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Nerfed from 2 to 3 AP. Way too good otherwise.
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{"name":"Acidic Hail","author":"CrusaderDroid","tier":4,"tags":["Conjuration","Acid","Cold","Concentration"],"cost":"2 AP","range":"90 feet","duration":"1 minute","desc":"Acidic hailstones fall from the sky, striking a 20 foot radius cylinder 100 feet tall. Creatures in the area when it is created and who start their turn in the area must succeed on a Dexterity saving throw or take 4d4 cold and 4d4 acid damage, halved on a success. The hailstones break apart on impact and transform the terrain into difficult terrain.<br><br>During your turn, you can spend 1 AP to move the hail up to 30 feet.","empower":"Damage increased to 6d4 cold damage and 6d4 acid damage."} | ||
{"name":"Acidic Hail","author":"CrusaderDroid","tier":4,"tags":["Conjuration","Acid","Cold","Concentration"],"cost":"3 AP","range":"90 feet","duration":"1 minute","desc":"Acidic hailstones fall from the sky, striking a 20 foot radius cylinder 100 feet tall. Creatures in the area when it is created and who start their turn in the area must succeed on a Dexterity saving throw or take 4d4 cold and 4d4 acid damage, halved on a success. The hailstones break apart on impact and transform the terrain into difficult terrain.<br><br>During your turn, you can spend 1 AP to move the hail up to 30 feet.","empower":"Damage increased to 6d4 cold damage and 6d4 acid damage."} |