Singularity (3.5e Spell)
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Evocation [Force] | |
Level: | Sorcerer/Wizard 9 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect or Area: | A singularity with 20-ft.-radius emanation. |
Duration: | Concentration (up to 1 round/level) |
Saving Throw: | Fortitude and Reflex partial or Will negates (read text) |
Spell Resistance: | Yes |
This spell creates a singularity event in the location you designate. Within the spell's event horizon, swirling force energy rends everything apart, drawing inward unto a core of absolute blackness in the center of the field from which no matter, energy or even light may escape. Any creature in the area takes 2d6 damage per caster level. A successful Fortitude save reduces the damage dealt to 15d6. Furthermore, any creature within the spell's range must make a Reflex save or be picked up bodily and held suspended in the singularity's powerful pull, taking the indicated damage each subsequent round. Creatures trapped in the singularity cannot move except as dictated by the singularity's flow.
Creatures caught in the singularity can otherwise act normally, but must succeed on a Concentration check (DC 30 + spell level) to cast a spell. Creatures caught in the singularity take a -4 penalty to Dexterity anda -2 penalty to attack rolls.
As a singularity is a force effect, even ethereal and incorporeal entities are affected.
When a creature is reduced to 0 hit points or less by the singularity's effect, its body is ripped apart and drawn into the singularity's negative space, forever lost.
Objects attempting to pass through a singularity are caught within it. As such, ranged touch attacks or projectile attacks that have to pass through the singularity to reach their targets are sucked into the field. Even unerring projectiles like a magic missile are subject to this. Very fast projectiles however, like bullets, may pass through the field without being sucked in, but any such attack receives a -4 penalty as the projectiles may be shifted off course). Ranged attacks against creatures held bodily within the field have a 20% miss chance.
A singularity affects extradimensional objects and items. Bags of holding that come into contact with the field must make a Will save or be utterly destroyed. In such an event, the contents of the bag are lost.
Only divine intercession or a miracle or wish spell can restore a creature or object that was nullified by a singularity field.
Should a gate spell be cast in the area of a singularity spell, there is a 50% chance (01–50 on d%) that the spell destroys it, a 35% chance (51–85) that the spell does nothing, and a 15% chance (86–100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane.
When a singularity touches a sphere of annihilation, or when a rod of cancellation is sucked into a singularity, the two negate each other, resulting in a massive explosion that deals 40d6 damage in a 60-foot radius. No magical or divine influence can restore them. Any creature still within the singularity's area when this nullification event occurs must make a Fortitude save or die.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Author | Sulach + |
Component | V + and S + |
Descriptor | Force + |
Identifier | 3.5e Spell + |
Level | Sorcerer/Wizard 9 + |
Range | Other + |
Rated By | MisterSinister + |
Rating | Rating Pending + |
School | Evocation + |
Summary | Creates a singularity field that deals massive damage and draws everything in range into its negative space. + |
Title | Singularity + |