Secret Level 9 Cost: When the caster successfully casts the spell, they roll 1d20+5, that is the number of minutes until they die. When they die, they are transformed permanently into a Balor. When they are transformed, they roll percentiles, on a roll of 85-100, they retain their Intelligence, Wisdom, Personality, and spells. The spell ends early if the caster dies without being turned into a Balor.
As the spell is cast the sky darkens to a near pitch black for as long as the eye can see. The storm coalesces into a force of pure destruction, bent only on causes of catastrophe. The clouds hang 4000 feet from the ground.
When the spell starts the following effects happen:
- Wind speed in the area changes to 55 mph, causing disadvantage on ranged attacks.
- Temperatures drop by 30° Farenheit
- When a spell is cast, that caster rolls a d20, on a roll of 1-8 the spell is absorbed into the clouds, adding 1 minute of duration per spell level. Cantrips are unaffected.
The following effects come into effect after 10 minutes of duration.
Blood Rain: Blood rain falls from the sky, superheated. Creatures exposed to the rain take 2d4 Fire damage when they start their turn in the rain. The rain deals no additional damage after hitting a target, and is harmless to touch once its damage has been dealt. This does not affect stone or similar materials.
Fire-pits: Fiery pits open in the ground, leading into the Plane of Fires' volcanoes, these pits spew fire that is unmatched on the material plane. Pits that are 20×20 open up on the ground in random places, atleast 1 every 100 sq ft, and the flames rise to a height of 30 ft.. Creatures within 10 ft of the hole take 8d6 Fire damage when they enter or begin their turn within 10 ft of the pit. Creatures that are thrown into the fires take 16d6 Fire damage, creatures that reach 0 HP are incinerated along with all items on them.
Chill of the dead: Corpses that are not hallowed rise as a Ghoul, they animate from youngest corpse to oldest, rising in 1 minute from each category, I.E. the youngest ghoul will rise, then 1 minute later the next youngest ghoul will rise. Corpses that are desecrated, or especially evil, animate as more powerful undead, such as ghasts, but not anything above CR5. The undead created by this ability are immune to fire damage.
Deadly mist: The ground becomes covered in a white mist , which covers the ground to a height of 2 feet. Anything living starting its' turn in the mist takes 4d8 Necrotic damage, or half on a successful Constitution saving throw. Undead and fiends are unaffected by the damage.
After the spell ends, through end of duration or the spell ends early, the following effects remain in a 1 mile radius from the centerpoint of casting until dispelled, they each count as a different effect:
- Mist covers the ground to a height of 2 ft.
- The clouds hang over the area, still pitch black
- The area is effected by the Hallow spell, Creatures besides Undead and Fiends are unable to enter the area, all other creatures besides Undead and Fiends are affected by the Fear effect, DC21 Charisma save. Other Hallowed areas are destroyed by this effect.
- Undead are attracted to the area, and the Undead created by the spell remain until killed.
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