You channel an immense concentration of arcane energy through your Aetherium orbs, overcharging their cores with volatile magical power. As the energy accumulates, the orbs begin to resonate with an intense violet glow, ready to unleash devastating bursts of force.
Upon casting this spell, you gain three charges that remain available for the spell's duration.
Whenever you successfully hit a creature with an Aetherium attack, you may choose to expend one charge to deal an additional 4d6 force damage to the target.
You may decide to expend a charge after confirming that the attack hits, but before rolling damage.
Only one Overcharge charge may be expended per turn, regardless of the number of Aetherium attacks made.
The spell ends when all three charges have been expended or when 10 minutes have elapsed, whichever occurs first.
This spell does not require concentration, and multiple castings of it cannot stack.
Additional Rules
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Critical Hits: The additional damage dice are doubled on a critical hit, following standard D&D 5e rules.
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Unspent Charges: Any remaining charges disappear when the spell ends.
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Spell Slot Consumption: Each casting expends one 5th-level spell slot, granting three charges rather than three separate spell uses.
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Qualifying Attacks: Only attacks explicitly designated as Aetherium attacks by the Aetherium Conduit subclass qualify for the additional damage.
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