Attack an extra time with another spell. If Crit, restore a use.
When Tasar fails a Save or takes 20+ damage, they can remove a condition from an enemy to negate it instead.
- •Elemental Bolt (Tier 0 Spell).1d10+10.
Choose between:
- Fire: Range 8. If hit on Drenched or Hampered from Ice, create steam in 3x3 aoe that blocks vision On Crit: Inflict Smoldering
- Ice: Range 12. On hit: Slowed for 1 turn. If Hit on Drenched target, Restrained. If hit on Smoldering, create steam in 3x3 aoe that blocks vision. If hit on Charged Target, those in Reach 3 are pulled 1 space.
- Lightning: Range 12. Advantage on Drenched Targets. On Hit: target gains Charged. If Targets are Drenched within Reach 3 of the original target, Drenched Targets are also hit.
- •Combustion (Tier 3 Spell).4d10+5.
Fire. Range 8, 4x4 Aoe, On hit: Inflict Smoldered. If already Smoldered, remove it, and double damage.
If hit Hampered from Ice or Drenched targets, create steam in 3x3 aoe that blocks vision.
- •Glacial Shard (Tier 2 Spell).3d10+5.
Ice, Range 12.
If Hit on Drenched targets, Restrained and create 3x3 icey difficult terrain. If Hit on Smoldered Targets, create 3x3 Steam cloud that obscures vision If Hit on Charged Targets, same size creatures in Reach 3 of creatures are pulled in 1 space.
- •Frigid Wind (Tier 5 Spell).4d10+12.
Reach 10, AoE, STR Save DC 16 On Failure: Become Slowed, On Success: Half and not slowed. Drenched Targets automatically fail and become Restrained.
- •Lightning Bolt (Tier 3 Spell).4d10+10.
Lightning, Line 12. DEX Save DC 16. On Failure: Full damage. On Success: Half Damage.
Drenched Targets automatically fail. Hampered Targets from Ice are pulled 2 spaces toward the Line 12, if in the line, they are hit as well.
At 162 HP, when Tasar uses Master Elementencer, he can cast a spell, but can't inflict conditions this way.
120 more damage and Tasar dies! Until then, Tasar gains Magical Bloom: Spellfire
Magical Bloom: Spellfire. Before Tasar's turns start, all those in Reach 5, AoE, make a DEX Save 16 take 1d20+10 damage of fire, lightning, or ice or half on success, and any with Smoldered, Hampered or Charged (pick one), automatically fail.