Dweomer

Page history last edited by axcalibar 8 mos ago

A Dweomer is a spell that has been given autonomy by the spell Animate Dweomer. It can move about and enact the magic that composes it. They have no physical form and are invisible execpt to spells like Detect Magic and Arcane Sight, to which they appear a roiling. The Dweomer's base spell can be identified in the same way as a spell being cast (with a Spellcraft check).

 

Dweomer

Size/Type     Small Spirit (incorporeal)

HD    Xd8, where X is the level of the base spell

Int     Equals the level of the base spell + the castors Int bonus.

Natural Invisibility (Su) - This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell, though Detect Magic and Arcane Sight can reveal them.

 

The following are Dweomers animated by a 16th level Wizard with an 22 Int.

 
  Magic Missile Dweomer Make Whole Dweomer Polar Ray Dweomer
Size/Type: Small Spirit (incorporeal) Small Spirit (incorporeal) Small Spirit (incorporeal)
Hit Dice: 1d8 (8 hp) 2d8 8d8
Initiative:      
Speed:      
Armor Class:      
Base Attack/Grapple:      
Attack:      
Full Attack:      
Space/Reach: 5 ft./5 ft. 5 ft./5 ft 5 ft./5 ft
Special Attacks: Magic Missile (Su) 5 Missiles (1d4) — Polar Ray (16d6 cold) +8 ranged touch
Special Qualities:   Make Whole  
Saves:      
Abilities: Str -, Dex 16, Con 0, Int 7, Wis 1, Cha 12 Str -, Dex 16, Con 0, Int 8, Wis 1, Cha 12 Str -, Dex 16, Con 0, Int 14, Wis 1, Cha 12
Skills: — — —
Feats:      
Environment:      
Organization: Any Any Any
Challenge Rating: 1 1/2 8
Treasure: None None None
Alignment:      
Advancement: None None None
CR: — — —

 


Animate Dweomer

Transmutation

Level: Magic 6, Cleric 7, Wiz/Sor 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

Animate objects can be made permanent with a permanency spell.

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