Sphere of AnnihilationSource Ultimate Equipment pg. 332, PRPG Core Rulebook pg. 545 Aura strong transmutation CL 20th Slot none; Price —; Weight —DescriptionA sphere of annihilation is a globe of absolute blackness 2 feet
in diameter. Any matter that comes in contact with a sphere
is instantly sucked into the void 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 Intelligence 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.
See also talisman of the sphere.DestructionShould 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 2d6 × 10 points of damage. Dispel magic and
mage’s disjunction have no effect on a sphere.
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