You call out to a steel behemoth from across a different plane and reality and it lashes it out in frustration and rage. Three bright streaks flash from the sky to a point you choose within range and then explodes with a immense blast of flame.
You do not require a direct line of sight but must know or reasonably estimate your targets location within the same plane of existence. (Such as knowing the location of a fortress or being shown on a map or a magical image, or the path of an advancing army confirmed by scouts.)
Target three separate points with this spell within a 180 feet diameter circle you designate, placing a 30-foot-radius sphere around each. Creatures within one or more sphere must make a Dexterity saving throw or take 8d10 fire damage on a failed save, or half as much damage on a successful one. Anything such as a structure/vehicle targeted or affected by this spell takes double the damage rolled.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Unsecured objects are blasted away by the force. (This has no bearing on the effects of the spell unless your DM rules otherwise.)
Creatures and objects immune to Fire damage instead take Force damage.
If you retain and hold the Chrysanthemum used to cast this spell, you may repeat this spell on one of your following turns, after the end of your next turn without the need for components. However in doing your eyes burn and smoulder red, streaming tears and smoke having become possessed and consumed by the rage of injustice from a life not your own and you may only cast this spell for the rest of the combat. following the rules below.
- You must repeat this spell on your following turns, after the end of your next turn.
- You must wait 1 turn between spell casts.
- When Yamato's Intervention is cast this way it does not consume spell slots.
- You become beyond reason, fuelled by rage and must target and cast this spell at any creature(s) perceived to be hostile.
- If you cannot see a creature perceived to be hostile you must target a structure, vehicle or possession owned by such a creature and cast this spell.
- You do not have to target something if you would possibly take damage from casting this spell.
- If you cast this spell at a target that was not within line of sight, you must continue to bombard it as before until the target is confirmed deceased or destroyed.
- If you fall unconscious this spells effects end and you take one point of exhaustion.
- If you wish to end this spells effects you may do so willingly, sending the Chrysanthemum up in smoke and turning it to ash in your hand.
- Once this effect wears off you must make a constitution saving throw (DC 15) on a pass you take one point of exhaustion on a fail you take two. (the DC increases by 1 for each spell slot beyond 6th the spell was cast at.)
- If you fail the constitution saving throw by more than 10, you remain possessed, the Chrysanthemum reforming from smoke and ash. You must re-attempt the saving throw at the beginning of your next turn. If you would reach the fourth stage of exhaustion you fall unconscious and the effect of this spell ends ends.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 7th.
* - (Three pieces of iron, 1/2 flask of oil, a small wad of cotton, some bat guano and a Chrysanthemum. Only the oil flask itself and the Chrysanthemum are not consumed by the spell.)Previous Versions
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1/8/2021 2:09:39 AM
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