Shades (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 9
School: Illusion
Domain: darkness 9

Casting

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

Effect

Range: see text
Target or Area: see text
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 spell functions like Shadow Walk (Spell), in that it allows the recipient and those touched to travel through the Plane of Shadows.
Shades, however, is a far more potent spell. If used for long-distance travel in the same Material Plane as you began from, you may move up to 50 miles per hour of travel and you arrive at your destination with great precision, typically within one Run action at your best movement speed. There is no miss chance roll: This travel is as safe as anything concerning the Plane of Shadow can be. Traveling 'across' the Plane of Shadow to other planes adjacent to the Plane of Shadow is exactly the same with this spell as Shadow Walk, except such trips take 1d3 hours rather than 1d4 hours.
Even more usefully, for the duration of this spell you and all those touched gain a Teleport move of 50 feet. You may 'step out' into the Shadow World and reappear wherever you wish. This teleport move may be used with single moves and double moves, the Run action, and the Withdraw action if desired. You may not 'pick up' items in the middle of this travel, although you can certainly move into the space of an unattended item and end your Move there, pick up the item as part of that Move, and then use another action (a Standard or action point action) to leave that square carrying the item.
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.



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