Balefire (3.5e Epic Spell)
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|Evocation, Transmutation [Death, Force]|
|Casting time:||1 Standard Action|
|Saving Throw:||Fortitude, partial (see text)|
To Develop: 1,080,000gp; 22 days; 43,200XP. Seeds: destroy (DC29), force (DC19), slay (DC25). Factors: Change casting time to 1 action (+20); Increase damage to 40d6 (+40); Increase damage to 20d6 (+20); change target to ray (+4); change damage dice to d10s (+20), affect multiple targets within ray (+13), increase save DC by 5 (+10). Mitigating Factors: 40d6 backlash damage (-40); burn 4,000 XP (-40); use Terangreal (-60).
Description: When you cast this spell, you create a ray of pure magical energy that destroys everything in its path. This ray is not blocked by anything. When it strikes an object, it passes through that object and continues on to the limit of its range. You must make a ranged touch attack against all targets within the ray to its maximum range. All targets within the area of effect take 40d10 untyped damage and 20d10 Fire damage. Additionally, any creature within the spell's area with 80 HD or less is instantly killed. A successful Fortitude save, DC 25+relevant ability modifier+feats allows the creature to survive, but causes an additional 6d10+60 points of damage. If a creature is reduced to -10 hp or less by this spell, its body and soul are completely destroyed. That creature can never be resurrected by any means, including wish and miracle. Even divine intervention cannot restore the creature to life.
There is a greater, more sinister, side effect of using Balefire. Any creature or object destroyed with this spell ceases to exist for all time, present, future, and past. That is, if a creature is destroyed with Balefire, it is as if that creature never existed. Memories of those actions and creatures remain, but the actual events of the creature's life never occurred. This consequence limits the usefulness of the spell, as there is no telling what will happen if it is used indiscriminately.
XP Cost: 4,000 XP