You summon an uncontrollable rift of magic with in you. This magic is not precise and will detonate at varying times. Take the initiative score minus a D20 roll. When 0 is reached, restart count down at top of initiative ranking with the spell detonating on the next round for each time this occurs. This roll adds initiative modifiers. If the spell initiative is multiplied by 3, damage dice may be increase to a D12. Each creature in a 20-foot-radius sphere centered on the caster must make a Dexterity saving throw. A target takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The caster takes an equivalent amount of damage but this damage is psychic. If a caster dies from casting, the damage is treated as a critical for each creature effected and the total HP lost from the caster is added to the damage for creatures within 5 feet of the Caster. This additional damage is psychic.
A caster killed before detonation will cause damage to be halved and damage will be treated as though cast at 5th level regardless of scaled cast and no magical items will be destroyed.
Casters killed in this way to can only be resurrected through True Resurrection and there bodies and items are completely destroyed.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried; and will destroy all magical items of rare or less, that are not attuned.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 (D12) for each slot level above 5th.
* - (Psychic Damage to ones mind, and a gram of brain matter)
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