Difference between revisions of "Disintegrate"

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{{Template:Spell
{{Template:Spell
|name =Disintegrate
|name =Disintegrate
|school={{SpellSchool|Transmutation}}
|school={{SpellSchool|Transmutation|Untyped}}
|level ={{SpellLevel|Sor|6|Wiz|6}}
|level ={{SpellLevel|Sor|6|wm|6|Wiz|6}}
|sp=25
|cost={{SpellCost|S|25}}
|components={{SpellComponent||V|S|M}}
|components={{SpellComponent||M|S|V}}
|metamagic = {{SpellMeta|Eschew Materials|Empower|Heighten|Quicken}}
|metamagic = {{SpellMeta|Eschew Materials|Embolden|Empower|Eschew|Heighten|Intensify|Maximize|Quicken}}
|range ={{SpellRange|Ray}}
|range ={{SpellRange|Double}}
|target =Foe, Directional, Breakable
|target ={{SpellTarget|Foe|Directional|Breakable}}
|duration= Instataneous
|duration= {{SpellDuration|Inst}}
|save =Fortitude
|save =Fortitude save for partial damage
|sr =
|sr =
|cooldown=5 seconds
|cooldown={{SpellCooldown|Second|5}}
|description =
|description =
A thin, green ray springs out from your pointed finger. Any creature struck by the ray takes {{Dice||2|3|6}} points of damage per caster level up to a maximum of {{Dice||40|3|120}} at caster level 20.
A sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 10 to 30. As a ray this spell has double normal range.
Any creature reduced to 0 hit points by this spell is entirely disintegrated, leaving behind only a trace of dust.
|notes=
A successful Fortitude Save reduces this damage to {{Dice||6|3|12}}
|soldby={{PageLink|Frederik Star}}
|notes=Affected by Force Spell Power
|dice=Deals {{Dice||2|3||6}} damage per caster level (max {{Dice||40|3||120}}).
|soldby=
}}
}}

Latest revision as of 14:13, 6 June 2024


Spell Disintegrate Icon.png

Disintegrate
Transmutation (Untyped)
Level: Sorcerer 6Wild Mage 6Wizard 6
Cost (Spell Points): 25
Components: Material, Somatic, Verbal
Metamagic: , Embolden, Empower, Eschew Materials, Heighten, Intensify, Maximize, Quicken
Range: Double
Target: Foe, Directional, Breakable
Duration: Instantaneous
Cooldown (Seconds):  5
Save: Fortitude save for partial damage
School: Transmutation (Untyped)
Spell Resistance: No

D&D Dice: Deals 2d3+6 damage per caster level (max 40d3+120).
  

Description: A sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 10 to 30. As a ray this spell has double normal range.


Vendors:

Frederik Star
Found on:
Hirelings: