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<blockquote data-quote="Obly99" data-source="post: 8762808" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Singularity</span></strong></p><p>Originally found her (<a href="https://dnd-wiki.org/wiki/Singularity_(3.5e_Spell)" target="_blank">Singularity (3.5e Spell) - Dungeons and Dragons Wiki</a>)</p><p>Evocation [Force]</p><p></p><p><strong>Level: </strong>Sorcerer/Wizard 9</p><p></p><p><strong>Components: </strong>V, S</p><p></p><p><strong>Casting time:</strong> 1 round</p><p></p><p><strong>Range:</strong> medium (100 ft. + 10 ft./level)</p><p></p><p><strong>Area:</strong> 20-ft.-radius event horizon, plus intense attraction up to 10 feet/caster level from the center</p><p></p><p><strong>Duration:</strong> 1 round/2 level (D)</p><p></p><p><strong>Saving Throw:</strong> Fortitude and Reflex partial; (see text)</p><p></p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>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.</p><p></p><p><strong>Event Horizon</strong></p><p>Any creature within the 20-ft.-radius event horizon of the singularity is subjected to the effects of a disintegrate spell (with no attack roll and at caster level equal to that of singularity) every round, taking 5d6 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.</p><p></p><p>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. Within the affected area, gravity effectively increases by a factor 10, making it nigh impossible to move. Creatures in the affected area have all their movement speeds quartered. Hustling in the area requires a Strength score of 25, and Running requirees a Strength score of 35. Affected creatures must make a DC 15 Strength check to avoid falling prone at the start of each turn, which is taken with a penalty of half their armor check penalty.</p><p></p><p></p><p></p><p></p><p>In the area, creatures take a -6 penalty to attack, physical skill and ability checks, and damage rolls. The range increments of all ranged weapons are reduced to 10% of their normal values. If rounding to the next increment of 5 feet reduces the range increment to 0, the weapon in question cannot be thrown or fired at all.</p><p></p><p>Item weights are increased tenfold. Flying creatures must make a DC 25 Strength check to maintain flight, and falling deals 10 points of damage per 10 feet to a maximum of 200. Even spells that lower your personal gravity like feather fall can only reduce effective gravity while falling back to normal, resulting in 1d6 points of falling damage per 10 feet.</p><p></p><p>If a weapon or shield becomes so heavy that its weight exceeds your maximum light load, it becomes unwieldable. The event horizon breaks all line of effect from inside to outside.</p><p></p><p>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.</p><p></p><p>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 5d6 damage).</p><p></p><p>A dispel magic has no effect while a mage's disjunction spell automatically end the 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 with no save.</p><p></p><p><strong>Attraction Radius</strong></p><p>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:</p><p></p><p><em>Vantage:</em> 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.</p><p></p><p><em>Tether:</em> 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 make, even if they have not vantage, the Reflex save for not being pulled toward the singularity with a +5 circumstance bonus.</p><p></p><p><em>Hold Fast: </em>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.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8762808, member: 7035194"] [CENTER][B][SIZE=7]Singularity[/SIZE][/B][/CENTER] Originally found her ([URL='https://dnd-wiki.org/wiki/Singularity_(3.5e_Spell)']Singularity (3.5e Spell) - Dungeons and Dragons Wiki[/URL]) Evocation [Force] [B]Level: [/B]Sorcerer/Wizard 9 [B]Components: [/B]V, S [B]Casting time:[/B] 1 round [B]Range:[/B] medium (100 ft. + 10 ft./level) [B]Area:[/B] 20-ft.-radius event horizon, plus intense attraction up to 10 feet/caster level from the center [B]Duration:[/B] 1 round/2 level (D) [B]Saving Throw:[/B] Fortitude and Reflex partial; (see text) [B]Spell Resistance:[/B] 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. [B]Event Horizon[/B] Any creature within the 20-ft.-radius event horizon of the singularity is subjected to the effects of a disintegrate spell (with no attack roll and at caster level equal to that of singularity) every round, taking 5d6 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. Within the affected area, gravity effectively increases by a factor 10, making it nigh impossible to move. Creatures in the affected area have all their movement speeds quartered. Hustling in the area requires a Strength score of 25, and Running requirees a Strength score of 35. Affected creatures must make a DC 15 Strength check to avoid falling prone at the start of each turn, which is taken with a penalty of half their armor check penalty. In the area, creatures take a -6 penalty to attack, physical skill and ability checks, and damage rolls. The range increments of all ranged weapons are reduced to 10% of their normal values. If rounding to the next increment of 5 feet reduces the range increment to 0, the weapon in question cannot be thrown or fired at all. Item weights are increased tenfold. Flying creatures must make a DC 25 Strength check to maintain flight, and falling deals 10 points of damage per 10 feet to a maximum of 200. Even spells that lower your personal gravity like feather fall can only reduce effective gravity while falling back to normal, resulting in 1d6 points of falling damage per 10 feet. If a weapon or shield becomes so heavy that its weight exceeds your maximum light load, it becomes unwieldable. 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 5d6 damage). A dispel magic has no effect while a mage's disjunction spell automatically end the 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 with no save. [B]Attraction Radius[/B] 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: [I]Vantage:[/I] 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. [I]Tether:[/I] 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 make, even if they have not vantage, the Reflex save for not being pulled toward the singularity with a +5 circumstance bonus. [I]Hold Fast: [/I]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. [/QUOTE]
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