So that above is the pnp statblock for the spell implosion. Now, the way implosion works ingame is this:Implosion
Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a destructive resonance in a corporeal creature’s 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.
It essentially works as a regular death spell, rather than one of destruction like an earthquake. This means that death ward can make it completely useless, and so it never gets used especially considering that implosion also harms friend and foe alike, including the caster(it seems the caster can't be targeted anymore, making implosion immune items useless). On top of all of this, as in pnp, it is a fortitude negates roll. I think something needs to be done to make this spell viable. From my viewpoint in the way it currently is, it has no purpose.
So I have some suggestions(I'm open to conversation):
1) Keep it as a death effect, but give it it's pnp duration to make it a decent spell to have in pve, which also would be good for battlefield tactics
2) Make it able to bypass death ward while keeping it on the instant one roll(not a death effect since it actually rips people apart rather than induces death)
3) If possible, somehow make the fortitude a little easier to beat the spell and make it into the pnp spell?
Edit **I accidentally had bypass in place of "beat the spell" in suggestion 3.