changed some things after a little testing. changes are bolded.

note the change to stun duration and save effect: used to be save or stunned 1d rounds. the reasoning behind that was having to put a damage cap on the impact, for balance purposes. however, that damage cap severly reduced the usefulness of this as a 7th level spell, and made the effect underpowered. tell me what you think.

Quote Originally Posted by Stycotl View Post
Evulsive Decimation
Evocation [Force]
Level: Sorcerer/Wizard 7
Components: V, S
Casting Time: Standard Action
Range: Medium
Target: Two targets no further apart than 5 feet/level from each other
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes

The caster causes an elastic property within the matter between two points to suddenly contract like a giant elastic band, bringing them together with crushing force. The two targets can be objects or creatures, mobile or immobile, secured or rooted to the ground, or not. This connection does not have to be horizontal; the caster could connect a flying creature to the ground, the base of a tree to the top of a nearby building, or even a charging foe to a point in the sky above it.

The effect becomes a three-way bullrush, where both targets at the extremes of the spell resist against the force of the elastic energy that is jerking them together. Both creatures and objects roll to resist the bullrush, taking feats, size, and other factors into account as normal. The caster also rolls to initiate the bullrush, though he uses a caster level check as his roll, and adds both his primary spellcasting ability modifier, and a +1 competence bonus/5 ranks in Knowledge (architecture and engineering).

Both targets succeed at their bullrush roll: They both have their movement checked for one round, but suffer no other effects.

Both targets fail at their bullrush roll: They are wrenched into the exact middle of the spell effect, colliding with tremendous force. Each one takes two times the amount of falling damage (15d6 maximum) that they would have taken if they had fallen the same distance, and then falls prone to the ground.

Only one target fails its bullrush roll: It is jerked all the way across the distance to the other target, taking falling damage as if it had fallen the same distance (10d6 maximum), and then falls prone to the ground. The other target, the one that resisted the bullrush, has its movement checked for one round, and must succeed at a Fortitude save or take the same damage and fall prone. Success halves the damage and keeps it upright.

If one of the targets was a point in space (in the sky, down in a chasm, etc), then the other target, if it fails to resist the bullrush, is flung past that point with no impact, but continues in that direction for another 10 feet per two caster levels (in effect multiplying the distance traveled by 1.5) before it crashes to the ground (or begins free-falling if airborne).

Any airborne creature that is successfully flung to the ground with this spell takes the appropriate falling damage, multiplied by 1.5 (15d6 maximum).

In any case of impact, take into account extra damage from armor spikes, energy effects, spiked pits, and other factors that are affecting one or more of the two targets. Also, in any case of an impact, both targets must roll a successful Fortitude save or be stunned for 1d4+2 rounds. A successful save still stuns the creature for one round.

This spell is ineffective if there is any corporeal effect between the two targets during the casting of this spell.