Casting Time 1 standard action
Components V, S, M/DF (lodestone)
Range long (400 ft. plus 40 ft./level)
Area 20-ft.-radius emanation
Saving Throw Reflex partial (see below); Spell Resistance no
Creatures and objects within the spell’s radius cannot take a move action, 5-foot step, or run, and are pulled to a single point in the center of the spell’s area. Each creature that enters or begins its turn in the spell’s area must save until it is crushed in the center of the hole or it escapes the radius. Anyone who fails takes 6d6 points of bludgeoning damage, and moves 5 feet closer to the center of the spell’s area. On a successful save, a creature can move 5 feet away from the spell’s center as a move action.
A creature that begins its turn at the spell’s center and fails the save takes double damage from the spell. A creature that dies while within the spell’s area is crushed by the black hole’s gravity and vanishes, utterly destroyed in the void.
Creatures in the affected area add their size bonus or penalty to CMD on saves against black hole. Each creature that enters or begins its turn in the black hole must save until it is crushed in the center of the hole or it escapes the radius. The black hole distorts space so that creatures inside the area of effect can move through or share spaces without penalty All ranged attack rolls into the black hole suffer a –10 penalty to hit. Ranged attack rolls out of the black hole with corporeal weapons miss automatically.
The Four Horsemen Present: Character Options – Gods in the Void © 2015, Rogue Genius Games. Author: Steven T. Helt.