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Divine Punishment
Name: | Divine Punishment |
---|---|
School: | Evocation (Light) |
Spell Level: | Clr 5, DarkA 5, FvS 5 |
Components: | Verbal![]() ![]() ![]() |
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 |
Description
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.
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