As you begin to cast the spell flames begin to swirl around your forearms to your fingertips as your fingers also become ensorcelled with sparks of pure lightning. Bringing the essence of your magic to life coalescing into your hands to the devastation of your intended target(s).
Spell does 1d6 fire damage and 1d6 lightning damage to target. Reflex save for half damage.
Spell improves by +2d6 fire damage and +2d6 lightning for every spell slot used above 1at level. Example: Elemental Flare used in a 2nd level spell slot would do 3d6 fire and 3d6 lightning damage.
At 3rd level slot player can choose whether the spell remains single target or morphs into a spherical area of effect. If player chooses to have the spell expand at this level it hits all targets in a 30 foot radius from point of detonation doing 5d6 fire and 5d6 lightning damage.
At 4th level spell slot damage is 7d6 fire and 7d6 lightning. If cast as a level 4 spell the sheer conclusive force of the explosion has a 5% chance of stunning target(s) for one round. Successful reflex save negates chance of stun. Player chooses whether single target or area of effect.
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Posted Jan 10, 2019This is my first spell submission intended for Eldritch Knights or Arcane Casters. Please have fun with this spell and leave feed back. It is designed to be a powerful Spell in the Knights arsenal that can grow with him/her. Yet be comparable to spells like Fireball or Ball Lightning.
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Posted Aug 26, 2019I see what you are intending and i like the idea. My point of citissime is that it is to powerful compared to other spells in the respective level.
Really apparent s that on level 3. A fireball does 8d6 fire damage in a 20ft radius while your spell does 10d6 damage in a 30ft radius. now fireball is one of the most powerful blasting spell for that level and you top it big time. On second level the problem is similar. Aganazzar’s Scorcher does 3d8 fire damage. Your spell doubles that. granted the scorcher can target more creatures but still the damage is of. I don't go into detail for 4th level.
How to fix it: My suggestion is to reduce the dice form d6 to d4. That will bring you to an average damage output on the same level as fireball when it is cast on 3ed level. The radius should be limited to 10ft and always active (no pc choice; always blast). And a material component (nothing expensive or consumed but as every comparable spell needs one…) and line of sight is needed . That is a highly competitive spell from level 1 (not many ranged blasting spells there) because it has two damage types so nearly no target will resist both