Immolation Sphere |
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|
Type |
Ranged |
Range |
18 Yards |
Cooldown |
80s |
Requires |
Level 3 |
Modified by Stat |
Intelligence |
Immolation Sphere
- Effect: A glassy sphere of fire launches toward an enemy and shatters upon impact. The target must make a DC 9 Dexterity check. On a failed save, the target takes 3-15 Fire damage initially, and is then assaulted by the flaming shards, taking 3-6 Fire damage over 8 seconds. A creature that makes a successful save only takes half of the initial damage and no damage over time.
- Cost: 3 Points
- Note: Increasing your Intelligence Modifier will increase the minimum and maximum initial damage by 1, as well as raise the DC check by 1. Weapon damage has no effect.
- Unlocks: Fireball
Immolation Sphere II
- Effect: A glassy sphere of fire launches toward an enemy and shatters upon impact. The target must make a DC 9 Dexterity check. On a failed save, the target takes 4-19 Fire damage initially, and is then assaulted by the flaming shards, taking 4-8 Fire damage over 10 seconds. A creature that makes a successful save only takes half of the initial damage and no damage over time.
- Cost: 1 Point
- Note: Increasing your Intelligence Modifier will increase the minimum and maximum initial damage by 1, as well as raise the DC check by 1. Weapon damage has no effect.
Immolation Sphere III
- Effect: A glassy sphere of fire launches toward an enemy and shatters upon impact. The target must make a DC 9 Dexterity check. On a failed save, the target takes 5-23 Fire damage initially, and is then assaulted by the flaming shards, taking 5-10 Fire damage over 12 seconds. A creature that makes a successful save only takes half of the initial damage and no damage over time.
- Cost: 1 Point
- Note: Increasing your Intelligence Modifier will increase the minimum and maximum initial damage by 1, as well as raise the DC check by 1. Weapon damage has no effect.
Immolation Sphere IV
- Effect: A glassy sphere of fire launches toward an enemy and shatters upon impact. The target must make a DC 9 Dexterity check. On a failed save, the target takes 6-27 Fire damage initially, and is then assaulted by the flaming shards, taking 6-12 Fire damage over 14 seconds. A creature that makes a successful save only takes half of the initial damage and no damage over time.
- Cost: 1 Point
- Note: Increasing your Intelligence Modifier will increase the minimum and maximum initial damage by 1, as well as raise the DC check by 1. Weapon damage has no effect.