Singularity (3.5e Spell)

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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.

Evocation [Force]
Level: Sorcerer/Wizard 9
Components: V, S
Casting time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect or Area: A point singularity with a 20-ft.-radius event horizon, plus intense attraction up to 10 feet/caster level away.
Duration: 1d4+2 rounds (D)
Saving Throw: Fortitude and Reflex partial; see text
Spell Resistance: Yes

This spell collapses gravity inward to create a point singularity in the location you designate. Within the spell's event horizon, intense gravity and force 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. Radiating out from that ball of black void is an intense attraction radius that pulls in everything in the area.

Event Horizon[edit]

Any creature within the 20-ft.-radius event horizon of the singularity is subjected to the effects of a disintegrate spell every round, taking 10d6 points of damage on a successful saving throw. Creatures sucked into the event horizon can no longer escape by any form of Euclidean motion; only teleportation effects and effects that bypass ordinary 3-dimensional movement allow a trapped creature to escape the event horizon, but even those are limited to a maximum distance of 10 feet per caster level. Creatures can escape the event horizon of the spell with normal movement only during the round in which the spell is being cast, before the singularity fully forms. The inside of a singularity's event horizon disrupts dimensional lock or dimensional anchor effects.

Creatures caught in the singularity's event horizon can act normally, but must succeed on a Concentration check (DC 30 + spell level) to cast a spell. All creatures within the event horizon suffer the effects and penalties of a graviton crash, except for the damage. The event horizon breaks all line of effect from inside to outside.

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.

At the end of the spell's duration, the singularity collapses inwards and disappears, leaving any matter it has failed to annihilate behind. However, if a singularity touches either a sphere of annihilation or a rod of cancellation, the two negate each other, causing the singularity to violently detonate. The detonation of a singularity results in a massive explosion that inflicts its disintegrate effect in a 60-foot-radius (Fortitude for 10d6 damage).

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 collapses 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.

Attraction Radius[edit]

Any creature outside of the event horizon, but within 10 feet per caster level from the singularity's centre point, will find themselves attracted towards it by a nigh-irresistible force that draws them 100 feet closer to the event horizon every round. This involuntary movement happens at the start of an attracted creature's turn. A creature can defend against the attraction effect using the following three methods:

Vantage: A creature possessing a firm footing on the ground or a movement speed that allows them to maneuver through the medium in which the spell is cast is considered to have 'vantage'. A creature with vantage may prevent itself from being moved by the singularity for the round by making a Reflex save at the start of its turn. Either way, a creature with vantage may move up to their relevant movement speed away from the singularity's center as a full-round action.

Tether: Creatures may use rope, chains, spells or effects to try and securely tether or hold themselves fast to solid ground or architecture; creatures so tethered may use the applicable type of check (such as a Use Rope or caster level check) instead of a saving throw to avoid being moved. The singularity will try again each turn to draw a creature off of its tether.

Hold Fast: A creature without vantage may attempt to hold fast onto something to prevent being pulled in. In this case, the singularity combats the Strength check of the creature holding fast with an opposed check of 1d20 + half the singularity's caster level. Size bonuses do not apply to this check, as the increased effect of gravity on a larger body counteracts the added physical strength from size. Holding fast is a standard action, though it may be done as a move action instead at a -4 penalty to the Strength check.

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 +