Upon activation of the spell, one hundred spheres each 6 inches in diameter made of the caster's blood appear overhead anywhere from 100 ft to a mile around the caster. They will remain until dispelled, triggered, or the caster is knocked unconscious or killed. to trigger the spell once the orbs are formed the caster must speak a command word, once the command word is spoken, the spell will activate. Once activated the spheres will seek out the caster, moving at speeds that will reach the caster within 1 second, once their destination has been reached (the caster) all the kinetic energy of the spheres will will be released in the form of an explosion. any creatures within 100 feet of the caster must make a con saving throw (DC 30). on a failed save any creature within the blast radius (100 ft in any direction of the caster) will take 10d12 fire damage, 10d12 radiance damage, and 10d12 force damage and will be thrown 40 ft. and half damage on a successful save. The distance thrown will remain the same.
The caster sacrifices their life when this spell is used. their soul is turned into a soul crystal. The caster must roll 1d10, the result is how many pieces the crystal breaks into, the caster must then roll 1d20. This will determine how many miles in any direction the crystal shards will be launched, the shards will remain where they land unless found. once all of the shards our gathered they will react with the other shards, melding with them to form the soul crystal. Once formed {true resurrection} or {wish} must be cast to bring the caster back to life at 1 HP, and half the level they were when this spell was cast.
* - (A drop of the caster's blood)
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