Conjure Barrage
- Level
- 3
- School
- Conjuration
- Keywords
- None
- Range
- 15-meter cone
- Duration
- Instantaneous
- Mana Cost
- 3
You choose a non-magical weapon type (such as axes, daggers, or spears) and create a cone of identical conjured weapons that shoot forward and then vanish. Each creature in a 15-meter cone must make a Reflex defend roll contested by your Magic skill. On a failure, a creature takes damage equal to 2 times the physical damage of the thrown weapon type plus your margin of success.
Stunts
Piercing Volley
Targets that fail their check by 4 or more are also Dazed until the end of their next turn from the force of impact. This is a physical effect and does not require a Mental Consequence.
Elemental Barrage
Spend 1 extra mana to infuse the barrage with an elemental type of your choice (Fire, Frost, or Lightning). All conjured weapons deal additional 1d4 elemental damage of the chosen type in addition to their existing effects.
Scatter and Shred
Choose to widen the cone to 20 meters. All targets make their contested check with Advantage, but those who fail suffer an additional bleeding effect, taking 1 damage at the start of their next turn.
Phantom Barricade
After casting this spell, the area affected becomes lightly obscured by the residual energy of the barrage. Until the start of your next turn, enemies suffer Disadvantage on ranged attacks made through the area.
Signature Armory
If the chosen weapon type matches your class specialization or a weapon you possess, add your Fight or Shoot skill (whichever is higher) as bonus damage to all affected targets.