Explosion, Greater (3.5e Spell)
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|Evocation [Fire, Force, Sonic]|
|Level:||Sor/Wiz 9, Destruction 9|
|Components:||V, S, M|
|Casting time:||Full-Round Action|
|Range:||Long (400 ft. + 40 ft./level)|
|Area:||120-ft.-radius spread; See text|
|Saving Throw:||See text|
You cause a massive explosion that deals fire, force, and sonic damage to both creatures and to objects. You channel your arcane powers into a mighty spell at a target location that you can both see and focus on for a full round. Then, pointing both palms at the target location, you unleash a devastating magical explosion. A glowing, cantaloupe-sized sphere streaks from the midpoint between the pointed palms and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the explosion at that point. (An early impact results in an early detonation.) If you attempt to send the sphere through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the sphere strikes the barrier and detonates prematurely.
Large or smaller creatures within the target area are shunted 10 feet per caster level away from the epicenter of the spell's effect and are knocked prone. If they collide with an obstruction such as a wall or a rock, then they take falling damage equal to the distance that they were shunted past said obstruction. For instance, if a kobold is shunted 20 feet into a wall that is 5 feet away, then they take 15 feet worth of falling damage.
All creatures within the target area must succeed on a reflex saving throw or take 2d6 fire damage per caster level, 2d8 force damage per caster level, and 2d4 sonic damage per two caster levels. Affected creatures must also succeed on a fortitude saving throw or be blinded, deafened, and stunned for 1 turn per caster level.
Objects, structures, carried equipment, and the like are also damaged by the spell. Additionally the spell has a 80% chance of igniting flammable materials in the target area, causing mundane fires as a result.
Creatures within 240 feet of the epicenter of of the explosion (but not within the target area) must succeed on a fortitude saving throw to negate being deafened for 2 turns per two caster levels. Also, creatures within 2 miles of the affected area may make a DC 6 listen check to determine the location/direction of the explosion, the DC increases by 2 for every mile thereafter. After the spell's effect occurs a cloud of smoke that is 200 ft per caster level tall rises from the affected area.
It should be noted that the spell has the capacity to damage if not destroy small buildings and as a result it can cause for the battlefield to be littered with rubble, resulting in parts of it being considered difficult terrain.
Material Component: Five pounds of red dragon guano (250 gp), ten teaspoons of sulfur, five teaspoon of magnesium filings, and five tablespoons of saltpeter mixed evenly and rolled into a ball the size of a cantaloupe while exposed to direct sunlight for at least five hours.
If the spell is cast indoors then, in addition to the spells normal effects, the space is filled with a 120 ft radius sphere of mundane smoke that gives all creatures within it concealment until the cloud dissipates due to air circulation or to other means. Additionally all creatures within 480 feet of the spell's epicenter (but not in the directly affected area) must succeed on a fortitude save to negate being deafened for 1 turn per caster level.
If this spell is cast in aquatic terrain then affected creatures and objects take 2d4 fire damage per two caster levels, 2d8 force damage per caster level, and 2d6 sonic damage per caster level instead of the regular damage rolls. Affected creatures are also shunted 10 feet per two caster levels away from the epicenter of the explosion instead. Additionally, the spell creates a sphere of mundane bubbles (instead of smoke) in the affected area, granting all creatures within it concealment until the bubbles dissipate. Furthermore, all creatures within 960 feet of the spell's epicenter (but not in the directly affected area) must succeed on a fortitude save to negate being deafened for 1 turn per caster level.