Sunday, January 2, 2011

Campaign Design - Spells: Planar Breach

Planar Breach (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation)

Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Duration: 10 rounds
Saving Throw: Fortitude partial (object; see text)
Spell Resistance: No

An extremely dangerous spell, and one that knows no friends, planar breachopens the borders between the planes and forms a ragged rift of wild energues and destructive forces. Essentially, the spellcaster begins a powerful summoning spell and lets it go out of control after determining the focal point anywhere within range. At that point, a 10-foot long by 5-foot wide wall rips open and remains open for the entire duration of the spell. Every creature within range of the spell is moved 5 feet each round toward the rift with no saving throw or spell resistance allowed to resist this pull. Dimensional anchor prevents the forced motion. Creatures holding on to fastened structures, such as walls, must make a DC 25 Strength check every round of the spell's duration to avoid being pulled towards the rift as described above.

If the movement of any creature for any reason takes it through this wall, it instantly disappears and must make a Fortitude save. Failure results in disintegration as massive dimensional stress tears them apart. Creatures and objects that succeed at the save are flung to a random plane as the violet layer of prismatic spray and suffer 5d6 points of force damage from the rough travel. Immunity to disintegration effects prevents the possible death and force damage, but the planar travel still occurs. Dimensional anchor also prevents the disintegration or force damage, but the rift overwhelms it and the planar travel still occurs.

You are not immune to any effect of this spell and can easily be killed by it. You can choose during the casting of planar breach to include a dimensional achnor effect on yourself and any single ally you are in contact with. This raises the casting time to one full round.

Home     Three Worlds     Spell List

No comments:

Post a Comment