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Nuclear Spell (3.5e Feat)

43 bytes removed, 11:14, 26 November 2021
Clarification
|contributors=foxdownfarms3100 and Eiji-kun
|date_created=24/06/2021
|status=Changes complete, please review in the talk page if you participated in the discussionProbably subject to changes
|balance=Unquantifiable
}}
|prereqs=Caster level 12th
|fluff=Woah! I never saw someone struck by magic missile explode like that!
|benefit=You may apply this metamagic feat only on spells tha deal [[SRD:Force Effect|Force]] spellsdamage. A nuclear spell deals 1d4 of extra acid, fire and sonic damage per caster level, up to 10d4 each. The target must also make a Fortitude save against the spell DC to avoid being [[sickened]] for one round per spell level. A target that dies as a result of the damage is destroyed as per the [[SRD:Disintegrate|''disintegrate'']] spell and explodes forcing creatures within a certain area to resist a [[SRD:Bull Rush|bull rush]] attempt. Resolve the check as follows: you make a caster level check against the Reflex or Strength check of the creature (whichever is more beneficial). If the creature fails it moves as per the normal bull rush rules, otherwise it remains still. Calculate the area of the blast as follows: 5 feet (1,5 meters) per spell level. Targets involved in the blast must also make a Fortitude save to avoid being permanentely [[deafened]].
A nuclear spell uses up a spell slot four levels higher than the spell's actual level.

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