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 |
How it works
- Both explosions also damage doors and placeables.
- One metamagic roll covers both explosions: 5% maximised, 5% empowered. Not when it comes from an item.
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.
