Index of Spells by Domain - Destruction

Deities: Al-Ishtus (NE), Bane (LE), Blibdoolpoolp (CE), Cyric (CE), Dark Six (Pantheon) (NE), Garagos (CN), Garyx (CE), Hextor (LE), Ilneval (NE), Incabulos (NE), Istishia (N), Joramy (N), Kaelthiere (NE), Konkresh (CN), Kossuth (N (LN)), Kyuss (NE), Laogzed (CE), Lendys (LN), Lliendil (CN), Lolth (CE), Maglubiyet (NE), Mak Thuum Ngatha (CE), Merrshaulk (CE), Panzuriel (NE), Pyremius (NE), Set (LE), Shekinester (N), St. Cuthbert (LN), Sulerian (NE), Talona (CE), Talos (CE), Tharizdun (NE), The Devourer (NE), The Mockery (NE), The Spirits of the Past (N), Thrym (CE), Tiamat (LE), Umberlee (CE), Vaprak (CE), Wathaku (NE), Yeathan (NE), Yurtrus (NE), Zoser (CN)

Name: Destruction

Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Inflict Light Wounds
Necromancy [Negative] 1 standard action SRD
Will half - Yes Arc 1, Blg 1, Blk 1, Clr 1, Destruction 1 V, S
Instant Touch General
Target: Creature touched

Touch deals 1d8 damage +1/level (max +5).

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Shatter
Evocation [Sonic] 1 standard action SRD
Will negates (object); Will negates (object) or Fortitude half; see text - Yes (object) Arc 2, Blk 2, Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2, Wmg 2 V, S, M/DF
Instant Close General
Target or Area: 5-ft.-radius spread; or one solid object or one crystalline creature

Sonic vibration damages objects or crystalline creatures.

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Contagion
Necromancy [Evil] 1 standard action SRD
Fortitude negates - Yes Adp 3, Arc 3, Blg 3, Blk 3, Clr 3, Corruption 3, Decay 3, Destruction 3, Drd 3, Pestilence 3, Sor/Wiz 4, Wmg 4 V, S
Instant Touch General
Target: Living creature touched

Infects subject with chosen disease.

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagions normal save DC for the initial saving throw).

DiseaseDC Damage
Blinding sickness 16 1d4 Str (1)
Cackle fever 16 1d6 Wis
Filth fever 12 1d3 Dex and 1d3 Con
Mindfire 12 1d4 Int
Red ache 15 1d6 Str
Shakes 13 1d8 Dex
Slimy doom 14 1d4 Con

1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.

Inflict Critical Wounds
Necromancy [Negative] 1 standard action SRD
Will half - Yes Arc 4, Blg 4, Blk 4, Clr 4, Destruction 4 V, S
Instant Touch General
Target: Creature touched

Touch attack, 4d8 damage +1/level (max +20).

When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Mass Inflict Light Wounds
Necromancy [Negative] 1 standard action SRD
Will half - Yes Arc 5, Clr 5, Destruction 5, Undeath 5 V, S
Instant Close General
Target: One creature/level, no two of which can be more than 30 ft. apart

Deals 1d8 damage +1/level to many creatures.

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.

Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

Harm
Necromancy [Negative] 1 standard action SRD
Will half; see text - Yes Arc 6, Blg 6, Clr 6, Destruction 6, Suffering 6 V, S
Instant Touch General
Target: Creature touched

Deals 10 points/level damage to target.

Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the targets hit points to less than 1.

If used on an undead creature, harm acts like heal.

Disintegrate
Transmutation 1 standard action SRD
Fortitude partial (object) - Yes Arc 7, Destruction 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6, Wuj 7 V, S, M/DF
Instant Medium General
Effect: Ray

Makes one creature or object vanish.

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Earthquake
Evocation [Earth] 1 standard action SRD
See text - No Arc 8, Blg 7, Cavern 8, Clr 8, Destruction 8, Drd 8, Earth 7, Shu 8, Wmg 7, Wuj 8 V, S, DF
1 round Long 12 hours
Area: 80-ft.-radius spread (S)

Intense tremor shakes 5-ft./level radius.

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Implosion
Evocation 1 standard action SRD
Fortitude negates - Yes Arc 9, Blg 9, Clr 9, Destruction 9, Shu 9, Slime 9, Wmg 9 V, S
Concentration (up to 4 rounds) Close General
Targets: One corporeal creature/round

Kills one creature/round.

You create a destructive resonance in a corporeal creatures body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

You can target a particular creature only once with each casting of the spell.

Implosion has no effect on creatures in gaseous form or on incorporeal creatures.