Accursed Glare (Sorcerer/Wizard Spell)

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Level: Paladin 3Sorcerer/Wizard 3
School: Necromancy

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (A scrap of debris from a destroyed cathedral, worth 1 gp.)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature
Duration: Until the next full moon
Saving Throw: Will partial
Save DC: 10 + caster stat modifier + 1/2 character level
Spell Resistance: Yes

Description

Clutching a memento mori of someplace important to an entire nation, you hiss terrible sounds through your teeth. At the completion of the spell, you channel a fell curse through your glare. If the target fails its saving throw, it begins to obsessively second guess its actions and attract bad luck. The victim gains the Cursed status. If they make a saving throw as described above, the curse is reduced to only Hexed.
While you cast this spell, an ally within range of the subject can attempt an Intimidate check as a move action (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your Caster Check to overcome Spell Resistance (if any). Multiple allies can attempt Intimidate checks; this bonus stacks.
Synergy: While the Cursed or Hexed condition affects the target, it is magically charged. If another condition overwrites that charge, the energy of this dire spell leaves the victim, taking a goodly portion of their life essence with it. The target suffers (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of cold (energy, common) as the magic drags at their essential vitality on the way out of their body. If the condition was Hexed, only half damage is inflicted.
This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and 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