Annihilation (3.5e Spell)
Rate this article
Discuss this article
|Conjuration (Creation) [Disintegration]
|V, S, M
|1 full round action
|Close (25 ft. + 5 ft./2 levels)
|Create a lesser Sphere of Annihilation
|Reflex, Fortitude; see text
A 1 ft. diameter sphere of absolute darkness swallowing all light and matter, appears in front of the caster's hands. It speeds out with a command, devouring all in its path.
The caster conjures a lesser sphere of annihilation, with nearly the same destructive force as the named artifact. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest. It moves up to 30 feet per round in any direction or path the caster desires. This orb is easier to control than the artifact, but also its destructive pull is slightly less potent.
If the sphere enters the space of a creature, or if a creature enters the 5' square that the sphere is currently in, then the creature must make a reflex save to avoid being sucked into the sphere. If successful the creature avoids contact and harm. It is possible that a creature may need to make multiple reflex saves if the sphere is sent through a creature's square more than once in a round.
If a creature fails its reflex save then it must roll a fortitude save. On a failure the creature is instantly sucked into the void, gone, and utterly annihilated. Only the direct intervention of a deity can restore an annihilated character. On a successful fortitude save the creature takes takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
If traveling through objects the sphere automatically annihilates the object and will leave a tunnel of 1-5' in diameter through objects larger than a 5' square, with the diameter being smaller through strong rigid substances such as stone and metal, and larger through more collapsible substances such as dirt and sand. If moving through a liquid then the sphere will devour 50 cubic feet of liquid each round it remains in contact.
If the sphere is further away from the caster than the range of the spell then it collapses into itself and disappears.
The lesser sphere of annihilation is subject to the same spell interactions as an actual Sphere of Annihilation.
Should a gate spell be cast upon a sphere of annihilation, 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 rod of cancellation touches a sphere of annihilation, they negate each other in a tremendous explosion. Everything within a 60-foot radius takes 2d6×10 points of damage. Dispel magic and mage’s disjunction have no effect on a sphere.
Should an arcane spellcaster with a Talisman of the Sphere attempt to oppose the caster to control the lesser sphere of annihilation, the sphere's movement would be checked so long as each caster uses a move action to attempt control. If the caster fails to use a move action to control the sphere then control of the lesser sphere would go to the character with the Talisman of the Sphere, who could then direct its movement that round as a move action.
Material Component: A black diamond worth at least 1,000 gp
|Very High +
|V +, S + and M +
|3.5e Spell +
|Sorcerer/Wizard 10 +
|The power of nothing, in the palm of my hands! +