Hex of Fissuring (True Dweomer)

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Hex of Fissuring (True Dweomer)


Spell Level: 10
School: Abjuration

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 considerable rod of Iron worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: Six pillars of iron, 5 feet wide and up to fifteen feet tall per Tier of Caster. They must all appear within range, and be arranged in a hexagon, with no more than ten feet between them per tier of the caster.
Duration: Until the start of your next turn
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You reach into the Universal Earth and bring forth a tiny fraction of its immense power. Six huge fletches of fundamental Iron appear, wedging their way into Reality with a horrendous creaking crackle, as Reality Itself splinters and cracks horrendously under the awful burden you are inflicting upon it. After such an affront, not even you can force this manifestation to exist for long, but as long as it lasts, it is terrible indeed.
This Working brings into existence six Pillars, as defined above. Each Pillar must originate from a square to which you have line of sight. Each Pillar must be vertical according to the local map. No two pillars can be adjacent to each other: There must be at least five feet (one square) between each Pillar, although that space can be Blocked, Occupied, Impeded, etc. Each pillar manifests with a minimum length of 15 feet, and a maximum length as defined above. They do not have to touch a solid surface: They may manifest suspended in space if desired. Any solid space they intersect takes a number of points of Durability (siege damage) equal to half the caster's spell casting Tier, dropping fractions (2 or 3). All unattended objects intercepted by these Pillars take this same amount of Durability damage.
If you activate the pillars so that one or more appear in the space of any creature, that creature suffers (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of bludgeoning (physical, common), and enough Push to move them out of the square. The caster may choose which square(s) they are pushed into. If they fall Prone to avoid the Push, they become Prone, lying on the square atop the Pillar. If the Pillar does not have enough space to rise to its full height, it conforms to the space available. Roll damage once and use it for all creatures damaged by this Ur Spell.
Affected creatures are allowed a saving throw as defined above for half damage. Roll damage once per casting and apply it to all affected creatures.
While they exist, these Pillars place tremendous pressure upon Reality, and immediately cause it to briefly Fissure apart between two or more of the Pillars. Choose a direct Line along one of the outside segments of the simple hexagon (note that a simple hexagon does not need to be regular or symmetrical, only that it must have six distinct non-crossing sides) formed by the Pillars, per Tier of the caster (typically 4 to 7). An eldritch Fissure splinters along that Line, originating at one Pillar and ending at another, and cannot be more than one square longer than the smallest distance between those two pillars.
Each crack in Reality inflicts (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of fracturing (physical, rare) to all creatures caught wholly or partially in the line. This damage result is the same as that rolled above for the Pillars. If the Caster is able to activate the full 7 line segments, then they can choose one to six of them to 'cross the middle' of the Hex, and any Pillar can originate or terminate up to three lines. These Fissures flicker, damage, then vanish.
A single creature can only be harmed by this Working once per casting. Even if a creature is affected by two or more Pillars and then struck by multiple Fractures, they only suffer damage once. If a creature is affected by both a pillar and a fracture, then the caster may choose, per creature, which type of damage they take (bludgeoning or fracturing).
At the time of casting the caster decides if the pillars are square (creatures cannot cut the corners to go around it), or rounded (allowing creatures to cut the corners when trying to move around it). Once placed, each Pillar is immobile and fixed in place for the duration of the Working.
If cast multiple times (by Quickening, for example), several castings can be 'joined together' to create more and more pillars, with the caveat that at least five feet must separate all pillars at all times. Attempting to place a pillar adjacent to another pillar causes the entire Working to fail, even if the pillars were built up over several castings.
Each Pillar of Iron provides Cover to creatures on the opposite side of it.
Pillars can be circumvented by some movement types, such as Flight, Vaulting, or Burrow.
Each Pillar is immune to Hit Point damage but can be destroyed by Sunders. To Sunder a pillar, roll against the Maneuver Defense of the caster. Each Pillar has a Durability equal to the Spell level of the True Dweomer, so it requires several Sunders to dispel them. Other siege damage can be used to destroy them as well. If Dispel or Disjunction is used on them, each Pillar must be dispelled, with a separate casting of the Dispel or Disjunction.
Each Pillar of Iron blocks line of sight, and line of effect while it exists.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.
This charge can support multiple castings of the same True Dweomer, the charges merging into one another.
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