Epic Spell: Hellball
The caster creates a ball of energy and sends it to the target location. When the ball arrives it explodes 2 times. The first explosion does 10d6 + caster level points of bludgeoning damage and the same amount of sonic damage (reflex save (DC + 3) halves the damage dealt) to all creatures in the area of explosion. Also, if the target fails a reflex save (DC + 3) it gets knocked down (knockdown immunity bypassed) and deafened for 1 round. The 2nd explosion does 10d10 + caster level points of fire damage and 10d6 points of divine damage (fortitude save (DC + 3) halves the damage dealt) to all creatures that are still caught in the area of the explosion. Also, if the target fails a fortitude save after the 2nd explosion, it gets blinded for 1 round. It can be used once/day + 1 each 20 caster levels.
| Type of feat | Epic Spell |
| Use | Cast. |
| Prerequisites | an epic character (level 21 or above), Spellcraft 32 ranks |
| Uses per day | 1 + (your combined Cleric, Druid, Sorcerer, Wizard, Warlock and Pale Master levels / 20) a day |
| Ability used | Epic Spell: Hellball |
Special
If this spell is cast fron an item, caster level doesn't get added to the damage.
Who gets it
As an ordinary feat or as a class bonus feat: Pale Master, Sorcerer, Warlock, Wizard.
A class may choose it: Cleric, Druid.