User:Luigifan18/Dark Sun Rising (3.5e Spell)

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Author: Luigifan18 (talk)
Date Created: November 20, 2012
Status: ...I'm still not quite happy with this...
Editing: Clarity edits only please
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Dark Sun Rising
Conjuration (Creation) [Darkness, Light, Fire]
Level: Cleric 8, Druid 8, Eyebane 9, Sorcerer/Wizard 8
Components: V, S, M, F
Casting time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: A 50-ft. radius sphere of dark fire that gives off dark light out to 250 ft. per caster level
Duration: 1 minute/level
Saving Throw: Will negates, Reflex negates (see text)
Spell Resistance: Yes

As you finish casting the spell, an orb of dark fire appears where you point. The vampire laughs hysterically at your ploy, but the laughing is soon replaced by screaming as she is fried to a crisp and crumbles to ash, never to stalk the night again. Then the nearby orcs take one look at it and immediately begin to stare bewilderedly in a uncomprehending stupor. One orc wanders too close and is sucked into the sun, which burns him so thoroughly that not even ashes remain.

This spell creates a dark sun. This dark sun gives off light that is also darkness, and darkness that is also light. The dark sun gives off a black light that is just like darkness as far as seeing in it is concerned (read - you need darkvision of some sort), yet is treated just like sunlight for the purposes of its effects on creatures (so it hurts bodaks, kills vampires, etc.) Also, this spell makes negative sense, so any creature that beholds the dark sun must succeed on a Will save or stand there, transfixed, trying to figure out how the hell it's possible for a big ball of fire to give off darkness. (That's also light.) Transfixed creatures remain in that state until the dark sun goes away due to the spell expiring or otherwise being terminated, but are allowed a DC 20 Intelligence check each round to resolve the paradox and no longer be transfixed by that casting of the spell. Also, all creatures within 50 feet per caster level of the dark sun take 1d6 fire damage per three caster levels per round, and if transfixed, remain oblivious to this. Anything other than the dark sun that could potentially harm them entitles them to another Will saving throw to break free from the fascination if they notice it (they take a −8 penalty to all Spot and Listen checks while transfixed). If actually injured, they are assumed to be flat-footed, and get to make a Will save at a +10 bonus to break free from the fascination. Creatures within 25 feet of the black sun must succeed on a Reflex save or be sucked in by its gravity and utterly immolated; a creature that suffers this fate is utterly destroyed (to the point where only true resurrection, reality revision, wish, miracle, etc. can restore it) unless it is immune to fire, in which case it still dies anyways due to the force of gravity squeezing it into a lump of matter that's really, really small (to wit – a Medium creature is compressed to the size of a golf ball). But hey, at least a creature that's suffered such compression can be restored to life with resurrection! A creature that moves into the sun is immolated or crushed instantly with no save – obviously, only an idiot, klutz, or suicidal creature will walk into the sun, but it's perfectly possible to be thrown or launched into it.

The black sun cannot be conjured in a space where it's directly on top of another creature. (Positioning it someplace where a creature with less-than-perfect maneuverability has no way to avoid flying directly into it is fine, though. That'll teach the bastard to try to gimp every encounter by flying.) This spell does not function underwater.

Any creature within the area of effect subjected to a madness-inducing effect (like insanity, confusion, or power word mindbreak) takes a −2 penalty to its saving throw and spell resistance to withstand the madness-inducing effect.

Material Component: A chunk of coal weighing at least 10 pounds.

Focus: A torch or similar item enchanted with continual flame; a magic item whose prerequisites include casting continual flame will also suffice (this is more expensive but also more stable and permanent).



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