Kinetic Force (True Dweomer)

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Kinetic Force (True Dweomer)


Spell Level: 10
School: Evocation

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 bit of iron, smote by lightning, worth 1gp.)

Effect

Range: Touch
Target or Area: Self, plus one target creature, plus one per 15 character levels (drop fractions; max 3 at level 30), allies whom are within melee reach of the caster
Duration: Until the end of your next full night's rest
Saving Throw: No saving throw granted
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

As you cast this mighty Working, you sweep your limbs in great arcs, gathering up momentum, a bit of lightning-charged iron shivering in your grasp. At the end of the casting, you may charge yourself, and allies you can touch as described above, with Kinetic Force.

You and all you touch are filled to the brim with massive, surging, kinetic energy. This power grants several effects for as long as the dweomer inhabits you.

Out of combat, your overland movement rate is improved by a number of miles per day equal to the number of levels of Caster possessed by the caster of this Vis Viva.

During a combat (and possibly a skill challenge at the discretion of the referee), your speed with all forms of movement you possess is increased by a number of feet per round equal to the number of levels of Caster possessed by the caster of this Vis Viva, rounded down to the highest multiple of five feet. In addition, all melee weapon and thrown weapon attacks you make that successfully hit have their damage increased by the number of levels of Caster possessed by the caster of this Great Working. This is bonus damage, and is inflicted as the same type of damage as the base weapon, and is added to it for purposes of overcoming damage resistance. If an attack inflicts more than one type of damage, the wielder of the weapon may choose what type to increase on each attack they make, if desired.

For example, if cast by a 20th level Wizard, this True Dweomer buffs that Wizard and as many allies as they can touch as defined above, adding 20 miles per day to their Overland Travel, and in combats, adding 20 feet to all their movement types and 20 points of damage to all of their melee or thrown weapon attacks that land. If cast by a level 33rd caster, these benefits are 33 miles per day, plus 30 feet to all moves, and plus 33 points of damage by all successful hits.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