Tenser's Destructive Resonance
- SchoolInvocation/Evocation, Force
- ComponentsV, S, M
- Range60 yds. + 10 yds./level
- Area1 object (Ray, 60 ft. +10 ft./level - WSC)
- Casting time5
- DurationInstantaneous
- SaveSpecial
Spells and Magic Version
When this spell is cast, a thin beam of destructive blue force springs forth from the caster's fingertip and strikes any one object within range. The beam imparts an immense amount of energy to the object struck, causing it to spontaneously explode. Large, massive objects have more potential destructive energy than small, lightweight objects, but the wizard must hold the beam on the larger object for a longer time in order to cause detonation.
The beam has two principal effects: First of all, the object struck is disintegrated if it fails its item saving throw. Secondly, any creature near the destroyed item suffers damage proportional to the weight of the item detonated, plus blast damage of 1d6 points per two caster levels. Creatures caught within the blast radius may attempt a saving throw vs. paralyzation for half damage (1 point per caster level), but the base damage of the explosion may not be saved against.
Weight Category | Weight (lbs.) | Resonance Time | Base Damage | Explosive Radius ----------------+---------------+----------------+-------------+----------------- Tiny | To 5 | Inst. | 1d8 | 2 ft. Small | 6-25 | Inst. | 1d12 | 3 ft. Medium | 26-100 | 1rd. | 1d20 | 5 ft. Large | 101-500 | 2 rds. | 2d12 | 10 ft. Huge | 501-2.000 | 3 rds. | 3d12 | 15 ft.
Objects more massive than 2,000 pounds are simply too big to detonate. Living flesh and enchanted objects or items are immune to the destructive resonance, but a wizard could choose to use Tenser's destructive resonance on an object worn or carried by another creature. However, if he does so, the victim is entitled to a saving throw vs. spell to negate the beam entirely and prevent any damage at all, and then gains a save for half damage against the blast effect even if the beam succeeds in detonating his equipment.
The material component for this spell is a tiny orb of finely-crafted gold with a small removable ring surrounding it that must be taken off as the spell is cast.
Wizard's Spell Compendium Version
When this spell is cast, a thin ray of destructive blue force springs forth from the caster's fingertip, to strike any one non-magical object within range. The ray imparts an immense amount of energy to the object struck, causing it to spontaneously explode. Large, massive objects have more potential destructive energy than small, lightweight objects, but the wizard must hold the ray on the larger object for a longer time in order to cause detonation.
The ray has two principal effects: First, the object struck is disintegrated if it fails its item saving throw. Secondly, any creature near the destroyed item suffers damage proportional to the weight of the item detonated (see chart), plus blast damage of 1d6 points per two caster levels. Creatures caught within the blast radius are allowed a saving throw vs. paralyzation for half damage (1 point per caster level), but the base damage of the explosion cannot be saved against.
Weight Category | Weight (lbs.) | Resonance Time | Base Damage | Explosive Radius ----------------+---------------+----------------+-------------+----------------- Tiny | To 5 | Inst. | 1d8 | 2 ft. Small | 6-25 | Inst. | 1d12 | 3 ft. Medium | 26-100 | 1rd. | 1d20 | 5 ft. Large | 101-500 | 2 rds. | 2d12 | 10 ft. Huge | 501-2.000 | 3 rds. | 3d12 | 15 ft.
Objects more massive than 2,000 pounds are simply too big to detonate. Living flesh and en chanted objects or items are immune to the destructive resonance, but a wizard could choose to use Tenser's destructive resonance on an object worn or carried by another creature. If so, the creature is allowed a saving throw vs. spell to negate the ray entirely, preventing any damage at all. If this fails, the creature is allowed a saving throw for half damage against the blast effect.
Most weapons fall into the first two categories. Shields, light furniture, and large sticks or rocks are considered small. Suits of armor, medium furniture, sturdy doors, and good-sized shrubs or small boulders are medium. Heavy furniture, reinforced doors, small carts, and small trees are large; and finally, fortified gates, moderate vehicles or trees, or good-sized boulders are huge.
The material component for this spell is a tiny orb of finely crafted gold with a small removable ring surrounding it that must be taken off as the spell is cast.
| Weight Category | Weight (lbs.) | Resonance Time | Base Damage | Explosive Radius |
|---|---|---|---|---|
| Tiny | To 5 | Inst. | 1d8 | 2 ft. |
| Small | 6-25 | Inst. | 1d12 | 3 ft. |
| Medium | 26-100 | 1rd. | 1d20 | 5 ft. |
| Large | 101-500 | 2 rds. | 2d12 | 10 ft. |
| Huge | 501-2.000 | 3 rds. | 3d12 | 15 ft. |
| Weight Category | Weight (lbs.) | Resonance Time | Base Damage | Explosive Radius |
|---|---|---|---|---|
| Tiny | To 5 | Inst. | 1d8 | 2 ft. |
| Small | 6-25 | Inst. | 1d12 | 3 ft. |
| Medium | 26-100 | 1rd. | 1d20 | 5 ft. |
| Large | 101-500 | 2 rds. | 2d12 | 10 ft. |
| Huge | 501-2.000 | 3 rds. | 3d12 | 15 ft. |
Notes: Uncommon or rare spell (PO:SM).
Sources: Spells and Magic · Wizard's Spell Compendium