1. Notes

Arcenite mechanics

Items

Arcanite Mechanics: For Pure Arcenite every crystal above 3 can be dangerous. The user has to roll a wisdom, int, or charisma save depending on their spell casting class. The Dc starts 15 and increases by 1 for each extra crystal. On a failed roll, the spell backlasses and effects the caster and anyone within a 30 foot radius. The crystals also explode causing 3d10 dmg plus 1d10 for each extra crystal used, to everyone within 30 feet. This is Arcane dmg. So only creature's resistant or immune to Arcane damage take half or no damage.

Clear Arcenite works the same as pure but is more stable, therefore the starting DC save is 12. However the damage dice changes from 1d10 to 1d12. Also the starting damage is 6d12.