Monstrous Docent (True Dweomer)

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Monstrous Docent (True Dweomer)


Spell Level: 12
School: Universal

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • If your roll equals or exceeds a DC of 55, you Fast Cast it as a Standard Action.
  • If your roll is a non-1 result between 45 and 54, you cast it as a Full-Round Action, as normal.
  • If your roll is less than 45, 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 small bag and a tiny candle, worth 1 gp)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: One summoned creature
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: No saving throw granted
Save DC:
Spell Resistance: Yes

Description

Upon completion of the urgent, commanding phrases of this True Dweomer, you summon a remarkably powerful and special creature from a nearby Lateral Material Plane that is obedient and loyal to you and you alone.
The Monstrous Docent True Dweomer conjures a creature with a CR based on your character level (not caster level). This CR can be further modified through the use of Summon Feats and/or some character abilities, but the total modified Challenge Rating (CR) of a summoned monster may never exceed your character level. If the resulting creature's CR would be greater than your character level, it is reduced to a CR equal to your character level. Refer to the table below to determine the summoned creature's CR:

Summoned Monster Base CR

Character Lvl Monster CR
1 1
2 2
3 3
4 4
5 5
6 6
7 7
Character Lvl Monster CR
8 8
9 9
10 10
11 11
12 12
13 13
14 14
Character Lvl Monster CR
15 15
16 16
17 17
18 18
19 19
20 20
21 21
Character Lvl Monster CR
22 22
23 23
24 24
25 25
26 26
27 26
28 27
Character Lvl Monster CR
29 28
30 28
31 29
32 30
33 31
34 32
35 33
Once you have determined the CR of the summoned monster, click on the link in the table above to bring up its Bestiary entry. Note that all summoned monsters have regular melee attacks, and also a special ability called "Summoned Strike". Any attacks of opportunity that the summoned monster makes use its regular melee attack, not its summoned strike.
You may decide what the summoned creature looks like (subject to referee approval), and this appearance can be the same, or different, each time you perform this Miracle. Note that, even if your summoned monsters always appear identical to one another (assuming you choose to make them so), they are not the same creature (probably), merely similar-seeming creatures from some reality other than your own. You can also describe the appearance and special effects of your summoned monster's attacks, but the damage types inflicted (e.g. bludgeoning (physical, common)) cannot be adjusted without a feat, power, or ability that specifically allows you to do so.
The summoned monster appears in a space you designate within the range of the Working as noted above, but this space must be unoccupied, unblocked, and sufficient for the creature's size (usually size medium, unless modified by an ability). You can give orders to your summoned monster as a free action, but it must spend its own actions (or actions gifted to it) in order to carry out your instructions. Summoned monsters share your turn in the initiative order, and may act in the same round in which they are summoned. By default, a summoned monster will attack the enemy creature (hostile to you) nearest to it to the best of its ability, unless directed otherwise. You can direct it not to attack, to attack specific enemies, or to perform other actions.
Summoned monsters have a single standard action with which to act, over and above your own actions each round. In addition, you may 'gift' some or all of your own actions (standard, move, or swift) to your summoned monster, to allow it to perform more complex activities in a given round (such as moving and then attacking, or making a full attack action). If more than one summoned monster is present, you must specify which summoned monster gains any 'gifted' actions you provide (i.e. your gifted move action doesn't give a move action to all summoned monsters present, just one).
In addition to the abilities listed on the monster's bestiary entry, summoned monsters brought into this realm via Monstrous Docent gain one random movement ability, and one random bonus ability. Roll 1d20+11 once for each table, and look up your results. You may either accept the results you rolled, or you can modify your result by up to plus or minus five (+/-5), if you prefer. You could similarly choose to keep what you rolled on the bonus abilities table, or adjust its result by + or - 5. Regardless of which results you pick, you may only end up with 1 movement power and one bonus ability. Any result higher or lower than the maximum or minimum on the table is counted as the highest or lowest ability.

Movement Powers

d20+11 Result Ability
1 No bonus movement
2 Walk 40 ft.
3 Greater Swim 30 ft.
4 Greater Climb 30 ft.
5 Vaulting 30 ft.
6 Walk 50 ft.
d20+11 Result Ability
7 Greater Swim 45 ft.
8 Greater Climb 45 ft.
9 Vaulting 45 ft.
10 Hover 20 ft.
11 Walk 60 ft.
12 Greater Swim 60 ft.
d20+11 Result Ability
13 Greater Climb 60 ft.
14 Vaulting 60 ft.
15 Greater Flight 30 ft.
16 Lesser Teleport 20 ft.
17 Greater Swim 90 ft.
18 Walk 75 ft.
d20+11 Result Ability
19 Hover 40 ft.
20 Walk 90 ft.
21 Greater Flight 45 ft.
22 Lesser Teleport 40 ft.
23 Walk 120 ft.
24 Greater Climb 90 ft.
d20+11 Result Ability
25 Vaulting 90 ft.
26 Greater Flight 60 ft.
27 Hover 60 ft.
28 Lesser Teleport 60 ft.
29 Greater Flight 90 ft.
30 Lesser Teleport 90 ft.

Bonus Abilities

d20+11 Result Ability
1 No bonus ability
2 Darkvision 60 ft.
3 +4 Perception; can make an active perception check as a free action once per encounter
4 May make a 5-foot step each round, even if it has moved (not a second 5-foot step, just a guaranteed first one)
5 Size large, normal (5') reach
6 Combat Reflexes (Feat)
7 Ranged attack equal to standard attack, 50' increment, max range 250'
8 Once per round, auto-swap positions with target of successful melee attack
9 Immune to Dazzled, Blind, Fogged conditions
10 Size huge, normal (5') reach
11 Lifesense 60 ft.
12 Ranged attack equal to standard attack, 50' increment, max 250'; may make 3 ranged attacks w/full attack action
13 Once per round, auto Bull Rush 5 feet w/successful melee attack, and step into space
14 Immune to Sickened, Afflicted, Nauseated conditions
15 Size medium, 10 ft. of reach
d20+11 Result Ability
16 May use Summoned Strike as a ranged attack, max range 30 ft.
17 Once per round, can pass through a single enemy's space (must end in open space, provokes, auto-succeeds)
18 Tremorsense 60 ft.
19 Immune diseases (infected, diseased, blighted) and poisons (tainted, poisoned, blighted)
20 Size large, 10 ft. of reach
21 May use Summoned Strike as a ranged attack, max range 50 ft.
22 Ignore difficult terrain
23 Immune to Bruised, Bleed, Ruptured conditions
24 Cannot be flanked (as improved uncanny dodge)
25 Size huge, 10 ft. of reach
26 Immune to Quelled, Prone, Splayed conditions
27 Gains DR x/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime), where x = CR of the monster; does not stack with other sources of DR
28 Blindsense 60 ft.
29 Immune to all fear-based conditions
30 Gains ER x/Common (Acid,  Cold,  Fire,  Lightning,  Sonic), where x = CR of the monster; does not stack with other sources of ER

This spell lays a dual charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell instead lays a dual charge on you, the caster. Targets which already have a dual charge, a divine charge, or an arcane charge, may choose only one of these effects to keep. Dual charges are treated as both an arcane and a divine charge, and a creature may only ever have a single arcane charge and divine charge present on them at a time.
The charge applied by this True Dweomer falls upon the caster, not the summoned monster.
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