Epic Spell, Dispater’s Iron Defense
From within his Iron Tower, the Lord of the Second seeks to protect himself from all powers, for he schemes to place himself above all others. To this end, he developed the iron defense epic power.
Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.
Full netbook can be found on the following website
Dispater’s Iron Defense
Psychokinesis [Death, Force]
Psicraft DC: 127
Display: Vi, Au
Casting Time: Immediate action
Duration: 33 hours
Saving Throw: None; see text
Power Resistance: Yes (harmless)
To Develop: 1,143,000 gp, 23 days, 45,720 XP. Seeds: armor (DC 14), destroy (DC 29), fortify (DC 17), fortify (DC 27), transform (DC 31). Factors: cast as an immediate action (ad hoc +36), grant bonus to Spell Resistance or saves of +6 (+10), grant insight bonus to armor class of +6 (+50), grant fast healing 12 (+66), caster can become incorporeal as an immediate action, or change bonus to saves, Spell Resistance or armor class to a different bonus to one of those three (ad hoc +16), caster can dis-miss incorporeal aspect of the power as a free action (+8), increase duration by 165% (+4), increase duration by 330% when within the Iron Tower (ad hoc +1), in-crease damage dealt by destruction seed by . Mitigating factors: only allow one bonus to either Spell Resistance, saves or armor class at a time (ad hoc –30), change target to personal (-2), burn 15,000 XP (-150)
The manifester of this epic power is able to manifest it as an immediate action (see p.59 of the Expanded Psionics Handbook for details on immediate actions).
Upon activating this power, the manifester’s eyes begin to glow like molten iron, and the susurration of thousands of blades whisking through the air (akin to the sound of a blade barrier spell) can be heard within the vicinity. The manifester chooses whether to apply a +6 bonus to his Spell Resistance (enhancement bonus), armor class (insight bonus) or saving throws (resistance bonus) when first manifesting the power; as an immediate action, the manifester can switch freely between the different bonuses while the power’s duration lasts. The manifester also gains fast healing 12, and can choose to be-come incorporeal as an immediate action (returning to a corporeal state is a free action) – Dispater uses this aspect of the power to become incorporeal just as an opponent tries to strike him in combat, or as additional protection against hostile powers and spells. Any weapon that does strike the manifester must make a Fort save DC 20 + the relevant manifesting ability score modifier or be destroyed (or, at the least, take 20d6 points of pure destructive energy); this damage is dealt to the creature if it attacks with natural weapons (including bullrush, grapple and similar attempts). A successful save deals half damage.
If cast within the Iron Tower, the duration of this power is doubled (66 hours).
XP Cost: 15,000 XP.