Dastardly Dynamics of Doom
Level: Sor/Wiz 9
Components: V,S,M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft/level)
Targets: Any number of living creatures (see below)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a bolt of rippling red energy that strikes one creature in range and zaps it for 1d8/level points damage, maximum 25d8. Then, the spell targets every creature within 25 feet and sends more bolts of energy flying from the orignal target and striking them for the same amount of damage. Creatures within 25 feet of the new targets are targeted and zapped, rebounding endlessly until no more eligible targets are within range. Ineligible targets include creatures already hit, you, those touching you when you cast the spell, constructs, creatures with 50% or greater concealment (not including shields, invisibility, darkness, blur or displacement) from the latest target, creatures outside the spell range, and creatures farther than 75 feet from any previous target.

Incorporeal creatures and those who make their spell resistance check may be targeted, but they take no damage, and the spell does not rebound from them.

This spell was the result of a powerful mage's experimentation with the fundamentals of wild magic. Therefore, some versions of this spell have the [Wild] descriptor.

Material component: A rubber ball as big as your fist. The ball must be thrown in the general direction of the first target, transforming into the rippling energy bolt as it's released.

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