Emblazon Crest (Paladin Spell)

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Level: Paladin 4
School: Transmutation


Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, F (an example of the crest or coat of arms, worth at least 10,000 gp)


Range: Self, plus see below
Target or Area: one target creature within melee range
Duration: Until the end of your next full night's rest
Saving Throw: Will partial
Save DC: 10 + caster stat modifier + 1/2 character level
Spell Resistance: Yes


This spell ensures the caster is always able to display their crest, coat of arms, or other distinctive symbol in an unmistakable fashion, and use that bold declaration against their enemies in a potent fashion.
Any robe, shirt, tabard or tunic worn and/or any rod, staff, wand or shield carried by the subject while this spell is active can be made to display a coat of arms or other distinctive symbol when the spell is cast. For example, even if the subject picks up a different shield or changes robes, it still displays the subject's crest, regardless of the items normal appearance. This serves to make you instantly recognizable to any creature who successfully makes a Perception check to see you. If you are attempting to use Stealth while under the effects of this spell, all target DC's to see you are lowered by 5.
In addition, in combat, as a swift action, the caster may display their Emblazoned Crest by showing off their colors on their robe or tabard, or by brandishing their rod, staff, wand or shield. This does not provoke attacks of opportunity, and if there is an enemy creature within melee range (either yours, or theirs) when you display your Crest you may force them to make a Will Save against the DC described above. If they fail their save they take (Circle 8 damage): 1d6+3 points of damage per character level (max 21d6+63 at character level 21) as holy (energy, rare) damage. If they make their save, they take half that damage.
Displaying the Emblazoned Crest in this way dispels the spell and ends all effects.
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