Level
4th
Casting Time
1 Bonus Action
Range/Area
60 ft.
Components
V
Duration
Concentration 7 Rounds
School
Evocation
Attack/Save
CON Save
Damage/Effect
Force (...)

Discription:  Casting this spell causes a pink and white bolt of arcane energy to form around one of the casters hand. The caster can then make a punching motion to shoot the bolt flying 60ft. in any direction, doing anywhere from 1d4 force dammage all the way to 1d100 force dammage.

Use:  Concentrating on this spell alows the caster to charge a more powerful bolt of energy.  Once cast the spell can immediately be uses for force damage equivalent to the casters unarmed strike, but if the caster holds their bonus action for 1-7 rounds they can force more arcane power into this strike.

Damage Dice:  For each bonus action held, this spell jumps up 1 dice type.  Once this spell is cast you can immediately be shoot force damage equivalent to the casters unarmed strike,  If 1 bonus action is held then the dice type becomes 1d4,  If 2 bonus action is held then the dice type becomes 1d6, 3 bonus actions gives you 1d8, 4 bonus actions gives 1d10, 5 gives you 1d12, 6 gives you 1d20, and 7 gives you 1d100.  For the sake of gameplay the dice changes at the beginning of your turn.

Concentration: This spell is a concentration spell,  if you  are hit while charging this spell then you must make a CON save of 18 to keep your concentration.  If you fail the save then the spell disapates, and you can not cast it again for 1 hour, if you save then you can continue as you normally would. If you role a natural 1 on the CON save the spell explodes, dealing that dice type of force damage to you.

While concentrating on this spell you can move up to  half your movement speed.

The Consequence of Your Actions: If you do not use this spell once you have charged to the d100, role a d20, if the result is even, the spell disapates. If odd the spell explodes in a 10ft. radius, dealing 1d100 force damage to anything in that space.

Additionally,  If you deal over 70 points of damage with this spell, have the DM roll a d4 and keep it secret from the caster. If the d4 lands on 2-4 nothing happens. If the d4 roles a 1, then the arcane  energy flowing through you will be to much to handle, next time you cast this spell a quarter of the damage will be transferred to the caster.  This effect will not repeat the next time you cast this spell.

Available For: Sorcerer (Legacy) Cleric (Legacy) - War Domain (Legacy) Paladin (Legacy) - Oath of Conquest Wizard (Legacy) - War Magic

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