Disintegrate

{{Spelldescription
 * icon		= Disintegrate.png
 * school		= Transmutation
 * type1		= Untyped
 * type2		=
 * type3		=
 * type4		=
 * sor n wiz	= 6
 * cost		= 25
 * components	= {{V}}, {{S}}, {{M}}
 * metamagic	= {{Eschew}}, {{Empower}}, {{Heighten}}, {{Maximize}}, {{Quicken}}
 * range		= Double
 * target		= Foe, Directional, Breakable
 * duration	= Instantaneous
 * save		= Fortitude save takes partial damage (6d3+12 damage.)
 * sr		= No
 * cooldown	= 5 seconds (Wiz), 3 seconds (Sor)
 * description	= A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d3+6 points of damage per caster level up to to a maximum of 40d3+120 at caster level 20. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A successful fortitude save reduces this damage to 6d3+12.

This spell deals untyped damage, but is affected by wizard/sorcerer force damage enhancements.

Tips

 * When fighting against certain Undead and Constructs, this is often the most effective spell to cast as they typically have low fortitude saves.


 * This spell is great for those monsters resistant to lower level spells. It also works well when cast from Scrolls versus targets with poor fortitude saves such as undead or ooze.


 * Using this spell on Liches is generally a bad idea. Most if not all have Disintegrate Ward, which has a 50% chance to nullify the spell's effect.

Scrolls
}}

Wizard Spell inscription : Requires Level VI Inscription Materials.