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

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This spell creates a singularity event in the location you designate. Within the spell's event horizon, swirling force energy tears everything apart, drawing inward unto a core of absolute blackness in the center of the field from which no matter or energy can escape. Any creature 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]].
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This spell creates a singularity event in the location you designate. Within the spell's event horizon, swirling 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 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.  
 
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.  

Revision as of 00:51, 1 April 2010

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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 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect or Area: A singularity with 30-ft.-radius emanation. (D)
Duration: 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 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 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 maelstrom, taking the indicated damage each subsequent 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 Reflex save to escape the singularity each round.

By concentrating on the spell as a 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.

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 and a -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.

A singularity likewise affects extradimensional objects and items. A bag of holding that comes 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.

A singularity grants cover against ranged attacks to those inside it from attacks originating outside it and vice versa. If more than 30 feet of a ranged attack or spell's line of effect lies inside the area of a singularity, the singulariy instead grants effective total cover to the targeted creature.

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, 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.

If a singularity and a sphere of annihilation touch each other, 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 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 +