Endless Enemies (True Dweomer)

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Endless Enemies (True Dweomer)


Spell Level: 10
School: Enchantment

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • If your roll equals or exceeds a DC of 47, you Fast Cast it as a Standard Action.
  • If your roll is a non-1 result between 38 and 46, you cast it as a Full-Round Action, as normal.
  • If your roll is less than 38, or you roll a natural 1 on the die, the spell is cast at half damage, treated as though all targets succeeded on their saving throws, or it deals only half its effect.
  • True Dweomers can be cast as rituals, requiring a 1 hour casting time. The area of effect or number of targets is multiplied by 10. The range of the spell is doubled if it is longer than Touch.
Components: V, S, M (A crude-sewn doll, of burlap, with a face of snarling stitches, worth 1gp)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: two target creatures, plus one per 8 character levels (drop fractions; max 6 at level 32), all of whom must be within 60 feet of each other
Duration: Instantaneous
Saving Throw: Will partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

Enchantment magics tend to be seen as 'beautiful' and 'winsome', as these Works are well-suited to such use. But this Work demonstrates that Enchantments can have a rough, brutal side, as you use this Darkling Miracle to hammer horrifying fear directly into the very foundations of your enemies.
When you cast this True Dweomer, choose enemies as noted above within range. Each such enemy takes (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of psychic (energy, uncommon), and gains the Startled condition. A saving throw made as described above halves the damage and negates the condition.
However, if any of the enemies failed their saving throw, the true terror of this Great Work is revealed. Every round after this spell is cast, assuming at least one enemy failed their save, you may choose, as a free action during your turn, to make a ray attack from the space of any creature who failed their save, upon any other enemy you can see. Make a ranged touch attack, as normal, tracing line of sight and line of effect from the originating enemy to the attacked enemy. If this ray attack hits, a spectral copy of the enemy seems to dash (wholly in the mind of the victim) and attack. This attack inflicts (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of psychic (energy, uncommon) damage. Each enemy who failed the initial saving throw may be the origin of one such attack, whether they are alive or dead.
Enchanting indeed....
As a True Dweomer, this spell requires three spell slots to Mana Burn for each Strata increase, and cannot be sacrificed to Mana Burn any other spells of any type.

Strata Damage for True Dweomers

Spell Strata Burn Cost Min Character Level (CL) Base Dice Max dice
1 N/A 19th 1d6+6/CL 35d6+210
2 +3 21st 1d6+7/CL 35d6+245
3 +3 23rd 1d6+8/CL 35d6+280
4 +3 25th 1d6+9/CL 35d6+315
5 +3 27th 1d6+10/CL 35d6+350
6 +3 29th 1d6+11/CL 35d6+385
7 +3 31st 1d6+12/CL 35d6+420
8 +3 33rd 1d6+13/CL 35d6+455
9 +3 35th 1d6+14/CL 35d6+490