Consumptum Feurium Magnifica (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 9
School: Evocation

Casting

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

Effect

Range: Self
Target or Area: A blast 35 feet across, which must include the caster within it.
Duration: Instantaneous
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

Consumptum Feurium Magnifica is almost unique among spells due to the simple fact that it is not powered by mana. This means that it can be cast and used in areas with no magic, such as Antimagic Shell. It can still be countered by effects such as Dispel Magic, although if you are casting Consumptum in an anti-magic zone, nobody can get a Dispel in to you.
While this seems to be a tremendously powerful effect, this spell is still powered by the caster, but instead of using mana, it uses the caster's life force. To put it mildly, this is fraught with peril.
The caster of Consumptum Feurium Magnifica must pronounce the dire syllables of this fell magic, and pour their very life-force into the working to power it. The resulting blast of dark, smoky fire, choked through with negative energy, issues from the caster's body and emanates out around them. The caster has some minor control over this dark and bloody storm of flames, but must always be within the effect.
Upon casting, this spell affects an area 7x7 squares around the caster. The caster may move this area around them as they wish, with the caveat that they must always appear in the central 5x5 area of the effect. They may be in the center, off to a side or in a corner of that 5x5 area, but they must be within the central zone of the area of effect.
When cast, the spellcaster takes a number of points of non-lethal damage equal to the CR of each creature affected by the spell who has failed their saving throw. (This applies to friend and foe alike, this terrible spell makes no distinction of enemy or ally.) If this subdual damage knocks the spellcaster unconscious, they then suffer the full damage of the spell without benefit of a saving throw, which is frequently lethal. In consolation, the spell also does its normal effects to those around the caster, even if they fall unconscious.

For example, if cast on ten CR3 orcs, and they all (predictably) fails their saving throws, then the orcs are utterly obliterated but the caster suffers thirty points of non-lethal damage from the drain on his life force. At the same time, he gains a whopping 40 temporary hit points, from killing forty hit dice worth of creatures. Like always, temp hitpoints and subdual damage have no effect on each other. If cast on ten CR30 Atropals and they all (predictably) make their saving throws, then they only suffer half damage, but the caster is not harmed. If he managed to kill one of the Atropals, he would gain 63 temporary hitpoints...which he is likely to need very badly.

When the spell damages any creature, that creature is allowed a REFL saving throw against a DC calculated above. If they fail that saving throw, they suffer 1d6 + 3 points of fire and negative energy damage per caster level of the caster (maximum of 25d6 + 75). If the afflicted have resistance or immunity to only one of those energy types, that resistance or immunity is bypassed in its entirety, it takes both types to reduce the damage. If they make their save, they suffer only half damage.
If the Consumptum Feurium Magnifica kills any creature, then the spellcaster gains temporary hit points equal to the creature's hit dice rating. This effect is especially effective against minions and weak foes, it should be noted. Note that these temporary hit points (like all temp hitpoints) do not affect any subdual damage the caster has suffered.
Using this terrible magic is a gamble, as the subdual damage is balanced by the temporary hit points gained. If the spell can slay foes, the temporary hit points quickly begin to mount up. However, if the caster is struck down by the spell, pouring too much of their life force into the workings, then they suffer the full effects, although temporary hitpoints may allow them to survive. Like all temporary hitpoints, the benefits are ephemeral, the temporary hit points vanishing at the end of combat as they always do.



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