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Energize

Effect

Through channeling lightning and energy through a crystal, the caster can charge up a single target. The target can be charged for up to five rounds, each round increasing the chance of the catalyst to explode.
The material used determines how the target is affected, the chance of failure, and damage from failure.

Aquamarine:

  • 1 round -
    +1 Dexterity
    5% Destruction chance (1d4)
    2 rounds
  • 2 rounds -
    +2 Dexterity
    12% Destruction chance (2d4)
    3 rounds
  • 3 rounds -
    +3 Dexterity
    21% Destruction chance (3d4)
    4 rounds
  • 4 rounds -
    +4 Dexterity
    31% Destruction chance (4d4)
    5 rounds
  • 5 rounds -
    +5 Dexterity
    +1 Charisma
    42% Destruction chance (5d6)
    8 rounds
Topaz:
  • 1 round -
    +1 Strength
    7% Destruction chance (1d6)
    2 rounds
  • 2 rounds -
    +2 Strength
    18% Destruction chance (2d6)
    3 rounds
  • 3 rounds -
    +3 Strength
    25% Destruction chance (3d6)
    4 rounds
  • 4 rounds -
    +4 Strength
    39% Destruction chance (4d6)
    5 rounds
  • 5 rounds -
    +5 Strength
    +1 Dexterity
    62% Destruction chance (5d8)
    8 rounds
Ruby:
  • 1 round -
    +25% Damage
    14% Destruction chance (2d4)
    2 rounds
  • 2 rounds -
    +50% Damage
    28% Destruction chance (5d4)
    3 rounds
  • 3 rounds -
    +75% Damage
    42% Destruction chance (9d4)
    4 rounds
  • 4 rounds -
    +100% Damage
    56% Destruction chance (12d4)
    5 rounds
  • 5 rounds -
    +150% Damage
    86% Destruction chance (15d6)
    8 rounds
Emerald:
  • 1 round -
    +1 Attack per round
    +20% Movement speed
    9% Destruction chance (1d4)
    2 rounds
  • 2 rounds -
    +2 Attacks per round
    +40% Movement speed
    21% Destruction chance (3d4)
    3 rounds
  • 3 rounds -
    +3 Attacks per round
    +60% Movement speed
    36% Destruction chance (6d6)
    4 rounds
  • 4 rounds -
    +4 Attacks per round
    +80% Movement speed
    54% Destruction chance (8d6)
    5 rounds
  • 5 rounds -
    +5 Attacks per round
    +100% Movement speed
    75% Destruction chance (10d8)
    8 rounds
Sapphire:
  • 1 round -
    +25% Hit points
    14% Destruction chance (2d4)
    2 rounds
  • 2 rounds -
    +50% hit points
    28% Destruction chance (5d4)
    3 rounds
  • 3 rounds -
    +75% Hit points
    42% Destruction chance (9d4)
    4 rounds
  • 4 rounds -
    +100% Hit points
    56% Destruction chance (12d4)
    5 rounds
  • 5 rounds -
    +150% Hit points
    86% Destruction chance (15d6)
    8 rounds
Onyx:
  • 1 round -
    +1 Constitution
    13% Destruction chance (1d10)
    2 rounds
  • 2 rounds -
    +2 Constitution
    26% Destruction chance (2d10)
    3 rounds
  • 3 rounds -
    +3 Constitution
    39% Destruction chance (3d10)
    4 rounds
  • 4 rounds -
    +4 Constitution
    52% Destruction chance (4d10)
    5 rounds
  • 5 rounds -
    +5 Constitution
    +1 Strength
    73% Destruction chance (5d12)
    8 rounds
Gold (Crystallized):
  • 1 round -
    +1 Intelligence
    +1 Strength
    +1 Dexterity
    12% Destruction chance (1d12)
    2 rounds
  • 2 rounds -
    +2 Intelligence
    +1 Strength
    +1 Dexterity
    24% Destruction chance (4d8)
    3 rounds
  • 3 rounds -
    +2 Intelligence
    +2 Strength
    +2 Dexterity
    39% Destruction chance (4d12)
    4 rounds
  • 4 rounds -
    +3 Intelligence
    +2 Strength
    +2 Dexterity
    56% Destruction chance (8d8)
    5 rounds
  • 5 rounds -
    +3 Intelligence
    +3 Strength
    +3 Dexterity
    80% Destruction chance (7d12)
    8 rounds
Platinum (Crystallized):
  • 1 round -
    +1 Intelligence
    +1 Strength
    +1 Dexterity
    +1 Charisma
    15% Destruction chance (1d20)
    2 rounds
  • 2 rounds -
    +1 Intelligence
    +1 Strength
    +1 Dexterity
    +1 Charisma
    +1 Level
    30% Destruction chance (2d20)
    3 rounds
  • 3 rounds -
    +2 Intelligence
    +2 Strength
    +2 Dexterity
    +2 Charisma
    +1 Level
    45% Destruction chance (3d20)
    4 rounds
  • 4 rounds -
    +2 Intelligence
    +2 Strength
    +2 Dexterity
    +2 Charisma
    +2 Levels
    75% Destruction chance (4d20)
    5 rounds
  • 5 rounds -
    +3 Intelligence
    +3 Strength
    +3 Dexterity
    +3 Charisma
    +2 Levels
    90% Destruction chance (5d20)
    8 rounds
Diamond:
  • 1 round -
    +20% Damage
    2% Destruction chance (1d8)
    2 rounds
  • 2 rounds -
    +30% Damage
    +1 Constitution
    10% Destruction chance (2d8)
    3 rounds
  • 3 rounds -
    +40% Damage
    +2 Constitution
    +1 Strength
    38% Destruction chance (3d10)
    4 rounds
  • 4 rounds -
    +50% Damage
    +2 Constitution
    +2 Strength
    63% Destruction chance (5d8)
    5 rounds
  • 5 rounds -
    +50% Damage
    +2 Constitution
    +2 Strength
    -50% Damage taken
    80% Destruction chance (5d12)
    8 rounds

    Side/Secondary Effects

    Failure results in an explosion that hurts the caster. The damage can be anywhere from 1d4 to 5d20.

    Manifestation

    While the charging is active, magic energy will be flowing from the casters hand into the crystal, and a beam of colored electricity will be flowing from the crystal to the target.

    Source

    The source of this spell's power comes from crystals' innate magical properties as well as the caster's own personal connection to the Weave.

Material Components
Aquamarine, topaz, ruby, emerald, sapphire, onyx, crystallized gold, crystallized platinum, or diamond
Gestures & Ritual
Chanting while holding a crystal with one hand and waving the other behind it
Related School
Alteration
Effect Duration
Special
Effect Casting Time
5 segments
Range
50 yards
Level
5th-level Arcane

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