Guardians Tomb (True Dweomer)

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Guardians Tomb (True Dweomer)


Spell Level: 10
School: Conjuration

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 scrap of bone from a warrior, carved with a rune, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: 50 foot radius spread (23 x 23 square) within range
Duration: Until the end of the current encounter (only castable during combat)
Saving Throw: Will partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You release the powerful stanzas of this Miracle as a martial chant, a hymn to the valiant, the savage, and the bleak. A bit of bone glows in your grasp, the massive power of this Ur Spell channeled into the creation of a cenotaph of dire power, the martial might of the far-away inhabitants rising to your call. As the Working completes, a massive tomb-like structure appears, filling a 15 foot square (a 3x3x3 cube) centered within range as above.

This cenotaph must appear adjacent to some solid surface, although it can be in any orientation. If there is a liquid, it may also appear from the surface of that liquid, as if emerging from the depths. The structure is made of massive stone and iron, and generally matches the surroundings in style and substance, although the eldritch horror of the thing is unmistakable. There must always be enough open space (un-blocked, un-occupied squares) for the structure to manifest, or the True Dweomer fails, so check carefully where it appears.

The 3x3x3 space of the Cenotaph becomes Blocked, and the corners are either rounded or square as the caster wishes, to determine if it is possible to 'cut' the corners. The structure persists until the end of the combat unless the duration is ended earlier, such as by Dispel effects, Disjunction effects, or such things as Antimagic fields. If the Cenotaph is thus dismissed, all spell effects end immediately. The structure has a Durability of 1 per Tier of Caster the caster of the True Dweomer possesses, if a Sunder maneuver is made against the Maneuver Defense of the caster to smash it. Destroying the tomb ends the spell immediately.

When the Guardian Tomb is first manifested, the massive wave of dire energy floods out, affecting every creature wholly or partly within 50 feet of any space of the cenotaph, inflicting (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of tenebrous (energy, rare) damage. A saving throw made as detailed above will reduce this initial damage by half. The caster should record the amount of damage this blast inflicts for later use, as below.

Far worse, once it is summoned the Cenotaph exhibits a dire yawning door on each side, filled with the most horrible darkness. Beginning the round after it is cast, once per round, as a swift action, the caster may cause one, two, or three Guardians to appear from these doors, which then hurl themselves furiously at a foe partially or wholly within the area of effect and impale them savagely with their weapons of smoking darkness, after which they vanish.

These Guardians are resolved as ray attacks, made using the caster's to-hit number but treated as originating from a square of the Cenotaph. These rays must have line of effect to their target from the central Tomb, but they do not require line of sight from there, as the Guardians will move around corners to attack their targets. Each Guardian that hits a foe inflicts the same amount of damage as the initial blast as above. Note that the Caster does not require line of sight OR line of effect to either the Tomb, or the target, for this effect to operate! The Guardians are quite aware, and will move intelligently to make their attacks.

The Guardian Tomb may bring forth a total number of Guardians equal to the number of Tiers of Caster as the caster possesses (1 to 7). Once the last Guardian is used to attack, the cenotaph goes quiet, crumbles to dust, and vanishes, which is also what happens to it at the end of the combat.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.

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