Difference between revisions of "Singularity (3.5e Spell)"

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==== Attraction Radius ====
 
==== Attraction Radius ====
  
Any creature outside of the event horizon, but within 10 feet per [[SRD:Caster Level|caster level]] from the singularity's centre will find themselves attracted towards it by a nigh-irresistible force. Creatures that have vantage - possessing a firm footing on the ground or the capability to fly or swim through the medium in which the spell is cast - must make a [[SRD:Reflex|Reflex]] save to avoid getting dragged closer every [[SRD:Round|round]]. A creature with vantage that successfully saves against the attraction may expend a [[SRD:Full-Round Action|full-round action]] to move an amount equal to their relevant movement speed away from the singularity. Creatures with vantage that fail the saving throw cannot move away, but may expend a [[SRD:Full-Round Action|full-round action]] to reduce the rate at which they are forced to move closer to the singularity by an amount equal to their relevant movement speed (maximum 100 ft.). Creatures without vantage do not get to save against this involuntary movement, and cannot use their movement speeds to resist the attraction in any way.  
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Any creature outside of the event horizon, but within 10 feet per [[SRD:Caster Level|caster level]] from the singularity's centre will find themselves attracted towards it by a nigh-irresistible force. Creatures that have vantage - possessing a firm footing on the ground or the capability to fly or swim through the medium in which the spell is cast - must make a [[SRD:Reflex|Reflex]] save to avoid getting dragged closer every [[SRD:Round|round]]. A creature with vantage that successfully saves against the attraction may only expend a [[SRD:Full-Round Action|full-round action]] to move an amount equal to their relevant movement speed away from the singularity. Creatures with vantage that fail the saving throw cannot move away, but may expend a [[SRD:Full-Round Action|full-round action]] to reduce the rate at which they are forced to move closer to the singularity by an amount equal to their relevant movement speed (maximum 100 ft.). Creatures without vantage do not get to save against this involuntary movement, and cannot use their movement speeds to resist the attraction in any way.  
  
 
''Tethering:'' Creatures may use rope, chains, spells or effects to try and securely tether or hold themselves fast to solid ground or architecture; creatures so tethered may use the applicable type of check (such as a [[SRD:Use Rope Skill|Use Rope]] or [[SRD:Caster Level|caster level]] check) instead of a saving throw to avoid being moved entirely. In case of a creature being tethered by chains or similarly sturdy restraints, the singularity makes a [[SRD:Caster Level|caster level]] check against the break DC of the item that tethers the creature to determine whether the creature is drawn off of its tether.
 
''Tethering:'' Creatures may use rope, chains, spells or effects to try and securely tether or hold themselves fast to solid ground or architecture; creatures so tethered may use the applicable type of check (such as a [[SRD:Use Rope Skill|Use Rope]] or [[SRD:Caster Level|caster level]] check) instead of a saving throw to avoid being moved entirely. In case of a creature being tethered by chains or similarly sturdy restraints, the singularity makes a [[SRD:Caster Level|caster level]] check against the break DC of the item that tethers the creature to determine whether the creature is drawn off of its tether.

Revision as of 12:50, 20 December 2016

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Author: Sulacu (talk)
Date Created: March 31, 2010
Status: Complete
Editing: Clarity edits only please
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A singularity spell quickly consumes everything in its reach.


Singularity
Evocation [Force]
Level: Sorcerer/Wizard 9
Components: V, S
Casting time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect or Area: A point singularity with a 20-ft.-radius event horizon, plus intense attraction up to 10 feet/caster level away.
Duration: 1d4+2 rounds (D)
Saving Throw: Fortitude and Reflex partial; see text
Spell Resistance: Yes

This spell collapses gravity inward to create a point singularity in the location you designate. Within the spell's event horizon, intense gravity and force tears everything apart, drawing inward upon a core of absolute blackness in the center of the field from which no matter or energy can escape. Radiating out from that ball of black void is an intense attraction radius that pulls in everything.

Event Horizon

Any creature within the event horizon of the singularity is subjected to the effects of a disintegrate spell every round, taking 15d6 points of damage on a successful saving throw. Creatures sucked into the event horizon can no longer escape by any form of Euclidean motion; only teleportation effects and effects that bypass ordinary 3-dimensional movement allow a trapped creature to escape the event horizon, but even those are limited to a maximum distance of 10 feet per caster level. Creatures can escape the event horizon of the spell only during the round in which the spell is being cast, before the singularity fully forms.

Creatures caught in the singularity's event horizon can act normally, but must succeed on a Concentration check (DC 30 + spell level) to cast a spell. All creatures within the event horizon suffer the effects and penalties of a graviton crash, except for the damage. The event horizon breaks all line of effect from inside to outside.

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.

At the end of the spell's duration, the singularity collapses. If a singularity touches either a sphere of annihilation or a rod of cancellation, the two negate each other, causing the singularity to collapse immediately. When the spell ends or is dismissed, you may instead choose to not let it collapse, causing the singularity to simply vanish inwards without inflicting further damage.

The collapse of a singularity results in a massive explosion that inflicts a disintegrate effect in a 60-foot-radius (Fortitude for 15d6 damage). Any creature that exists within the singularity's event horizon while it collapses must make a Fortitude save or be annihilated; if it succeeds, it takes the full disintegrate damage (no save).

A dispel effect or a mage's disjunction spell has no effect on a singularity, but 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 without causing a collapse, 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.

Attraction Radius

Any creature outside of the event horizon, but within 10 feet per caster level from the singularity's centre will find themselves attracted towards it by a nigh-irresistible force. Creatures that have vantage - possessing a firm footing on the ground or the capability to fly or swim through the medium in which the spell is cast - must make a Reflex save to avoid getting dragged closer every round. A creature with vantage that successfully saves against the attraction may only expend a full-round action to move an amount equal to their relevant movement speed away from the singularity. Creatures with vantage that fail the saving throw cannot move away, but may expend a full-round action to reduce the rate at which they are forced to move closer to the singularity by an amount equal to their relevant movement speed (maximum 100 ft.). Creatures without vantage do not get to save against this involuntary movement, and cannot use their movement speeds to resist the attraction in any way.

Tethering: Creatures may use rope, chains, spells or effects to try and securely tether or hold themselves fast to solid ground or architecture; creatures so tethered may use the applicable type of check (such as a Use Rope or caster level check) instead of a saving throw to avoid being moved entirely. In case of a creature being tethered by chains or similarly sturdy restraints, the singularity makes a caster level check against the break DC of the item that tethers the creature to determine whether the creature is drawn off of its tether.

Holding Fast: A creature without vantage may attempt to hold fast onto something to prevent being pulled in, and a creature with vantage or a tether may attempt to hold fast another creature from being drawn towards the singularity. In this case, the singularity's caster level check combats the Strength check of the creature holding fast, to which size and stability bonuses apply. If a creature is successfully held back by another creature, that creature counts as being held fast.

Terrain Effects: The singularity's intense gravity will tear apart nearby solid ground or architecture. All solid surfaces within 100 feet of the spell's centre become difficult terrain. Any 5-foot-square of surface has a 20% chance per round of being torn apart and drawn into the singularity. Any creatures that occupied a destroyed square lose its vantage for the round, and any creature that was tethered to a destroyed square loses its tether.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Article BalanceVery High +
AuthorSulacu +
ComponentV + and S +
DescriptorForce +
Identifier3.5e Spell +
LevelSorcerer/Wizard 9 +
RangeOther +
Rated ByMisterSinister +
RatingRating Pending +
SchoolEvocation +
SummaryCreates a singularity field that deals massive damage and draws everything in range into its negative space. +
TitleSingularity +