Arcane Charge: Art (PNGs)
🕑 Added 2021-10-27 22:00:04 +0000 UTCGreetings All!
Originally imagined as a cluster bomb, with smaller explosions it got just a little too overwhelming in dice mechanics. So pivoting into a gamble of an explosion and time, it is now an arcane grenade with an unreliable fuse.
Building up from the original ancient grenade in power and size, it's a trade off of dangers. Something fun to introduce, that is based off of some of the language of Meteor Swarm.
Thoughts very much welcome, and I would love to see your thoughts on this one.
Updates: Alternate Colors, and Variant.
I hope you enjoy this one! Truly, as always and ever sincerely, Thank You.
- Hos (Dungeon Scribe)
Description:
At its heart, this is an arcane crystal suspended within glass. Originating from the study of storing volatile magical energy, they were all but abandoned before falling into the hands of tinkerers. Their diligent work helped discover that adding a catalyst to the mix created a very powerful and dangerous explosive. This stands as a testament to the final work, as most of the labs were removed from existence by this very creation.
Tabs:
- As an action, this object can be activated and thrown up to 40ft.
- Arcane Fuse: This object will normally explode at the start of the user’s next turn. It can be interacted with as a dropped object until that point.
- Volatile Magic: At the GM’s discretion, at the end of each turn the GM rolls a 1d6. On a 6, the arcane energies activate early detonating the gem.
- Detonation: The crystal within the device overcharges and shatters, expelling waves of energy in a vortex of destruction. Each creature within a 40ft radius sphere centered on that point must make a DC:16 Dexterity Saving Throw, the sphere spreads around corners.
- A target within 20ft takes 12d6 force damage on a failed save, or half as much on a successful one.
- A target outside of 20ft takes 6d6 force damage on a failed save, or half as much on a successful one.