Climax
This spell can not be cast unless it is the turn directly following Crescendo's ending.
The beat is high, the build up was hitting strong, and now it's time for the drop!
All allies within 10 tiles gain +5 Health Points per turn & +10 to To-Hit, Saving Throws, and checks for the duration of this spell (3 rounds).
Note: This spell requires Intense Concentration & the caster may roll 2d20 to maintain Intense Concentration instead of the default roll, adding both dice results together instead of taking one or the other.
The caster is affected by this spell as well!
Cost: 3 Spell Castings
Speed: Action
Damage: Massive bonuses to allies within range
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