How do we know that is a sphere of annihilation?


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If the room it is in looks like this...
backcover.jpg


Be careful...

Aaron L said:
Poke it with a stick. Youll be able to tell pretty easily if it is a hole in the multiverse or a gate to somewhere else.
Some DMs may run portals drawing in objects that touch them to stop “half in/half out” silliness so the effects for both may be the same. Portals are usually a bit larger and generally not pitch-black. Just to be sure not hold too tight onto the stick

The sphere detects as transmutation, though that might be deceivable.

Sphere of Annihilation: A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The object is actually a hole in the continuity of the multiverse. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character.

A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character’s ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Int modifier. If the check succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action.

Control of a sphere can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (all DC 30) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per character level. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s control check result in that round exceeded 30.

If a control check fails, the sphere slides 10 feet in the direction of the character attempting to move it.

If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.

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 2d6x10 points of damage. Dispel magic and mage’s disjunction have no effect on a sphere.


Strong transmutation; CL 20th.
 
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That devil mouth...
has the same effect as a Sphere-of-Roll-A-New-PC.

Umbral blot is the Dire animal version of the sphere. From the Basic version of D&D. An avoid at all costs sort of thing.
[Sblock=Umbral Blot (Blackball)]
Size/Type: Medium Construct
Hit Dice: 57d10+170 (483 hp)
Initiative: +18 (+10 Dex, +8 Superior Initiative)
Speed: Fly 90 ft. (perfect)
Armor Class: 40 (+10 Dex, +20 natural)
Base Attack/Grapple: +42/+45
Attack: Disintegrating touch +45 melee (5d6 plus disintegrating touch (Fort DC 38))
Full Attack: Disintegrating touch +45 melee (5d6 plus disintegrating touch (Fort DC 38))
Space/Reach: 5 ft./5 ft.
Special Attacks: Disintegrating touch, vortex
Special Qualities: Blindsight 200 ft., construct traits, fast healing 10, planar travel, SR 44; acid, cold, electricity, fire, and sonic resistance 30
Saves: Fort +19, Ref +29, Will +29
Abilities: Str 10, Dex 30, Con Ø, Int 14, Wis 30, Cha 30
Skills: Hide +62, Listen +52, Move Silently +62, Sense Motive +43, Spot +52, Survival +43
Feats: Alertness, Combat Reflexes, Improved Initiative, Skill Focus (Sense Motive), Skill Focus (Survival), Stealthy, Track
Epic Feats: Epic Prowess (×3), Epic Skill Focus (Hide), Epic Skill Focus (Listen), Epic Skill Focus (Sense Motive), Epic Skill Focus (Spot), Epic Toughness (×5), Superior Initiative
Environment: Any
Organization: Solitary
Challenge Rating: 32
Treasure: None
Alignment: Always neutral
Advancement: 58-63 HD (Medium-size); 64-79 HD (Large); 80-95 HD (Huge); 96-171 HD (Gargantuan)

Combat
Disintegrating Touch (Ex)
Any material object that comes into contact with a blackball is immediately disintegrated unless it succeeds at a Fortitude save (DC 38). A character or object that has been disintegrated by an umbral blot disappears completely, leaving behind not even dust to mark its passing. Those who make a successful saving throw still take 5d6 points of damage from the disintegrating touch. Likewise, weapons or objects that save take a like amount of damage. (Remember, tended or held objects save with the same bonus as their owners.)

Vortex (Ex)
Normally a blackball insulates itself somehow from the air around it (otherwise it would perpetually be at the center of a howling wind-storm). If it chooses, instead of allowing the air to bend around it, the blackball can suspend this insulation, causing a sudden rush of wind to pour toward the blackball from all directions. This vortex sucks all the air from a 30-foot-by-30-foot-by-30-foot room in a single round, creating a sudden influx of air in its direction. All flying or floating creatures within 30 feet of the umbral blot who fail a Reflex save (DC 38) are swept along with the wind into contact with the blackball. Nonflying creatures within 30 feet who fail a Reflex save (DC 19) are pulled into contact with the umbral blot. Contact with an umbral blot could lead to disintegration, as noted above.

Spell Immunities (Ex)
In addition to the spells that an umbral blot is immune to because of its construct traits, it is immune to disintegration spells and variations thereof.

Planar Travel (Ex)
A blackball can fold space at will, allowing it to use ethereal jaunt, dimension door, greater teleport, or plane shift at will as a standard action.

Construct Traits
Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft. [/Sblock]
 
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Question said:
I meant i didnt understand the picture reference. What is it?

Umbral blot : Wtf how to kill that thing?
Did I not say it was an avoid at all costs sort of thing. I think there are even a few non epic spells you just need to get through it's SR.

You really should not be fighting a black hole anyhow.
 

Tossing a rope at the Sphere or touching it with a 10' pole will not result in a shorter rope or sphere, it will result in the disappearance of the item touching the sphere. That's a good indication that it isn't a gate.

Also, it will not detect as transmutation or any other sort of magic, as it is an artifact.

I would allow a Knowledge (Arcana) or a Bardic Knowledge roll to identify it based on its description and properties.

My players recently discovered one in a dragon's treasure horde; the necromancer summoned a zombie to touch it, and it disappeared (was disintegrated). After that, they wisely left it alone. The fact that two of the party members were carryovers from a previous campaign in which three party members were disintegrated by such a Sphere (out of their own sheer stupidity, I might add) helped make the decision to leave it be.
 

Question said:
I meant i didnt understand the picture reference. What is it?

It's from the old Tomb of Horrors module, infamous for its many deadly traps. Sticking anything in the mouth on the wall of that picture was like sticking it into a Sphere of Annihilation.
 

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