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Singularity (3.5e Spell)

1,509 bytes added, 00:35, 16 January 2021
Just adding a category, let me know if it's inappropriate
|date_created=March 31, 2010
|status=Complete
|rating=1
|raters=MisterSinister
|balance=Very High
}}
[[File:Singularity.jpg|thumb|right|278px|A singularity spell quickly consumes everything in its reach.]]
|lvl=Sorcerer/Wizard 9
|comp=V, S
|casttime=1 [[SRD:Standard ActionsRound|standard actionround]]
|range=Medium (100 ft. + 10 ft./level)
|dur=1 1d4+2 [[SRD:Round|roundrounds]]/level(D)
|tsea=ea
|subj=A point singularity with 30a 20-ft.-radius emanationevent horizon, plus intense attraction up to 10 feet/[[SRD:Caster Level|caster level]] away. (D)|save=[[SRD:Fortitude|Fortitude]] and [[SRD:Reflex|Reflex]] partial or [[SRD:Will|Will]] negates (read ; see text)
|sr=Yes
|summary=Creates a singularity field that deals massive damage and draws everything in range into its negative space.
}}
This spell creates collapses gravity inward to create a point singularity event in the location you designate. Within the spell's event horizon, swirling intense gravity and force energy 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. Any creature Radiating out from that ball of black void is an intense attraction radius that pulls in everything in the area takes 2d6 damage per [[SRD:Caster Level|caster level]]. A successful [[SRD:Fortitude|Fortitude]] save reduces the damage dealt to 15d6. Furthermore, any creature within the spell's range must make a [[SRD:Reflex|Reflex]] save or be picked up bodily and held suspended in the singularity's powerful maelstrom, taking the indicated damage each subsequent [[SRD:Round|round]]. Creatures trapped in the singularity cannot move except for being tossed around in its currents. Creatures who can fly or otherwise manipulate their surroundings to move may make a new [[SRD:Reflex|Reflex]] save to escape the singularity each [[SRD:Round|round]].
By [[SRD:Concentration|concentrating]] on the spell as a [[SRD:Standard Actions|standard action]], the caster may force the singularity to either move up to 20 feet in a specified direction, carrying with it any creatures currently trapped inside, or increase or reduce the singularity's current radius by 10 feet, to a minimum radius of 10 feet or a maximum radius of 50 feet. ==== Event Horizon ====
Creatures caught in Any creature within the 20-ft.-radius event horizon of the singularity can otherwise act normallyis subjected to the effects of a ''[[SRD:Disintegrate|disintegrate]]'' spell every [[SRD:Round|round]], but must succeed taking 10d6 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 [[SRD:ConcentrationTeleportation Subschool|Concentrationteleportation]] check (DC 30 + 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 [[SRD:Spell Caster Level|spell caster level]]) to cast a spell. Creatures caught can escape the event horizon of the spell with normal movement only during the [[SRD:Round|round]] in which the spell is being cast, before the singularity take fully forms. The inside of a -4 penalty to singularity's event horizon disrupts ''[[SRD:DexterityDimensional Lock|Dexteritydimensional lock]] and a -2 penalty to '' or ''[[SRD:Attack RollDimensional Anchor|attack rollsdimensional anchor]]'' effects. As a  Creatures caught in the singularity is 's event horizon can act normally, but must succeed on a [[SRD:Force EffectConcentration|forceConcentration]] effect, even check (DC 30 + [[SRD:EtherealnessSpell Level|etherealspell level]] ) to cast a spell. All creatures within the event horizon suffer the effects and penalties of a ''[[SRD:IncorporealGraviton Crash (3.5e Spell)|incorporealgraviton crash]] entities are affected'', except for the damage. The event horizon breaks all line of effect from inside to outside.
When a creature is reduced to 0 [[SRD:Hit Points|hit points]] or less by the singularity's effect, its body is ripped apart and drawn into the singularity's negative space, forever lost.
A At the end of the spell's duration, the singularity likewise affects extradimensional objects collapses inwards and itemsdisappears, leaving any matter it has failed to annihilate behind. A However, if a singularity touches either a [[SRD:Bag Sphere of HoldingAnnihilation|bag sphere of holdingannihilation]] that comes into contact with the field must make or a [[SRD:WillRod of Cancellation|Willrod of cancellation]] save or be utterly destroyed. In such an event, the contents two negate each other, causing the singularity to violently detonate. The detonation of the bag are losta singularity results in a massive explosion that inflicts its ''[[SRD:Disintegrate|disintegrate]]'' effect in a 60-foot-radius ([[SRD:Fortitude|Fortitude]] for 10d6 damage). Only divine intercession  A ''[[SRD:Dispel Magic|dispel]]'' effect or a ''[[SRD:MiracleMage's Disjunction|miraclemage's disjunction]]'' or spell has no effect on a singularity, but should a ''[[SRD:WishGate|wishgate]]'' spell can restore be cast in the area of a singularity spell, there is a 50% chance (01–50 on d%) that the spell collapses 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.   ==== Attraction Radius ==== Any creature or object that was nullified outside of the event horizon, but within 10 feet per [[SRD:Caster Level|caster level]] from the singularity's centre point, will find themselves attracted towards it by a singularity fieldnigh-irresistible force that draws them 100 feet closer to the event horizon every [[SRD:Round|round]]. This involuntary movement happens at the start of an attracted creature's turn.A creature can defend against the attraction effect using the following three methods:
''Vantage:'' A creature possessing a firm footing on the ground or a movement speed that allows them to maneuver through the medium in which the spell is cast is considered to have 'vantage'. A creature with vantage may prevent itself from being moved by the singularity grants for the [[SRD:CoverRound|coverround]] against ranged attacks by making a [[SRD:Reflex|Reflex]] save at the start of its turn. Either way, a creature with vantage may move up to those inside it their relevant movement speed away from attacks originating outside it and vice versa. If more than 30 feet of a ranged attack or spellthe singularity's line of effect lies inside the area of center as a singularity, the singulariy instead grants effective [[SRD:Cover#Total CoverFull-Round Action|total coverfull-round action]] to the targeted creature.
A ''[[SRDTether:Dispel Magic|dispel]]'' effect 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:Mage's DisjunctionUse Rope Skill|mage's disjunctionUse Rope]]'' spell has no effect on a singularity, but should a ''or [[SRD:GateCaster Level|gatecaster level]]'' spell be cast in the area check) instead of a saving throw to avoid being moved. The singularity spell, there is will try again each turn to draw 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 planecreature off of its tether.
If a ''Hold Fast:'' A creature without vantage may attempt to hold fast onto something to prevent being pulled in. In this case, the singularity and a combats the [[SRD:Sphere Strength|Strength]] check of the creature holding fast with an opposed check of Annihilation1d20 + half the singularity's [[SRD:Caster Level|sphere of annihilationcaster level]] touch each other. Size bonuses do not apply to this check, or when as the increased effect of gravity on a larger body counteracts the added physical strength from size. Holding fast is a [[SRD:Rod of CancellationStandard Action|rod of cancellationstandard action]] is sucked into a singularity, the two negate each other, resulting in though it may be done as a massive explosion that deals 40d6 damage in [[SRD:Move Action|move action]] instead at a 60-foot radius. No magical or divine influence can restore them. Any creature still within 4 penalty to the singularity's area when this nullification event occurs must make a [[SRD:FortitudeStrength|FortitudeStrength]] save or diecheck.
[[Category:User]]
[[Category:Spell]]
[[Category:Chronomancy]]
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