Microcosmic Singularity (3.5e Spell)
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Conjuration / Transmutation | |
Level: | Psychic 8, Sorcerer/Wizard 8 |
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Components: | V, S |
Casting time: | 1 Standard Action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | One pseudo-gravitational singularity |
Duration: | Concentration (max 3 rounds) |
Saving Throw: | None |
Spell Resistance: | Reflex Half (see text) |
This spell conjures a pseudo-gravitational singularity at a grid intersection within range. At the start of each creature's turn, each creature within 30-ft of the singularity is dealt 1d6 damage per two caster levels (maximum of 10d6) and moves 10-ft closer to the singularity. All creatures moving through squares within 30-ft of the singularity, they treat each square as difficult terrain. All creatures adjacent to the singularity instead cannot move away from it except through teleportation.
When the caster cease concentrating on this spell, the singularity collapses violently and deals 1d6 damage per caster level to all creature within 20-ft and cause them to become dazed for 1 round. A successful Reflex save halves the damage takes and negates the dazed effect.
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Leziadv |
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Article Balance | High + |
Author | Leziad + |
Component | V + and S + |
Identifier | 3.5e Spell + |
Level | Psychic 8 + and Sorcerer/Wizard 8 + |
Range | Medium + |
Rating | Undiscussed + |
School | Conjuration + and Transmutation + |
Summary | You create a singularity that drags nearby creatures and damages then collapses violently when the caster ceases concentration. + |
Title | Microcosmic Singularity + |