The spell DOPPEL will summon an astral weapon that is an exact replica of the weapon being held in the dominant hand. The weapon will attack your opponent at a delayed rate, allowing for another strike that deals half the damage as the original.
To cast this spell, you must use it before attacking your opponent. Upon a miss, the astral weapon will also miss it's intended target. The Astral Weapon will deal the same amount of damage as the first successful strike in psychic damage. The Astral weapon will only swing at the opponent on their turn, before an action is taken, the opponent can roll for a dexterity saving throw of 14 or higher to dodge the attack.
Divine Smite and other enhancements will not add damage to the astral arrow, dealing base damage from the initial attack. It cannot be broken, HOWEVER it can be counter spelled. Upon casting it will last for 3 of your turns and copy the main weapon in the dominant hand, unless dispelled manually or by counter spell. It cannot be broken or interacted with otherwise and will remain close to the caster at all times apart from when striking the enemy, moving along with their movements on a delay.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/17/2023 5:52:17 AM
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3
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1
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Coming Soon
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