Luircin
2006-09-02, 10:26 PM
Epic Spell:
Hell’s Heart
Evocation (fire) and Necromancy
Spellcraft DC 88
Components: XP
Casting time: One action.
Range: 450 foot radius, centered on caster.
Effect: 20d6 damage, 10d6 fire damage, 10d6 sonic damage, and a tornado.
Duration: 10 rounds.
Saving throw: Fort half, Reflex half (See text)
Spell Resistance: Yes (see text)
To Develop: 792,000 gp; 16 days; 31,680 XP
Seeds: energy (Create weather effects, 10d6 of fire, 10d6 of sonic) (DC 63) destroy (DC 29)
Factors: Decrease casting time to 1 round (+20 DC), Decrease weather manifestation time to one round (Ad-hoc DC +10), change from target to 20 ft. radius (+22 DC), increase area by 4500% (+180 DC), no verbal components (+2 DC), no somatic components (+2 DC), increase duration by 2000% (+40 DC).
Mitigating factors: 60d6 backlash damage (-60 DC), burn 20,000 XP (-200 DC).
Created by a particularly vindictive sorcerer, this spell is usually reserved for when death is imminent. It is particularly deadly because without somatic or verbal components, the victims of the spell usually don’t realize what has been cast. This spell has a one-round delay, after which horrible destructive pulses spread throughout a 450-foot radius centered on the caster, causing 20d6 damage to each target in the area of the spell for ten rounds (Fort half each round). Any target reduced to 0 hit points or fewer through this damage is disentegrated completely, leaving just a trace of fine dust. In addition, natural forces are forced into a destructive pattern as volcanoes erupt and tornadoes rampage throughout the area. Treat this as a 40-ft radius tornado (See p. 95 of the DMG) that moves randomly throughout the area of the spell for the duration of the spell (Spell resistance is not effective against the tornado). In addition, the lava showers cause 10d6 fire damage per round to all targets in the area for the spell’s duration (Reflex half), and the very air itself attempts to destroy whatever is caught in the area, dealing 10d6 points of sonic damage per round (Reflex half). Any creature caught in the tornado may not save against the fire or sonic damage. Casting this spell invariably hastens the already immenent death of the caster, which is why the sorcerer thought it a delicious irony that in striking at his foes from Hell’s heart, he was bringing Hell’s heart to them.
Suggestions? As the title indicates, I was going for a spell that to cast in the unlikely situation of an epic caster knowing that all is lost and he wanting to take as many foes as possible along for the ride. Or maybe just an interesting (Read: Deranaged) way to commit suicide. (Which is why I went for broke on the HP/XP costs, since what good are those to a corpse?)
Hell’s Heart
Evocation (fire) and Necromancy
Spellcraft DC 88
Components: XP
Casting time: One action.
Range: 450 foot radius, centered on caster.
Effect: 20d6 damage, 10d6 fire damage, 10d6 sonic damage, and a tornado.
Duration: 10 rounds.
Saving throw: Fort half, Reflex half (See text)
Spell Resistance: Yes (see text)
To Develop: 792,000 gp; 16 days; 31,680 XP
Seeds: energy (Create weather effects, 10d6 of fire, 10d6 of sonic) (DC 63) destroy (DC 29)
Factors: Decrease casting time to 1 round (+20 DC), Decrease weather manifestation time to one round (Ad-hoc DC +10), change from target to 20 ft. radius (+22 DC), increase area by 4500% (+180 DC), no verbal components (+2 DC), no somatic components (+2 DC), increase duration by 2000% (+40 DC).
Mitigating factors: 60d6 backlash damage (-60 DC), burn 20,000 XP (-200 DC).
Created by a particularly vindictive sorcerer, this spell is usually reserved for when death is imminent. It is particularly deadly because without somatic or verbal components, the victims of the spell usually don’t realize what has been cast. This spell has a one-round delay, after which horrible destructive pulses spread throughout a 450-foot radius centered on the caster, causing 20d6 damage to each target in the area of the spell for ten rounds (Fort half each round). Any target reduced to 0 hit points or fewer through this damage is disentegrated completely, leaving just a trace of fine dust. In addition, natural forces are forced into a destructive pattern as volcanoes erupt and tornadoes rampage throughout the area. Treat this as a 40-ft radius tornado (See p. 95 of the DMG) that moves randomly throughout the area of the spell for the duration of the spell (Spell resistance is not effective against the tornado). In addition, the lava showers cause 10d6 fire damage per round to all targets in the area for the spell’s duration (Reflex half), and the very air itself attempts to destroy whatever is caught in the area, dealing 10d6 points of sonic damage per round (Reflex half). Any creature caught in the tornado may not save against the fire or sonic damage. Casting this spell invariably hastens the already immenent death of the caster, which is why the sorcerer thought it a delicious irony that in striking at his foes from Hell’s heart, he was bringing Hell’s heart to them.
Suggestions? As the title indicates, I was going for a spell that to cast in the unlikely situation of an epic caster knowing that all is lost and he wanting to take as many foes as possible along for the ride. Or maybe just an interesting (Read: Deranaged) way to commit suicide. (Which is why I went for broke on the HP/XP costs, since what good are those to a corpse?)