You conjure a 3-foot-wide beam of raw arcane energy, piercing through almost any physical matter unless it is sufficiently thick or magically reinforced. The beam deals 1d12 force and piercing damage on a failed Dexterity saving throw. The damage scales with the spell level (e.g., 2d12 at 2nd level, 3d12 at 3rd level, etc.). The range also increases by 10 ft per spellcaster.
The true power of Zoltraak lies in its versatility. Using in-built customization points, the caster can tailor the spell to fit their needs, altering its duration, size, power, or other properties. Customization points are equal to 2 + your spellcaster level, and points are replenished after a long rest.
Customization:
Default
Points required : None
Fires a 3-foot-wide, 60-foot-long beam for an instantaneous attack.
Extended duration
Points Required: 1 per minute
Sustain the beam for longer durations, expending 1 point per minute of continued firing. For every 5 minutes, the spell consumes one additional spell slot of the same level or lower (if available). Creatures caught in the beam take damage every second they remain in it.
Example: A 1st-level veam can be extended for 5 minutes, expending 5 customization points and 1 additional spell slot at the 5-minute mark.
Chain cast
Points Required: 2 per beam
Cast an additional beam immediately after the first, without requiring another action. The second beam is cast at the same spell level as the first. More than two beams can be cast should the caster choose to do so.
Power adjustment
Points Required: 3 per additional damage die.
Increase the damage of the beam by adding 1 additional damage die for every 3 points spent.
Example: A 4th-level beam (4d12) can become 6d12 for 6 customization points.
Size adjustment
Points Required: 2 per 1 feet of width.
Increase the width of the beam by 1 feet per 2 points spent. Fractions of 1 feet do not require additional points.
Example: Expanding the beam to 5 feet wide costs 10 points, while 10 feet wide costs 20 points.
Barrage
Points Required: 2 per beam.
Fire multiple beams simultaneously in any direction within a 10-foot radius (+2 feet per caster level). Each beam deals damage independently.
The radius of this effect increases by +3 feet for each remaining spell slot you have (cumulative).
Example: A 5th-level caster can fire beams in a 20-foot radius for 4 customization points and hit multiple targets.
Split beam
Points Required: 1.
Split a single beam into multiple weaker beams. The original damage die is divided among the beams (minimum 1d4 per beam). The number of beams is determined by dividing the die size by 2 or more.
Example: A 1d12 beam can split into three 1d4 beams. A 3d12 beam can split into three 3d4 beams or two 3d6 beams.
Homing
Points Required: 2.
The beam homes in on a specific target within range. If the target moves, the beam follows.
The target must make a Dexterity saving throw of d10 to avoid the beam. If they succeed above 10 they take half damage and the beam dissipates. If they succeed above 15 on the other hand, they avoid the beam entirely.
If the caster does not specify a target, the beam defaults to the nearest hostile creature.
* - ( (A precious gem or any Arcane Focus, materials are not consumed))
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