Atavism, Mass (Druid Spell)

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Level: Druid 8
School: Transmutation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30), creatures you choose within range, no two of which can be more than 30 ft. apart
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Harmless (Fortitude negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This spell functions as Atavism (Druid Spell), except it affects multiple creatures, and affects each one more strongly. The Green gives potent gifts to those who ask.
Each target gains a +3 Divine bonus on all d20 rolls to-hit, save, or confirm critical threats, gain a +3 Divine bonus on all special ability DCs such as class features, abilities, spell-casting, etc., add +20 feet to all movement types they possess, gain +3 temporary hit points per caster level of the caster, and gain a +3 Divine bonus to AC and Maneuver Defense. In addition, all melee weapon damage rolls gain a bonus equal to the caster level of the caster.
The price is heavy. The targets primal instincts take hold for the duration of this spell. They no longer are able to speak or understand language of any sort, even though spell casters can cast spells without hindrance, replacing normal speech with growls, snarls, and roars. They recognize friends from enemies, and will not attack wantonly if that was not already in their nature, but they lose the ability to grant flanking bonuses, and no longer can use flanking bonuses from their allies. They are unable to make any Skill rolls that entail communication (Bluff, Sense Motive, Diplomacy, Intimidate, etc.)
Mass Atavism changes a team of close-knit allies and companions into a wild-eyed pack of slavering goons, while freighting them with terrible might.
This spell lays a dual charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell instead lays a dual charge on you, the caster. Targets which already have a dual charge, a divine charge, or an arcane charge, may choose only one of these effects to keep. Dual charges are treated as both an arcane and a divine charge, and a creature may only ever have a single arcane charge and divine charge present on them at a time.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30