Deathball balancing compromise
-
This spell causes 1d6 negative energy damage per level to everyone within the area (20ft. radius spread) (max 20d6) and heals the caster the same amount of damage.
You point your finger and determine the range (distance and height) at which the deathball is to burst. A black, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the deathball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The caster cannot regain more hit points than all the creatures in the areas hit points combined (excess are lost). In addition, anyone who dies in the blast rises as a zombie one round later. The caster can control 4HD of zombies per caster level. If you are a cleric any undead controlled through rebuking/controlling undead do not count against this limit.
Drop the raising those it kills all together, and instead of the caster gaining life equal to total amount of damage dealt, he gains only half or so…
comments and opinions please.
-
You need to post a copy of all the spells that have the lock symbol to be reviewed.
like this.
https://obelisk.daerma.com/topic/149/deathball-3-5e-spell