Sphere of Annihilation– Magical Item (Dungeon Master Guide)

Sphere of Annihilation– Magical Item (Dungeon Master Guide)

Sphere of Annihilation– Magical Item (Dungeon Master Guide)





Sphere of Annihilation: A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. A
sphere is actually a hole in the continuity of the multiverse, a void. Any
matter that comes in contact with a sphere is instantly sucked into the void,
gone, utterly destroyed–even wishes and similar magicks have no effect!


A sphere of annihilation is basically static, resting in some spot as if it were a normal hole. It can
be caused to move, however, by mental effort. The brain waves of the
individual concentrating on moving it bend spatial fabrics, causing the hole to slide.
Control range is 40 feet initially, 10 feet/level once control is established.
Basic movement rate is 10 feet per round, modified as shown below.


Concentration control is based on Intelligence and level of experience–the
higher the level the greater the mental power and discipline. For every point of
Intelligence above 12, the wizard adds 1%; for every point over 15, he adds
another 3%. In other words, add 1% for each point from 13 to 15, and an additional
3% for each point from 16-18–a maximum of 12% bonus at 18 Intelligence. The
bonus applies to this table:








Probability of

Level of

Movement/

Control/

Wizard

Round

Round

up to 5th

8′

15%

6th-7th

9′

20%

8th-9th

10′

30%

10th-11th

11′

40%

12th-13th

12′

50%

14th-15th

13′

60%

16th-17th

14′

70%

18th-20th

15′

75%

21st & above

16′

80%





Any attempt to control the sphere will cause it to move, but if control is not
established, the sphere will slide toward the wizard attempting to move it.
The sphere will continue to move in this direction for 1d4 rounds and as long as
the wizard is within 30 feet thereafter.


If two or more wizards vie for control of a sphere of annihilation, the one with the highest percentage chance to control the sphere is checked
first, then the next strongest, etc. Control chance is reduced 5% per person,
cumulative, when two or more wizards concentrate on the sphere, even if they are
cooperating. If none are successful, the sphere will slip toward the strongest.
Control must be checked each round.


Should a gate spell be cast upon a sphere, there is a 50% chance that the spell will
destroy it, 35% that the spell will do nothing, and 15% that a gap will be torn in
the spatial fabric, and everything in a 180-foot radius will be catapulted into
another plane or universe.


If a rod of cancellation touches a sphere, a tremendous explosion will occur as they negate each
other. Everything within a 60-foot radius will sustain 3d4 x 10 points of damage.


See also
talisman of the sphere , below.




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