Explosion (5e Spell)

This spell requires all of your spell slots to be available: it cannot be cast if you have used any of your spell slots since your last long rest. This spell also cannot be chosen for feats or features similar to Spell Mastery or Signature Spell.

This content deviates from 5th edition standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
It was designed to consume everything you have. The caster's magic must be at full strength before going nuclear, and it leaves them wiped afterwards.
Explosion
1st-level Evocation
Casting time: 1 minute
Range: Varies
Components: S, V
Duration: Instantaneous

When you cast this spell, you expend all your spellslots of all levels and target one point that you see within range to create a incredibly large explosion centered at that point, destroying everything including mountains and the ground itself. This spell damage objects in the area and ignite flammable objects that aren't being worn or carried. For each spellslot consumed by this spell, this spell gains range, radius and deals damage according to the table below. Each creature in the radius of the sphere centered on the point you chose must make a Dexterity saving throw. A creature takes the combined damage dice as fire and the combined damage dice force damage on a failed save, or half as much on a successful one. For example, if you're a 3rd level Wizard casting this spell, it would consume four 1st level spellslots and two 2nd level spellslots, making the range of this spell 140ft, in 30ft radius sphere, dealing 8d6 fire damage and 8d6 force damage.

Medium or smaller creatures within the target area are shunted 5 feet per two spellslot level consumed away from the epicenter of the spell's effect and are knocked prone. If they collide with an obstruction such as a wall or a rock, then they take falling damage equal to the distance that they were shunted past said obstruction. For instance, using the above example, the total level of the spellslots consumed is 8, so a goblin is shunted 20 feet, and if it collides into a wall that is 5 feet away, then they take 15 feet worth of falling damage.

The spell emits a thunderous boom audible out to 100 feet per spellslot level consumed. Creatures within the range plus 120 feet of the epicenter of the explosion must succeed on a Constitution saving throw or else is deafened for 1 turn for every two spellslot levels consumed. After the spell's effect occurs, a cloud of smoke that is 50 ft per spellslot level consumed tall rises from the affected area. If the ceiling is less than that height, the smoke spreads from the affected area with half the remaining distance as a radius and the area is considered lightly obscured. The smoke lasts for up to 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

It should be noted that the spell has the capacity to damage, if not destroy, small buildings and as a result it can cause for the battlefield to be littered with rubble, resulting in parts of it being considered difficult terrain.

This spell is considered to be the spell level of the highest level spellslot expended.

Table: Explosion
SpellslotRange IncreaseRadius IncreaseDamage
1+20 ft+5 ft2d6
2+30 ft+5 ft4d6
3+40 ft+10 ft6d6
4+60 ft+10 ft7d6
5+80 ft+15 ft8d6
6+100 ft+20 ft11d6
7+200 ft+25 ft12d6
8+300 ft+25 ft13d6
9+400 ft+50 ft14d6

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