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<blockquote data-quote="kyberus" data-source="post: 2129257" data-attributes="member: 23311"><p>Out of extreme desire to destroy things at a distance, I bring this spell, true, it might need to be epic, or not, in any case, its a nasty, nasty bugger. Still, I feel its not too horible, not like too many people can cast it, and, if you are still in the EXACT MIDDLE of the blast radius at the end of the spell, then its practically your fault, you received your 24 second warning.</p><p>_____________________________________________________________________________</p><p>Orchan's Orbital Bombardment</p><p>Conjuration[Calling]</p><p>Level: Sor/Wiz 9</p><p>Components: V, S, M, XP</p><p>Casting time: 1 day, special</p><p>Range: Line of Sight</p><p>Area: special (1 mile/20ft)</p><p>Duration: Concentration / 1d6+3 rounds (see text)</p><p>Saving Throw: Fortitude partial or Reflex none, see text</p><p>Additional Counters: Wall of Force, Gate, Greater Teleport</p><p>Spell Resistance: None</p><p>Orchan's Orbital bombardment is a powerful seige weapon ussually used against stationary targets that inconvenience powerful wizards. That being said, to cast this spell, a wizard must select a specific square as a target that he has line of sight to, and spend twelve hours to cast the spell. This target may not be changed and remains stationary. Since the wizard must be within line of sight of the impact point of the spell, he may not use this spell underground unless the target is above ground. The wizards vision is only extended, for the purposes of this spell, by atleast a level 9 divination spell which permits him to view another area. Once the wizard has finished casting the spell, he unleashes a powerful force which pulls a nearby comet towards the earth. In the first round, shards of rock decend through the atmosphere into a 1 mile radius around the target, dealing 3d6 bludgeoning damage and 3d6 fire damage and knocking prone any who fail a reflex save at +5. This pummeling continues until the final round, when the comet (which has been easily visible since the begining of the spell), thunders into the earth, crushing a 5ft + d6*5ft radius around the target point, instantly destroying all nonmagical structures, and destroying or killing all magical objects or creatures on a failed fortitude saving throw at -5 (those within 5ft of the edge may make a reflex saving throw), or taking 30d6 unresistable damage on a success (except on a successful reflex, which takes none). The impact also creates a shockwave, extending in a 1/2 mile radius, which also instantly destroys all non-magical structures, and deals 5d6 force damage, 5d6 fire damage, and 5d6 bludgeoning damage (reflex half) to anything else within the area. Precise targeting requires deep concentration, expending a specially prepared crystal sphere filled with quicksilver, and requiring concentration until the final round. During this time, the spell may still be countered, in effect disrupting the mages concentration. If the mage loses control of the comet, it misses in a random direction by 1 mile per round of duration remaining, deals only half damage and has only one third the radius and a saving DC of 5 less. (Note, a counterspell utilizing either Orchan's Orbital Bombardment or Gate may instead usurp control of the spell, redirecting it to a point of THEIR choice or on top of the original caster) The crater left by the spell is 10*the width of the comet deep, and 1/2 mile wide, within which the ground is blasted into a symetrical formation, and often turned to hot glass. This spell is particularily draing, and requires two spell slots to prepare (one may be a specialization slot), or two spell slots to use.</p><p>Material component: A globe of crystal, filled with mercury and incribed with arcane and astronomical sigils, requiring a DC 25 knowledge (arcana) check to create and costing 1000gp, (3000 gp without the check), which is teleported into the center of the controlled comet by the spell</p><p>Xp component: 400xp</p><p>____________________________________________________________________________</p><p>Obliterate... anihilate, get hit by one's own weapons... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="kyberus, post: 2129257, member: 23311"] Out of extreme desire to destroy things at a distance, I bring this spell, true, it might need to be epic, or not, in any case, its a nasty, nasty bugger. Still, I feel its not too horible, not like too many people can cast it, and, if you are still in the EXACT MIDDLE of the blast radius at the end of the spell, then its practically your fault, you received your 24 second warning. _____________________________________________________________________________ Orchan's Orbital Bombardment Conjuration[Calling] Level: Sor/Wiz 9 Components: V, S, M, XP Casting time: 1 day, special Range: Line of Sight Area: special (1 mile/20ft) Duration: Concentration / 1d6+3 rounds (see text) Saving Throw: Fortitude partial or Reflex none, see text Additional Counters: Wall of Force, Gate, Greater Teleport Spell Resistance: None Orchan's Orbital bombardment is a powerful seige weapon ussually used against stationary targets that inconvenience powerful wizards. That being said, to cast this spell, a wizard must select a specific square as a target that he has line of sight to, and spend twelve hours to cast the spell. This target may not be changed and remains stationary. Since the wizard must be within line of sight of the impact point of the spell, he may not use this spell underground unless the target is above ground. The wizards vision is only extended, for the purposes of this spell, by atleast a level 9 divination spell which permits him to view another area. Once the wizard has finished casting the spell, he unleashes a powerful force which pulls a nearby comet towards the earth. In the first round, shards of rock decend through the atmosphere into a 1 mile radius around the target, dealing 3d6 bludgeoning damage and 3d6 fire damage and knocking prone any who fail a reflex save at +5. This pummeling continues until the final round, when the comet (which has been easily visible since the begining of the spell), thunders into the earth, crushing a 5ft + d6*5ft radius around the target point, instantly destroying all nonmagical structures, and destroying or killing all magical objects or creatures on a failed fortitude saving throw at -5 (those within 5ft of the edge may make a reflex saving throw), or taking 30d6 unresistable damage on a success (except on a successful reflex, which takes none). The impact also creates a shockwave, extending in a 1/2 mile radius, which also instantly destroys all non-magical structures, and deals 5d6 force damage, 5d6 fire damage, and 5d6 bludgeoning damage (reflex half) to anything else within the area. Precise targeting requires deep concentration, expending a specially prepared crystal sphere filled with quicksilver, and requiring concentration until the final round. During this time, the spell may still be countered, in effect disrupting the mages concentration. If the mage loses control of the comet, it misses in a random direction by 1 mile per round of duration remaining, deals only half damage and has only one third the radius and a saving DC of 5 less. (Note, a counterspell utilizing either Orchan's Orbital Bombardment or Gate may instead usurp control of the spell, redirecting it to a point of THEIR choice or on top of the original caster) The crater left by the spell is 10*the width of the comet deep, and 1/2 mile wide, within which the ground is blasted into a symetrical formation, and often turned to hot glass. This spell is particularily draing, and requires two spell slots to prepare (one may be a specialization slot), or two spell slots to use. Material component: A globe of crystal, filled with mercury and incribed with arcane and astronomical sigils, requiring a DC 25 knowledge (arcana) check to create and costing 1000gp, (3000 gp without the check), which is teleported into the center of the controlled comet by the spell Xp component: 400xp ____________________________________________________________________________ Obliterate... anihilate, get hit by one's own weapons... :D [/QUOTE]
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