Jagged Heart (True Dweomer)

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Jagged Heart (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 whole heart, dried, pierced with a runed dagger, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: two target creatures, plus one per 6 character levels (drop fractions; max 7 at level 30), allies in range you can perceive, all of whom are within 40 feet of each other
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: No saving throw granted
Save DC:
Spell Resistance: Yes

Description

You cast this mighty work upon your allies, infusing them with a savage air of deadly menace that is readily apparent, a glowing spectral heart beating above their heads, ectoplasmic blood dripping from the dagger thrust through it.

Choose allies within range as above. This true dweomer lays a dual charge upon them, and empowers their melee or ranged attacks. Each ally may call upon the power of Jagged Heart up to three times in a single combat, but calling upon the Vis Viva even once causes it to expire at the end of the encounter in which it is used. It may, of course, be renewed as often as the Caster wishes.

Each time each person with this Great Magic upon them makes a successful melee or ranged attack, they may choose one struck foe, up to once per round, into which to discharge the power of the Jagged Heart. Creatures so afflicted suffer (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) points of piercing (physical, common) damage, in addition to any and all damage inflicted by the actual attack. If the melee or ranged attack also deals piercing damage, the amounts may be added together to overcome damage resistance.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