Volley Strike Combo

*Not to be confused with the **Soul Volley***

***Volley Strike Combo*** is an ***Evocation*** type spell that, when cast, causes the caster dash at it's target, deal a few blows, them explode themselves and the target with energy

## ***Spell Stats***

**Level:** 3rd

**Casting Time:** 1 Action

**Range/Area:** Sight

**Components:** V, S

**Duration: *Instantaneous***

***School of Magic:*** Evocation

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

***Damage/Effect:*** Damage

### ***Description***

You have a powerful combo in your hands, that could potentially scare everyone. Will you use your power, with the Volley Strike Combo?

#### ***Benefits***

The combo has many benefits. They are;

* ***Phantom Teleport:*** This combo can be cast to a target, as long as they are within the caster's vision. After being cast, the caster teleports to the target, incredibly fast.
* ***Activation:*** In order to activate the attack, after going next to the target, the caster must scream "Volley Strike Combo" at the target, before activating it.
* ***Volley Strike:*** After activating the combo, the caster will attack the target with an unarmed strike, launching the target downwards, or high in the sky. Afterwards, the caster has to roll a Dexterity check over a DC of 4. A check is rolled for every hit needed, higher and higher for the stage of the hit. If successful, the caster teleports to the target, and does another attack, if unsuccessful, the caster's combo ends. The combo, at the 3rd Spell Level, utilizes four strikes. 2nd requires DC over 8, 3rd over 12, and 4th over 16.
* ***Unexpected Strike:*** If the caster decided to roll a higher DC on the first strike (4 to 10), if successful, the caster will teleport behind the target, and deal a strike plus 1d6 sneak attack damage. If failed, the entire combo is lost.
* ***Inflamed Fists:*** If a natural 20 is rolled to hit, flames erupt on the caster's fists. This causes the entire Combo to be immediately successful, causes the sneak attack to be added, and two strikes for every turn, instead of one.
* ***Feared:*** If the entire combo is successful, the target will 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;

* ***Early Failure:*** If the combo is failed in it's 1st, to 3rd strike, the caster will be themselves Frightened, at how they failed. They will fear the target, until they deal damage to it successfully, via another attack. If the caster is immune to become Frightened, they will quickly pounce on the target, and attempt a successful attack, this will be done until it is successful, or until the caster can become Frightened.
* ***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 exert too much strength, and the caster will fall to the ground, unconscious for a round, and will gain a level of exhaustion. On top of this, the DC's to hit will be doubled when tried a third time.

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