Superb Dispel (True Dweomer)
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Superb Dispel (True Dweomer) |
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- Spell Level: 13
- School: Enchantment
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 59, you Fast Cast it as a Standard Action.
- If your roll is a non-1 result between 49 and 58, you cast it as a Full-Round Action, as normal.
- If your roll is less than 49, 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 wooden replica of a wand, worth 1gp.)
Effect
- Range: Long (200 ft. + 20 ft./lvl)
- Target or Area: one spellcaster, creature, or object; or a 50-ft.-radius burst; or one target creature, plus one per 10 character levels (drop fractions; max 4 at level 30) in a 50-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: No saving throw granted
Save DC: - Spell Resistance: Yes
Description
This Great Work is concerned with controlling, redirecting, or stopping the flows of mana and aura in creatures, objects, and even in generalized areas of the world. The implications of this control over the very stuff of magic has incredibly deep ramifications that have kept eminent mages, sages, scholars and cyphers arguing for centuries, but for most adventurers, the rude effects on the world are the most important things. In short, this True Dweomer appears to function merely like a more powerful Epic Dispel (True Dweomer), although this fact is merely the least shadow of the true implications of this High Miracle.
- When used as a simple attack or defense, Superb Dispel can be used in one of three ways: a targeted dispel, an area dispel, or to suppress a spell-like or supernatural ability in one or more creatures, also inflicting damage:
- Dispel Spells: Superb Dispel can be used to dispel one spell on the target creature or object with a Caster Check result of a Average DC, versus the target creature's CR or target object's caster level (this is identical to Dispel Magic (Sorcerer/Wizard Spell), just better). If the caster check result equals or exceeds a Challenging DC for the target's CR or CL, it dispels all spells present on that creature or object. If only one spell is disspelled, as with Dispel Magic, the spell removed can be selected by the dispelling caster if the spells are known, or are chosen randomly.
- Additionally, Superb Dispel has a chance to destroy any effect that Remove Curse (Sorcerer/Wizard Spell) can remove, even if Dispel Magic (Sorcerer/Wizard Spell) cannot dispel that effect. The DC of this check is the same as if the curse were a spell (Average DC based on the casting creature's CR or triggering object's CL).
- Area Dispel: When Superb Dispel is used in this way, the spell affects everything within a 50-foot-radius burst (21x21 squares). Roll one dispel check and apply that check to each creature in the area, as if targeted upon them by Dispel Magic (Sorcerer/Wizard Spell) at the difficulty noted above. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.
- For each ongoing area of effect spell whose point of origin is within the area of the Superb Dispel spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the Superb Dispel spell, apply the dispel check to end the effect, but only within the overlapping area.
- If an object or creature that is the effect of an ongoing spell (such as a monster summoned by any Summon Monster spell) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
- You may choose to automatically succeed on dispel checks against any spell that you have cast.
- Suppress Abilities: Finally, Superb Dispel can be used to temporarily suppress a spell-like or supernatural ability in one or more creatures within the range of the spell and within a 50-foot radius burst (21x21 squares). This functions the same as Dispel Magic (Sorcerer/Wizard Spell), except that the caster may target more than one creature in range of the spell. The target DC remains a Challenging DC based on the highest CR of the target creatures, but the effective CR of the check's DC is increased by +1 for each additional creature after the first being targeted. This must be declared before the dispel check is rolled. In addition to losing the use of their ability, all creatures in the area of effect against which the caster succeeds in their Caster Check suffers (Strata 2 damage): 1d6+8 points of damage per character level (max 35d6+280 at character level 35) of disintegration (physical, rare) damage.
- Example: A caster wishes to suppress the Twisted Jaunt ability (a supernatural ability) on several CR 22 Doppelganger Eliminators. (Note that Eliminators only have two Supernatural abilities, one of which is Spell Resistance which must be overcome, and thus are quite resistant to even Superb Dispels might) The caster wishes to target a total of 9 of the Eliminators present, which means the effective CR, for purposes of determining the DC of the check, is increased by 8 (+1 per Eliminator after the first), making them effectively CR 30. To achieve a Challenging DC for CR 30, the caster must achieve at least a 63 on their check. If the result equals or exceeds this number, all nine Eliminators lose the ability to use this ability for 1 round (until the start of the caster's next turn), and each suffers from a disintegration effect as the Miracle tries to dispel the auric resonance even within the fabric of their existence. If the result is less than this number, the ability is not suppressed on any of the target Eliminators. If the check result equals or exceeds a 68 (a Hard DC for CR 30), the Twisted Jaunt ability is suppressed for 2 rounds on all nine Eliminators. If the check result equals or exceeds a 73 (an Impossible DC for CR 30), the Twisted Jaunt ability is suppressed for 3 rounds on all nine Eliminators. Higher levels of success does not increase the Strata of this Vis Viva spell, but of course, the Strata may be increased through other means.
- Synergy: Using this True Dweomer is one of the few ways to permanently destroy or disable magical items or objects. If an enchanted object is first Sundered or damaged by a Siege Weapon so that it gains the Broken condition, and then is affected by Superb Dispel, then normal magical items are considered to be destroyed for good, although why you would WANT to do such a wasteful thing is left to the GM. Note, however, that even this process is not a sure thing! Many very powerful objects have specific destruction criteria, and even smashing them and then attempting to disrupt their auric flows isn't enough to permanently disable them. Items of this power may even be one of the fabled Potenz Machenvar, an artifact of significance to the world. Even those mighty enough to use True Dweomers in battle are advised to treat such items with great caution. Potenz Machanvar are often the tools or pet projects of Gods or other High powers, and in many cases, are firmly anchored in the very fabric of Reality, integrated into the Warp, or Weft, or even both. Tanpering with such things is hazardous even to the Gods themselves, and mortals are advised to tread carefully. Although, it must be said, exceptionally durable items are sometimes simply...durable items. Wisdom is required when meddling in such affairs, or simple overwhelming might. In any case, the GM adjudicates such things, and players are urged to use caution around such things.
Strata Damage for True Dweomers
Spell Strata | Burn Cost | Min Character Level (CL) | Base Dice | Max dice |
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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 |