Level
6th
Casting Time
1 Action
Range/Area
Unlimited
Components
V, S, M *
Duration
Instantaneous
School
Divination
Attack/Save
Ranged
Damage/Effect
Fire (...)

Taking the knowledge and power of the Past, Present, and Future, you bring about the convergence of two Prepared Spells from your Wizard and/or Cleric Spell list(s). The combined total of level of each spell CANNOT exceed 6th level. The Tables below show the Range and Damage for some spell combinations. All Spells used must use their base spell level.

Certain spell effect combinations may not always have an easy solution, for instance, Solar Barrage combines Magic Missle (which is a spell that automatically hits) with Scorching Ray (which is a "multi-attack" spell), due to that combination, an addition to a hit modifier would balance the combination out.

Spell Name Spells Used Range  Damage Damage Dice Damage Type
Voltic Flare Fireball + Lightning bolt 125 8 d6 Fire/Lightning
Solar Barrage Magic Missle + Scorching Ray 120 3 d6 Fire/Force
Volley of Ice Ice Knife + Ice Storm 180 4 d6 Piercing/Cold


Voltic Flare: A bolt of flame wreathed electricity shoots forth in a 125ft line centered on you. Any Creature that is caught in the line must succeed a Dexterity Saving throw taking 8d6 Lightning AND Fire Damage. On a failed save, a bead of fire will also stick to the target, quickly detonating in a 10ft sphere centered on the target. Any Creatures in range must make a Dexterity saving throw taking 4d6 Fire damage on failed save, or half as much on a success. The origin target of the explosion automatically succeeds the saving throw. On a Success, the target only takes the initial damage.

Solar Barrage: 3 Force encased bolts of Fire shoot forth from your hand and strike a target in range. Make a ranged spell attack with a +5 bonus in addition to your spell attack modifier. The target takes 3d6 Force AND Fire Damage for each hit bolt. The target must then succeed a strength saving throw, moving back 5ft on a failure. If all three bolts hit, and the target fails all 3 saving throws, they are knocked prone. 

Volley of Ice: A large white blue cloud of snow forms above a point in range. Each creature in a 20ft radius centered on a point must make a Dexterity saving throw as large shards of ice fly forth from the cloud, taking 2d10 piercing and 4d6 cold damage on a failed save, or half as much on a success. If the target fails, they, and all creatures in a 5ft radius centered on them, must also take an additional 2d6 cold damage as the shard of ice explodes in a frigid burst.

 

Resistances and Immunity Note: If a target has resistance to one or both of the listed damages refer to this smaller calculation

1 Resistance: Takes 1/4 less damage (i.e. Resistant to fire, but not lightning: 40 total damage from Voltic Flare, would take 30 damage, as the lightning half of the spell was resisted)

2 Resistances or 1 Immunity: Takes 1/2 less damage

2 Resistances and 1 Immunity: Takes 1/4 of total damage

2 Immunities: Takes no damage

 

 

* - (At least 1 material component from each spell used)

Previous Versions

Name Date Modified Views Adds Version Actions
11/13/2020 6:44:48 AM
15
1
1.5
Coming Soon

Spell Tags: Damage

Available For: Cleric (Legacy) Wizard (Legacy)

Darklegend

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