Prime Spike

As your skills with magic increase and mixes with your precise swordsmanship, so does your potential! However, sometimes you still bite off more than you can chew, and end up filling your target with more raw magical energy than you intended, leaving the target unstable.


When a target takes on your CHAOS energy:

For the next two turns, each time that target willingly moves, they take 1d6 True Damage & gain a random elemental effect (see Cast Element for effects). At the end of their second turn (or if the target took 25% of their maximum HP since gaining your CHAOS energy), the target erupts with elemental damage, taking an additional 3d4 True Damage & applying three random elemental effects (again, see Cast Element for effects), this eruption of elemental magic increases by + 1d4 & +1 elemental effect per turns remaining if it detonates early.


Note: This ability does not cast Cast Element, nor does it use its damage; rather it just utilizes the list of elemental effects found on that spell's page.

If you cannot/do not hit a target while the initial imbuement time is active, then the cost is refunded.

This spell requires the Etherial spell "Elemental infusion" in addition to the Pit-Fighter ability "Destreza" to be unlocked to use.

Cost: 2 Spell Castings

Speed: Bonus Action

Damage: 1d6 & a random elemental effect on move, then 3d4 & 3 random elemental effects.


Technique created by: Kármán Ossifér


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