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This is at present purely curiosity and it also deals with pre-release material that may change later.

But I do not understand how Total Annihilation is supposed to work. The spell is detailed on page 27 of Part 9 of the Infernals Draft Manuscript, but I excerpt the most relevant information below. Its "blast radius" for lack of a better term greatly exceeds the casting range, and there is no indication that the Sorcerer much less the Sorcerer's allies get any inherent protection from it.

Is the Sorcerer meant to need a way to escape their own spell after casting it? Or is it meant to be a something of a final suicide attack? Or am I misreading things and there is a way for the Sorcerer to protect themselves?


Total Annihilation

...

The sorcerer casts a orb of coruscating emerald energy at a point within medium range. No attack roll is required, but such power is reluctant to be commanded: the blaze doesn’t impact its destination until the start of her next turn, though its intended destination is clear to all observers.

On impact, the facsimile Green Sun erupts into a spear of all-consuming emerald light. This burning pillar extends out to close range from the point of impact and extends outward by another range band at the end of each round, maximum long range. It extends six range bands upwards. ...

The emerald light is an environmental hazard with difficulty 5. Unlike most hazards, it inflicts five levels of aggravated damage on a failed roll, or five dice of aggravated damage on a successful roll. Characters damaged by it are exposed to green sun wasting (p. XX), and are permanently blinded if they suffer 3+ levels of damage. ...It always counts as a source of recurring uncountable damage for Charms capable of defending against them.

Once the hazard reaches long range, it releases a shockwave of burning ash and tainted air at the end of the next round. This is a lesser environmental hazard with difficulty 5, Damage 5L that extends out to short range from the emerald light’s edges. At the end of each subsequent round, it expands outward by one range band, but its difficulty is reduced by 1 each time. Once it reaches long from the blaze’s edge, it disperses....

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    \$\begingroup\$ Regardless of outrunning it: Doesn't a spell called "Total Annihilation" imply that some of that totality being annihilated might be your & your friends? \$\endgroup\$
    QuestionablePresence
    –  QuestionablePresence
    2025-12-19 10:03:45 +00:00
    Commented 10 hours ago
  • 2
    \$\begingroup\$ @QuestionablePresence either that or it implies robots locked in a galactic war \$\endgroup\$
    bertieb
    –  bertieb
    2025-12-19 14:43:11 +00:00
    Commented 5 hours ago
  • \$\begingroup\$ @QuestionablePresence LOL, true and fair point, though I generally expect powers to have non-suicidal uses ;) \$\endgroup\$
    TimothyAWiseman
    –  TimothyAWiseman
    2025-12-19 17:37:11 +00:00
    Commented 2 hours ago

1 Answer 1

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You can outrun it

While the inner area extends out to long range from the point of impact, it expands at a rate of one range band per round. Conveniently, one range band per round is how far the regular reflexive movement action can take you. As long as you and your allies take move actions away from it each round, you can outrun the expanding sphere and even the outer wind as well.

Of course, that all assumes no difficult terrain slowing you down, obstacles, enemies engaging you and contesting disengages and so on. So uh, be very careful where you cast it and the like, or you might accidentally nuke your circle along with the enemy.

Alternatively, any magic capable of blocking recurring uncountable damage works as well, and at Essence 5 those shouldn't be that rare.

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