Hemophobia (True Dweomer)

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Hemophobia (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 drop of blood taken from an unwilling sentient creature, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: two target creatures, plus one per 10 character levels (drop fractions; max 5 at level 30), creatures you choose within range, 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: Will partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You cast this Fell Work in a hushed tone, mumbling awful sounds of power as you smear your hands with blood taken, not gifted. You seize the residual pain, terror, and anguish of the sacrifice, and you use that as bait to draw forth fell, terrible spirits of blood and horror. As the True Dweomer completes, you send those spirits forth to crawl within the body, psyche, and anima of your foes, each bearing a terrible curse.

You choose targets as detailed above, and inflict upon them your Hemophobia. This Dire Art has no immediate effects, but the magic lingers for the duration of the current conflict.

If any creature inflicted with Hemophobia gains the Injured status from the actions of any foe, the dreadful spirit within them, at the spilling of blood (even symbolical blood) immediately smites them with (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of rugosic (physical, uncommon) damage, as the horror of their injury is magnified and fed back through all their senses in a most terrible manner. Affected creatures are allowed a saving throw as defined above for half damage.

But this terrible work is not ended.

If any creature inflicted with Hemophobia gains the Bloodied status from the actions of any foe, they once again immediately suffer (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of rugosic (physical, uncommon) damage, and likewise may save a second time for half damage.

Note that if Hemophobia is cast upon creatures who are uninjured, it can damage them twice. If Hemophobia is cast upon creatures who are already injured, it can only damage them once, when they first become Bloodied. If hemophobia is cast upon a creature who is already Bloodied, it cannot damage them in this encounter. In all cases, Hemophobia ends at the end of the current encounter.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