Aganzzar's Descent was a creation from Aganazzar, the great Wizard, himself. He did not speak of this spell much to others, but it was easily scrounged up in the far reaches of flaming lands. It's a destructive Evocation spell, used by many half casters and helps keep them within the midst of a battle, rather than forcing them to use something similar, like Fireball, at a range. However, the spell was incomplete in its writing by Aganazzar himself, so a strange legion took it upon themselves to create it how they desired to. They changed it to remind them of their nature of destruction, and cleansing. It's still yet to be a widely used spell, but those who do find great power within it.
When Aganazzar's Descent is used, make an Athletics check, and then double the result. You may choose any number lower than the result, and it will determine how high you jump for the first part of the spell (minimum of 5 ft. into the air). You may also make an Athletics check for a long jump, instead of a high jump. On a long jump, you take the number of the Athletics check you rolled at face value, and that determines how many feet you travel forwards (minimum of 5 ft.). You may also choose any number lower than the result, down to the minimum. When using the long jump portion, you go the absolute minimum amount into the air, and any bonuses from going higher into the air are not applied when using the long jump variant. Critical Failures always give the absolute minimum result. Any fall damage taken from the high jump variant is negated.
The user jumps up into the air, as the Somatic component of the spell requires, and then falls back downwards towards the ground in a blaze of flame. When the caster lands, an explosion bursts outwards, centered on themselves, in a radius of 15 ft. Everyone in range must make a Dexterity saving throw, or take 5d8 Fire damage (half as much on a successful save). For every 10 ft. into the air the Caster travels into the air, the damage die is increased by 1, to a maximum of 9d8. Additionally, if the Caster travels more than 40 ft. into the air, the targets who fail the Dexterity saving throw are pushed 10 ft. away from the Caster.
At Higher Levels: When cast with a Spell Slot above 3rd, the spell's base damage does not rise, but the damage increase from going higher does. The damage increase for every slot above 3rd becomes 2 damage dice, instead of 1 damage die, and the maximum increases by 2d8 per spell slot above 3rd.
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