Auric Seizure (True Dweomer)

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Auric Seizure (True Dweomer)


Spell Level: 10
School: Enchantment

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 drop of ancient glacial water, in a runed vial, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: all creatures in target area (friend or foe), a 15x15x15 square area centered within range
Duration: Instantaneous
Saving Throw: Will partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

You contemplate a drop of glacial ice, now water, and reflect upon this duality as a metaphor for mana, and aura. One transforms into the other, and back again, based upon the presence of Will and Significance. The two can resonate, as your voice resonates with words of weird might, and the water fuzzes and freezes, then becomes water again, glowing with terrible significant power as it suffers your towering will, and as the Miracle reaches its end, you send forth the power of the metaphor into the Mana of the world, and every Aura within...seizes.
When you cast this True Dweomer, you strike at the very existence of your targets. The droplet of water, glowing blue-white like a star, vanishes from your grasp then appears in a space you choose within range (as defined above), and to which you have line of sight. Line of effect is not required, and thus this Great Working will work through a Wall of Force, among other useful effects. This light shines as a burst (and since a burst requires line of effect to the origin, a caster of this Working as a Ritual can shelter behind a Wall of Force against the deadly effects), affecting all creatures in a 15x15x15 square area.
All creatures caught wholly or partly within the area of effect suffer (Strata 1 damage): 1d6+6 points of damage per character level (max 35d6+210 at character level 35) of soul (energy, rare) and suffer the Hindered condition, as the power of the Working interferes with their ability to control their actions. A saving throw, made as above, reduces the damage by half and negates the condition.
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