those around him. At 3rd it's 4d10 to target, 2d6 AOE in 15' burst. Say it together, "why not just use Explosive Burst or Mind Thrust..."
Xenocrat |
Spiritual Minion: Everyone 4. Costs 1 RP, lasts 10 minutes plus level/minutes. Summoned spirit owes you three favors, which you can redeem without actions, one per round, and some it can grant when you're unable to act. Favors are Distract (auto flatfoot against your attacks for two rounds), Encourage (heal stamina), Fetch (picks up an unattended object and puts it your hand, combine with ranged disarms, or could be a free pickup of your own items), Protect (DR and energy resistance 5 against everything for one round), Rescue (stabilize when dying, grant a few HP, same as encourage, if you spend RP to stay in the fight), Rouse (new save against most of the bad conditions, including the really bad ones, auto removal of sleep/fascinate, success supresses condition for 1 round). Seems good!
Stop Heart: M6/P6. Concentrate on target to inflict 5d6 damage per round and dazed condition. Fort save is half damage and sickened rather than dazed for one round, but spell continues. Three consecutive fails sends them to 0 HP and the begin dying. Basically a bigger version of Psychokinetic Strangulation. You're here for the dazed, this seems good against powerful spellcasters with relatively weak fort saves to try to lock them down.
Surface Transfer: M3/W3. Rounds/level, you move action 30' teleport by merging with a solid physical surface you're in contact with (like a floor) and emerge from another within 30'. No passing through walls, but you can cross a room via a disconnected ceiling (you'll fall), large enough vehicle (ooze out of the side panel), or other wall. The art on this spell is possibly my favorite ever, extremely creepy "alien Han Solo captured in the moment of emerging from a carbonite wall to murder you" vibe. This is one of those "using it reduces the remaining duration" spells, but good mobility while it lasts.
Temporal Anchor: P4/W4. Swift action, set up a beacon that you teleport back to at the end of your next turn. They had this spell in both versions of Pathfinder, and I never quite figured out why I'd use it at such a high level.
Temporal Wave: P2. Force Blast, but for precogs. Has a 1 round stagger effect, so it's better.
Tempting Fate: P4/W4. Set up a lure that mentally draws in creatures (note: not just enemies!) within 30'. If they fail a will save they move towards it for one round (avoid hazards/threats if they can) and then take 5d6 damage when the lure is within reach and are free from its influence. Basically it's an action suck and diverts people to a map location you choose, the damage is trivial. Seems strong layered on top of unavoidable hazards and/or difficult terrain. Etheric Shards continue to never miss, but alas the Precog didn't exist when that book came out and doesn't have access to much in the way of damaging terrain effects. WW remains dominant at crowd control.
Time Bombs: P4/T4. Create 3 bombs with 2-10 round countdowns (each must be different) at least 15' from each other. They can be disarmed or harmlessly destroyed. Explosions are 10'and damage is 6d8, for a total average of 81 (eveeentually) vs 31.5 up front from a 20' Explosive Blast. You can swift action detonate a single bomb early, but the damage is halved. I don't know, this one seems overly complicated as a means of crowd control and battlefield shaping, but it can be fun for the right players I'm sure.
Xenocrat |
Time Lapse: Precog 0. Fun cantrip. Age or reverse age an object of up to 1 bulk 1 day per round as you concentrate. Only really meanginful on organic/perishable objects, you can restore rotten food to freshness, or wilt the flower arrangment of someone you hate.
Transfer Time: P3/W3. Loose's Time's Arrow comes to SF. Grant a move action (limited uses) to allies in a cone on their next turn. If you cast as a full action, you can grant one of them a standard action(!), or change/increase the area of the cone. This is pretty strong. Normally the spellcaster is the one who most benefits from getting a donated standard action (Envoy, bro, I'm over here!) but using a 3rd level spell to let an ally caster dump out a pair of higher level ones next round or a solarion with a zenith ready to go combine it with a full attack is going to be great, too.
Unfettered: P3. Drool.
You partially untether an ally from the flow of time, enabling them to perform minor tasks with remarkable speed. The
target can immediately perform one of the following actions without spending an action: provide covering fire; crawl; draw or sheathe a weapon or item; provide harrying fire; move their speed; stand up; or take a guarded step. For the spell’s duration, the target can perform any of those actions as a swift action.
Update Tech: P1/T1/W1. Take away archaic quality from object of up to 5 bulk. This grants (and activates) environment protections to armor.
Wall of Warped Time: P2/W2. Concealment against anyone on the other side of the way (both ways) and this defeats blindsight, so stealth away until they cross to find you. If you cross through you roll for a random effect: nothing, short duration haste, short duration slow, nauseated, paralyzed. 20% for each, so 60% chance of negative effect. (Homer Simpson voice: "I like those odds!")
Wither: M4/P4. Hey, it's not objectively worse than Explosive Blast! 30' radius spread on caster (so bigger area), 6d12 typeless damage against living creatures (so a bit more damage and no resistance issues), and -2 penalty for plant and water subtypes. You can do it as a single target focus on one baddie to avoid friendly fire, and if you do you restore half your HP of any damage dealt.
That's it for spells, I'll do rituals later. Initial thoughts are the precog got quite a bit of help he needed, although it's perhaps just a bit too on the nose and on theme. But man, those two 6th level spells really emphasize and help the "I use spells to support fighting with weapons" style of this caster.
Xenocrat |
Rituals
Mostly pathfinder retreads with some name changes.
Akashic Compliation: 4th. Legend Lore, basically. Get some info on something, let the GM help the plot along.
Awaken: 4th. Gives a mind to an animal, construct, or computer. Other than an intelligence attribute change it doesn't have any mechanical effect. 40k credits!
Hidden Bastion: 5th. Magnificent Mansion, but for 1 week.
Instantaneous Assembly: 1st. Crafting! 1 minute length on the ritual rounds, plus it seems like it would obviate the need to for crafting facilities, so you can do this ritual with some UPBs in the field. If you fail the ritual you lose 10% of your UPBs.
Invigorating Banquet: 5th. The interesting thing here is that that it gives you a resolve point that can exceed your maximum. But you spend resolve as a sacrifice action to cast it, so only some will benefit.
Invoke Curse: 4-6th. Remote cast Bestow Curse.
Obsolescence: 4-6th. Sets up a 2 mile radius area lasting 1d8 days within which technology of a certain level does not function. GM tool to set up certain limits on the PCs.
Phantom Vehicle: 1-6th. Create an 8 hour vehicle of item level 1-16. HP are 10xritual level, so you're not going too nuts with your Gargantuan hover carrier or whatever. I guess it makes sense given the duration, but there's no sacrifice requirement so it's free, and these only take 20-30 minutes to complete, although there's a big daze condition on failing the level 3+ versions.
Planar Beacon: 5th. Plot device to let you establish homing beacons allowing accurate Plane Shift travel to specific locations, so that people aren't having to figure out 350 mile travel plans in the middle of a high level campaign. Plausibly sets up high level NPC interplanar trade routes now.
Rejuvenation: 4th. Lets you do regenerate, remove afflication, and restoration effects.
Driftbourne |
Rituals
Hidden Bastion: 5th. Magnificent Mansion, but for 1 week.Obsolescence: 4-6th. Sets up a 2 mile radius area lasting 1d8 days within which technology of a certain level does not function. GM tool to set up certain limits on the PCs.
Hidden Bastion: could have lots of interesting uses on a starship. Just making a long trip in the drift more comfortable. Make more room for cargo or passengers. Smuggling. Makes for a great safe room if your ship has lost its life support, a place to keep people or stuff safe during ship combat.
Obsolescence: Great way to turn off large areas of severance cameras or lights, or electric doors. Could be very useful for a party built for or plans in advance to take advantage of it.
Driftbourne |
Conduit of Destruction: Everyone 2-6. Create emanation of damage around you, concentrate duration, area grows every round, you can make a check not to lose the spell if you get hit, if you lose it anyway it blows up and inflicts another tick of damage on everyone in the zone. I say no thanks. The 3rd level version is 3d6 damage, so you'd need three rounds or two rounds plus a premature termination to equal an Explosive Blast in damage (with three saves instead of one) in a tiny emanation around you. On the other hand the 6th level is 10d6, 10' starting radius, and max radius 100', so that's pretty funny for mass murder at a stadium off one 6th spell slot.
As someone who plays a mystic known for dropping grenades in their own square, this looks like a great alternative to grenades.
Xenocrat |
Xenocrat wrote:Rituals
Hidden Bastion: 5th. Magnificent Mansion, but for 1 week.Obsolescence: 4-6th. Sets up a 2 mile radius area lasting 1d8 days within which technology of a certain level does not function. GM tool to set up certain limits on the PCs.
Hidden Bastion: could have lots of interesting uses on a starship. Just making a long trip in the drift more comfortable.
As an extradimensional space, it wouldn't be accessible while in the drift.
Obsolescence: Great way to turn off large areas of severance cameras or lights, or electric doors. Could be very useful for a party built for or plans in advance to take advantage of it.
The ritual takes 2-3 hours and costs 40k to 400k depending on the level. Probably not.
Xenocrat |
Xenocrat wrote:Does that apply to null chambers too?
As an extradimensional space, it wouldn't be accessible while in the drift.
It should, it involves planar travel to an area not in the Drift through means other than a drift engine, and explicitly using magic (it's a hybrid item).
Taja the Barbarian |
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Chronosphere: P1-6. Single target ranged force damage, if they fail a save they also (depending on level) take penalties to speed, reflex saves, and AC until end of your next turn. The penalties never get particularly high, the damage isn't great (Mind Thrust is pointing and laughing). Pass for me.
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As a Precog spell, Death's Door is probably a better comparison point: Chronosphere does slightly better damage at the same range but with an attack roll instead of a 'saving throw for half' and a generally weaker debuff.
A comparison to Embrace of the Void yields a fairly similar result: The lower level versions of Embrace do slightly more damage than their Chronosphere equivilents at the cost of not inficting a debuff, but Embrace dealing cold damage will make Chronosphere the more reliable option.Overall, Chronosphere seems pretty much 'on par' for the Precog spell list: It's nothing really exciting, but it's a decent option and as a [force] effect it might be highly desired if think you will face incorporeal foes...
Xenocrat |
Good points. My view is that all of those spells are suboptimal mistakes, and the Precog is supposed to be a weapon class for damage. Spells like this are backups, although at some point you do need to find a way to use that late game DC boost with low paradoxes. Chronal Assault with rerolls and all the action economy stuff in this book destroyed the usecase for disintegrate, imo.
Taja the Barbarian |
A few more items of note (to me, at least):
Degrade Programming: P4/T4.
Makes a computer permanently more difficult to use, requiring a separate computers check to do anything at all for 24 hours, then doubling all times involved. I guess a GM could do this to paranoid NPC computers to make them extra secure.Just want to add that this summary misses the more practical 'other' usage of this spell:...
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Shrapnel Shot: T1-6.Ranged KAC attack does piercing damage (halfish a Mind Thrust at most levels) then does an explosion for modest AOE damage to both the hit target and those around him. At 3rd it's 4d10 to target, 2d6 AOE in 15' burst. Say it together, "why not just use Explosive Burst or Mind Thrust..."
You do realize that only Mystics get Mind Thrust, it is a [mind-affecting] spell, and it's damage output is a bit of an outlier, right? For a 3rd level Technomancer spell, a ranged 4d10 + 2d6 burst actually isn't bad (though its 'single target + AoE' hybrid nature is weird). Magic Missile is a better option at 1st level, and Disintegrate is probably a better option at 6th level (enormously better on a failed save, and only slightly worse on a successful save), but Shrapnel Shot is one of your better ranged direct damage options for spell levels 2 through 5.
Temporal Wave: P2.
Force Blast, but for precogs. Has a 1 round stagger effect, so it's better.
No issue with your analysis, but I would like to point out that the saving throw is listed as 'Reflex partial' in the stat block but the text reads 'Creatures in the area can attempt a Fortitude saving throw, reducing the damage by half and negating the staggered condition on a success.'
Unfettered: P3.
Drool. ...
Just remember that using a swift action prevents you from using a full action that round, so moving as a swift action isn't quite as good as it might seem at first glance (no 'move and full attack' combos)...
Update Tech: P1/T1/W1.
Take away archaic quality from object of up to 5 bulk. This grants (and activates) environment protections to armor.
I'm guessing this is for characters that want to use archaic equipment without penalty? Don't see it being useful for anything else...
Xenocrat |
We don't need Shrapnel Shot, we have Adamantine Shot at home.
I've fallen out of love with Unfettered given the other action economy enhancers in this book and that you can just put up a Wisp Ally for auto harrying/covering fire.
Speaking of, I'll do a separate post on feats in general, but below are the spellcaster feats of note that make casting these spells easier or more interesting. Note that there are four separate feats that give a -2 to an opponent's spell DC and could theoretically be combined for a total of -6 (two are incompatible due to timing), although the "I'm afraid of you" and "I saved against your mind affecting spell" ones are harder to pull off than "you are under harrying fire" and "I burned an extra spell slot and a pile of RP to make you save again" feats (and those two aren't stackable because the first would expire before you make them try their save again).
Arcane Riposte: If you lose a spell to a melee attack, do 7 force damage per spell level to the guy who whacked you. Decent damage, but I wouldn't plan for and invest in failure this way.
Battle Thaumaturgy: It's a weaker version of the Technomancer Energize Weapon hack. Only half spell level to attack bonus, full spell level (instead of d6s) to damage. You can burn a specific spell to have the damage descriptor carry over for purposes of vulnerability or bypassing alignment DR.
Bear Down: If an enemy saves against your spell or you fail a caster level test vs spell resistance, burn a decent amount of RP (max 3) and another spell slot of the same level and they either have to repeat the save with a -2 penalty or repeat the caster level check with a +2 bonus. No reaction cost, but only once per 10 minute stamina rest.
This is great for trying to land a save or lose spell, although "make them reroll their save" effects aren't unprecedented. Vesk have an alterate trait, Jinx feat for Worlanisi, I think a Technomancer hack in GEM, and the enhanced technomancer has a necromancy school thing now. Still, nice for everyone else.
Determined Caster: When you're going to lose a spell due to taking damage, spend 1 RP and make a caster level check (10 + spell level, so pretty easy and eventually automatic). There were other options (a two feat chain in Pact Worlds and an Esoterocist archetype ability) to automatically do this for 1 RP, but I think they might have a reaction cost or other 1/turn limitation. This is pretty cheap to get and easy to use by comparison. Determined Caster combos well with Stop Heart - you'll never fail the concentration check if they hit you while you wait for them to die, although you might run out of RP first. (Also reconsider Conduit of Destruction, although that's wasteful and goofy imo.)
Fortified Mind: Prereq of Iron Will or (Limited) Telepathy. If you make a will save against a mind affecting ability, spend 1 RP (no reaction!) to reduce their will save by 2 and reduce their will save spell and ability DCs for 1 minute. Great for slapping down spellcasters and certain monsters who try and fail to get you.
Ley Leech: When you counter a spell (such as but not limited to dispel magic), do an additional caster level check of 10 + spell level (easy to certain) to get back a spell slot of half that level.
Mind Over Magic: When you identify a spell being cast get a +1 circumstance bonus against your save, +2 if you can cast it. Once per 10 minutes (not tied to rests, just every 10 minutes).
Mystic Opportunist: When you cast against somone under the effects of harrying fire, they take a -2 to their save. Wisp Ally became even better.
Panicked Power: If you're under a fear effect, including shaken (which isn't actually listed as an always fear effect, so thanks for clarifying), your spells have +2 DC against the source.
Quick Dismissal: Dismiss spells as a move action, or reaction if you spend 1 RP.
Spell Gem Eater: Destroy one spell gem a day to regain a slot 2 levels lower. For when you get lots of loot from the wrong spell list I guess or just hate the spells being provided.
Time Touched: It's Connection Inkling/Technomantic Dabbler/Reality Glimmber for Precog spells.
BigNorseWolf |
Battle thaumutergy is a full action, and I haven't run the math on it but for any caster invested in melee it looks like its the caster version of deadly aim or the vanguards ability to trade entropy points for d4s of damage: you're better off not investing the feat and or the resources and just full attacking.