Courses / AR / Arcane Punch

Arcane Punch

Code:
AR 111
Advised:
Required For:
Qualifies For:
Level:
1
Study DC:
9

Arcane Punch

Spell

Time:
Action
Target:
Melee: touch or melee: weapon
Cost:
Defense:
AC

Pummel an enemy with concentrated arcane energy at close range.
You may cast this spell unarmed, or you may cast this spell using a weapon as a spellcasting implement and apply spell casting bonuses from that weapon.
Roll to hit against the target’s AC, and deal elemental damage if you hit.

Double Scaling:
Double the effect of bonuses to this spell’s damage, except Intensify.

Suggested Backfire: The arcane energies explode in your hands. Attack yourself with Arcane Punch instead of the target.

(Despite the name, this spell receives no benefits from unarmed courses)

Affinity:
When you learn this spell, choose which element your Arcane Punches are.
Whenever you cast this spell, it will normally be of that element.
You can try to cast this spell using a different element, but must pass a DC 20 test of Spellcraft each time to change the element from what it normally is.

Tags: Spellburn, Action, Spell, Blast, Melee, Attack, Elemental, Damage, Affinity, Cantrip

Arcane Throw

Spell

Time:
Trigger
Trigger:
When you hit with Arcane Punch
Cost:
None
Defense:
Health save prevents being pushed.

When you hit with Arcane Punch, you may direct a burst of magical force into the target.

The target must pass a DC 16 health save or be pushed with great force up to 10 ft. in a direction of your choice (you cannot push them up into the air).
For every size bigger than you the target is, it is pushed 5 ft. less.
For every size you are bigger than the target, you may push them an additional 5 ft.
(Sizes: Tiny, Small, Medium, Large, Huge, Giant)

Intensify:
When you Intensify Arcane Punch, using Arcane Throw on that punch can push the target an additional 10 ft. per level of Intensification.

After the target is pushed, you may teleport adjacent to it.

(If the target would be pushed into a mortal hazard which would cause it to instantly or imminently die, such as off a cliff, it gets a health save to avoid being moved into that hazard, but is still moved as far as safely possible.
Being pushed does not provoke attacks of opportunity.)

Tags: Spellburn, Spell, Hit, Health, Save, Physical, Damage, Push, Mobility

Upgrades
Name Effort Requires Description
Unlock 11 You can cast Arcane Punch
+0 to hit (with Arcane Punch)
1d12 +10 elemental damage
Hit +1 3 Unlock +1 to hit
Hit +2 3 Hit +1 +2 to hit
Hit +3 3 Hit +2 +3 to hit
Hit +4 3 Hit +3 +4 to hit
Hit +5 3 Hit +4 +5 to hit
Hit +6 3 Hit +5 +6 to hit
Hit +7 3 Hit +6 +7 to hit
Hit +8 3 Hit +7 +8 to hit
Arcane Throw 0 Unlock You can cast Arcane Throw
Extra Credit
Hit +9
Effort: 0
Requires: Hit +8, Sophomore+
+9 to hit
Hit +10
Effort: 0
Requires: Hit +9, Junior+
+10 to hit
Hit +11
Effort: 0
Requires: Hit +10, Senior+
+11 to hit
Martial Hybrid
Effort: 35
Requires: Mastery
You can use melee and generic techniques in combination with Arcane Punch.
Previous: Arcane Strike