Crown of Glory (True Dweomer)

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Crown of Glory (True Dweomer)


Spell Level: 12
School: Evocation

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • If your roll equals or exceeds a DC of 55, you Fast Cast it as a Standard Action.
  • If your roll is a non-1 result between 45 and 54, you cast it as a Full-Round Action, as normal.
  • If your roll is less than 45, or you roll a natural 1 on the die, the spell is cast at half damage, treated as though all targets succeeded on their saving throws, or it deals only half its effect.
  • True Dweomers can be cast as rituals, requiring a 1 hour casting time. The area of effect or number of targets is multiplied by 10. The range of the spell is doubled if it is longer than Touch.
Components: V, S, M(A tiny crystal model of a sword, worth 1 gp)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: a number of creatures within range you choose, see below
Duration: Until the end of your next full night's rest
Saving Throw: No saving throw granted
Save DC:
Spell Resistance: Yes

Description

You bend your will to the flows of power, energy, and intent within the world. Unlike most Great Works, this True Dweomer is inspired by the glory of kings, the raw power of rulership, which is expressed by the mundane as swordwork. Swords fall far beneath your level of advancement, but a crown...that is appropriate to your might.

As you cast this Miracle, the essence of cutting dissolving in your grip, you manifest a glowing halo of swords made of brilliant blue-white light. You manifest one such sword per experience Tier of spellcasting class(es) you possess, from one to seven. As this halo, this Crown of Glory manifests, you may choose one of two ways to utilize its power.

First, you may immediately choose to expend the Crown. Choose one target creature per sword you have manifested (one per Tier of spellcaster) who is within range of your space and to which you have line of sight and line of effect. Make one ray attack upon each creature you choose. If you succeed in this ranged touch attack, the targeted creature suffers (Strata 3 damage): 1d6+9 points of damage per character level (max 35d6+315 at character level 35) points of damage, delivered as force (energy, uncommon) damage. If you miss, there is no effect. If used this way, the Crown is expended before it lays a charge upon you, the caster, and it will not disturb any other charges upon your person. If there are fewer target creatures than swords, any extra swords are wasted as the spell ends.

Second, you may choose to cast this Vis Viva and as the Crown manifests, you retain that glory for yourself. You are surmounted by a halo of brilliant swords of Force. This Crown will persist until you begin a full night's rest, unless you use it up or dismiss it first. This Crown, when used this way, lays the charge upon you. While this Crown persists, you may, as a move action or as part of a move action, once per round per creature you wish to affect, make a ray attack as long as you are within range (as above) and you have line of sight and line of effect. You may not target the same creature more than once per round under any circumstances. If you hit with any or all of these ray attacks, each one inflicts (Strata 3 damage): 1d6+9 points of damage per character level (max 35d6+315 at character level 35) points of damage, delivered as force (energy, uncommon) damage. If you miss, there is no effect. In addition, as long as the Crown rides above your head, you emit light to a distance of 50 feet from your space. This glory makes stealth impossible, but hiding is for lesser souls than yourself.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.

As a True Dweomer, this spell requires three spell slots to Mana Burn for each Strata increase, and cannot be sacrificed to Mana Burn any other spells of any type.

Strata Damage for True Dweomers

Spell Strata Burn Cost Min Character Level (CL) Base Dice Max dice
1 N/A 19th 1d6+6/CL 35d6+210
2 +3 21st 1d6+7/CL 35d6+245
3 +3 23rd 1d6+8/CL 35d6+280
4 +3 25th 1d6+9/CL 35d6+315
5 +3 27th 1d6+10/CL 35d6+350
6 +3 29th 1d6+11/CL 35d6+385
7 +3 31st 1d6+12/CL 35d6+420
8 +3 33rd 1d6+13/CL 35d6+455
9 +3 35th 1d6+14/CL 35d6+490