Super Essence Bomb

*Not to be confused with the weaker version, **Essence Bomb***

***Super Essence Bomb*** is a ***Conjuration*** type spell that, when cast, will take some of your health, and the surrounding creatures' health, and turn it into a throw-able energy ball.

## ***Spell Stats***

**Level:** 7th

**Casting Time:** 1 Action

**Range/Area:** Up to 300ft

**Components:** V, S

**Duration: *Concentration*** *(1-2 rounds)*

***School of Magic:*** Conjuration

***Attack/Save:*** CON

***Damage/Effect:*** Force

### ***Description***

As you see the situation before you, you decide to trade most of your life force, into a giant ball of Soul Energy. Super Essence Bomb is charged by the caster for one to two rounds, and takes most of their health to deal it as damage to every target enveloped within the area of attack. Super Essence Bomb takes away other's health as well.

#### ***Benefits***

Below are Super Essence Bomb's Benefits;

* ***Energy Stealer:*** Any creature within 30ft of the caster has their health stolen to make the attack.
* ***Soul Energy:*** Super Essence Bomb, depending upon how long it is concentrated on for, will deal at minimum half of the caster's, and surrounding creatures health as damage to every target, or as much as 5 points away from the caster's, and surrounding creatures', maximum hit points.
* ***Ginormous Energy Sphere:*** Whether being charged on the ground, or in the air, whilst charging it, a large energy ball (can be any color) is suspended above the player.
* ***Maximum Distance:*** It can go a maximum distance of 300 ft.
* ***Size of the Energy Sphere:*** The energy ball is 30ft tall and wide (1 round charge), up to 40ft tall and wide (2 round charge). It will leave a 30ft-40ft deep circular crater in the ground where it hits.
* ***Save Throws:*** Any creature/target within the ball's energy will roll a Constitution Save Throw. If it was charged for 1 round, it has to be above 18, for 2 rounds, it has to be above 22. If succeeded, it deals half damage to that target, if failed, it does full damage to that target.
* ***Hold Your Hands High:*** Whilst concentrating on charging the Super Essence Bomb, the caster needs to hold their hands up, palms to the sky. When thrown, the caster must pull their arms back, and then throw them forward, launching the ball of energy.

#### ***Detriments***

Below are the Essence Bomb's Detriments;

* ***Concentration:*** For the first round it is cast, it requires the caster to succeed a Concentration (Intelligence Save Throw) roll above 14, and for the second, it requires a Concentration (Intelligence Save Throw) roll above 18. If failed, the ball will explode in the sky, dealing no damage to anything, but the caster will not regain the health lost whilst casting it.
* ***Health for Damage:*** If charged for one round, it will deal half of the caster's, and surrounding creatures' health as damage to every target, but will take away half of the caster's, and surrounding creatures' health. If charged for two rounds, it will deal 5 hit points away from the caster's, and surrounding creatures' max hit points, leaving the caster, and the surrounding creatures, alive, at 5hp.
* ***Aerial Strike:*** If charged for two rounds in the air, it will deal the maximum hit points of the caster, and surrounding creatures, as damage, but after thrown, the caster will fall to the ground, unconscious, and at 3 health. All surrounding creatures remain at 5. They will take a turn to be unconscious, but will wake up the next turn after.
* ***Cancelled:*** If hit at any time whilst concentrating on the Super Essence Bomb, the caster will fumble the attack, causing it to be cancelled. The ball will explode in the sky, dealing no damage to anything, the caster, nor the surrounding creatures, will regain the health lost whilst casting it.
* ***Overwhelming:*** If the damage the attack will do to the caster's, or other creatures' health is too much, for example, they have less than 5 health when it's cast, the ball will do the maximum health as damage, but will put the caster's, and or the surrounding creatures' health at 0, and they will need to be bandaged, or healed.