Mycontil's Last Resort
- SchoolAlteration, Evocation
- ComponentsV, S, M
- Range5 yds./level
- Area30-ft. radius
- Casting time1 (see below)
- DurationInstantaneous
- SaveSpecial
When cast, this spell converts all remaining spells in the caster's memory to magical energy, much like the final strike of a staff of the magi. The wizard can direct this energy to any point within 5 yards per level, a base range of 90 yards. All creatures in a 30-foot radius take 1d4 points of damage per spell level memorized; those farther away than 10 feet are allowed a saving throw vs. death magic for half damage.
This spell even works against magic resistant creatures. A creature that is 65% magic resistant can resist only 65% of the damage, taking the rest normally. If farther away than 10 feet, the creature is allowed a saving throw for half damage.
The caster must make an immediate, successful system shock roll or die. Success costs the caster one point of Constitution, and puts him in a coma for 1d4 weeks. The coma can be ended in 1d4 days by a heal spell cast for this purpose alone.
The material component is the finger bone of an archmage, which must be prepared in a ritual that takes from 1 to 4 days. The preparation is costly, involving diamond dust worth at least 5,000 gp and a pure platinum ring worn on the finger. When the preparation is complete, the caster intones all but the final word of the spell. After all is prepared, the caster activates the spell merely by speaking the final word and breaking the finger bone. After the initial casting, the caster need not keep this spell in memory; possession of the ring and bone is sufficient to call upon this spell.
This is the spell that most wizards claim Mycontil used in His climatic battle against the Dambraii. The spell was claimed by Ramael, and is one of the chief arguments his foes used to discredit him.
For obvious reasons, this spell is not used frequently. In the history of Halruaa, only Mycontil is thought to have cast this spell.
Notes: Very rare in the Forgotten Realms setting, best known in Halruaa, the Shining South; virtually unknown elsewhere.
Sources: Wizard's Spell Compendium