Courses / AR / Arcane Ball
Arcane Ball
Code:
AR 216
Prerequisites:
Advised:
Level:
2
Study DC:
10
Arcane Ball
Spell
Time:
Action
Target:
10 ft. radius centered on a point within 300 ft.
Cost:
Defense:
Health (reflex*) save halves
Damage everything within a certain radius of a point within 300 ft.
Targets that pass a health (reflex) save take half damage.
Intensify:
When you Intensify this spell, you may add +5 ft. to its radius per level of Intensification.
You may protect an ally caught in this spell’s area from suffering its effects by passing a DC 15 test of Spellcraft. You may try this for each ally in the spell’s area.
(This only protects them from that one casting of this spell, not all future castings.)
Suggested Backfire: The spell blows up in your face. You take the full damage unless you pass a health save for half damage. Noone else is affected.
Affinity:
When you take this class, choose which element your Arcane Balls 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.
*If you cast this spell with the poison or dark element, the save against this spell is a health save.
Otherwise the save against this spell is a health (reflex) save.
Certain abilities interact with health (reflex) saves.
Targets that pass a health (reflex) save take half damage.
Intensify:
When you Intensify this spell, you may add +5 ft. to its radius per level of Intensification.
You may protect an ally caught in this spell’s area from suffering its effects by passing a DC 15 test of Spellcraft. You may try this for each ally in the spell’s area.
(This only protects them from that one casting of this spell, not all future castings.)
Suggested Backfire: The spell blows up in your face. You take the full damage unless you pass a health save for half damage. Noone else is affected.
Affinity:
When you take this class, choose which element your Arcane Balls 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.
*If you cast this spell with the poison or dark element, the save against this spell is a health save.
Otherwise the save against this spell is a health (reflex) save.
Certain abilities interact with health (reflex) saves.
Overcharge
Ability
Time:
Trigger
Trigger:
When you cast Arcane Ball
Cost:
You overcharge your Arcane Ball spell.
Targets have disadvantage on their saves against Arcane Ball.
The radius of your Arcane Ball expands by +10 ft.
All targets that fail their save against your Arcane Ball take 1d6 ongoing elemental damage at the start of each of their respective turns.
They may spend an action to get a DC 13 health save to end this ongoing damage.
Targets have disadvantage on their saves against Arcane Ball.
The radius of your Arcane Ball expands by +10 ft.
All targets that fail their save against your Arcane Ball take 1d6 ongoing elemental damage at the start of each of their respective turns.
They may spend an action to get a DC 13 health save to end this ongoing damage.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 25 | You can cast Arcane Ball 300 ft. range 10 ft. radius 1d6 elemental damage DC 6 |
|
DC +1 | 1 | Unlock | DC 7 |
DC +2 | 1 | DC +1 | DC 8 |
DC +3 | 1 | DC +2 | DC 9 |
DC +4 | 1 | DC +3 | DC 10 |
DC +5 | 1 | DC +4 | DC 11 |
DC +6 | 1 | DC +5 | DC 12 |
DC +7 | 1 | DC +6 | DC 13 |
DC +8 | 1 | DC +7 | DC 14 |
DC +9 | 1 | DC +8 | DC 15 |
DC +10 | 1 | DC +9 | DC 16 |
Overcharge | 0 | Unlock | You can use Overcharge |
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