Defensive Sphere (True Dweomer)

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Defensive Sphere (True Dweomer)


Spell Level: 10
School: Abjuration

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • If your roll equals or exceeds a DC of 47, you Fast Cast it as a Standard Action.
  • If your roll is a non-1 result between 38 and 46, you cast it as a Full-Round Action, as normal.
  • If your roll is less than 38, 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 droplet of glass the size of a heart, polished, worth 1 gp)

Effect

Range: Touch
Target or Area: Yourself, plus all allies within a radius as defined below
Duration: Until the end of your next full night's rest
Saving Throw: Fortitude negates
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You contemplate a perfect ball of glass, sitting comfortably in your grasp. Geometric perfection, obdurate hardness, sterile beauty...combined with innate fragility. You begin working the power of your Vis Viva, starting with the glass ball as your exemplar, and you weave a Working of Power into existence, upon yourself, and as your might waxes, even upon others.
This True Dweomer creates a Sphere of shimmering magical power, centered upon yourself. If your Caster Level is 16 or better, this sphere covers only you. If your Caster Level is 21 or better, it covers your space(s) and all spaces adjacent to you. If your Caster Level is 26 or better it covers your space(s) and all spaces within ten feet of your space. And if your Caster Level is 31 or better, it covers your space(s) and all spaces within 15 feet of your space.
While the Sphere endures, you may choose to protect yourself or any ally wholly or partially within the Sphere, to whom you have line of sight and line of effect. As a free action, usable up to once per eligible ally per round (including yourself), you may choose an attack, after the attack is declared but before the attack roll is made, and declare that that attack misses. You may make a total number of attacks miss equal to your Tier in a Spellcasting class (typically 4 to 7). Once you have made all permissable attacks miss, or the duration expires, the Sphere dissipates and is gone.
Attacks that miss due to this Defensive Sphere have no effect upon any creature, even if that attack normally has some effect that occurs on a miss. It is as if you have edited the universe and removed that action from existence. Such is the power of a Great Work.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