Daywalker (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 5
School: Necromancy

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A black glass vial containing several drops of holy water, worth 1 gp.)

Effect

Range: Touch
Target or Area: one target creature, creature you touch
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 + 1/2 character level
Spell Resistance: Yes

Description

This spell creates a thurible in the space of your chosen target, and from it glorious and terrible energies pull at the life force of your target and draw their immortal soul into the thurible. The thurible remains in their summoned square.
The target of Daywalker gains Greater Flight 60 feet, Airsense 30 ft, gains a +2 bonus to hit with all their ranged and melee attacks, and may make one additional attack at their full BAB whenever they make a full attack. In addition, they are forcibly converted into a form of negatively-empowered pseudo-undead. They count as living creatures for all effects except positive and negative energy healing and damage spells. A Creature under the effect of Daywalker is healed by negative energy (Inflict and Harm spells) and damaged by positive energy spells (Cure and Heal spells.)
The thurible remains in the square where it was summoned, and may be picked up as a loose object (part of a move action) or touched by anyone who has the square in their melee reach. Holding or touching the thurible gives certain powers. Anyone holding or touching the thurible can communicate with the affected creature as if they share a common language over any distance or across dimensions. The bearer or toucher gains the benefits of Sanctuary (Cleric Spell), but only against that affected creature.
Breaking the thurible is a standard action but succeeds automatically, which dissipates its power (and protection) for the target of the Daywalker spell, immediately ending the spell.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.

Circle Damage for Spells

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