Displacement (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 3
School: Illusion

Casting

Casting Time: Immediate Action
Components: V, M (A small loop of leather with runes etched into it, worth 1 gp.)

Effect

Range: Touch
Target or Area: one target creature, creature touched.
Duration: Until the end of the current encounter (only castable during combat)
Saving Throw: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

Upon casting this spell, until the duration expires, if the subject displaces at least 30 feet from their starting point each round, all attacks miss on a natural die roll of 12 or less total concealment. This miss chance lasts until the end of the subject's next turn, unless they displace at least 30 feet again. Unlike actual total concealment, Displacement does not prevent enemies from targeting the creature normally. True Seeing (Sorcerer/Wizard Spell) reveals its true location and negates the miss chance. See Invisibility (Sorcerer/Wizard Spell) does not counteract the Displacement effect.
The subject must end in a space at least 30 feet from the space it began its turn to enjoy the full benefit of this spell. If the subject is able to move at least 15 feet away from its starting space, they instead gain partial concealment, until the end of their next turn (until they are able to displace again).
If the subject's movement doubles back on itself, or otherwise ends in a space less than 30 feet away from their starting point at the start of their turn (or 15 feet for the lesser effect), the spell does not provide its benefit to the subject that round, though the duration of the spell continues to count down. If the subject is able to move an adequate amount in future rounds, within the remaining duration of the spell, they gain the miss chance as described until the end of their next turn.
Opponents that do not rely on sight-based senses ignore the spell's effect.
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