Infinite Geyser (3.5e Spell)

''3... 2... 1... liftoff. We have liftoff of the USS Tarrasque. Good job everyone.''

You create a powerful geyser under a creature which damages them and launches them into the sky. The water does not lose momentum, and will gain speed the higher and higher it goes until it throws the creature into orbit. A creature in the area must make a Reflex save or take 1d6 magic bludgeoning damage per level and be launched skyward, save halves the damage and negates the launch effect. A launched creature travels up 200 feet the first round, 400 ft the second round, 800 ft the third round, and so forth. Each round they remain in the geyser they get another Reflex save to leave the rising column of water (they do not take any further bludgeoning damage, having matched speed with the water) and may take falling damage as they escape the water jet. In theory the water will accelerate to the speed of light or even beyond with no time dialation, given long enough duration, but the spell usually ends before that.

After 6 rounds of travel, the creature passes cloud cover and is subject to low peak/high pass altitude zones.

After 8 rounds of travel, the creature is subject to very thin air from high peak altitude zones.

After 9 rounds of travel, the creature has entered the stratosphere, and the air is freezing cold, easily -76 F.

After 11 rounds of travel they fly through the mesosphere, and temperatures drop to -150 F. At this point if the creature escapes they will have to deal with fire damage from re-entry, as well as fall damage.

After 12 rounds of travel they are technically in space, subject to radiation and vacuum. The international space station orbits at this level.

After 14 rounds of travel, they enter the exosphere and are well into any area most would consider space.

A very accurate and careful caster could time their launch to take them across the cosmos. If they exceed the speed of light and leave the column of water, they rapidly halve their speed until reaching sublight speeds (and subjecting themselves to the rigors of time dialation). A much safer alternative is to teleport or plane shift out when they reach close to their destination. Interestingly enough, though completely theoretical due to duration, the column of water can cause no more than 20d6 dice of damage no matter how fast it slams into an object.

The geyser persists for the duration, and any creatures which enter the area must make the save or take damage and be launched. If a roof is in the way and the damage is enough to break the roof, it goes through. Otherwise the geyser's height stops at the roof.