School: Necromancy [Negative]
Level: Varies, see table
Components: V, S, M
Casting time: 1 standard action
Range: Varies, see table
Area: Varies, see table
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Spell Level Range Area Damage
Deathball 0 Sor/Wiz 0 Close (25 ft. + 5 ft./2 levels) 5 ft. radius spread 1
Deathball I Sor/Wiz 1 Close (25 ft. + 5 ft./2 levels) 10 ft. radius spread 1d4/2 lvs above 1st (max 4d4)
Deathball II Sor/Wiz 2 Medium (100 ft. + 10 ft./level) 15 ft. radius spread 1d4/lv (max 7d4)
Deathball III Sor/Wiz 3 Long (400 ft. + 40 ft./level) 20 ft. radius spread 1d6/lv (max 10d6)
Deathball IV Sor/Wiz 4 Long (400 ft. + 40 ft./level) 25 ft. radius spread 1d6/lv (max 12d6)
Deathball V Sor/Wiz 5 Long (400 ft. + 40 ft./level) 30 ft. radius spread 1d8/lv (max 14d8)
Deathball VI Sor/Wiz 6 Long (400 ft. + 40 ft./level) 35 ft. radius spread 1d8/lv (max 16d8)
Deathball VII Sor/Wiz 7 Long (400 ft. + 40 ft./level) 40 ft. radius spread 1d10/lv (max 18d10)
Deathball VIII Sor/Wiz 8 Long (400 ft. + 40 ft./level) 45 ft. radius spread 1d10/lv (max 20d10)
Deathball IX Sor/Wiz 9 Long (400 ft. + 40 ft./level) 50 ft. radius spread 1d12/lv (max 22d12)

A Deathball spell is a blast that creates almost no pressure. Every creature and unattended object (as appropriate) in the area suffers negative energy damage. The amount of damage caused is modified by the type of creature hit. Living creatures and good outsiders take normal damage (Reflex half). Fey, constructs, non-good outsiders and non-living objects take half damage (Reflex quarter). Undead take no damage whatsoever.

You point your finger and determine the range (distance and height) at which the Deathball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into a cloud of inky shadows at that point (an early impact results in an early detonation).

If the damage caused to an interposing barrier shatters or breaks through it, the Deathball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Material Component: A pinch of coal dust.

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