Difference between revisions of "Microcosmic Singularity (3.5e Spell)"

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(Created page with "{{author |author_name=Leziad |date_created=July 18, 2024 |status=Complete |balance=High}} <onlyinclude>{{3.5e Spell |name=Microcosmic Singularity |school=Conjuration |school2...")
 
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|sr=[[Reflex]] Half (see text)
 
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|summary=You create a singularity that drag nearby creatures and damages then, collapses violently when the caster cease concentration.
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|summary=You create a singularity that drags nearby creatures and damages then collapses violently when the caster ceases concentration.}}
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This spell conjure 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 are dealt 1d6 damage per two caster level (maximum of 10d6) and move 10-ft closer to the singularity. All creatures moving through squares within 30-ft of the singularity, they treat each squares 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 1d8 damage per caster level to all creature within 20-ft and cause them to become [[SRD:Dazed|dazed]] for 1 round.. A successful [[Reflex]] save halves the damage takes and negates the [[SRD:Dazed|dazed]] effect.
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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.
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When the caster cease concentrating on this spell, the singularity collapses violently and deals 1d8 damage per caster level to all creature within 20-ft and cause them to become [[SRD:Dazed|dazed]] for 1 round. A successful [[Reflex]] save halves the damage takes and negates the [[SRD:Dazed|dazed]] effect.
  
  

Revision as of 01:36, 19 July 2024

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Author: Leziad (talk)
Date Created: July 18, 2024
Status: Complete
Editing: Clarity edits only please
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Microcosmic Singularity
Conjuration / Transmutation
Level: Psychic 8, Sorcerer/Wizard 8
Components: V, S
Casting time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Effect: One pseudo-gravitational singularity
Duration: Concentration
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 1d8 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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Leziad's Homebrew (4507 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
ComponentV + and S +
Identifier3.5e Spell +
LevelPsychic 8 + and Sorcerer/Wizard 8 +
RangeMedium +
RatingUndiscussed +
SchoolConjuration + and Transmutation +
SummaryYou create a singularity that drags nearby creatures and damages then collapses violently when the caster ceases concentration. +
TitleMicrocosmic Singularity +