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 fire damage, and the same amount again as bludgeoning damage (30d6 of each at caster level 40). The damage falls in 3 waves, each with its own saving throw, and the dice are split evenly between the waves (rounded down). Caster is protected from the spell's effect. Deals double bludgeoning damage against doors or placeables.
| School | Evocation (opposed by Conjuration) |
| Spell level | Wizard and Sorcerer 9 |
| Range | Personal (0 m; 2.25 m 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 | Damage can interrupt the casting |
| Descriptor | Fire |
| Duration | Instant |
| Save | Reflex 1/2 (DC + 3) |
| Spell Resistance | Yes |
| Metamagic allowed | Quicken (with Automatic Quicken Spell III), Silent (with Automatic Silent Spell III), Still (with Automatic Still Spell III) |
How it works
- The meteors fall in 3 waves, a fraction of a second apart. The save DC is your normal spell DC +3.
- Fire and bludgeoning damage are rolled separately, each at the full amount: 30 dice of each at level 40.
Where it comes from
Cleric domain: Destruction (level 9).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
