Traveling Doom (True Dweomer)

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Traveling Doom (True Dweomer)


Spell Level: 10
School: Necromancy

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 knuckle bone of a sentient creature, worth 1 gp)

Effect

Range: Self
Target or Area: Self, and, see below
Duration: Until the end of your next full night's rest
Saving Throw:
Save DC: -
Spell Resistance: Yes

Description

Those who achieve mastery of the forces of Unlife may choose to demonstrate their absolute mastery of the terrifying foes of Life by creating for themselves a palanquin of the dead. Working the terrible mechanisms of this Miracle causes a veritable horde of bones, flesh, and spirits to manifest beneath your feet, their myriad hands and other...parts... buoying you up and carrying you along like some terrible ambulatory throne of bones.

This mighty Work manifests as a mass of undead parts and bound spirits, skeletons and zombie parts and shadows and ghosts and other, mightier things, which bears you up off the ground and supports you with a ghastly mass of moving bone and ectoplasm. While it endures, this True Dweomer grants you the following benefits:

  • All squares of the casters space, and all squares within 10 feet of their space, become difficult terrain. If the caster is size medium, this is a 5x5x5 square area. If the caster has a Mount, the Mounts spaces are considered part of the caster's space, as normal, and the Doom surrounds the mount. The caster is immune to this effect, and can move and operate without difficulty.
  • The Doom surrounds the caster, but their size and space is not changed, and they can move and squeeze according to their normal Size. If any part of the Doom intersects a Blocked, Difficult, or Impeded square, that square of the Doom is removed for that round. The Doom will fill any occupied spaces the caster moves it into, but will cause no ill effects to those creatures unless they choose to remain in the Doom and end their turn there (see below).
  • All spaces around the caster are filled with a mass of writhing, moving, undead parts, which bear you up and move you around, while also tearing at any creature who ends their turn in that space (friend or foe). This effect causes (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) points of damage, delivered as either Slashing (physical, common) or Necrotic (energy, uncommon) damage. You may choose the damage type inflicted upon each creature, each round. There is no saving throw against this effect. If a creature manages to occupy your space, this effect no longer applies.
  • The mass of undead parts carry you along, and add 20 feet to all your movement types, including those of a Mount, or any magic items.
  • If you perform Overland Movement, the undead carry you along with great speed. You may add 5 miles per hour per Tier of Spellcaster you possess (plus 5-35 miles per hour, plus 40 to 320 miles per day) to your normal Overland travel speed, to a maximum of 500 miles per day.
  • The mass of undead that form Travelling Doom are susceptible to damage during combat, or from falls, collisions, and the like. If targeted in combat, Travelling Doom uses all the defensive values of the caster of the Vis Viva, such as AC, Maneuver Defense, and the like. The undead are Immune to all status conditions, but have a number of hit points equal to the Bloodied value of the caster. If these hit points are reduced to zero, the effect is immediately dispelled. Attacks directed at the Traveling Doom do not harm the caster, unless they are an Area of Effect which overlaps the Casters space as well, in which case, both the Travelling Doom and the Caster take the same damage. The Doom may be targeted by multi-target effects, and the caster can be targeted as well, in which case it counts as targeting two targets for multi-target effects. If not dispelled, the hit points of the Travelling Doom are restored at the end of each encounter.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