Ravening Lance (True Dweomer)

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Ravening Lance (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 runed tin spike, plated in gold, worth 10gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: Up to one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30), all of whom must be within range and within 60 feet of each other.
Duration: Instantaneous
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + 1/2 caster level
Spell Resistance: Yes

Description

You speak Words of Power, an entire litany written in OM. You have worked with flows of energy often before, evoking the hidden pathways of power in the world to smite your enemies, but this True Dweomer goes far, far beyond anything you have ever done before. You reach out and pinch together the Fount of Power and the Deep Dark. A direct connection, although very, very small. In the instant you make this dimensional fistula, an enormous amount of inchoate fury lances through your own local reality, a whole forest of raging columns of power that burn with insane fury for a mere moment, then fade.

When you cast this spell, you may choose a number of creatures or objects within range of this spell as defined above. You must have line of sight to each target, although line of effect is not required. As you complete this Vis Viva, a ravening lance of energy spears down from above each target, vertical according to the local map, passes through the target, and vanishes into the ground beneath their feet or other wise dissipates at their space. Each target suffers (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of scouring (energy, uncommon) damage. Each creature is allowed a Reflex saving throw as defined above to reduce this damage by half. The caster may roll a Caster Check at their discretion, and compare it to the Maneuver Defense of each target. If they make this roll, each target also suffers the effects of being Sundered.

In addition, these ravening beams of energy have the power to burn through solid objects. At the casters discretion, they may target an unattended object (or a specific portion of a larger structure, such as a door, wall, or window) and roll a Spellcaster check as a Maneuver Offense check to Sunder that object. Objects successfully sundered suffer 1 point of Siege damage equal to the Spell Level of this True Dweomer (typically ten points of more). Care must be taken, as the effects of these ravening beams of destruction extend vertically 30 feet above the target, and it is possible to inflict heavy collateral damage to other floors, walls, and structures if used in a built-up area.

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