Warded March (Sorcerer/Wizard Spell): Difference between revisions
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: You may not stop or end your movement inside the space of an enemy creature, and as soon as you finish your move, the power of the spell vanishes. You may 'backtrack', to pass through a creature more than once, but they are only susceptible to the damage inflicted once per casting. You may also use this spell to traverse hazardous squares, such as wading fearlessly through spikes or traps, and your damage resistance applies to any attacks of opportunity or any environmental hazards you may encounter. You suffer normal penalties from difficult terrain and impeded squares. You may NOT pass through Blocked squares. | : You may not stop or end your movement inside the space of an enemy creature, and as soon as you finish your move, the power of the spell vanishes. You may 'backtrack', to pass through a creature more than once, but they are only susceptible to the damage inflicted once per casting. You may also use this spell to traverse hazardous squares, such as wading fearlessly through spikes or traps, and your damage resistance applies to any attacks of opportunity or any environmental hazards you may encounter. You suffer normal penalties from difficult terrain and impeded squares. You may NOT pass through Blocked squares. | ||
NOTE: This spell lays a charge, but it is special. This charge combines, temporarily, with any other charge the Mage has laid upon them (typically, for this Spell, some form of a defensive magic, but it does not strictly have to be). At the expiration of this spell, BOTH this spells effect and any other charged spell upon the caster is also expired. Thus, an Abjurer Mage can 'stack' a March spell with their Magic Aura (for an example) and gain the benefits of both sp0ells until the end of their March, at which point, both charges, and the spells that laid them, are expired. As always, the GM adjudicates any unusual circumstances. | : NOTE: This spell lays a charge, but it is special. This charge combines, temporarily, with any other charge the Mage has laid upon them (typically, for this Spell, some form of a defensive magic, but it does not strictly have to be). At the expiration of this spell, BOTH this spells effect and any other charged spell upon the caster is also expired. Thus, an Abjurer Mage can 'stack' a March spell with their Magic Aura (for an example) and gain the benefits of both sp0ells until the end of their March, at which point, both charges, and the spells that laid them, are expired. As always, the GM adjudicates any unusual circumstances. | ||
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Revision as of 20:58, 28 January 2023
- Level: Sorcerer/Wizard 4
- School: Abjuration
Casting
- Casting Time: Standard Action, or the first attack of a Full Attack Action
- Components: V, S, M (A small iron disk, carved in the likeness of a cart wheel, worth 1 gp.)
Effect
- Range: Self
- Target or Area: Self, and see below
- Duration: Until the start of your next turn
- Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level - Spell Resistance: Yes
Description
- Upon chanting the strong, empowering phrases of this spell, your body is warded against harm and strengthened. Your form becomes powerfully athletic, corded with sorcerous strength, granting you well-protected powers of movement.
- This empowerment lasts only for one move action, during which you must use your Walk speed to move. During this movement, you gain either ER/- or DR /- equal to your character level plus the spell's level. While under the effects of this spell, you may walk directly through the spaces of up to one target creature, plus one per 15 character levels (drop fractions; max 3 at level 30).
- Any enemy creature whose space you Walk through must make a Reflex saving throw. If they fail this save, they suffer (Circle 4 damage): 1d6+1 points of damage per character level (max 12d6+12 at character level 12) as bludgeoning (physical, common) damage, as your reinforced form drives straight through them. If they make their save, they only suffer half damage.
- You may not stop or end your movement inside the space of an enemy creature, and as soon as you finish your move, the power of the spell vanishes. You may 'backtrack', to pass through a creature more than once, but they are only susceptible to the damage inflicted once per casting. You may also use this spell to traverse hazardous squares, such as wading fearlessly through spikes or traps, and your damage resistance applies to any attacks of opportunity or any environmental hazards you may encounter. You suffer normal penalties from difficult terrain and impeded squares. You may NOT pass through Blocked squares.
- NOTE: This spell lays a charge, but it is special. This charge combines, temporarily, with any other charge the Mage has laid upon them (typically, for this Spell, some form of a defensive magic, but it does not strictly have to be). At the expiration of this spell, BOTH this spells effect and any other charged spell upon the caster is also expired. Thus, an Abjurer Mage can 'stack' a March spell with their Magic Aura (for an example) and gain the benefits of both sp0ells until the end of their March, at which point, both charges, and the spells that laid them, are expired. As always, the GM adjudicates any unusual circumstances.
- 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 |