Charging Burst Combo

***Charging Burst Combo*** is an ***Illusion*** type spell that, when cast, causes the caster to deal a deadly combo, which could launch, knockout, and frighten the target.

## ***Spell Stats***

**Level:** 3rd

**Casting Time:** 1 Action

**Range/Area:** Sight

**Components:** V, S

**Duration: *Instantaneous***

***School of Magic:*** Illusion

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

***Damage/Effect:*** Damage

### ***Description***

It's do or die time. Launching yourself in the air, you charge at your target, exploding your energy with them. You have the power of the Charging Burst Combo.

#### ***Benefits***

The combo has many benefits. They are;

* ***Floating Destruction:*** The caster jumps into the air, and suspends themselves, pushing both arms outwards. They then must spin around, shooting yellow energy blasts in the sky, surrounding the caster.
* ***Activation:*** In order to activate the attack, after in the air, the caster must start spinning, grabbing all of the energy they created, bringing it to the caster's hands, and screaming "Charging Burst!"
* ***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 runs to the target, incredibly fast, after slapping their knees, with the energy just shot out.
* ***Furious Combo:*** After activating the combo, the caster will dash at the target, and then transfer all energy to their hands. They then attack the target with an unarmed strike. Afterwards, the caster has to roll a Strength check over a DC of 6. A check is rolled for every hit needed, higher and higher for the stage of the hit. If successful, the caster does another attack, if unsuccessful, the caster's unarmed strike combo ends, leading to the finishing move. The combo, at the 3rd Spell Level, utilizes three strikes. 2nd requires DC over 8, 3rd over 12.
* ***Burst:*** After finishing the combo, the caster goes as close to the target as possible, then expands their body outwards, exploding with energy. This energy explosion does the max health of the caster as damage to the target, whilst the caster receives half their max health as damage to themselves.
* ***Inflamed Soul:*** If a natural 20 is rolled to hit, flames erupt on the caster's entire body. This causes the entire Combo to be immediately successful, deal double damage, and two strikes for every turn, instead of one.
* ***Feared:*** If the entire combo is successful, the target will become Paralyzed for a turn, but will then become Frightened due to it's pummeling. If it is immune to becoming Frightened, they will avoid the caster instead, doing ranged attacks for damage instead of melee ones.

#### ***Detriments***

The combo has some detriments. They are;

* ***Failure:*** If the to hit roll is failed, the caster will charge into the ground/air, and will be Frightened due to the target dodging them. Because of the caster charging away, the energy will burst within them the next turn, dealing half the caster's max health as damage to themselves.
* ***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 caster will explode with the burst, and their whole body will exert too much strength, causing the caster to fall to the ground, go unconscious for a round, and they will gain a level of exhaustion.

***At Higher Levels:*** When cast every level above 3rd, another strike can be added.