You speak a word of reverberating finality. A creature you can see makes a Charisma saving throw. It takes 12d10+60 necrotic damage on a failed save, or half as much damage on a successful one.
Perdition. If a creature is reduced to 0 hitpoints by this damage, up to four additional creatures within 60-feet of it repeat the saving throw. They take 12d10+60 necrotic damage on a failure, or half as much damage on a success. This feature repeats until no further creatures are in range of the spell's previous victims. Creatures already damaged by this spell do not take the damage again even when they are in range of another creature reduced to 0hp by the same effect.
Now, I am Become Death. Creatures reduced to 0hp by the spell die as if they failed three death saves immediately.
Fear the Reaper. Humanoids that survive the ordeal or are within sight of the spell's effects must make a Wisdom saving throw. On a failure they are Frightened of you for 6d10 days.
Incorruptible Martyrdom. Creatures killed by this spell leave corpses that cannot be raised as undead until 10x1d100 days have passed. This does not affect or prevent resurrection spells such as Revivify, Reincarnate, or True Resurrection. The bodies also repel animals or creatures that would feed upon them and seem to resist natural decay for the same duration. This effect does not affect the corpses belongings or any perishable near or on the corpses. In addition, so taxing on a soul is the spell that you are unable to cast this spell again until 1d100 days have passed.
Penitence. You have weighed your magic against Life itself, attempting to justify your actions for the greater good of others or of yourself. At the DM's choice, you must make a Wisdom saving throw against your own spell save DC. On a failure you are afflicted with madness as detailed in the DMG. If your Wisdom ability score is less than 9 you are subject to long-term madness, and short-term madness if it is 9 or greater.
(variant) Penance. If you or the DM do not believe the effects of madness are sufficient deterrent to use this spell, you may instead inflict necrotic damage upon yourself equal to 2d6+plus your spellcasting ability modifier multiplied by the number of humanoid creatures killed by the spell's effects. This damage cannot be resisted. This may be taken on in addition to indefinite madness for a good-aligned creature or character that casts the spell.
* - (Three embalmed hands cut from the corpses of a soldier, a cleric, and a mage, strung together through the wrists with Phase Spider silk, dipped and coated in molten silver valuing up to 100GP each. The hands' owners cannot have died of violence or foul-play and the bodies they are cut from must not know the touch of necromancy before now.)Special: Additionally, you may gain the enmity of a Celestial, Fey, or Fiend creature for casting such a spell due to the atrocity of the act you have committed, or for destroying their pawns and disrupting their plans. At the DM's choice he may roll a D6. You become the hated foe of an Archfey on a result of a 1 or 2, of a Solar or Planetar on a 3 or 4, or of an Archfiend on a 5 or 6.
Deities and other extra-planar Powers may also take notice whenever this spell is cast or if the ensuing confrontation between you and the Celestial, Fey or Fiend ends in your favor.
Previous Versions
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3/19/2019 3:32:30 AM
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Coming Soon
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