Touch of the Sea (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 1
School: Transmutation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A fish scale, engraved with a sigil, worth 1 gp.)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature, plus one per 20 character levels (drop fractions; max 2 at level 20), subject to a ray attack
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 clutch a fish scale as you burble the gleeful passages of this spell, your body undulating like seaweed.
A magical Ray springs from your hand. The creature(s) within range whom you target with a ranged touch attack, if successfully struck, are transformed to live more gracefully within the Mother Sea. You cause webs to grow between the target's fingers and its feet to transform into flippers, granting a Greater Swim speed of 30 feet. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.
This transformation can be gentle, or harsh, at the caster's discretion. If you grant your target a gentle transformation, they receive the above benefits with no drawbacks.
If you choose to make the transformation a harsh one, then the target suffers (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) of ripping (physical, uncommon) damage, as their skin and bones are forced crudely into their new shape.
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