Khalidromar's Aberration Disintegration

Khalidromar’s Aberration Disintegration
School: Transmutation
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (a lodestone and a pinch of dust)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: Fortitude partial (object); Spell Resistance yes (but partial; see two notes in text)

DESCRIPTION

A thin green-gold ray springs from your finger and zooms toward the target. This functions as Disintegrate, but it is especially aimed against aberrations. You discern whether the target is an aberration or not as long as your ray attack hits it (regardless of SR). Even if the target is not an aberration, the spell still functions as Disintegrate heightened up to level 7. If the target is an aberration, then it is affected by a more powerful version described below.
Versus an aberration, you gain these benefits:
1. You add +1 to your caster level for this spell. This will, amongst other things, affect your SR roll versus that target and the amount of damage you deal.
2. Increase the max effect of the spell to 50d6 at CL 25. Although this spell cannot go over the max of 40d6 versus normal creatures, the boundaries have been pushed versus aberrations.
3. Even when things don’t go the way you want, this spell is designed to make things miserable for aberrations. When an aberration makes its save versus this spell it takes 6d6 instead of 5d6.
4. As if that weren’t enough, regardless of save or SR, an aberration hit by this ray attack takes a -2 penalty on attack rolls and AC for one round.

Khalidromar's Aberration Disintegration

A Manifestation of Chaos Jrrtolkien