Flying Flaming Corpses (True Dweomer)

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Flying Flaming Corpses (True Dweomer)


Spell Level: 10
School: Necromancy

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 scrap of sentient flesh, dried and charred, worth 1 gp unless found.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: Up to one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30), based upon bodies and targets available within range.
Duration: Instantaneous
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes

Description

You seize a scrap of meat, dried and charred by flames, that once held a mind, if not neccesarily a soul. You whisper a dire imprecation to the flows of the world, the ebb and tide of life and death, and from that urge you call up those terrible destructive spirits that exist to use the remains of life as vessels of death. You give them a home, and unleash their destructive urges to the full.

When you cast this True Dweomer, you animate one or more corpses which have resulted from player or enemy actions during the current combat. These corpses may be enemies, allies, or, grimly enough, the remains of other player characters. Summoned monsters, animal companions, and the like count as allies, but spell-created objects such as pillars, walls, or emitters, do not. It is the players responsibility to keep note of the location of all corpses they wish to affect with this spell, and the GM adjudicates all unusual circumstances, as always.

When this spell is cast, the caster animates a number of corpses as indicated above as horrible burning monstrosities, flesh charring, bones cracking, giving off terrible sounds as the dire spirits inhabiting them express their awful joy in destruction. Each corpse hurls itself through the air at the target the caster has decided is their awful destiny. Each corpse is treated as a ray attack, originating from the square where they fell to a space inhabited by their target. Each such corpse must have line of effect from its origin space to the target space, and the caster must have line of sight to all targets, but not to all origin spaces. The corpses can intelligently trace any path to reach their target, as long as that path has line of effect, and falls entirely within the maximum range of the Darkling Miracle. These corpses are so fast and adroit in their flight they cannot be stopped (which is why they are considered ray attacks).

Each flaming corpse must be targeted at a separate enemy. If a successful ranged touch attack is made, one per target, each corpse impacts its target (or misses to no effect if the attack fails). Each successful attack inflicts (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of darkfire (energy, rare) damage to that target, and the corpse is reduced to dried, charred fragments. Note that the fragments left by this Ur Spell are sufficient, both to raise dead or resurrect, or, to act as material components for further castings of this wretched Working.

If cast as a Ritual, this True Dweomer is almost always used during great battles, sieges, or to attack large targets like towns. Note that a good supply of fresh, eligible corpses can be difficult to arrange outside of a battle scenario, depending upon the alignment and/or murderous tendencies of the players. Approach with caution.

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