Difference between revisions of "Tactical Nuke (3.5e Epic Spell)"
(Created page with '{{author |author_name=Eiji-kun |date_created=4-4-10 |status=Complete }} {{Epic Spell |name=Tactical Nuke |school=Evocation |desc=Fire, Light, Sonic |sdc=37 |comp=V, S, F, M |cas…') |
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− | |todev= | + | |todev=333,000 gp; 7 days; 13320 XP. Seeds: energy-fire (DC 19), energy-weather (DC 25), slay-negative levels (DC 25), transform (DC 21), afflict-blindness (DC 14). Factors: extra +10d6 fire damage (+20 DC), [[Additional Epic Spell Factors (3.5e Other)|three damage types-fire/sonic/bludgeoning]] (ad hoc +12 DC), damage die up to d10 (+20 DC), [[Additional Epic Spell Factors (3.5e Other)|weather lasts 1 day/level]] (+18), duplicate the effects of mummy rot (ad hoc +11 DC), 20 ft. radius burst (+10 DC), increase radius to 280 (+112 DC), [[Additional Epic Spell Factors (3.5e Other)|ignore SR]] (+40 DC), blindness has some permenant duration (ad hoc +11 DC), [[Additional Epic Spell Factors (3.5e Other)|ignore evasion and mettle]] (+10 DC), reduce casting time to 3 rounds (+14 DC), increase range to 3000 ft (+20 DC). Mitigating factor: [[Additional Epic Spell Factors (3.5e Other)|expensive focus]] (-200 DC), [[Additional Epic Spell Factors (3.5e Other)|expensive material components]] (-50 DC), lesser effect at 45 ft mark (ad hoc -3), lesser effect at 85 ft mark (ad hoc -2), lesser effect at 100 ft mark (ad hoc -6), lesser effect at 130 ft mark (ad hoc -12), lesser effect at 180 ft mark (ad hoc -30), shrink weather effect to 85 ft wide (ad hoc -14), [[Additional Epic Spell Factors (3.5e Other)|weather duration shortened to 1 round/level]] (-24), 14d6 of backlash to caster (-14 DC). |
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− | [[File: | + | [[File:Tactical20Nuke.jpg|thumb|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 (3.5e Epic 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 [[SRD:Disease|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. | 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 (3.5e Epic 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 [[SRD:Disease|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. |
Revision as of 23:15, 4 April 2010
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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.
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.
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