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Soul Jab

2-level Evocation

Casting Time: 1 action
Range/Area: 30"
Components: Verbal, Somatic, Material
Materials: Elder God Focus
Duration: Concentration (maximum 1 minute)
Drawing on unmoored radial energy drifting through the Spaces before consolidating into the Lifelight, the magician focuses the radial energy to attack an enemy spiritually.   One jab can be thrown each turn while concentration is maintained. Creatures in a 5"x5" are within range must make a DC dexterity savings throw or take 3d6+ magician's proficiency bonus in radial energy damage. If the creature is not a construct or an elderday creature, it is also affected by the Sick Conditions and can't be healed until the end of the creature's next turn. On a successful save, damage dealt is half damage and the target is not affected by the sick condition and can be healed as normal.   All other creatures within 5" of the target area must make a DC dexterity savings throw or take half damage dealt and be affected by the sick condition until the start of the target's next turn. On a successful save, no damage is dealt.  
At higher levels: When cast using a 3rd level spell slot, damage increases to 4d6 + magician's proficiency bonus in radial energy damage
When cast using a 4th level spell slot, damage increases to 5d6 + magician's proficiency bonus in radial energy damage
Available for: Atlantis 12th Iteration

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