Disintegrate (Sorcerer/Wizard Spell)

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Level: Sorcerer/Wizard 6
School: Transmutation
Domain: destruction 7
Subdomain: ash 7
Elemental School: metal 6

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S, M (A lodestone and a pinch of dust, worth 1 gp.)

Effect

Range: Medium (100 ft. + 10 ft./lvl)
Target or Area: One ray
Duration: Instantaneous
Saving Throw: Special
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

A thin, green ray springs from your pointing finger. You must make a successful ranged Touch Attack to hit. If it hits, it deals (No Circle) 2d6 points of damage per caster level (to a maximum of 70d6). 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 and treasure is unaffected, dropping in a dusty mess in a square it used to occupy.
When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates up to a size Large object, but only part of any very large object or structure targeted. The GM adjudicates any additional effects such a loss has on structures. The ray affects even objects constructed entirely of force, such as Wall of Force (Spell), but not magical effects such as an Antimagic Field (Spell).
A creature may make a saving throw after being struck. A creature that makes a successful fortitude save against the DC above is only partially affected, taking only 1d6 points of damage per two caster levels of the caster, round down, maximum 17d6. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. If you miss with a touch attack to hit a creature, the ray typically zaps a hole in the next wall or object behind the targeted creature. The ray always misses creatures behind the targeted creature, you cannot accidentally zap your friends, or an unintended creature.
Note that this spell has no circle, and therefore may not be mana-burned.



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30