Difference between revisions of "Tactical Nuke (3.5e Epic Spell)"

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Revision as of 00:53, 24 February 2011

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Author: Eiji-kun (talk)
Date Created: 4-4-10
Status: Complete
Editing: Clarity edits only please
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Template:Epic Spell

File:Tactical20Nuke.jpg
Lo, I have become death.

A terribly powerful spell, it calls upon the energy of the atom, releasing a blast of heat and light which the world has never seen. In its violent wake it poisons the body and destroys everything over a vast area. The blast damage tapers out the farther you are from it like it's bigger sister spell megaton, although it is substantially "cleaner". As like megaton, after the blast the land is afflicted with a terrible "disease" of radiation poisoning, which behaves like mummy rot for all mechanical game purposes, except that radiation poisoning cannot be spread. This spell ignores evasion, mettle, and similar abilities. Refer to the chart to see the type of damage taken.

Tactical Nuke Effects
Distance Effect
Ground Zero-45 ft Subject makes a Fort save or be reduced to atomic particles. On a successful save they take 20d10 damage of simultaneous fire, sonic, and bludgeoning. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistance to all three forms of damage. You also take 2d4 negative levels, catch radiation sickness, and are permenantly blinded, no save.
45-85 ft Subject takes 20d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistance to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, no save. You get a Fortitude save against permenant blindness. On a successful save you are blinded for 20 hours.
85-100 ft Subject takes 20d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistance to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels and change the duration of the blindness from 20 hours to 20 minutes. There is no save vs radiation sickness.
100-130 ft Subject takes 10d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistance to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels, reduce the duration of blindness from 20 minutes to 2 minutes, and to negate the radiation sickness.
130-180 ft Subject takes 5d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistance to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation sickness. You are blinded for 2 minutes duration, save negates.
180-280 ft Subject takes 5d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistance to all three forms of damage.

Immediately after the explosion, wind speeds rise to tornado force winds (although flames are not extinguished given the heat) within 85 miles of ground zero, which slowly decreases in strength every round, until it reaches "only" strong winds blowing inward for a duration of 1 round/level. After that, prevailing weather conditions may change the effect, but usually not for the rest of the day.

In addition for 1 round/level after the explosion, the 85 ft zone outside of ground zero is a hotbed of radiation. Those who explore it unprotected are subject to gaining radiation poisoning every round. The effects on the world is devestating, and it will take some time the damaged ecosystem attempts to fill in the gaps.

Material Component: 125,000g worth of refined uranium ore.

Focus: A complex series of crystals and coils to accelerate magical particles to great speeds, and key in "igniting" the collected magical energy. The strange device is worth 1,000,000g.



Back to Main Page3.5e HomebrewClass Ability ComponentsEpic Spells, Seeds, and Powers

AuthorEiji-kun +
Identifier3.5e Epic Spell +
Rated ByCatgirldreamer3100 +
RatingRating Pending +
TitleTactical Nuke +