Elemental Aura (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 3
School: Abjuration
Bloodline: boreal 3
Elemental School: air 3, earth 3, fire 3, water 3

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (A copper amulet, engraved with elemental symbols, worth 1 gp.)

Effect

Range: Self
Target or Area: you
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + 1/2 caster level
Spell Resistance: Yes

Description

You speak phrases that match the sort of aura you wish to possess. You hang an amulet around your neck, and it dissolves in mid-motion into the aura you desired.
This spell forms an aura of energy around you, protecting you and damaging all those that come near you. Choose a common energy type. Creatures adjacent to you when this spell is cast and at the start of each of your turns take (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) points of energy damage of the selected type.
Creatures adjacent to you are allowed a saving throw as defined above for half damage. You may only have one Elemental Aura in effect at one time.
This aura has an additional effect, granting you temporary hitpoints equal to your caster level against all forms of damage that are NOT the energy type you chose. Against that type of damage, you instead take 1 and a half times normal damage.
Special: If you Manaburn this spell, in addition to the normal increase in Circle, the temporary hitpoints you gain increase by 5 per additional spell you Burn.
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