Leap high into the air and perilously dive onto a creature, upon arrival the caster makes a athletics or arcobatics check DC10 (Dc 15 on rough terrain), The target makes a DEX saving throw, The target takes 6d6 weapon damage (This damage is based on the damge type of the polearm used, Piecing for spear or bludgeoning for quarterstaff ETC.) then takes 4d6 fire damage as does any creature within a 30ft radius.(They also make a DEX saving throw). All damage is halfed if creature makes they're saving throw. Upon a failed check on they fall on the floor prone and all damage is halved before the enemies make their saving throws effectively quartering damage.
The damage increases by 2d6 for both weapon damage and fire damage for every spell level above the first.
* - (Polearm)
Comments