Seamantle (Sorcerer/Wizard Spell)

From Epic Path
Revision as of 21:18, 3 August 2018 by Tbolling (talk | contribs) (Text replacement - "\[\[Spells#\.5BDescriptor\.5D\|\[(.*)\]\]\]" to "")
Jump to navigation Jump to search
Level: Druid 8Sorcerer/Wizard 8
School: Conjuration (creation)
Bloodline: aquatic 8
Elemental School: water 8

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (a cup of water)

Effect

Range: Self
Target or Area: you
Duration: 1 min/lvl
Saving Throw: Harmless (Will negates)
Save DC:
Spell Resistance: Yes

Description

You sheathe yourself within a churning column of pure elemental water up to 30 feet high that fills your space. You gain a swim speed equal to your land speed and can see, hear, and breathe normally within the Seamantle, but attacks against you are treated as if you were under the surface of the water. You gain Improved Cover against foes that do not have Freedom of Movement (Spell) effects. The cover granted by the Seamantle does not enable you to make Stealth checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as 'Cloudkill (Spell)).
The Seamantle blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the Seamantle; this requires a Caster Check (DC 20 + spell level), and if successful the fire spell takes effect as a bubble of steam contained within the Seamantle rather than its usual effect.
The Seamantle allows you to make a slam attack by forming a pseudopod of water, inflicting damage appropriate for your size. This slam attack has a reach of 30 feet. In addition, as a standard action, you can attempt to extinguish fires by touch.
You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as Dispel Magic (Spell); this also applies to any non-instantaneous fire affect that comes into contact with you (such as Flame Blade (Spell), Flaming Sphere (Spell), or Incendiary Cloud (Spell)). Even if you fail to extinguish a fire, you are not harmed by it. A 'Flaming (Magic Property) or Flaming Burst (Magic Property) weapon that strikes you has its power suppressed for 1d4 rounds if the wielder fails a FORT save.



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