Occlude (True Dweomer)

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Occlude (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 finely made eyepatch, runed, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: one target creature, plus one per 20 character levels (drop fractions; max 2 at level 20), all of whom must be within 30 feet of each other
Duration: Until the end of the current encounter (only castable during combat)
Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You don an eyepatch, occluding a portion of your eyesight. You begin this Great Work, contemplating the very idea of sight, perception, awareness, and connection. As you have broken your own field of view, you consider foes in your line of sight, to whom you have line of effect, and if they are within range as above, you Occlude their ability to see, to affect the world, in a most direct and terrible way.

As you complete this True Dweomer, choose targets as described above. Each foe is allowed a saving throw against a DC as noted above. If they fail this saving throw, then any time they make any sort of single target attack, with melee attacks or ranged attacks, they make one less such attack. If they make an attack which is Area of Effect, the caster of this True Dweomer may choose one creature that would normally have been affected, and that creature is not affected, as long as at least one other creature IS affected. If they make an attack with a multi-target ability, the caster of this True Dweomer may choose one such target and they receive no damage or other effects. The minimum number of foes that can be affected by an AOE or a multi-target attack is one, always. In addition, they are susceptible to the Synergy detailed below.

If they make their saving throw, the caster of this True Dweomer may only negate one attack made by each enemy, and the defensive magic becomes too weak to continue. However, they are still fully affected by the Synergy detailed below, and the dual charge endures until the end of the encounter unless it is overwritten.

Synergy: While they carry the Dual charge laid by this Vis Viva, all foes are at risk of a Synergy. If that charge is overwritten, the Occlusion tears itself free, splitting their perceptions wide open. Creatures which suffer this Synergy take (Strata 2 damage): 1d6+8 points of damage per character level (max 35d6+280 at character level 35) points of either Rugosic (physical, uncommon) damage or Psychic (energy, uncommon) damage, at the choice of the caster.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