From your outstretched hands springs a ball of pure atomic energy that travels to a point you can see within range. After a second, the ball expands into a raging 160-ft. atomic explosion that cracks the air and sends shockwaves for a mile around. All targets within 2,580 ft. of the detonation point must make a Dexterity save or suffer 5d6 bludgeoning damage from air overpressure, half as much on a successful save. Targets within 1,100 ft. of the detonation point suffer an additional 5d6 fire damage from thermal radiation, and the environment is severely damaged (buildings collapse, trees are blown over, etc.) Targets within 480 ft. take an additional 10d6 bludgeoning damage from air overpressure, and the environment is scorched and utterly destroyed. Targets within 160 ft. or less of the initial detonation point are incinerated on a failed save, and on a successful one are automatically reduced to 1 hitpoint.
If a creature sees the explosion, they are Blinded for 1 minute. All creatures within the blast radius are Deafened for 2 minutes.
The ball can hold detonation for as long as the Spellcaster specifies.
* - (A sheet of lead and two pieces of any heavy element.)
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Posted Feb 17, 2022That is an awesome spell!