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Divine Punishment

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Name: Divine Punishment
School: Evocation (Light)
Spell Level: Clr 5, DarkA 5, FvS 5
Components: VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., MaterialIcon tooltip.pngMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction.
Spell Point Cost: 25
Metamagic: Empower, Enlarge, Eschew, Maximize, Quicken, Intensify
Target: Foe
Range: Standard
Duration: 16 Seconds
Saving Throw: None
Spell Resistance: No
Cooldown: 10 Seconds


Focuses the power of the gods upon the target, inflicting 1d6 +1 light damage every 2 seconds (no initial tick) for a duration of 16 seconds (at CL1). This damage scales by +1 per caster level light damage up to a maximum 1d6+20 at caster level 20.

This spell can stack on the target up to 3 times, increasing the damage with each stack. Once the third stack is active, the spell will be doing an incredible 3d6+60 damage (at CL20) and display a far more impressive pulsating graphic on the affected enemy.

Note on cooldown: It is 6 seconds less than the duration.. Thus you can constantly stack the spell, but by keeping an eye on the timer in the enemy info panel, you can save some spellpoints by waiting until the timer hits a lower value before casting again.

Note on spell components: This spell is highly consumptive of Mushroom Powder and Saffrons. If not using Eschew it's recommended to keep two stacks on your hot-bar in a highly visible place so you can tell when you are about to run out. This is also the same component that is used for Raise Dead, True Seeing, Stalwart Pact, Symbol of Pain. You wouldn't want to be unable to raise an ally because you are out.