Karmic Annihilation (3.5e Spell)

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Author: Sulacu (talk)
Date Created: July 26, 2017
Status: Complete
Editing: Clarity edits only please
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Karmic Annihilation
Universal [Law]
Level: Sorcerer/Wizard 9
Components: V, S, XP
Casting time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates and none or Reflex negates (see text).
Spell Resistance: No
To many beings of power, death of the flesh is a mere inconvenience. Even death of the spirit will allow one's legacy to remain. However, to have your Karma severed, to be erased from the memories of anyone who knows of you or who you've ever met, as if you had never existed in the world ... that is true death.
—The Old Fisherman, cursed meanderer of the Grey Lands

You point at a target creature within range, fingertip imbued with an irresistible power of natural law. Every being, living or dead, loses their karmic connection to the target, expunging all knowledge of the target's existence from their memory. The target itself seemingly vanishes from reality and there is no save against the severing of Karma. However, if the target manages to survive the karmic annihilation, the severing of Karma still occurs but allows creatures to make a Will save to resist it and retain their memories of the target. You yourself as the caster of the spell will always retain all your memories of the target.

To all onlookers, a target successfully removed by karmic annihilation appears to instantly vanish without a trace, but what truly happens is that as soon as the spell becomes active, the target makes an immediate Will save. If the target fails the save, time stops for every creature and object except for you (the caster) and the target. All color drains from the world as a rift then opens in the air or ceiling above the target from which a fishing lure emerges that hooks the target and drags it out of reality, effectively killing them. At this point, time resumes. The effective duration of this mutual time stop effect is one round. All effects created during this round of time disappear once time resumes.

The fishing lure normally hooks the target unerringly, but a creature protected by protection from law, magic circle against law, dispel law, cloak of chaos or some other effect that interferes with natural law is allowed to make one Reflex save to prevent the lure hooking them and avoid being slain. Furthermore, if the target manages to sever the fishing line (AC 40, treat as an astral traveler's silver cord) during the round that time is stopped, the karmic annihilation will fail.

This effect is not necromancy or simple destruction, but rather a severing of the natural laws of the universe. As such, the effect of severing Karma does not affect any creatures that embody or control such natural laws, such as Gods. Epic-level creatures are allowed a Will save to retain their knowledge and memories of a target that is successfully removed from reality, and gain a +8 bonus on the save if the target was not slain by the spell.

XP Cost: 1,000.

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

Article BalanceHigh +
AuthorSulacu +
ComponentV +, S + and XP +
DescriptorLaw +
Identifier3.5e Spell +
LevelSorcerer/Wizard 9 +
RangeOther +
Rated ByLuigifan18 +
RatingRating Pending +
SchoolUniversal +
SummarySlays target creature or object and annihilates all karmic ties with it. +
TitleKarmic Annihilation +