Locate Rift (3.5e Spell)

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Author: Foxwarrior (talk)
Date Created: 9/20/10
Status: Just started
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Locate Rift
Divination
Level: Sylvan Occultist 3
Components: V (sometimes)
Casting time: Standard
Range: 1 mile
Area: Emanation, centered on you
Duration: instantaneous
Saving Throw: None
Spell Resistance: No

You become aware of the location of a distance-spanning rift within 1 mile of you that fulfills your criteria and leads to a spot you desire. It also informs you of the precise location that the rift actually exits to. You can demand that the rift you seek not be submerged underground (if you're in space, this demand is unnecessary). You can demand that the other end of the rift not be submerged underground (if the target location is in space, this demand is unnecessary). You can also demand that either end not be high in the air (if the location is in space, this demand is impossible).

Table: Intraplanar Rift Detection
Entry Rift Specifications Exit Rift Specifications Miss by this percentage of total distance
No specifications No specifications (1d4-1)%
Must not be submerged in ground No specifications 1d6%
Must not be floating in the air No specifications 1d6%
Must not be submerged in ground or floating in the air No specifications 1d20%
Must not be submerged in ground Must not be submerged in ground 1d20%
Must not be floating in the air Must not be submerged in ground 1d20%
Must not be submerged in ground or floating in the air Must not be submerged in ground 1d100%
Must not be submerged in ground Must not be floating in the air 1d20%
Must not be floating in the air Must not be floating in the air 1d20%
Must not be submerged in ground or floating in the air Must not be floating in the air 1d100%
Must not be submerged in ground Must not be submerged in ground or floating in the air 1d100%
Must not be floating in the air Must not be submerged in ground or floating in the air 1d100%
Must not be submerged in ground or floating in the air Must not be submerged in ground or floating in the air 3d100%
Table: Interplanar Rift Detection
Entry Rift Specifications Exit Rift Specifications Miss by this many miles
No specifications No specifications 1d20 × 10
Must not be submerged in ground No specifications 1d100 × 50
Must not be floating in the air No specifications 1d100 × 50
Must not be submerged in ground or floating in the air No specifications 3d100 × 250
Must not be submerged in ground Must not be submerged in ground 1d100 × 50
Must not be floating in the air Must not be submerged in ground 1d100 × 50
Must not be submerged in ground or floating in the air Must not be submerged in ground 3d100 × 250
Must not be submerged in ground Must not be floating in the air 1d100 × 50
Must not be floating in the air Must not be floating in the air 1d100 × 50
Must not be submerged in ground or floating in the air Must not be floating in the air 3d100 × 250
Must not be submerged in ground Must not be submerged in ground or floating in the air 3d100 × 250
Must not be floating in the air Must not be submerged in ground or floating in the air 3d100 × 250
Must not be submerged in ground or floating in the air Must not be submerged in ground or floating in the air 5d100 × 1250

Without access to this spell, rifts are undetectable.

If you cast this spell, and you know about a rift with the same target area and specifications within range, this spell will locate that rift again for you. Therefore, multiple castings of this spell are pretty useless.

Actually using a rift is a different spell, use rift.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSylvan Occultist


Foxwarrior's Homebrew (716 Articles)
Foxwarriorv
Article BalanceHigh +
AuthorFoxwarrior +
ComponentV (sometimes) +
Identifier3.5e Spell +
LevelSylvan Occultist 3 +
RangeOther +
RatingUndiscussed +
SchoolDivination +
SummaryYou find small cracks in reality that you will later use to teleport. +
TitleLocate Rift +