Level
4th
Casting Time
1 Action
Range/Area
200 ft. (20 ft. )
Components
V, S
Duration
Concentration
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Fire (...)

An attack that can be charged up over multiple rounds to increase effectiveness. For the initial attack (launched during the same turn that it was casted), a beam of black scorching flames summoned from the void is shot in the direction that it is aimed reaching to 200ft with a radius of 10ft. Enemies have to make a dexterity saving throw and will take 4d10 fire damage and due to the black void flames, any creatures that are hit will take 1d6 fire damage every turn after the initial attack for the next 4 turns. 

The player can choose to not launch the attack and instead continue to charge the spell. This will use up and action and the player will not be able to move at all or do anything else while charging the attack. If the player is attacked while charging the spell or if their concentration is broken, the spell will come to an end and do no damage. For every turn the player charges the attack, the beam will deal additional 1d10 fire damage and 1d6 dot (damage over time) fire damage. The player can charge this attack infinitely however, the player will need to charge the attack for an additional turn for every turn after the attack has need charging for 6 turns. For every time the spell is charged, the distance it can hit will increase by 10ft and the radius of the beam will also increase by 5ft.

For example, if a player charged the attack for 6 turns for 10d10 damage and wants to charge even more, the 7th charge will need to be charged for 2 turns, the 8th will been to be charged for 3 turns, and so on.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 and another 1d6 dot (damage over time) fire damage for each slot level above 4th.

Spell Tags: Damage

Available For: Sorcerer (Legacy) Wizard (Legacy) Sorcerer Wizard

Gamevan

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