Charging Spells
Satomi clutches his hands around the growing ball of fire. The intensity grows and grows as he pours his will into it until it burns white hot. He hurls it into the face of the charging troll, leaving nothing but ashes.
Speaks to Clouds holds her hands up to the sky, asking the Ainheam to lend her its strength and furry. Clouds gather, and the air fills with electric discharge as her will builds and flows into the sky. With a gesture, she brings her hands down, pointing at her enemy, and a titanic bolt of lightning screams from the sky to annihilate the lich.
Dremmel whispers into her hands over and over, eyes flicking from person to person. The fight is chaotic, and her allies are on the ropes. With a final effort of will, she sets her magic free, and five of her enemies freeze in place, held by her whispers. Her allies quickly finished off the paralyzed foes.
When casting a spell, the caster may hold the spell to allow it to charge and become potent over time, infusing more and more of themselves before releasing it.
- After using an action to cast a spell, the caster may choose to hold the spell and allow it to charge.
- While charging a spell, the caster must make a Concentration save at the start of each turn to keep charging the spell. The DC of the save is equal to 10 + the level of the spell being charged.
- Casters can attempt to charge a spell for a maximum number of rounds equal to their proficiency bonus.
- For spells that deal damage, the die size of the spell goes up by one for each round that it is charged to a maximum of d12's (d4-d6-d8-d10-d12)
- An additional target can be added per round of charging for spells that target individuals.
- After finishing casting a charged spell, or when a charged spell is lost due to a failed concentration save, the caster must make a Constitution save equals 10+the level of the spell being charged or take one point of exhaustion.
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