Meteor Swarm
The spell causes everything within the area of effect to be pummeled by incoming meteors. All those caught in the destruction take 20d6 + 1d6 per 4 caster levels points of damage. Half of the damage dealt is bludgeoning and the other half is fire. Caster is protected from the spell's effect. Deals double damage against doors or placeables.
| School | Evocation (opposed by Conjuration) |
| Spell level | Wizard and Sorcerer 9 |
| Range | Personal - 0 metres, or 2.25 when aimed at another creature |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a spot on the ground or an item |
| Area of effect | hollow sphere, inner radius 2 metres, outer radius 12 |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Fire |
| Duration | Instant |
| Save | Reflex 1/2 (DC + 3) |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
- The meteors fall in three waves, a fraction of a second apart, and the save DC is your usual one plus 3.
- Fire and bludgeoning are two separate rolls of the same size, not one amount split in half: at level 40 that is 30 dice of each.
Where it comes from
Cleric domain: Destruction (level 9).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes