Gloria Mundi (Spell)

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Level: Sorcerer/Wizard 9
School: Transmutation


Casting Time: Standard Action
Components: V,S,M (A small ivory statue of a humanoid, worth 1 gp.)


Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30), allies you choose, all of whom must be within 30 feet of each other.
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 + spell level
Spell Resistance: Yes


When you cast this spell, your words are a paean to the glories of the ordinary, the humble magnificence of the physical form. As you cast this spell, the forms of the allies you choose (see above) gain a shimmer as their very flesh is subtly reformed into the perfect ideal of their true selves. This perfection of form grants many benefits.
For the duration of the spell, all movement types of the affected allies are doubled, up to a maximum of +60 feet of move. If the allies do not have a Greater Swim speed, a Burrow speed, a Greater Climb Speed, or a Vaulting speed to be improved upon, they gain one of those movement types of their choice, with a speed of 30 feet plus an additional 10 feet per ten caster levels of the caster, drop fractions.
While under the effects of this spell, affected allies have their overland movement doubled.
While under the effects of this spell, affected allies may make one bonus melee attack during a full attack action each round. Note that characters can never perform more than one bonus attack action per round, even if they have multiple sources of bonus attack actions available.
While under the effects of this spell, all attack rolls, save DC's, and saving throws receive a +2 Arcane or Divine Bonus, depending upon the caster.
While under the effects of this spell, all recipients receive 10 temporary hit points per Spell Level of the spell as-cast. Like all temporary hit points, they may be removed through damage or they expire at the end of a combat, just like all the other effects of this spell.
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.