Seamantle (Druid Spell)

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Level: Druid 8
School: Conjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A crystal vial of elemental water, worth 1 gp.)

Effect

Range: Self
Target or Area: You
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 (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You sheathe yourself within a churning layer of pure elemental water that fills your space. You gain a Greater Swim speed equal to your normal Walk speed and can see, hear, and breathe normally within the Seamantle. You can likewise breathe under water or other liquids, see normally despite any level of darkness, are immune to underwater Environmental Effects such as pressure or cold, and use your Greater Swim in such bodies.
Magical attacks against you are unaffected unless they state that they do not function underwater (such as 'Cloudkill (Sorcerer/Wizard Spell)).
The Seamantle normally blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells upon the Seamantle. To do so requires a Maneuver Offense or Caster Check against your Maneuver Defense. If this check succeeds, you take all fire effects as normal.
You automatically extinguish normal fire in all squares you occupy or pass through for the duration of the spell. Against magical fire effects, your touch acts as Dispel Magic (Druid Spell).
This spell provides extensive protection against Environmental Effects, giving the protected person 5 points of resistance (DR or ER, as needed) against environmental damage of any kind, in addition to granting immunity to underwater effects.
This spell lays a divine 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 a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep when the new spell is cast. Only one divine 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