Elemental Assessor (Cleric Spell): Difference between revisions

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| Description = A [[ray]] of spiraling colors springs from your hand and streaks to its target.
| Description = A [[ray]] of spiraling colors springs from your hand and streaks to its target.


:You must make a successful ranged [[Touch Attack]] to hit your target with the ray. At the time of casting, choose one type of elemental energy, choosing between [[Acid Damage]], [[Cold Damage]], [[Electricity Damage]], or [[Fire Damage]]. When the ray strikes, it inflicts {{circle|6}} of the chosen damage type.
:You must make a successful ranged [[Touch Attack]] to hit your target with the ray. At the time of casting, choose one type of elemental energy, choosing between [[Acid Damage]], [[Cold Damage]], [[Electricity Damage]], or [[Fire Damage]]. When the ray strikes, it inflicts {{circle|5}} of the chosen damage type.


: If the energy damage is resisted in any way, there is no further effect.  
: If the energy damage is resisted in any way, there is no further effect.  
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: If the energy is not resisted, then the ray transforms a portion of the target into a seething patch whichever element was used. A searing patch of fire, acid, ice, or lightning chews steadily away at the victims form, inflicting the [[Immolated]] condition doing that damage type.  
: If the energy is not resisted, then the ray transforms a portion of the target into a seething patch whichever element was used. A searing patch of fire, acid, ice, or lightning chews steadily away at the victims form, inflicting the [[Immolated]] condition doing that damage type.  


: '''Synergy''': If the Immolated condition is overwritten by another condition, the fell magics inflict {{circle|4}} of {{dmg|rot}} damage as the affected tissue dies and sloughs must regrettably.
: '''Synergy''': If the Immolated condition is overwritten by another condition, the fell magics inflict {{circle|3}} of {{dmg|rot}} damage as the affected tissue dies and sloughs must regrettably.





Latest revision as of 18:47, 29 June 2019

Level: Cleric 6
School: Transmutation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (Four needles, each scribed with a rune, worth 1 gp.)

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: one target creature
Duration: Instantaneous
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes

Description

A ray of spiraling colors springs from your hand and streaks to its target.
You must make a successful ranged Touch Attack to hit your target with the ray. At the time of casting, choose one type of elemental energy, choosing between Acid Damage, Cold Damage, Electricity Damage, or Fire Damage. When the ray strikes, it inflicts (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of the chosen damage type.
If the energy damage is resisted in any way, there is no further effect.
If the energy is not resisted, then the ray transforms a portion of the target into a seething patch whichever element was used. A searing patch of fire, acid, ice, or lightning chews steadily away at the victims form, inflicting the Immolated condition doing that damage type.
Synergy: If the Immolated condition is overwritten by another condition, the fell magics inflict (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of rot (physical, rare) damage as the affected tissue dies and sloughs must regrettably.
This spell lays a divine 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 a divine charge on you, the caster. Targets which already have a divine charge present must choose which to keep if the new spell has the same charge type. Only one divine 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