15 Divine - 1 Attunement Slot
Available Casts: 5
Action Point Cost: 2 AP, 3 AP
Action Point Upkeep Cost: 2 AP
Range/Area: Self, 10ft, 50ft
Components: V, S
Duration: Continuous, up to 1 minute.
Magic Attribute: Divine
Attack/Save: Magic Attack, Dexterity Save
You raise your hand to the heavens and summon a spiraling, burning disc of divine energy unto your fingertips.
While this spell is active, you can either make quick, orbiting melee attacks with the disc, or launch it as a furious ranged attack.
For 2 AP, you can make a melee spell attack with the halo at a creature within 10 feet of you. On hit, the halo deals 1d6 ethereal slashing damage and 1d6 + DIV fire damage.
For 3 AP, you can make a ranged spell attack with the halo, and launch the halo at a target up to 50 feet away from you. This ranged spell attack counts as a Thrown attack as well. On hit, the halo deals 2d6 ethereal slashing damage and 2d6 + DIV fire damage. Then, draw a line from you to the target. Any creature in this line, including the target of the ranged spell attack, must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ethereal slashing damage and 2d6 + DIV fire damage, or half as much on a successful save. After you launch the halo, the spell ends, and the halo burns up and fades away.
This spell cannot do damage to nonmagical objects.
You must maintain having a free, empty hand to control the halo with, or the halo burns up and fades away.
If you fail to pay the action point upkeep cost, the halo burns up and fades away.
A brief and burning symbol of sanctity, order, and power, offering a glimpse into the origins of the Divine.