Upon attempting to strike a target with a melee weapon, you channel realities where you hit your target no matter what. Upon a hit, you strike with your weapon, and summon a number of successful attacks from across time. This spell counts as a free action that can only be enacted while the wielder makes a successful hit. The initial blade attack deals a number of damage, with your target experiencing eight unavoidable subsequent attacks thereafter dealing that same number of damage plus one for each rendition afterwards, or may choose to reroll damage die for each turn.
There are two uses of this spell. The first, deals all nine strikes worth of damage in one turn. The second guarantees at least one hit for subsequent turn, that can be used to break a targets concentration, with at least one strike each subsequent turn, for a maximum of 9 turns of damage. (useful if your weapon prevents regeneration or breaks concentration).
Each attack after your hit deals equal or greater damage than your initial attack (rerolling a 1 or 2) and deals +1 damage per subsequent attack (ie. the first strike after the initial deals the original strike damage plus 1, while the seventh rendition deals the original attack damage plus 7).
Once the spell ends, the user immediately makes a Con save (dc 20) and gains two levels of exhaustion and is stunned for one round on a failed save, or gains one level exhaustion on a success. This spell cannot be cast if the user already has more two or more levels of exhaustion.
* - (must possess a magical weapon)
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