Illusion of Calm (Alchemist Extract)

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Level: Alchemist 1
School: Illusion

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S

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: Will negates
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This creamily delicious elixir empowers the imbiber with hyperspeed powers, but only in their arms and head, and it reduces the strength of the actions as it does so. As a result, you are able to perform light, fast actions so quickly they cannot be seen, while seeming to be standing still.
While under the effects of this elixir, out of combat, you may make Skill checks for small, discreet physical actions such as picking a lock or a pocket, stealing papers from a desk, or making Escape Artist rolls to slip out of bonds, with a +1 bonus to the roll. The GM adjudicates any unusual uses of this spell.
While under the effects of this elixir, during combat, you do not provoke attacks of opportunity when you mix an elixir, make a ranged attack with a thrown weapon, or move out of your first square during a move action. This elixir does not aid ranged attacks made with any type of projectile weapon, or any sort of melee attacks, which require too much strength for this effect to work.
When a creature hits you with an attack of any type, it gains a saving throw to recognize that you are under this effect. On a successful saving throw as described above, it successfully recognizes what you are doing and watches more carefully for telltale cues before and after your actions, thus ending the effect against that alerted creature.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane 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