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|descriptor=
|descriptor=
|components=VS
|components=VS
|range=Touch
|range=Short
|area=Creature touched
|area=Single
|duration=20 Rounds
|duration=3 Rounds
|duration_type=
|duration_type=
|save=Will negates (DC+5)
|save=Will negates (DC+5)
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|invocation=}}
|invocation=}}
==Description==
==Description==
If you succeed at a melee touch attack, and the target fails the saving throw, its soul is instantly annihilated, and its body is animated by primal entropy. For the duration of the spell the creature becomes a juggernaut of destruction, gaining +8 bonus to Strength and Constitution, and randomly attacks former allies and enemies alike. After 20 rounds, the entropic force animating the creatures body burns itself out and the creature collapses into dust.
You transform a single enemy into a vessel of pure chaos which randomly attacks all nearby creatures.
 
The target must make a Will saving throw (DC +5). If the target fails the saving throw, it is overwhelmed by primal entropy. Its soul is suppressed by the power of the spell as its body is animated by the entropic forces. For 3 rounds, the creature becomes a juggernaut of destruction, gaining a +8 bonus to Strength and Constitution and randomly attacking former allies and enemies alike. At the end of the 3 rounds, the creature ruptures violently, killing it instantly and dealing 1d8 magic damage per hit dice of the creature possessed (maximum 30d8) to all creatures within a 10 foot radius. Creatures that succeed at a Reflex saving throw take only half damage from this explosion.
 
Targets that succeed at the saving throw are still confused for 1d3 rounds, but do not die.


==Gameplay notes==
==Gameplay notes==
The affected creature simply dies when the effect expires.
The affected creature simply dies when the effect expires.


If the target is immune to mind-affecting effects, a message will be displayed indicating such immunity. However, the creature will still die after 20 rounds if it had failed the save.
If the target is immune to mind-affecting effects, a message will be displayed indicating such immunity. However, the creature will still die after 3 rounds if it had failed the save.


See also [[epic spell|Epic Spell]].
See also [[epic spell|Epic Spell]].

Revision as of 16:40, 28 July 2020

Entropic Husk
Spell Information
Spell level : Innate level: Epic
School : Conjuration
Components : Verbal and Somatic
Range : Short
Target/Area : Single
Duration : 3 Rounds
Save : Will negates (DC+5)
Spell resistance : Yes










Description

You transform a single enemy into a vessel of pure chaos which randomly attacks all nearby creatures.

The target must make a Will saving throw (DC +5). If the target fails the saving throw, it is overwhelmed by primal entropy. Its soul is suppressed by the power of the spell as its body is animated by the entropic forces. For 3 rounds, the creature becomes a juggernaut of destruction, gaining a +8 bonus to Strength and Constitution and randomly attacking former allies and enemies alike. At the end of the 3 rounds, the creature ruptures violently, killing it instantly and dealing 1d8 magic damage per hit dice of the creature possessed (maximum 30d8) to all creatures within a 10 foot radius. Creatures that succeed at a Reflex saving throw take only half damage from this explosion.

Targets that succeed at the saving throw are still confused for 1d3 rounds, but do not die.

Gameplay notes

The affected creature simply dies when the effect expires.

If the target is immune to mind-affecting effects, a message will be displayed indicating such immunity. However, the creature will still die after 3 rounds if it had failed the save.

See also Epic Spell.

Acquisition

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

Type of feat: Epic

Prerequisite: Ability to cast 9th level spells1, Spellcraft 24 ranks

Classes: Druid, Spirit Shaman, Wizard, Sorcerer, Warlock2, Arcane Scholar of Candlekeep, Arcane Trickster, Eldritch Knight, Pale Master, Red Wizard, Stormlord

Notes

1 Any level 9 spell qualifies, regardless of class. Any dark invocation also qualifies, regardless of its equivalent spell level.

2 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.