Courses / AR / Annihilate

Annihilate

Prerequisites:
Advised:
Level:
2
Study DC:
10
Code:
AR 21C

Charge Up Spell

Uncounterable
This spell cannot be Counterspelled.
Buff
Buffs make their targets better at something.
Time:
Action
Requirements:
You must be wielding a melee weapon
Target:
You, then a target within your melee weapon’s reach and an area around them
Cost:
Duration:
Until the end of your next turn

You charge up power in your wielded melee weapon.
Your weapon gains 10 annihilation charges,
+10 more per boost from Intensify,
which last until the end of your next turn and
cause your weapon to shine brightly, casting bright light in a 30 ft. radius, and dim light for a further 30 ft.

You may cast this spell multiple times to charge up additional power.
Each time you do, you gain another 10 annihilation charges,
+10 more per boost from Intensify,
and the duration of your annihilation charges is extended until the end of your next turn.

Counterspell:
This spell cannot be Counterspelled, but it can be Dispelled.

Suggested Backfire: Your weapon shatters.

Tags: Spellburn, Spell, Action, Elemental, Damage, Buff, Uncounterable

Annihilate Spell

Time:
Trigger

When you attack with a melee weapon empowered by annihilation charges, you may spend all your annihilation charges to cast Arcane Burst, Arcane Cone, or Arcane Beam including the creature you attacked as a target, without paying their casting cost or spending an action.
That spell deals +1 damage per annihilation charge spent.

You can Intensify these spells.
(You must know the spell to cast it.)

Counterspell:
Spells cast using Annihilate have +15 to the DC to Counterspell them.

Tags: Spell, Trigger

Upgrades
Name Effort Requires Description
Unlock 35 You can cast Charge Up and Annihilate
Previous: Mana Burst