Locate Rift (3.5e Spell)
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Divination | |
Level: | Sylvan Occultist 3 |
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Components: | V (sometimes) |
Casting time: | Standard |
Range: | 1 mile |
Area: | Emanation, centered on you |
Duration: | instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
You become aware of the location of a distance-spanning rift within 1 mile of you that fulfills your criteria and leads to a spot you desire. It also informs you of the precise location that the rift actually exits to. You can demand that the rift you seek not be submerged underground (if you're in space, this demand is unnecessary). You can demand that the other end of the rift not be submerged underground (if the target location is in space, this demand is unnecessary). You can also demand that either end not be high in the air (if the location is in space, this demand is impossible).
Entry Rift Specifications | Exit Rift Specifications | Miss by this percentage of total distance |
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No specifications | No specifications | (1d4-1)% |
Must not be submerged in ground | No specifications | 1d6% |
Must not be floating in the air | No specifications | 1d6% |
Must not be submerged in ground or floating in the air | No specifications | 1d20% |
Must not be submerged in ground | Must not be submerged in ground | 1d20% |
Must not be floating in the air | Must not be submerged in ground | 1d20% |
Must not be submerged in ground or floating in the air | Must not be submerged in ground | 1d100% |
Must not be submerged in ground | Must not be floating in the air | 1d20% |
Must not be floating in the air | Must not be floating in the air | 1d20% |
Must not be submerged in ground or floating in the air | Must not be floating in the air | 1d100% |
Must not be submerged in ground | Must not be submerged in ground or floating in the air | 1d100% |
Must not be floating in the air | Must not be submerged in ground or floating in the air | 1d100% |
Must not be submerged in ground or floating in the air | Must not be submerged in ground or floating in the air | 3d100% |
Entry Rift Specifications | Exit Rift Specifications | Miss by this many miles |
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No specifications | No specifications | 1d20 × 10 |
Must not be submerged in ground | No specifications | 1d100 × 50 |
Must not be floating in the air | No specifications | 1d100 × 50 |
Must not be submerged in ground or floating in the air | No specifications | 3d100 × 250 |
Must not be submerged in ground | Must not be submerged in ground | 1d100 × 50 |
Must not be floating in the air | Must not be submerged in ground | 1d100 × 50 |
Must not be submerged in ground or floating in the air | Must not be submerged in ground | 3d100 × 250 |
Must not be submerged in ground | Must not be floating in the air | 1d100 × 50 |
Must not be floating in the air | Must not be floating in the air | 1d100 × 50 |
Must not be submerged in ground or floating in the air | Must not be floating in the air | 3d100 × 250 |
Must not be submerged in ground | Must not be submerged in ground or floating in the air | 3d100 × 250 |
Must not be floating in the air | Must not be submerged in ground or floating in the air | 3d100 × 250 |
Must not be submerged in ground or floating in the air | Must not be submerged in ground or floating in the air | 5d100 × 1250 |
Without access to this spell, rifts are undetectable.
If you cast this spell, and you know about a rift with the same target area and specifications within range, this spell will locate that rift again for you. Therefore, multiple castings of this spell are pretty useless.
Actually using a rift is a different spell, use rift.
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