Meteor

Evocation
Level: Evoker 9
Components: V, S
Casting Time: 1 standard action
Range: Unlimited
Area: 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No
Spell Points: 17

The most spectacular display of an evoker’s art imaginable is the evocation of a meteor - the ultimate weapon of destruction.

The meteor strikes down one round after the spell is cast, dealing 24d6 points of damage to everything within the affected area on impact. Half the damage is fire damage, the other half a direct result of the impact.

Although the meteor explodes in a burst, it has immense penetrating power, only obstacles that are not destroyed by the meteor provide cover against it. Creatures that survive the blast must make a reflex save or be stunned for 1d4 rounds.

A meteor can only be cast outdoors. If a meteor is aimed to end up indoors (or in other locales where the sky is not in plain view, such as in a cave), the meteor strikes the topmost surface straight above the intended point of impact.

If the meteor strikes the surface of the earth, a cloud of dust rises in the area for 2d4 rounds. The dust is treated as nonmagical fog. The meteor blast enforces all the usual consequences of an enormous explosion, like creatures being buried under rubble and mundane fires starting.

Despite the spell’s range, you must still have line of sight (or other means of aiming) to the intended point of impact in order to cast the spell.

Augment: You can augment this spell in one or both of the following ways:

  1. For every additional spell point you spend, the damage dealt by the meteor increases by 2d6.

  2. If you spend 3 additional spell points, the meteor strikes down immediately rather than one round after the spell is cast.