Deathball (3.5e Spell)
Deathball Necromancy [Evil]
Level: Cleric 6, Ki Master 8, Sorcerer/Wizard 7
Components: V, S, M
Casting time: 1 standard action
Range: Long (400+40ft/level)
Area: 20 ft. radius burst
Saving Throw: Reflex half
Spell Resistance: yes
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
Material Component: A black onyx gem worth at least 50gp
The only big change I will propose to this spell is that the caster is only healed for 20d6, not the total damage of all the creatures hit.
I was thinking the caster gains something like 5 or 10 hp per character lvl in hp return max. Thus at lvl 12 I would only get 60 (if 5 hp) or 120 (if 10 hp) max, no matter how many enemies I did damage too.?.?