Description: The Final Stand is a potent 4th-level spell exclusive to Blood Hunters of the Order of Flux Formation, tapping into the chaotic energies of the Flux to unleash devastating taint and corruption upon foes. This spell inflicts substantial damage while afflicting targets with multiple debuffs, bypassing immunities through its unpredictable nature. Tainted blood is used to empower this spell. The more you use in the spell, the more powerful it becomes. This spell will go through normal armor and magic armor.
Effect:
1. **Corruptive Blast**: Unleashes a wave of corruptive energy in a 300-foot radius centered on the caster. Deals 50d10 necrotic damage to all creatures caught in the blast. Targets must make a Dexterity saving throw of 19 to halve the damage.
2. **Tainted Veins**: Creatures affected by Corruptive Blast have their blood tainted, causing ongoing necrotic damage equal to half the initial damage (rounded down) at the start of each of their turns for 1 minute. A Constitution saving throw at the end of each turn halves this ongoing damage.
3. **Affliction Burst**: Targets hit by Corruptive Blast suffer from multiple debuffs:
- Vulnerability to necrotic damage for 1 minute.
- Disadvantage on all saving throws for 1 minute.
- Movement speed reduced by half for 1 minute.
4. **Erosion of Resistance**: The corruptive energy of The Final Stand bypasses resistances and immunities to necrotic damage. Even creatures typically immune to such effects suffer full damage and are susceptible to the debuffs.
5. **Cascade of Chaos**: Upon impact, The Final Stand triggers a cascade of chaotic energy. Roll a d20:
- On a roll of 1-5, the spell fizzles out harmlessly, having no effect.
- On a roll of 6-15, the spell functions as described above.
- On a roll of 16-20, the spell surges with amplified power, doubling all damage dealt and increasing the duration of debuffs to 1 hour. Additionally, affected creatures cannot regain hit points through magical means for the duration.
6. **Tainted Ground**: The area affected by The Final Stand becomes tainted ground for 24 hours. Any creature that starts its turn within this area takes 2d10 necrotic damage and must make a Constitution saving throw or become poisoned for 1 minute.
7. **Siphoning Corruption**: The caster gains temporary hit points equal to half the total damage dealt by Flux Eruption.
8. **Flux Infusion**: The caster's next three weapon attacks within 1 minute deal an additional 3d10 necrotic damage and inflict one of the debuffs described in Affliction Burst on hit.
9. **Twisted Resilience**: The caster gains immunity to most magic damage for 1 hour after casting Flux Quake Nova. They can be damaged from melee attacks with no magic. The only magic that can damage the caster is Thunder magic damage
10. **Entropic Finale**: Upon reaching 0 hit points, the caster unleashes one final surge of chaotic energy, triggering another Final Stand centered on their location. This eruption has double the radius and damage of the original spell, affecting both allies and enemies indiscriminately.
**(dm Note)** do not allow your player to cast this spell unless they have vials of tainted blood and a primordial flux crystal. I REPEAT DO NOT ALLOW THEM TO CAST THIS UNLESS THEY HAVE THOSE ITEMS. The max damage they can do is around 200d10. That is from the initial 50d10, then from rolling the 16-20 which doubles all initial damage, and then on top of that when they reach 0 hp that damage is doubled again and the radius is doubles.
* - (Vials of tainted blood and 2 primordial flux crystal)
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