Level
7th
Casting Time
1 Action
Range/Area
375 ft. (375 ft.2)
Components
None
Duration
Instantaneous
School
Evocation
Attack/Save
CON Save
Damage/Effect
Frightened

An energy-composed, radiant, greenish, Celestial-crafted, pumpkin-size orb travels straight towards the target at an unhurried yet constant pace. Upon impact, it releases a devastating burst, emitting lingering wavy beams that automatically adhere to any flesh-&-blood creature within a considerable area. Anyone who comes into contact with the orb or its beams is torn apart into small chunks of bloody flesh.


Etymology

In the archaic Celestial language,
Bee, as an integral prefix, denotes The;
Ef denotes Fate (equivalent to Doom or Dooming);
Gee denotes Ball;
Bee'Ef Gee.

This forms Fate's Ball, The Ball of Fate, or, in less archaic Celestial…
THE DOOMING ORB. However, fitting casters prefer the original term: Bee'Ef Gee (or is it BFG for them?).

Origins

The Dooming Orb (Bee'Ef Gee) was crafted by a Celestial who despised lawfulness and evil in equal measure. She designed it specifically for warriors who walk the line between neutralism and chaos—those who comfortably wield righteous fury to destroy evil. She bound the spell to such Paladins, ensuring that only those who embody the spirit of unrelenting, antiheroic justice can wield its power. This spell, in the image of its creator, is not for the lawful nor the timid; it is a weapon of divine destruction, meant for those who will genuinely do whatever it takes to protect the innocent and vanquish evil.

Damage

Primary dmg: 12d8 radiant (from the divine/arcane energy of the orb), 6d8 force (from the kinetic energy of the orb). Median: 81. Nada/Zilch upon a successful save (DEX). See the 'Balancing factors' section below.

Secondary dmg: 4d8 radiant dmg (from the lingering energy of the beams) and 2d8 force dmg (from the disruptive force of the beams). Median: 27. Half upon a successful save (CON).

Condition: You may strike your foe's mind, causing him/her to be Frightened. Roll a d8. If a 2 is yielded, the condition is applied for two turns, or until it is removed. Chance to frighten your foe: one-eighth (12.5%).

Flavor(s)

⬩ You, the Paladin (probably a Chaotic-Good one), channel divine energy through the peridot (non-rare greenish gemstone). With a powerful incantation and precise gestures, a radiant greenish orb materializes before your chest, ready to launch at your command (final word of the incantation). The rest can be read above (see lead paragraph).
⬩ Any creature reduced to 0 hit points by this spell (either orb or beams) is torn apart into small chunks of bloody flesh.
⬩ The green orb begins its journey as large as a massive pumpkin, gradually shrinking to the size of a medium pumpkin as it travels further. Upon reaching the middle mark, it continues to diminish to the size of a medium watermelon. At the 375-foot mark (the maximum effective range), it becomes the size of a man's fist. After that, it finally dissipates into nothingness.

Balancing factors

⬩ Caster restrictions:
[a] Class: Exclusive to Paladins.
[b] Alignment: Only for CG-aligned or NG-aligned characters.
⬩ Projectile's potential:
[a] Speed/Velocity: The orb is relatively slow-moving; approximately 105 km/h (yet steady), making it not difficult to dodge.
[b] Radius/Caliber: The orb gradually diminishes in size, with a low likelihood of covering the target's center mass at longer distances.
⬩ Damage mitigation:
[a] 0 damage (excluding the beams) on a successful Dexterity save.
[b] The beams do NOT automatically adhere to: Plants, Constructs, Incorporeal Undead (the ghostly ones), Elementals, and Oozes. This is due to the creature’s lack of thermal signature. HOWEVER, any creature that is in the beam's trajectory is hit, regardless of its type.
⬩ Material component:
[a] Price: The dependent material, a 130-gp peridot (non-rare greenish gemstone) is somewhat costly, limiting the spell’s use and reinforcing its high-level nature.
[b] Capacity: The dependent material, a 130-gp peridot (non-rare greenish gemstone), is sufficient for only two shots (65 gp per shot). Afterward, it turns gray and nearly useless, requiring you to choose your moments wisely. This gemstone can be restored by exposing it to divine energy (e.g., spending a long rest in a consecrated area).

🙋🏽‍♂️Common questions

✋ Why choose this spell over other 7th-Level spells?
This spell is thematically unique and mechanically powerful, making it a great choice for Paladins who want a devastating ranged option. It’s perfect for clearing rooms of flesh-and-blood enemies and instilling fear in your foes.

✋🏻 Is it OP?
No, it’s not OP. The spell is powerful yet balanced. Its restrictions (slow projectile, two saves, costly material component, etc.) prevent it from being OP. See the 'Balancing factors' section above.

✋🏼 Is it playtested?
Not enough. Feedback is welcome!

✋🏻 Why are only Paladins allowed, and why specifically those aligned with Chaotic-Good (CG) or Neutral-Good (NG)?
See the 'Origins' section above.

✋🏽 18d8 damage (with a median of 81)?!?! Are you insane?!?!
The high damage is justified by the spell’s restrictions and balancing factors (See the 'Balancing factors' section above). It’s not insane when you consider the slow projectile, two saves, costly material component, etc.

✋🏽 375-foot range?!?! // 375-square-foot area of effect?!?!
With castles and estates in mind, the Celestial herself (see the 'Origins' section above) crafted the spell's projectile to travel through deep corridors and vast chambers before entering a room and clearing it of evil. For such grand structures, a magnitude of 375 feet (range) and 375 square feet (area of effect) is fitting well. Plus, the projectile moves slowly and shrinks rapidly.

✋🏽 How hard is it to find peridot?
Peridot is slightly more common than indicolite (Blue Tourmaline) and sits well between 'rare' and 'common'. It's not extremely rare, nor is it overly common.

✋🏼 What happens to the surroundings (walls, furniture, etc.)?
The specific interactions with various materials and objects are left to the DM’s discretion. Consider the object’s composition, size, and sturdiness when making a ruling.


This spell is a big homage to DOOM.


And that, my D&D comrades, is how you TRULY present a spell❗

 

Spell Tags: Combat

Available For: Paladin (Legacy) Paladin

Doron_B

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