Zeruid's Event Horizon (12th level)
9-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 600"
Components: Verbal, Somatic, Material
Materials: Dark Matter (see below)
Duration: Concentration (see below)
Damage/Effect: force and necrotic
Reaching into the deepest elder days of the existence, the necromancer brings forth a singularity of near infinite mass temporarily into existence. 2 rounds before coming into existence, the singularity visually appears.
All objects within 300" of the singularity are immediately affected by immense attractive force and are drawn towards the centre of the singularity.
All creatures (and objects) within range must make DC strength savings throw. On a failed savings throw:
- be drawn 50" towards the singularity
- is deafened and speed is reduced to 0
- for all actions, strength and dexterity are a negative value equal to 1.5x the necromancer's proficiency bonus (minimum 3)
- take force damage equal to 5x the necromancer's proficiency bonus
- take necrotic damage equal to 3x the necromancer's proficiency bonus
On a successful savings throw:
- be drawn 25" towards the singularity
- is deafened and movement is reduced to half
- for all actions, strength and dexterity are a negative value equal to 1.0x the necromancer's proficiency bonus (minimum 3)
- take force damage equal to 2.5x the necromancer's proficiency bonus
- take necrotic damage equal to 1.5x the necromancer's proficiency bonus
When a creature (or object) reaches the singularity
- is deafened and restrained
- for all actions, strength and dexterity are a negative value equal to 2x the necromancer's proficiency bonus (minimum 3)
- take force damage equal to 6x the necromancer's proficiency bonus
- take necrotic damage equal to 4x the necromancer's proficiency bonus
At the start of the magician's round, each creature within Zeruid's Event Horizon must make a new DC strength savings throw.
Each round 5,000 gp of dark matter are consumed. Zeruid's Event Horizon ceases when one of the following occurs:
- there is no dark matter available to consume at the start of the necromancer's turn
- the maximum of rounds equal to the necromancer's proficiency bonus is surpassed
- the necromancer's concentration is disrupted
Available for: Nagai Magick