1st-level mythic necromancy
A tiny, black sphere of bitter cold appears at a point you choose within range and remains there for the duration. All light, both magical and mundane, is expunged within 200 feet of the orb and daylight shines only as dim light. At the end of each of your turns, for the duration, the radius in which light is expunged increases by 30 feet and the orb seemingly grows smaller. The area feels like a cold night.
A creature that touches the orb must succeed in a Constitution saving throw or be petrified as a statue of ice. This transformation can only be reversed with a wish spell.
After 1 minute, the tiny orb implodes, releasing a violent surge of deathly cold. Each creature within 500 feet of the orb when it implodes must make a Constitution saving throw, taking 30d8 cold damage and 30d8 necrotic damage on a failed save, or half as much on a successful one. A creature that dies to this damage rises as a skeleton at the start of its next turn, obeying your verbal commands.
At Higher Levels. When you cast this spell using a mythic spell slot of 2nd level or higher, the initial radius of cold and the radius of the implosion increases by 200 feet for each mythic spell slot above 1st.
* - (a slain demilich containing two rubies in its eye sockets each worth 50,000 gp and six marquis cut diamonds for teeth each worth 5,000 gp which the spell consumes)
Comments