Three Flames Combo

***The Three Flames Combo*** is an ***Evocation*** type spell that, when cast, causes the caster to deal a deadly combo, which could light the target on fire.

## ***Spell Stats***

**Level:** 3rd

**Casting Time:** 1 Action

**Range/Area:** Sight

**Components:** S

**Duration: *Instantaneous***

***School of Magic:*** Evocation

***Attack/Save:*** n/a

***Damage/Effect:*** Fire Damage

### ***Description***

These enemies don't think you are special, but little do they know, you have a trick up your sleeve. You have the Three Flames Combo.

#### ***Benefits***

The combo has many benefits. They are;

* ***Phantom Dash:*** This combo can be cast to a target, as long as they are within the caster's vision. After being cast, the caster dashes incredibly fast to the target, and uses the Three Flames Combo. Blindness reduces the possible distance of the combo to 5ft away from the caster.
* ***Jump Pop:*** In order to activate the attack, after going next to the target, the caster must jump up with one leg, and the millisecond they land, the attack commences. Two jumps can be done instead, but if three are done, the caster needs to roll above a DC of 10 for Survival, below 10 results in 1d12 damage to the caster, above 10 results in double damage with the kick.
* ***Three Flames:*** After committing the standard ***Jump Pop***, the caster immediately kicks (does 1d12 damage), their leg on fire as they do. If a 20 is rolled after that attack, the target stays on fire, if a 1 is rolled, the caster's leg remains on fire. After the kick, two unarmed strikes are dealt, using no fire damage.
* ***Soul Flames:*** If a natural 20 is rolled to hit, the flames on the caster's leg change from a normal flame of reddish-orange, to a "Soul Flame," of blueish-whitish. Double damage is still dealt as a critical hit, but the target will also stay on fire.
* ***Knockout!:*** This attack knocks it's opponent out on use if it exceeds 20 damage, for one turn. On a Critical Hit, it will knock out it's opponent for 2 turns, regardless of damage dealt.
* ***Style Points:*** After the attack is completed, the caster will back-flip, unless they are in the air.

#### ***Detriments***

The combo has some detriments. They are;

* ***Close Range Penalties:*** If the target is right on top of the caster, or is as far as 8ft away, the damage dealt will be half of what it normally would be. The caster's leg also catches on fire if this is done, and the caster will be dealt 1d6 damage because of this, until a Constitution Save Throw above 7 must be succeeded for the caster's leg to be put out. A Save Throw will be done every turn, until they succeed in putting it out.
* ***One Shot:*** This combo can only be done once a battle. If it is tried again after already being used in the same battle, the damage dealt will be halved, and the caster's whole body will catch on fire, dealing 2d12 damage. A Constitution Save Throw above 14 must be succeeded for the caster to be put out, or a Save Throw will be done every turn, until they succeed in putting it out.
* ***Grounded:*** When flying, or hovering, this combo does half the normal damage, as the ***Jump Pop*** isn't as successful.

***At Higher Levels:*** When cast using a spell slot of 4th level, another unarmed strike is added to the attack. When cast using a spell slot of 5th level or higher, a second unarmed strike is added to the attack. When cast using a spell slot of 6th level or higher, every level after 6, the kick deals 1d6 more damage.