top of page

Singularity

Type: Element (Essence); [alteration][travel]
Power Rank: 8
Range: 120'
Duration: Concentration
Area of Effect: 50' Radius
Activation Time: Full
Defense: Special
As  a Full Action you are able to create a hole in space-time reality, where time and matter do not follow the normal rules of reality. You  choose a point within 120' of you that you can see.  At the moment of  casting you cause a single point to begin to rapidly increase its mass  and size. The spell must be concentrated on over a period of five turns  for it to reach full effect.

  • On the first turn all creatures and  objects within the area of effect are pulled towards the point of the  singularity.  Creatures must make a Strength check at a TS of 8 or be  become grappled with the energy of the singularity.

  • The  second turn that you maintain concentration, the area increases by an  additional +10' radius (total 60' radius).  All creatures within the first 30' radius are  granted an new Strength check at a TS of 10 or become entangled by the  energy of the singularity.

  • During the third turn, the area  increases by an additional +10' radius (total 70' radius).  All creatures  within a 30' radius must make a Strength check at a TS of 12  or be become grappled with the energy of the singularity. Those within  the first 10' radius are dragged toward the very center of the singularity taking 50 points of damage per turn.

  • During the  fourth turn, the area increases by an additional +20' radius (total 90'  radius).  All creatures within 60' radius must make a Strength  check at a TS of 14 or be become entangled with the energy of the  singularity.  Those within 20' radius must make a Strength check at a TS of 8 or be become entangled with the energy of the  singularity. Those within the first 30' radius now take 75 points of damage per turn.

  • During the fifth turn, the area increases  by an additional +30' radius (total 120' radius).  All creatures within a 90' radius must make a Strength check at a TS of 18 or be  become grappled with the energy of the singularity. Those within 90' radius must make a Strength check at a TS of 8 or be become  entangled with the energy of the singularity. Those within 60' radius now take 50 points of damage per turn. Those within 30' radius now take 100 points of damage per turn.

  • On the final turn the center becomes stable and you can end your concentration  collapsing the singularity.  All creatures within 90' granted a final Strength check at a TS of 20.  Those that fail are  pulled into the singularity, ripped from space and time, and thrown into  another, entirely different Universe. Only an Alter Reality spell has a  chance to bring them back.

Should the caster lose  or drop their concentration during any of the turns, the singularity  dissipates causing no further damage.

bottom of page