Glacial Rime (True Dweomer): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (Text replacement - "(50% miss chance)" to "(automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies)") |
||
(One intermediate revision by one other user not shown) | |||
Line 68: | Line 68: | ||
: In addition to this terrible blast of unearthly chill, Glacial Rime leaves the affected area coated in a frigid hoarfrost. This is too slight to have much effect in most places, but the caster may choose three squares in the 11x11x11 space, and they are considered to be [[Impeded]] until the end of the caster's next turn. These squares must be adjacent to a surface sufficient for Walk or Climbing movement. All squares affected by this hoarfrost must be un-blocked and un-occupied. (No, you can't place these squares atop your hapless victims.) | : In addition to this terrible blast of unearthly chill, Glacial Rime leaves the affected area coated in a frigid hoarfrost. This is too slight to have much effect in most places, but the caster may choose three squares in the 11x11x11 space, and they are considered to be [[Impeded]] until the end of the caster's next turn. These squares must be adjacent to a surface sufficient for Walk or Climbing movement. All squares affected by this hoarfrost must be un-blocked and un-occupied. (No, you can't place these squares atop your hapless victims.) | ||
: Finally, as the mote of cold darts to its target space, it fills a line of squares beginning adjacent to the caster's space and ending at the target space with dense vapors. This line of bitter chilll mist will last until the end of the encounter if not Dispersed (see below), dispelled, or otherwise removed. These vapors obscure all sight through the line, including [[Darkvision]]. A creature within one of these squares has [[total concealment]] ( | : Finally, as the mote of cold darts to its target space, it fills a line of squares beginning adjacent to the caster's space and ending at the target space with dense vapors. This line of bitter chilll mist will last until the end of the encounter if not Dispersed (see below), dispelled, or otherwise removed. These vapors obscure all sight through the line, including [[Darkvision]]. A creature within one of these squares has [[total concealment]] (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) against all attacks, even if made from adjacent squares. | ||
: A [[Environmental_Effects#Winds |moderate wind]] (11+ mph) disperses and dispels the vapors in 2 rounds; a strong wind (21+ mph) disperses and dispels the vapor in 1 round. The vapors cannot penetrate liquids. Other [[Environmental Effects]] may disperse or enhance these vapors at the GM's discretion. | : A [[Environmental_Effects#Winds |moderate wind]] (11+ mph) disperses and dispels the vapors in 2 rounds; a strong wind (21+ mph) disperses and dispels the vapor in 1 round. The vapors cannot penetrate liquids. Other [[Environmental Effects]] may disperse or enhance these vapors at the GM's discretion. | ||
Line 77: | Line 77: | ||
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | | ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | ||
| ShortDesc|Pour out a bitter chill upon | | ShortDesc|Pour out a bitter chill upon an 11x11x11 space, doing heavy damage and many other effects. | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Latest revision as of 17:04, 4 August 2021
Glacial Rime (True Dweomer) |
---|
- Spell Level: 10
- School: Transmutation
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, M (A nail of cold iron, exposed to and steeped in the cold of the True Dark, worth 1 gp)
Effect
- Range: Medium (100 ft. + 10 ft./lvl)
- Target or Area: all creatures in target area (friend or foe) in an 11x11x11 square space
- Duration: Instantaneous
- Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level - Spell Resistance: Yes
Description
- This Great Work uses a speck of Ultimate Cold as the fulcrum from which to manifest the essence of Glacial Rime. A cold iron nail shimmers with smoking frigidity as your will is laid upon it. When the freighted utterences of this mighty True Dweomer are completed, the shimmering white mote, trailing frigid vapors, darts from your grasp and manifests in the space you choose within range, as long as you have line of sight and line of effect to that space.
- True Cold appears where you direct, filling an 11x11x11 square space as a creeping, spreading rime of utter, bitter, chill. This effect will 'flow' around corners and through openings to fill as much of the affected area as it can reach. This spreading, creeping chill inflicts (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of stilling (energy, uncommon) damage and inflicts the Torpid condition. A saving throw made as noted above reduces the damage by half and negates the condition.
- In addition to this terrible blast of unearthly chill, Glacial Rime leaves the affected area coated in a frigid hoarfrost. This is too slight to have much effect in most places, but the caster may choose three squares in the 11x11x11 space, and they are considered to be Impeded until the end of the caster's next turn. These squares must be adjacent to a surface sufficient for Walk or Climbing movement. All squares affected by this hoarfrost must be un-blocked and un-occupied. (No, you can't place these squares atop your hapless victims.)
- Finally, as the mote of cold darts to its target space, it fills a line of squares beginning adjacent to the caster's space and ending at the target space with dense vapors. This line of bitter chilll mist will last until the end of the encounter if not Dispersed (see below), dispelled, or otherwise removed. These vapors obscure all sight through the line, including Darkvision. A creature within one of these squares has total concealment (automatically miss on a natural result of a 12 or less on the d20, and you must be attacking the square your target actually occupies) against all attacks, even if made from adjacent squares.
- A moderate wind (11+ mph) disperses and dispels the vapors in 2 rounds; a strong wind (21+ mph) disperses and dispels the vapor in 1 round. The vapors cannot penetrate liquids. Other Environmental Effects may disperse or enhance these vapors at the GM's discretion.
- This vapor is subject to dispersal by Dispersing spells. Dispersing spells contain vigorous winds, fresh air, air currents, or other effects. Squares of this spells effect which intersect with a Dispersing Spell's squares of effect are dispelled, but all other squares remain. GM's adjudicate all unusual circumstances.
- Dispersing Spells include Dispersing (Aggressive Thundercloud, Greater (Druid Spell), Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell), Aggressive Thundercloud (Druid Spell), Aggressive Thundercloud (Sorcerer/Wizard Spell), Air Step (Alchemist Extract), Air Step (Bard Spell), Air Step (Cleric Spell), Air Step (Druid Spell), Air Step (Paladin Spell), Air Step (Ranger Poultice), Air Step (Sorcerer/Wizard Spell), Calm Air (Druid Spell), Calm Air (Sorcerer/Wizard Spell), Cloak of Winds (Druid Spell), Cloak of Winds (Ranger Poultice), Cloak of Winds (Sorcerer/Wizard Spell), Freedom (Sorcerer/Wizard Spell), Gust of Wind (Druid Spell), Gust of Wind (Sorcerer/Wizard Spell), Hurricane Blast (Druid Spell), Hurricane Blast (Sorcerer/Wizard Spell), Pillar of Fire (Druid Spell), Pillar of Fire (Sorcerer/Wizard Spell), Resilient Sphere (Sorcerer/Wizard Spell), Scouring Winds (Druid Spell), Scouring Winds (Sorcerer/Wizard Spell), Telekinetic Sphere (Sorcerer/Wizard Spell), Wind Wall (Cleric Spell), Wind Wall (Druid Spell), Wind Wall (Sorcerer/Wizard Spell)), and any other effects the GM rules as dispersing gases, fogs, mists, etc.
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 |