Glacial Rime (True Dweomer)

From Epic Path
Revision as of 18:51, 28 April 2021 by Tbolling (talk | contribs)
Jump to navigation Jump to search
Glacial Rime (True Dweomer)


Spell Level: 10
School: Transmutation

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • 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 (50% miss chance) 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.
As a True Dweomer, this spell requires three spell slots to Mana Burn for each Strata increase, and cannot be sacrificed to Mana Burn any other spells of any type.

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