Rift of Ruin |
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This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet. TARGET
DURATION1 round + 1 round/level SAVING THROWReflex negates SPELL RESISTANCENot affected by target's spell resistance SPELL DESCRIPTORSEvil, Chaos CASTING TIMEStandard action |
Rift of Ruin is a Conjuration Spell in Pathfinder: Wrath of the Righteous. Rift of Ruin is a level 8 Spell from the Conjuration school. Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells. Spells in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments or to buff Characters.
Rift of Ruin Information
- Level: 8
- School: Conjuration
Spell Details:
- Target:
All creatures within a 10 foot burst, centered on target point within long range. - Duration: 1 round + 1 round/level
- Saving Throw: Reflex negates
- Spell Resistance: Not affected /Affected by target's spell resistance
- Spell Descriptors: Evil, Chaos
- Casting Time: Standard action
- Spell Effect: This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet.
Since the rift extends into the Abyss, it does not displace the original underlying material or allow access
to areas below the surface — you can create the rift on the deck of a ship as easily as in a dungeon floor
or the ground of a forest.
Any large or smaller creature standing in the area where you first conjured the rift must make a Reflex
saving throw to jump to safety in the nearest open space. In addition, the edges of the rift are sloped, and
any creature ending its turn on a square adjacent to the rift must make a Reflex saving throw with a +2
bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the rift (such as
bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.
The walls of the rift are covered with razor-sharp blades, while the floor seethes with boiling pools of
acid, strange chewing vermin, writhing shards of ice, and all manner of other chaotic and deadly
manifestations of the Abyss. A creature that falls into the rift takes 6d6 points of falling damage. Any
creature in the rift (starting on the round it enters) takes an additional 6d6 points of damage from the
rift's environs, even if the creature is merely climbing or flying within the rift rather than standing at the
bottom. This additional damage changes from round to round and is randomly selected from acid,
bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. Each round, a creature in the rift can
attempt a Reflex save to take half damage that round. To climb the rift's walls, a creature need a
successful Athletics or Mobility skill check with a DC of 35.
When this spell's duration ends, the rift snaps shut, violently expelling all creatures still within. These
creatures take double damage from the rift's environs in that round and are knocked prone as they are
returned to the surface above.
How to Acquire Rift of Ruin
Light can be obtained by the following classes:
Rift of Ruin can be cast by using the following Items:
- Item ??
- Weapon ??
- Armor ??
Rift of Ruin Tips & Notes
- Notes and tips go here...
- Anonymous
i learned through experimentation that freedom of movement does not prevent you from falling in the pit. i'll have to test immunity to trip, but i don't have that skill at my disposal now... and i'm not sure how to acquire it, but if i come across it, i will report back my findings.
upon further research, flight is the key factor preventing you from falling into a rift of ruin. also, i've discovered that the DC for the spell changes depending on the difficulty. 27 for extremely weaker enemies, 35 on core as written in the description, and 39 on moderately stronger enemies setting.
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