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|level_innate=Epic
|level_innate=Epic
|school=Evocation
|school=Evocation
|descriptor=
|descriptor=Acid, Cold, Electrical, Fire, Sonic
|components=VS
|components=VS
|range=Long
|range=Long
|area=Huge
|area=Tremendous
|duration=Instant
|duration=Instant
|duration_type=
|duration_type=
|save=Reflex 1/2 (DC +5)
|save=Reflex 1/2
|save_type=R
|save_type=R
|spell_resistance=Yes
|spell_resistance=Yes
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|invocation=}}
|invocation=}}
==Description==
==Description==
You unleash a massive blast of energy that detonates upon all in the AoE, dealing 10d6 fire, 10d6 acid, 10d6 electrical and 10d6 sonic damage. The Hellball ignores [[Evasion]] and [[Improved Evasion]].
A <i>hellball</i> is a massive blast of energy that detonates with a thundering roar. It deals 10d6 points of acid damage, 10d6 points of cold damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The spell is barely controlled, and there is a 5% chance that you also take 10d6 points of damage as you release it.


Update:
You point your finger and determine the range at which the <i>hellball</i> is to detonate. A sun-bright, fist-sized globe of strobing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into an effect described by the rare survivor as "hell on earth." While fast reflexes or magical protection can reduce the damage taken, there is no evading a <i>hellball</i> - the spell ignores the evasion and improved evasion feats.
Hellball is now full rainbow, and includes 10d6 Cold damage on top of its other damage types. This gives it a total of 50d6 damage instead of 40.
In addition, Hellball now has a Tremendous range (up from Huge). However, there is a 5% chance of the mage suffering a 10d6 backlash due to the chaotic power of the hellball.


 
==Seeds==
This spell is useful against creatures with resistance to a single element and weakness to other elements (such as [[Red dragon]]s). However, it does less damage against a creature with some level of resistance to all elements. For example, a ring of elemental resistance decreases the total damage by 60, while a ring of universal energy resistance decreases by a whopping 150 (leaving the average damage at a miniscule 25, 10 points less than a fireball cast by a level 10+ caster) If the ring instead gave '''total''' immunity to a single element, the damage would only be decreased by 20%.
Energy
 
This spell's utility is decreased on Hardcore mode and Very Difficult mode, mainly due to its large radius which increases the chance of it hitting allies.
 
See also [[epic spell]].


==Acquisition==
==Acquisition==
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'''Type of feat''': Epic
'''Type of feat''': Epic


'''Prerequisite''': Ability to cast 9th level spells<sup>1</sup>, [[Spellcraft]] 30 ranks
'''Prerequisite''': 21st level, Spellcraft 30, the ability to cast 9th level spells or Dark invocations.
 
'''Classes:''' [[Druid]], [[Wizard]], [[Sorcerer]], [[Spirit Shaman]], [[Warlock]]<sup>2</sup>, [[Arcane Scholar of Candlekeep]], [[Arcane Trickster]], [[Eldritch Knight]], [[Pale Master]], [[Red Wizard]], [[Stormlord]]
 
====Notes====
<sup>1</sup> Any level 9 spell qualifies, regardless of class. Any [[Invocation#Dark_invocations|dark invocation]] also qualifies, regardless of its equivalent spell level.


<sup>2</sup> This feat may be taken on a Warlock level if and only if the character is able to cast dark invocations. This is because there are actually two feats corresponding to this epic spell: one for warlocks and one for non-warlocks. It should be noted that no character will ever be eligible for both feats due to the character level cap of 30. * The pre-req for Warlocks is actually 16 levels in Warlock rather than dark invocations.
[[Category:Spells]]
[[Category:Spells]]
[[Category:Epic spells]]
[[Category:Epic spells]]
[[Category:Epic feats]]
[[Category:Epic feats]]

Latest revision as of 19:15, 18 July 2022

Hellball
Spell Information
Spell level : Innate level: Epic
School : Evocation
Descriptor(s) : Acid, Cold, Electrical, Fire, Sonic
Components : Verbal and Somatic
Range : Long
Target/Area : Tremendous
Duration : Instant
Save : Reflex 1/2
Spell resistance : Yes










Description

A hellball is a massive blast of energy that detonates with a thundering roar. It deals 10d6 points of acid damage, 10d6 points of cold damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The spell is barely controlled, and there is a 5% chance that you also take 10d6 points of damage as you release it.

You point your finger and determine the range at which the hellball is to detonate. A sun-bright, fist-sized globe of strobing energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, blossoms into an effect described by the rare survivor as "hell on earth." While fast reflexes or magical protection can reduce the damage taken, there is no evading a hellball - the spell ignores the evasion and improved evasion feats.

Seeds

Energy

Acquisition

To learn this spell, a character must take the feat Epic Spell: Hellball.

Type of feat: Epic

Prerequisite: 21st level, Spellcraft 30, the ability to cast 9th level spells or Dark invocations.