Quietus Horribilis (True Dweomer)

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Quietus Horribilis (True Dweomer)


Spell Level: 10
School: Illusion

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 (F) (A finely made silver bell, costing no less than 50 gp, that is not consumed in casting.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: all creatures in target area (friend or foe) who fall wholly or partially into a 15x15x15 area centered within range.
Duration: Instantaneous
Saving Throw: Will partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You ring a fine bell, the sound clean and rich and lovely. Your True Dweomer unwinds through the sound, and you lay a masque of seeming upon an area you choose nearby. Once chosen, you then un-ring the bell. Un-ringing the bell draws back all of the beautiful chimes, and brings with them the existence of everything that heard or felt the sound. Creatures and constructs take terrible damage, and even the ground, walls, and structures crack and shatter as the weight of a mighty hush falls where you will.

This Great Work is an Illusion, but it still carries a terrible weight. All creatures wholly or partly in an area as defined above takes (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of stilling (energy, uncommon) damage. Even worse, all unattended objects within the area of effect take a point of siege damage as if sundered and fall into shards and fragments, and all structures suffer a number of points of siege damage equal to the number of Tiers of Spellcaster the caster possesses (1 to 7).

Of course, none of this devastation is real. Creatures who make a saving throw as defined above reduce the damage to half, and of course, the damage is changed to fictive (energy, uncommon) damage. Even more direly, if any creature makes their save, then all of the siege damage is revealed to be false, and is all negated. Now, interestingly, it is possible to cast this Miracle with no creatures as targets, in which case the vast wreckage levied by the unringing of the bell is permanent and immutable upon all objects and structures until repaired.

So, is this Work real? Or Unreal?

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