Epic Spell:Hellball: Difference between revisions

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[[Magic:Evocation|Evocation]] [ Acid ], [ Electricity ], [ Fire ], [ Sonic ]
Level: Level 21 /Level 11 PrC and 32 points in Spellcraft
Innate Level: 30
Component(s): V, S
Casting Time: 1 action
Range: Medium
Target: Huge
Duration: Instantaneous
Counter(s): --
Saving Throw: Reflex half (but evasion is ineffective)
Spell Resistance: Yes
Metamagic: None
Energy Substitution: No

A hellball is a massive blast of energy that detonates with a thunderous roar. It deals 1d6 points of damage per two caster levels in each of the following types: acid, electricity, fire and sonic to all creatures within the area. With this spell, there is no place to hide and so while a successful reflex saving throw can reduce the damage taken there is no way to escape it completely. Unattended objects also take this damage. Any creature who sustains 50 points of damage from the hellball is also knocked over.

A sun-bright, fist-sized globe of strobing energy streaks forth and blossoms into an effect described by the rare survivor as hell on earth.

Hellball is such a powerful spell that the caster is also subject to some damage from casting it. When casting a hellball, the caster takes 1d6 points of damage for every two caster levels (approximately one-quarter the damage done to others caught in the hellball). [[Category:Evocation Spells|Epic Spell: Hellball]]