Megaton (3.5e Epic Spell)
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Evocation [Fire, Light, Sonic] | |
Spellcraft DC: | 113 |
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Components: | V, S, F, M |
Casting time: | 11 minutes, 100 days |
Range: | 3000 miles |
Area: | 5.9 mile radius; see text |
Duration: | Instantaneous and 1 day/level; see text |
Saving Throw: | Fortitude partial; see text |
Spell Resistance: | No |
To Develop: | 1,017,000 gp; 21 days; 40680 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), three damage types-fire/sonic/bludgeoning (ad hoc +12 DC), damage die up to d10 (+20 DC), weather lasts 1 day/level (+18 DC), additional 3d4 negative levels (+12 DC), duplicate the effects of mummy rot every round (ad hoc +55 DC), 20 ft. radius burst (+10 DC), increase radius to 5.9 miles (+6320 DC), ignore SR (+40 DC), blindness has some permanent duration (ad hoc +11 DC), ignore evasion and mettle (+10 DC). Mitigating factors: delay manifestation for 10 minutes (-6 DC), expensive focus (-200 DC), expensive material components (-200 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), lesser effect at 0.7 mile mark (ad hoc -126 DC), lesser effect at 0.75 mile mark (ad hoc -105 DC), lesser effect at 0.9 mile mark (ad hoc -716 DC), lesser effect at 1.9 mile mark (ad hoc -1454 DC), lesser effect at 4.65 mile mark (ad hoc -147 DC), lesser effect at 5 mile mark (ad hoc -158 DC), one additional caster contributing an epic-level spell slot (-19 DC), one additional caster contributing an 8th-level spell slot (-15 DC), two additional casters contributing a 7th-level spell slot (-26 DC), three additional casters contributing a 6th-level spell slot (-66 DC), six additional casters contributing a 5th-level spell slot (-54 DC), twelve additional casters contributing a 4th-level spell slot (-84 DC), twenty-three additional casters contributing a 3rd-level spell slot (-115 DC), forty-six additional casters contributing a 2nd-level spell slot (-138 DC), four-hundred-sixty additional casters contributing a 1st-level spell slot (-460 DC), 4d6 of backlash to all casters (-2220 DC). |
The most powerful of spells, the forbidden magic, Megaton releases a terrible mysterious force into the world, the power of the atom. After the ritual is complete a terrible glowing point of light like a small sun begins to blossom and rocket skyward. It blasts through the air traveling 1800 mph until striking its target.
The area of effect is staggering, and the blast damage tapers out the farther you are from it. Even 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 |
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Ground Zero-0.7 miles (3700ft) | Subject makes a Fort save or be reduced to atomic particles. On a successful save, they take 20d10 points of simultaneous fire, sonic, and bludgeoning damage. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 5d4 negative levels, catch radiation sickness, and are permanently blinded, no save. |
0.7-0.75 miles (3700-3960ft) | Subject makes a Fort save or be reduced to atomic particles. On a successful save, they take 20d10 points of simultaneous fire, sonic, and bludgeoning damage. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 5d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels and reduce the duration of the blinding from permanent to 20 days, and no save vs. radiation sickness. |
0.75-0.9 miles (3960-4750ft) | Subject takes 20d10 points of simultaneous fire, sonic, and bludgeoning damage, with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 5d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels and change the duration of the blindness from permanent to 20 hours. There is no save vs. radiation sickness. |
0.9-1.9 miles (4750-10032ft) | Subject takes 10d10 points of simultaneous fire, sonic, and bludgeoning damage, with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 3d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation sickness, and to change the duration of the blindness from 20 days to 20 minutes. |
1.9-4.65 miles (10032-24550ft) | Subject takes 6d10 points of simultaneous fire, sonic, and bludgeoning damage, with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 1d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation sickness. You are blinded for 20 hours duration, but only 2 minutes on a successful save. |
4.65-5 miles (24550-26400ft) | Subject takes 3d10 points of simultaneous fire, sonic, and bludgeoning damage, with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also must make a second Fort save against radiation sickness, save negates. You are also blinded for 20 minutes, save negates. |
5-5.9 miles (26400-31600ft) | Subject takes 1d10 points of simultaneous fire, sonic, and bludgeoning damage, with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You are also blinded for 2 minutes, save negates. |
Immediately after the explosion, wind speeds rise to tornado-force winds (although flames are not extinguished, given the heat) within 2 miles of ground zero, which slowly decreases in strength every 1 minute, until it reaches "only" strong winds blowing inward after 5 minutes. After that, prevailing weather conditions may change the effect, but usually not for the rest of the day.
For 1 day/level after the explosion, the 2-mile zone outside of ground zero is a hotbed of radiation. Those who explore it unprotected are subject to the possibility of gaining radiation poisoning every round (continuous Fortitude saves are necessary to avoid this outcome). The effects on the world are devastating, and having been so perfectly purged of life, things often will not grow within 2 miles of ground zero for many months afterward; even as the damaged ecosystem attempts to fill in the gaps, new life is extinguished before it begins by the lingering radiation.
Megaton has a lesser variant for more combat-oriented purposes, tactical nuke.
Material Component: 500,000g 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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