Level
1st
Casting Time
1 Action
Range/Area
150 ft.
Components
V, S
Duration
4 Rounds
School
Conjuration
Attack/Save
None
Damage/Effect

You designate up to three points within range, each no closer than 30 feet from you and no more than 50 feet from each other. At the end of 1d4 rounds, a magical artillery strike impacts each point separately, all creatures within 20 feet of the point must succeed a dexterity saving throw or take 2d8 force damage, or half as much on a successful save, creatures within full cover take half damage on a failed save and no damage on a successful save.

Once cast, you cannot cast Arcane Artillery again until all strikes have resolved.

Augments (At Higher Levels)
When you cast this spell using a spell slot higher than first level, you gain Augment Points equal to the number of levels above first level. You may spend these points to enhance the spell with the following Augments:

Intensity: Add  a d8 force damage to each strike.

Over pressure: increase the size of the damage die by one.

Reach: Range increases by 50ft.

Spread: Increase max distance between strike points by 15 ft.

Impact: increase the radius of the blast by 5ft.

Volley: Add one additional strike point; each Volley increases the delay die: 1d4 → 1d6 → 1d8 → 1d10.

When you select an augment, its price increases by 1 augment point, until the spell ends.

Available For: Bard (Legacy) Paladin (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - War Domain (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Bard Paladin Ranger Sorcerer Warlock Wizard Cleric - War Domain Fighter - Eldritch Knight Rogue - Arcane Trickster Artificer - Artillerist

AlphaSaphire

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