Elitist (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 9
School: Enchantment

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (a fancy button, worth 1 gp)

Effect

Range: See Below
Target or Area: one target creature, plus one per 15 character levels (drop fractions; max 3 at level 30) allied creatures within a 30 foot cone. (A 6x6 square adjacent to your space.)
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: Harmless (Will negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

Upon proclaiming the ringing praises of the Elitest spell, those allies who you name during the casting and who are within a 30 foot cone area of effect are filled with a buoyed sense of their own self-worth, and their ability to fulfill nearly any mission. If the caster wishes to name themselves as one of these targets, they are allowed to do so.
All affected creatures must be able to hear the caster as the spell is cast, but they do not need to share a language for the richly intoned praise to work its magic.
Creatures who are affected by Elitest are utterly, completely, convinced of their superiority to any foes they may be facing, and receive many benefits for the duration of the spell:
Any Skill checks made to affect an enemy creature, such as Might or Sleight of Hand checks for combat maneuvers, or Bailiwick skill checks for defensive casting, gain a +3 Arcane bonus.
All save DC's for all effects from class features, spells, etc, are increased by +2.
All attack rolls, melee or ranged, of any sort, gain a +2 arcane bonus to hit.
All damage results inflicted upon enemies gain an arcane bonus equal to the Caster Level of the caster of Elitist.
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.

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