Lord of the City (True Dweomer): Difference between revisions
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| Description = You conjure up an [[extradimensional]] dwelling that has up to two entrances on the plane from which the spell was cast. Typically, one entrance is unconcealed, while the other is placed nearby (within Medium range of the public door, line of sight and line of effect is needed in the cast-from plane between the two doors) and hidden. To find the hidden entrance, enemies must know to look for it, requiring an active perception check against the result of a [[Caster Check]] (a bailiwick skill roll) made by the caster as the Vis Viva is cast. Note that City Watch and most alert guards automatically perform active checks as part of their duties in areas they can perceive! Clever adventurers will doubtless think of many ways to use this effect. This spell can be cast from any plane, even inside a Demi-Plane created by the same caster, or a different caster. The duration can be extended for additional months by casting the spell again immediately upon arising from a full rest, if desired, and it can be extended in this way from the 'inside'. | | Description = : You conjure up an [[extradimensional]] dwelling that has up to two entrances on the plane from which the spell was cast. Typically, one entrance is unconcealed, while the other is placed nearby (within Medium range of the public door, line of sight and line of effect is needed in the cast-from plane between the two doors) and hidden. To find the hidden entrance, enemies must know to look for it, requiring an active perception check against the result of a [[Caster Check]] (a bailiwick skill roll) made by the caster as the Vis Viva is cast. Note that City Watch and most alert guards automatically perform active checks as part of their duties in areas they can perceive! Clever adventurers will doubtless think of many ways to use this effect. This spell can be cast from any plane, even inside a Demi-Plane created by the same caster, or a different caster. The duration can be extended for additional months by casting the spell again immediately upon arising from a full rest, if desired, and it can be extended in this way from the 'inside'. | ||
: The 'public' entry point looks like a faint shimmering in the air that is 10 feet wide and 12 feet high. Two medium creatures may move through the door at the same time if desired. Only those other creatures the caster designates may enter the mansion. The caster may make the public entrance shut and [[invisible]] behind the caster when they enter, so that the public entrance also requires a Perception check against the results of a Caster check made by the caster to see. This entrance, when closed, may be seen with passive perception checks. Any guest may open it again from the "inside" side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm, there are comfortable furnishings and food and water in plenty. | : The 'public' entry point looks like a faint shimmering in the air that is 10 feet wide and 12 feet high. Two medium creatures may move through the door at the same time if desired. Only those other creatures the caster designates may enter the mansion. The caster may make the public entrance shut and [[invisible]] behind the caster when they enter, so that the public entrance also requires a Perception check against the results of a Caster check made by the caster to see. This entrance, when closed, may be seen with passive perception checks. Any guest may open it again from the "inside" side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm, there are comfortable furnishings and food and water in plenty. |
Revision as of 17:28, 28 April 2024
Lord of the City (True Dweomer) |
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- Spell Level: 10
- School: Abjuration
Casting
- Casting Time: True Dweomers require a Full-Round Action to cast normally.
- You may optionally roll a Caster Check to attempt to Fast Cast this True Dweomer as a Standard Action.
- 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, F (A miniature ivory tower, a piece of polished marble, and a silver spoon)
Effect
- Range: Medium (100 ft. + 10 ft./lvl)
- Target or Area: extradimensional mansion, up to five 10-ft. cubes/lvl
- Duration: Until the next full moon
- Saving Throw: none
Save DC: - Spell Resistance: No
Description
- You conjure up an extradimensional dwelling that has up to two entrances on the plane from which the spell was cast. Typically, one entrance is unconcealed, while the other is placed nearby (within Medium range of the public door, line of sight and line of effect is needed in the cast-from plane between the two doors) and hidden. To find the hidden entrance, enemies must know to look for it, requiring an active perception check against the result of a Caster Check (a bailiwick skill roll) made by the caster as the Vis Viva is cast. Note that City Watch and most alert guards automatically perform active checks as part of their duties in areas they can perceive! Clever adventurers will doubtless think of many ways to use this effect. This spell can be cast from any plane, even inside a Demi-Plane created by the same caster, or a different caster. The duration can be extended for additional months by casting the spell again immediately upon arising from a full rest, if desired, and it can be extended in this way from the 'inside'.
- The 'public' entry point looks like a faint shimmering in the air that is 10 feet wide and 12 feet high. Two medium creatures may move through the door at the same time if desired. Only those other creatures the caster designates may enter the mansion. The caster may make the public entrance shut and invisible behind the caster when they enter, so that the public entrance also requires a Perception check against the results of a Caster check made by the caster to see. This entrance, when closed, may be seen with passive perception checks. Any guest may open it again from the "inside" side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm, there are comfortable furnishings and food and water in plenty.
- You can create any floor plan you desire to the limit of the spell's effect(see above). The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level up to once per day. A staff of near-transparent servants (as many as three per caster level), liveried and obedient, wait upon all who enter. The servants function as Unseen Servant (Sorcerer/Wizard Spell)s except that they are visible and can go anywhere in the mansion.
- Since the place can be entered only through its special portals, outside environmental or planar conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
- If cast within the confines of a settlement, such as a thorp or a large city, the ineffable effects of the True Dweomer cause the caster and all their invited guests to be viewed favorably by all inhabitants of that city. All social skill rolls (diplomacy, barter, intimidate, etc) made within the settlement gain a circumstance bonus of +1 for as long as the Great Working persists.
- Even better, the settlement will exert itself tremendously to please the caster and their invited guests. All purchase rules for all merchants in the city are treated as if the settlement is one size larger on the Money and Merchants page, to a maximum of Metropolis. If cast inside a larger settlement, this has no effect.
- Perhaps best of all, all rolls made on the Between Adventures page made while this Miracle is in effect are treated as one higher, to a maximum of Average. Thus, a Failure is considered an Easy success, and Easy success is considered an Average success, and an Average success is considered a Challenging success. Natural results of Challenging of greater are not affected.
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+14/CL | 35d6+490 |
9 | +3 | 35th | 1d6+16/CL | 35d6+560 |