Burnished Glory

After learning enough magic you came to the realization that if you used your blade as the casting conduit, your spells can be far more controlled & potent!

By consuming ALL of your Spell Castings, perform a double-attack; swinging your blade and then summoning a pillar of magical energy where it strikes! The summoned pillar is X tiles in diameter (centered on your hit target) and does not affect allies (X being equal to Spell Castings consumed to cast this spell).

This spell does not roll To-Hit.

This spell doubles your weapon's damage dice for this spell's duration (i.g: 1d8 -> 2d8, 1d10 -> 2d10, etc...).


Upon making contact with your target, choose an element from below for your magical pillar to take on:

Acid: All affected entities lose all Defense for the rest of combat. (Bosses have their defense halved for the next 5 turns).

Air: Group up & displace all affected entities to a targeted location within 10 tiles (if targeted location <10 tiles, they take Collision Damage per unused tile displaced).

CHAOS: Roll 10d10's & flip a coin. If you call it, each affected entity takes that much damage; if you don't call it, they take half as much instead. Bosses take half damage from this effect (i.g: "(1/2)*(10d10)" if called, or "(1/2)*((1/2)*(10d10))" if not called).

Fire: Consumes all affected entities with fire, dealing 1d8 damage, and igniting them (the initial pillar damage increases by +1 die size per affected entity hit i.g: 1d10 for 1 entity hit, 1d12 for 2 entities hit, 1d20 for 3 entities hit, 1d20 + 1d4 for 4 entities hit, etc...).

Ice: All affected targets take 1d6 Frost damage & are frozen to the ground (they are not entirely Frozen, but will be unable to move or be-moved without taking Shatter damage). The pillar's area of effect also gets coated in slippery ice, causing any unit that enters the area to slip in a straight line to the other side of the icy surface.

Lightning: All affected targets take 1d6 Shock damage & get Stunned for 1 turn. In addition, the nearest enemy unit that is outside the pillar's area of effect takes Xd6 damage and is stunned for X turns, where X is the number of entities originally affected by Burnished Glory's effect. Bosses don't get stunned by this effect.

Water: Heals target entity for Xd6 health where X is the number of entities affected by Burnished Glory's pillar area of effect. Refunds +1 Spell Casting per entity originally affected by the pillar's area of effect.


Note: The caster cannot use a bonus Action the same turn they cast this spell.

This spell does not roll To-Hit.

This spell consumes ALL of your Spell Castings, but you MUST have a minimum of 3 Spell Castings to cast this spell initially.

Cost: Minimum 3 Spell Castings

Speed: Action

Damage: Double weapon damage & summons an elemental pillar.


Technique created by: Kármán Ossifér


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