Casts a powerful, precise, intense crimson ray of lightning dealing 7d20+4 lightning, fire, force, & thunder damage. To cast the spell the caster must give 3HP. At 8 level add 3d10 to damage roll and at level 9 add 2d10 to damage roll. If missed the spell has a chance for explosion (DM roll a d20 if 11-14 minor explosion 15-20 massive explosion 1-10 fail) which deals 2d8 fire & thunder damage. If target has metal armor the target has a chance to be electrified (DM roll a d20 if 15-20 success if 1-14 fail) and rolls 2d6 damage dice. Small arcs of lightning shoot off of the ray and has a chance of hitting 2 additional targets within 10 feet of the ray (DM roll a d20 1-10 no additional targets hit if 11-15 1 additional target hit if 15-20 2 additional targets hit) dealing 2d8 lightning & fire damage to additional targets.
When cast the spell raises the casters exhaustion level every round it's active until it reaches 4.
Cannot be cast if casters HP is less than 5.
For every round the spell is active casters rolls 4d10 damage dice.
To keep the spell from going out before the 4 round limit is hit the caster must roll Arcana 1-5 spell fails and 4d10 damage is dealt to caster if 6-10 spell fails no damage dealt to caster if 11-20 spell stays up but damage dice decreases 1 per round still up.
The target rolls for intelligence for each round the spell is active if they pass they can counter the spell and deal the damage that would be dealt to them during the round they countered it on back at the caster.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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11/18/2020 4:18:23 PM
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6
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1
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2.0
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Coming Soon
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11/18/2020 4:27:06 PM
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6
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1
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2.5
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Coming Soon
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11/18/2020 4:28:50 PM
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6
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1
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2.6
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Coming Soon
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2/5/2021 5:51:44 PM
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7
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1
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2.6
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Coming Soon
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2/5/2021 6:10:15 PM
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8
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1
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--
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Coming Soon
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