
MorningstarZero |
When playing tonight, we can across a question on how to interpret Elemental Bombardment's power. While we all agreed on how we played it... we also all agreed that it seemed WAY too good even for a Adventure 5 Spell.
The card as written reads:
For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity, or Fire trait.
So here's the question. Assuming you're in Adventure 5 and have 5 Mythic charges, when you play the spell do you add to your check:
1) 5d6+5
or
2) 1d6+5

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For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity, or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
That's the same spacing on the card (no spaces in 1d6+1). If you have 5 mythic charges, you would add 1d6+1 for each of those 5 charges: 5d6+5. Not sure how there's confusion, though. If it meant 1d6+5 then it would read "1d6 plus one for each mythic charge". (Sorry, Frencois.)
It's a 5th level spell. 1d6+5 would make it pretty worthless compared to the damage done by other fifth level spells like Death's Touch which is 3d6+3 and provides an automatic defeat against non-villain monsters (4th level or lower). Or like the fourth level spell, Divine Blaze which is Divine plus 3d8 (plus another 1d8 vs Undead).

skizzerz |

I agree with Theryon, it's 5d6+5. Welcome to being Mythic heroes where you're super powerful -- just wait until deck 6 though, Elemental Bombardment doesn't hold a candle against some of those spells.