Phantom Blood (Alchemist Extract)

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Level: Alchemist 1
School: Necromancy

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S

Effect

Range: Self
Target or Area: You
Duration: Until the end of your next full night's rest
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This thickly clabbered extract tastes heavily of blood. It serves to replicate your Anima in your blood supply.
While this dark extract sings in your veins, if you are struck in combat, you immediately gain temporary hit points equal to the character level of the alchemist who mixed the extract. The elixir can impart this boon of hit points only once per encounter.
In addition, when you are struck in combat (typically by melee and ranged attacks, but the GM adjudicates any unusual circumstances), up to once per round, the force of the impact knocks a ghostly 'phantom copy' of you right out of your body! This phantom copy moves as directed by you, one square away from you, or two squares if the character level of the mixologist is 11th to 20th, or three squares if the character level of the mixologist is 21st or higher. This phantom does not block movement, grant cover, or occupy its square, but during your next turn, you may as a free action vanish from your current space and appear in the square of the duplicate, if you can physically occupy that space. This is a very modest teleport effect (as Lesser Teleport), and as such does not provoke attacks of opportunity. If you choose not to vanish and move to the phantoms space, the phantom dissipates harmlessly.
You may use this phantom copy to move as a free action once per elixir at alchemist levels 1-10, twice at levels 11-30, three times at level 21-30, and 4 times at level 31 and above. Once used to its limit, the extract is dispelled.
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