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Tactical Nuke (3.5e Epic Spell)

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Author: Eiji-kun (talk)
Date Created: 4-4-10
Status: Complete
Editing: Clarity edits only please
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Tactical Nuke
Evocation [Fire, Light, Sonic]
Spellcraft DC: 37
Components: V, S, F, M
Casting time: 3 rounds
Range: 3000 ft.
Area: 280 ft. radius; see text
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: No
To Develop: 333,000 gp; 7 days; 13320 XP. Seeds: energy-fire (DC 19), energy-weather (DC 25), slay-negative levels (DC 25), transform (DC 21), afflict-blindness (DC 14). Factors: extra +10d6 fire damage (+20 DC), three damage types-fire/sonic/bludgeoning (ad hoc +12 DC), damage die up to d10 (+20 DC), weather lasts 1 day/level (+18 DC), duplicate the effects of mummy rot (ad hoc +11 DC), 20 ft. radius burst (+10 DC), increase radius to 280 (+112 DC), ignore SR (+40 DC), blindness has some permanent duration (ad hoc +11 DC), ignore evasion and mettle (+10 DC), reduce casting time to 3 rounds (+14 DC), increase range to 3000 ft (+20 DC). Mitigating factors: expensive focus (-200 DC), expensive material components (-50 DC), lesser effect at 45 ft mark (ad hoc -3 DC), lesser effect at 85 ft mark (ad hoc -2 DC), lesser effect at 100 ft mark (ad hoc -6 DC), lesser effect at 130 ft mark (ad hoc -12 DC), lesser effect at 180 ft mark (ad hoc -30 DC), shrink weather effect to 85 ft wide (ad hoc -14 DC), weather duration shortened to 1 round/level (-24 DC), 14d6 of backlash to caster (-14 DC).
File:Tactical20Nuke.jpg
Lo, I have become death.

A terribly powerful spell, it calls upon the energy of the atom, releasing a blast of heat and light which the world has never seen. In its violent wake, it poisons the body and destroys everything over a vast area. The blast damage tapers out the farther you are from it, like its bigger sister spell megaton, although it is substantially "cleaner". As like megaton, after the blast, the land is afflicted with a terrible "disease" of radiation poisoning, which behaves like mummy rot for all mechanical game purposes, except that radiation poisoning cannot be spread. This spell ignores evasion, mettle, and similar abilities. Refer to the chart to see the type of damage taken.

Tactical Nuke Effects
Distance Effect
Ground Zero-45 ft Subject makes a Fort save or be reduced to atomic particles. On a successful save, they take 20d10 damage of simultaneous fire, sonic, and bludgeoning. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 2d4 negative levels, catch radiation sickness, and are permanently blinded, no save.
45-85 ft Subject takes 20d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, no save. You get a Fortitude save against permanent blindness. On a successful save, you are blinded for 20 hours.
85-100 ft Subject takes 20d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels and change the duration of the blindness from 20 hours to 20 minutes. There is no save vs radiation sickness.
100-130 ft Subject takes 10d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, with a second Fort save to halve the negative levels, reduce the duration of blindness from 20 minutes to 2 minutes, and to negate the radiation sickness.
130-180 ft Subject takes 5d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage. You also take 2d4 negative levels and catch radiation sickness, with a second Fort save to negate both negative levels and radiation sickness. You are blinded for 2 minutes duration, save negates.
180-280 ft Subject takes 5d10 damage of simultaneous fire, sonic, and bludgeoning with a Fort save for half. Immunity, resistance, or damage reduction does not protect you unless you are immune and resistant to all three forms of damage.

Immediately after the explosion, wind speeds rise to tornado force winds (although flames are not extinguished given the heat) within 85 feet of ground zero, which slowly decreases in strength every round, until it reaches "only" strong winds blowing inward for a duration of 1 round/level. After that, prevailing weather conditions may change the effect, but usually not for the rest of the day.

In addition, for 1 round/level after the explosion, the 85 ft zone outside of ground zero is a hotbed of radiation. Those who explore it unprotected are subject to gaining radiation poisoning every round. The effect on the world is devastating, and it will take some time for the damaged ecosystem's attempts to fill in the gaps to yield anything worthwhile.

Material Component: 125,000g worth of refined uranium ore.

Focus: A complex series of crystals and coils to accelerate magical particles to great speeds, and key in "igniting" the collected magical energy. The strange device is worth 1,000,000g.


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