Spellcraft DC: | 1440 - 2727 (126 for lead spellcaster) |
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Components: | V, S |
Casting Time: | 1 standard action |
Range: | 12,000 ft. |
Target: | One creature, and up to a 10-foot cube of nonliving matter |
Duration: | Instantaneous |
Saving Throw: | Fortitude half (DC 100+lead spellcaster's ability score) |
Spell Resistance: | Yes (at lead casters ability to overcome SR+83) |
To Develop: | Seed: destroy (DC 29). Seed: Dispel (DC 19) 1-action casting time (+20 DC). Increase caster level by 83 for purposes of being dispelled (+166 DC) increase caster level by 83 for purposes of Overcoming SR (+166 DC) increase dispell check by 150 (+150) increase damage to 390d6 (+740 DC) increase DC of save by 60 (+120 DC contenent wide range, 1 target (+40 DC) Mitigating factor: 10d6 backlash (-10 DC). 146 participants donating 5th lvl spell (146*9=1314) |
The Vengefull Gaze of the Theocracy can be felt anywhere accross the continent of Oerth. The target is immediately subject to the dispell seed. of this spell. The caster makes a dispel check against each ongoing spell currently in effect on them. This includes all spells including those not usually subject to dispel magic,ongoing effects of supernatural abilities, spell like effects or any magics that would thwart the spell. A dispel check is 1d20 + 160 + against a DC of 11 + the target spell’s caster level. The target is thensubject to 390d6 points of damage (or half of that if a Fortitude save succeeds). If the target 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 only a trace of fine dust. The caster is likewise dealt 10d6 points of damage. 144 casters each contributing a 5th level spell are required to cast this spell (a majority for by the clerical diocese. For every additional contributor (vote in favor of casting) , increase the damage by 4d6, the DC by 1, and the dispel check bonus by +1) to a maximum of 287 contributors and 962d6 damage, Fort Save DC 243 + lead spell casters ability score, and +203 on the dispel check. The caster takes 10d6 in backlash damage.
A new version of this Epic Miracle is created by the Theocracy requiring a different minum number of casters is created for when the number of votes required for a majority changesDispell Seed
This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The dispel seed can defeat all spells, even those not normally subject to dispel magic. The dispel seed 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. One creature, object, or spell is the target of the dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell’s caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item’s caster level. If succeessful, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. 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 the dispel seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.
Destroy Seed
This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target 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 only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed 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 caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell.