You utilize your knowledge of your target's flaws and weaknesses (vulnerabilities, unique relationships with certain damage types, or if the vast majority of damage conditions are immune/resistances, a lack of defense) to dominate them with excruciating magic damage. This spell adjusts its damage types and may even add conditions to the target depending on the weaknesses of the target, which the caster is aware of.If the caster is unaware of any, they must make a wisdom check to see if they are able to identify any. If not, the spell immediately fails. (Note: The caster does not have to be correct about the weakness of their opponent when using this spell, they simply must be confident in their assumption; meaning the spell can function if the character perceives the opponent to have a weakness. This means, if a Game Master wishes, you can make it so the spell functions but with far less damage or effectiveness when a player acts upon boldly incorrect statements or uses this with a low wisdom check, instead of just having the spell fail.)
However, if the spell succeeds, the caster releases a magical blast, Dominance deals 4d10 magic damage matching the perceived weakness of the target and shapes itself to match said characteristics. If the caster is aware of more than one weakness, then the spell will add as many specific damage types as possible without being contradictory. This can include a maximum of two damage types, and one conditions.
Example: Assume the spell is casted on a Troll, and the caster is aware of how flames and acid disable its regeneration. The spell would then deal 4d10 magic fire damage; however, if it were casted on a skeleton (and the user was again aware of the creature's weaknesses) this spell would deal 4d10 magic bludgeon damage.
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