A destructive wave of energy that moves at incredible speed. you can select up to 7 creatures (not including yourself, you are safe) to spare from the spell. All others must make constitution DC 19 saving throws or take 5d20 damage. If succesful, the creature must roll 3d20 to find out how much Hp they retain. This overrides all effects a creature may have on them including bless, spare the dying and other healing spells. Spells such as time stop must also make this saving throw however both the saving DC and the damage are halved. Spells such as mirror image, major illusion and hallucinatory terrain are instantly deactivated. The direction of the spell can also be controlled to either terraform the landscape or to destroy entire sections of armies.
* - (An object possessing arcane energy that you then destroy)
Level
9th
Casting Time
1 Action
Range/Area
80 ft.
(80 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Force
Comments