Spider Climb (Alchemist Extract)

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Level: Alchemist 2
School: Transmutation

Casting

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

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

As you imbue this gluey elixir, you dunk a live spider into it, leaching it of the Aspect of Skittering. The extract grows silky in texture and tastes of spider roe. When drunk, the drinker is imbued with eerie supernatural abilities to use solid walls and ceilings to move around. They may use their hands and feet to scamper around with startling ease, but they can also use their elbows, knees, forehead, and other contacts to allow them to use their hands without restriction. It is possible for some walls and ceiling to count as difficult terrain or even Impeded Terrain, as the GM adjudicates.
In short, they can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does, and without suffering penalties to actions, depending upon GM adjudication. The affected creature must be able to use Move actions to climb in this manner.
The subject gains a Greater Climb speed of 20 feet. This speed improves to 30 feet at character level 15, and 40 feet at character level 30. Creatures with greater climb may charge, make 5-foot steps, run or withdraw while climbing. If a creature with greater climb is knocked Prone or Splayed, they fall from the wall or ceiling to the ground, taking normal Falling Damage. A Spider Climbing creature retains its Dexterity bonus to AC (if any) while climbing, and opponents get no special bonus to their attacks against it.
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