Utter Destruction (3.5e Epic Spell)
3e Summary::A thin, green ray springs from your pointing finger. The creature struck by the ray takes 1000 points of damage. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Channeling this power requires you to make a Will save (DC: 25) or be effected as by the Insanity spell.
Transmutation | |
Spellcraft DC: | 130 |
---|---|
Components: | None or XP |
Casting time: | Free Action (Quickened) |
Range: | 300 ft |
Target, or Effect: | One creature or up to 10 ft cube of non-living matter |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Spell Resistance: | Yes (CL + 10 + See text) |
To Develop: | 1,17,000 gp; 124 days; 46,800 XP; seed: Destroy (29), extra dice x5 (10), increase die size x4 (40), metamagic: intensify (7 x 7 = 49), quicken (28), no verbal or somatic components (4), increase SR roll: +10 (20), save vs insanity DC :25 (-10), feat required: Intensify Spell [with 2 prerequisites] (-20), additional days of research: 100 (-10) reduce range by 50% x5 (-10). |
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 500 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
When making a caster level check to overcome a target's SR, add 10 to your roll. Additionally, you may add an additional 5 points to your check for each 1,000 XP paid (maximum +50 at 10,000 XP). Additionally, you may add an additional 5 points to the save DC for each 1,000 XP paid (maximum +50 at 10,000 XP). Augmentations to the SR check and save DC must be paid separately. Thus, increasing the SR roll by +20 (4,000 XP) and the save DC by +5 (1,000 XP) would cost a total of 5,000 XP.
XP Cost: 1000 per +5 to SR roll or save DC (optional)
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