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<blockquote data-quote="Caliburn101" data-source="post: 7529359" data-attributes="member: 6802178"><p>I would do this;</p><p></p><p>ENHANCED SPELLCASTING</p><p></p><p>You may modify a damaging spell by using your Bonus Action in addition to the Action used to cast the spell. Note that these modifications cannot be made to Cantrips.</p><p></p><p>Modifications possible;</p><p></p><p>Cold Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are at -10ft to their Move until your next turn</p><p>Fire or Acid Damage: Spell does -1 damage per die in the first round, and target(s) that didn't save and take damage from the spell take 1 damage per damage die for the next 2 rounds</p><p>Lightning Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell lose any Bonus Action or Reaction normally available to them until your next turn</p><p>Poison Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are poisoned until your next turn</p><p>Necrotic Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are Frightened until your next turn</p><p>Radiant Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are 'dazzled', suffering the standard penalties associated with Dim Light conditions until your next turn <em>if</em> they normally use light to see</p><p>Thunder Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are Deafened until your next turn</p><p></p><p>You may also modify area by adding +5ft radius, or side of a square area, or an additional 10ft range for a cone for -1 damage per die.</p><p></p><p>You may also add +50% range to a spell for -1 damage per die (round down).</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7529359, member: 6802178"] I would do this; ENHANCED SPELLCASTING You may modify a damaging spell by using your Bonus Action in addition to the Action used to cast the spell. Note that these modifications cannot be made to Cantrips. Modifications possible; Cold Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are at -10ft to their Move until your next turn Fire or Acid Damage: Spell does -1 damage per die in the first round, and target(s) that didn't save and take damage from the spell take 1 damage per damage die for the next 2 rounds Lightning Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell lose any Bonus Action or Reaction normally available to them until your next turn Poison Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are poisoned until your next turn Necrotic Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are Frightened until your next turn Radiant Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are 'dazzled', suffering the standard penalties associated with Dim Light conditions until your next turn [I]if[/I] they normally use light to see Thunder Damage: Spell does -1 damage per die and target(s) that didn't save and take damage from the spell are Deafened until your next turn You may also modify area by adding +5ft radius, or side of a square area, or an additional 10ft range for a cone for -1 damage per die. You may also add +50% range to a spell for -1 damage per die (round down). [/QUOTE]
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