Courses / AR / Intensify
Intensify
Prerequisites:
Any spell which deals damage or can be Intensified
Required For:
Level:
2
Study DC:
10
Code:
AR 21A
Intensify Passive
When you spend an action casting a spell, you may Intensify it.
Each spell which can be intensified will say what the effect of this boost does,
but it usually adds an extra spell die of damage.
Some spells have additional effects when they are intensified, such as increasing their area.
Spells you boost with Intensify become level 2 if they are lower level, making them harder to Counterspell or Dispel.
Area and Multitarget Spells:
Spells which affect more than one target normally deal this bonus damage to each target.
Ongoing and Duration Spells:
When you cast a damage dealing spell which deals damage over more than one round, Intensify normally makes it deal more damage every time it deals damage.
No Buffs:
You cannot Intensify damage buffs.
No Summons:
You cannot intensify creatures summoned with spells or their spells.
Each spell which can be intensified will say what the effect of this boost does,
but it usually adds an extra spell die of damage.
Some spells have additional effects when they are intensified, such as increasing their area.
Spells you boost with Intensify become level 2 if they are lower level, making them harder to Counterspell or Dispel.
Area and Multitarget Spells:
Spells which affect more than one target normally deal this bonus damage to each target.
Ongoing and Duration Spells:
When you cast a damage dealing spell which deals damage over more than one round, Intensify normally makes it deal more damage every time it deals damage.
No Buffs:
You cannot Intensify damage buffs.
No Summons:
You cannot intensify creatures summoned with spells or their spells.
Arcane Cantrip Passive
Casting Arcane Punch, Arcane Strike, Arcane Darts, or Adding Injury to Injury without Intensifying them does not cost you any Spellburn.
When you cast these spells in this way, they are cantrips.
When you cast these spells in this way, they are cantrips.
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 Arcane Cantrip. You may apply added effects to spells you intensify. You have a +1 training bonus to Spellcraft. |
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