Courses / AR / Intensify
Intensify
Code:
AR 21A
Prerequisites:
Any spell which deals damage
Required For:
Level:
2
Study DC:
10
Intensify
Passive
When you damage a target with a spell that you spent an action to cast this turn,
add an extra spell damage die to the damage.
(ex: If a spell deals 1d12+10 damage, with Intensify it would deal 2d12+10)
(If the spell does not deal die or dice based damage, Intensify normally does not boost damage).
Spells you use Intensify on become level 2 if they are lower level, which makes them harder to Counterspell or Dispel.
Some spells also have additional effects when they are intensified, such as increasing their area.
Area and Multitarget Spells:
Spells which affect more than one target deal this bonus damage to each target.
Ongoing and Duration Spells:
You cannot Intensify damage buffs.
When you cast an eligible spell which deals damage over more than one round, Intensify only makes it deal more damage until the start of your next turn.
Thereafter, you may continue to increase the damage of a spell with a duration as an action using Intensity Boost.
Summons:
This ability does not apply to creatures summoned with spells.
add an extra spell damage die to the damage.
(ex: If a spell deals 1d12+10 damage, with Intensify it would deal 2d12+10)
(If the spell does not deal die or dice based damage, Intensify normally does not boost damage).
Spells you use Intensify on become level 2 if they are lower level, which makes them harder to Counterspell or Dispel.
Some spells also have additional effects when they are intensified, such as increasing their area.
Area and Multitarget Spells:
Spells which affect more than one target deal this bonus damage to each target.
Ongoing and Duration Spells:
You cannot Intensify damage buffs.
When you cast an eligible spell which deals damage over more than one round, Intensify only makes it deal more damage until the start of your next turn.
Thereafter, you may continue to increase the damage of a spell with a duration as an action using Intensity Boost.
Summons:
This ability does not apply to creatures summoned with spells.
Intensity Boost
Ability
Time:
Action
Duration:
Until the start of your next turn
You may spend an action to Intensify one spell that you cast which deals ongoing damage or damage over its duration until the start of your next turn.
Arcane Cantrip
Passive
Casting Arcane Punch, Arcane Strike, Arcane Darts, or Adding Injury to Injury without applying Intensify does not cost you any Spellburn.
These spells are considered cantrips for you.
These spells are considered cantrips for you.
Added Effects
Passive
You may add extra effects to spells you Intensify, based on the spell’s element.
Wind: On a hit or failed save, try a contest of Spellcraft opposed by the target’s Strength to push a medium target 5 ft., small target 10 ft., or tiny target 15 ft.
Earth: Create a 5 ft. burst of difficult terrain around the target.
Lightning: The spell has advantage on rolls to hit targets in metal armor.
Targets in metal armor have disadvantage on their health (reflex) save against the spell.
Fire: Sets the target on fire, causing them to take 1 ongoing fire damage, on a hit or failed save.
Burning:
You take ongoing fire damage at the end of each of your turns.
You have disadvantage on saves against abilities which deal fire damage.
You resist cold damage, and cannot be frozen.
You cast light in a radius around you.
Ends after you take water or cold damage once or spend an action or go prone and spend your movement to put out the fire.
Water: Soaks the target on a hit or failed save.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
Cold: Chills the target on a hit or failed save.
Chilled:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Ends after you take fire damage once or are thawed.
Acid: Deals 1 armor damage on a hit or failed save.
Indestructible, incorporeal, or acid resistant, immune, or protected armor is unaffected.
Armor Damage:
Each point of armor damage reduces armor or a shield’s AC bonus and physical damage reduction by 1.
This cannot reduce the AC bonus of that armor or shield below +0.
This cannot reduce physical damage reduction of that armor or shield below 0.
When used on a monster, armor damage can reduce it to 10 AC, not counting AC bonuses from spells or other abilities.
Poison: If the save against the spell is a health (reflex) save, it becomes a health save instead.
Dark: If the save against the spell is a health (reflex) save, it becomes a health save instead.
Wind: On a hit or failed save, try a contest of Spellcraft opposed by the target’s Strength to push a medium target 5 ft., small target 10 ft., or tiny target 15 ft.
Earth: Create a 5 ft. burst of difficult terrain around the target.
Lightning: The spell has advantage on rolls to hit targets in metal armor.
Targets in metal armor have disadvantage on their health (reflex) save against the spell.
Fire: Sets the target on fire, causing them to take 1 ongoing fire damage, on a hit or failed save.
Burning:
You take ongoing fire damage at the end of each of your turns.
You have disadvantage on saves against abilities which deal fire damage.
You resist cold damage, and cannot be frozen.
You cast light in a radius around you.
Ends after you take water or cold damage once or spend an action or go prone and spend your movement to put out the fire.
Water: Soaks the target on a hit or failed save.
Soaked:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Electrolysis: Lightning damage deals an equal amount of extra fire damage.
You stop being soaked after you take fire or cold damage once or dry off.
Cold: Chills the target on a hit or failed save.
Chilled:
Your Speed is reduced by 5 ft.
You resist fire damage, and cannot be set on fire.
You have disadvantage on saves against abilities which deal cold damage.
Ends after you take fire damage once or are thawed.
Acid: Deals 1 armor damage on a hit or failed save.
Indestructible, incorporeal, or acid resistant, immune, or protected armor is unaffected.
Armor Damage:
Each point of armor damage reduces armor or a shield’s AC bonus and physical damage reduction by 1.
This cannot reduce the AC bonus of that armor or shield below +0.
This cannot reduce physical damage reduction of that armor or shield below 0.
When used on a monster, armor damage can reduce it to 10 AC, not counting AC bonuses from spells or other abilities.
Poison: If the save against the spell is a health (reflex) save, it becomes a health save instead.
Dark: If the save against the spell is a health (reflex) save, it becomes a health save instead.
Spellcraft Training
Skill
You have a +1 training bonus to tests of Spellcraft.
If you have more than one training bonus which applies to the same roll, use the best one.
If you have more than one training bonus which applies to the same roll, use the best one.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 35 | You can use Intensify. You can use Intensity Boost. You can use Arcane Cantrip. You may apply added effects to spells you intensify. You have a +1 training bonus to Spellcraft. |
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