Furnace Bones (Sorcerer/Wizard Spell)

From Epic Path
Jump to navigation Jump to search
Level: Sorcerer/Wizard 9
School: Evocation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (a burned rib bone, worth 1 gp)

Effect

Range: Touch
Target or Area: one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30) ally creatures touched
Duration: Until the end of the current encounter (only castable during combat)
Saving Throw: Harmless (Fortitude negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

The deep, rough words of this spell are huffed out in throaty bursts, as wisps of smoke rise from the casters hands whenever they touch one of their allies. The affected allies must all be adjacent to the caster as the spell is cast, and touching each of them is automatically included in the casting time of this potent spell.
At the conclusion of the casting, all affected allies receive a massive infusion of magical fire. They each must make a saving throw against the DC described above. If they make the save, the ravening burst of fire which is injected into their bodies is snuffed out by their resistance, and there is no further effect. If they fail this save (and like all saves, they may choose to fail it automatically), they suffer (Circle 2 damage): 1d6 points of damage per character level (max 6d6 at character level 6) points of fire (energy, common) damage. If they resist this fire damage, in whole or in part, via energy resistance or spell resistance or any other mechanism, then the spell ends and there is no further effect. If all of these points of fire damage are healed before the expiration of this spell, then the spell effect immediately ends.
However, if they take the full amount of the fire damage from this spell, then the strengthening flames burn into the very core of their beings and infuses them with fiery might for as long as they retain any of the fire damage, or until the spell expires naturally.
While under the effects of this mighty spell, a number of interesting effects occur. To allow a being to survive Furnace Bones, the spell changes the rest of the body to a composition of mostly elemental fire. All of a creatures possessions are affected as well, and will be unharmed at spell expiration. While converted, the creature's body becomes translucent and glows a dull red-orange with the tremendous heat. In this translucent figure can be seen the dim yellow-white glare of the beings skeleton, shining up through its flesh. This process means the creature emits bright light in a five foot radius around their space, which will completely negate ALL forms of darkness, even dimness auras of Shadow creatures, thus eliminating any miss chances due to lighting. This also means it is impossible to enter a Stealth stance while under the effects of this spell, as you are emitting light from your skin.
Affected creatures feel light and buoyed up by the flames suffusing their bodies, and gain a Vaulting speed equal to their normal Walk speed.
Affected creatures may inflict (Circle 2 damage): 1d6 points of damage per character level (max 6d6 at character level 6) of fire damage up to once per round if they make any successful attack via melee weapons, ranged weapons, unarmed attacks, spells, class features, racial ability's, combat maneuvers, etc. This fire damage is bonus damage. NOTE:The circle of Furnace Bones may be increased as normal, but doing so also increases the amount of damage inflicted when the spell affects target creatures. Handle with care!
Lastly, if any creature affected by Furnace Bones ends their move action adjacent to an enemy creature, the indescribable heat beating off their flaming forms will cause smoldering embers to ignite in the enemies hair, skin, clothes, or possessions. While this effect is essentially harmless to the enemy, it does instantly reveal creatures who are invisible, and will even partially negate the benefits of faded, granting a +4 arcane bonus on any saving throws to remember the presence of that smoking fellow.... Lastly, the glowing embers and emitted smoke gives the enemy a -4 arcane penalty (that does not stack) to Stealth rolls.
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.

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