Entroplasm Blast (3.5e Epic Power)

From D&D Wiki

Jump to: navigation, search
Entroplasm Blast
Psicraft DC: 50295
Range: 12000 ft.
Area: Twenty six 100-ft. cubes
Duration: Instantaneous and Permanent (D) (see text)
Saving Throw: None and Fortitude half (see text)
To Develop: 452,655,000 gp; 9054 days; 18,106,200 XP. Seeds: dispel (DC 19) and destroy (DC 29). Factors: quickened power (+28 DC), dismissible (+2 DC), hide display (+4 DC), change target to area [four 10-ft. cubes](+10 DC), increase area by 900% (+36 DC), allow hollowing out of portions of area (ad hoc +20 DC), add 22 more cubes (ad hoc +220 DC), +100 to beat foe's dispel effect (+200 DC), +100 to beat spell resistance (+200 DC), +100 to saving throw DC (+200 DC), Increase damage die size to d20 (+40 DC), +30d6 damage dice (+60 DC), +8991 to dispel check (+8991 DC).

You instantly draw forth up to twenty six 100-ft. cubes of a special form of ectoplasm known as entroplasm. Entroplasm is highly unstable, such that it lasts for only an instant, but very destructive to both magic and matter. Any creature or object that comes into contact with the entroplasm created by this power takes 50d20 damage (or half this amount on a successful Fortitude save). If a creature is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind not even dust to mark its passing. Entroplasm affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the manifester must succeed at an opposed manifester level check against the other spellcaster to bring down a ward spell. Furthermore, entroplasm can end ongoing spells that have been cast on a creature or object, permanently suppress the magical abilities of a magic item, and end ongoing spells (or at least their effects) if it comes into contact with their area. A dispelled spell ends as if its duration had expired. Entroplasm can defeat all spells, even those not normally subject to dispel magic. Entroplasm can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. The manifester of this power makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. The dispel check is 1d20 + 9001 against a DC of 11 + the target spell’s caster level. If an object or creature that is the effect of an ongoing spell would be affected, make a dispel check to end the spell that affects the object or creature. Entroplasm leaves behind a lingering effect on magic items that it affects as described further. If an object affected is a magic item, make a dispel check against the item’s caster level. If succeessful, all the item’s magical properties are suppressed permanently (although you may dismiss the suppression). A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item’s physical properties are unchanged. Any creature, object, or spell is potentially subject to entroplasm, even the spells of gods and the abilities of artifacts. You automatically succeed on the dispel check against any power that you manifested yourself. Power resistance applies against the damage this power would deal but not against the dispelling effects it has on magic.

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsEpic Spells, Seeds, and Powers

Personal tools
admin area
Terms and Conditions for Non-Human Visitors