School of Applied Magics: The Accelerator
Accelerator Arts
6th-level School of Applied Magics: The Accelerator Feature
You have learned how to draw arcane energy into your body and force collider to perform Accelerator Arts. These are spells you’ve learned while training with your force collider and are added to your known wizard spells.
They follow regular spellcasting rules and count against the number of spells you can prepare per day. You decide the look, feel, smell, and sound of the arcane energy you draw in.
Accelerator Arts: 1st Form
1st-level Abjuration spell
Casting Time: 1 Reaction
Range/Area: 30 ft
Components: S, M (a force collider)
Duration: Instantaneous
Your force collider activates at the spell slot level used to cast this spell, unless it has already been activated with an equal or higher level spell slot.
When you are attacked or forced to make a saving throw by an object or creature within 30 ft, before either take effect, you make a spell attack with your force collider against it.
Accelerator Arts: 2nd Form
2nd-level Transmutation spell
Casting Time: 1 Action
Range/Area: Self
Components: S, M (a force collider)
Duration: Instantaneous
Your force collider activates at the spell slot level used to cast this spell, unless it has already been activated with an equal or higher spell slot.
You don’t provoke attacks of opportunity. You can make three melee spell attacks with your force collider, which can be split between multiple targets or used all at once against one target (your choice) within range.
Accelerator Arts: 3rd Form
3rd-level Evocation spell
Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S, M (a force collider)
Duration: Instantaneous
Your force collider activates at the spell slot level used to cast this spell, unless it has already been activated with an equal or higher spell slot.
You overload your force collider with excess arcane energy, causing it to pulsate and grow up to a 60 ft straight line. You bring it down with a downward slash or a piercing thrust (your choice), forcing everything in its range to make a successful Dexterity saving throw or take 4d8 force damage. On a successful save, a target takes half damage.
At Higher Levels. Add an additional 1d8 for every spell slot above 3rd level to cast this spell.
School of Applied Magics: The Accelerator Part 1
School of Applied Magics: The Accelerator Part 3
Updated 6/9/23: Removed the ability to double your speed from Accelerator Arts: 2nd Form.
Updated 6/11/23: Changed “60 ft long” to a 60 ft line in Accelerator Arts: 3rd Form to clarify that the spell range is a 60 ft line.
Changed range to Self instead of 60 ft in Accelerator Arts: 2nd Form to clarify that the spell augments the user.
One response
[…] School of Applied Magics Part 2: The Accelerator […]