Rift of Ruin

rift of ruin conjuration spell pathfinder wrath of the righteous wiki guide 65px

This spell tears a rift in reality, creating an extradimensional hole with a depth of 60 feet.


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All creatures within a 10 foot burst, centered on target point within long range.


1 round + 1 round/level


Reflex negates


 Not affected by target's spell resistance


Evil, Chaos


Standard 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 SpellsConjuration SpellsIllusion SpellsDivination SpellsEnchantment SpellsEvocation SpellsTransmutation 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

Spell Details:

  • Target:
    target center point aoe all pathfinder wrath of the righteous wiki guide 75px
    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...


Pathfinder: Wrath of the Righteous All Conjuration Spells
Acid Arrow  ♦  Acid Fog  ♦  Acid Pit  ♦  Acid Splash  ♦  Acidic Spray  ♦  Blessing of Courage and Life  ♦  Bolt of Justice  ♦  Breath of Life  ♦  Bring back  ♦  Cape of Wasps  ♦  Chains of Light  ♦  Chaotic Healing  ♦  Clashing Rocks  ♦  Cleansing Flames  ♦  Cloudkill  ♦  Corrosive Touch  ♦  Create Pit  ♦  Creeping Doom  ♦  Cure Critical Wounds  ♦  Cure Critical Wounds, Mass  ♦  Cure Light Wounds  ♦  Cure Light Wounds, Mass  ♦  Cure Moderate Wounds  ♦  Cure Moderate Wounds, Mass  ♦  Cure Serious Wounds  ♦  Cure Serious Wounds, Mass  ♦  Delay Poison  ♦  Delay Poison, Communal  ♦  Dimension Door  ♦  Domain of the Hungry Flesh  ♦  Eaglesoul  ♦  Elemental Swarm  ♦  Elemental Swarm: Air  ♦  Elemental Swarm: Earth  ♦  Elemental Swarm: Fire  ♦  Fish Missile  ♦  Gale of life  ♦  Grant Repose  ♦  Grease  ♦  Heal  ♦  Heal, Mass  ♦  Hungry Pit  ♦  Inspiring Recovery  ♦  Joyful Rapture  ♦  Litany of Entanglement  ♦  Mage Armor  ♦  Nature's Grasp  ♦  Neutralize Poison  ♦  Phantasmal Healer  ♦  Pillar of Life  ♦  Poison  ♦  Pure Form  ♦  Radiant Ground  ♦  Rain of Halberds  ♦  Raise Dead  ♦  Ray of Halberds  ♦  Recreational Pit  ♦  Rejuvenating Poem  ♦  Remove Blindness  ♦  Remove Disease  ♦  Remove Paralysis  ♦  Remove Sickness  ♦  Restoration  ♦  Restoration, Greater  ♦  Restoration, Lesser  ♦  Resurrection  ♦  Seamantle  ♦  Slowing Mud  ♦  Snowball  ♦  Solar Chains  ♦  Soothing Mud  ♦  Spiked Pit  ♦  Spirit Pit  ♦  Stabilize  ♦  Stinking Cloud  ♦  Stone Call  ♦  Storm of Justice  ♦  Summon Elder Beer Elemental  ♦  Summon Elder Elemental  ♦  Summon Elder Fire Elemental  ♦  Summon Elder Worm  ♦  Summon Greasly Bear  ♦  Summon Greater Air Elemental  ♦  Summon Greater Beer Elemental  ♦  Summon Greater Elemental  ♦  Summon Hog of Desolation  ♦  Summon Huge Elemental  ♦  Summon Large Beer Elemental  ♦  Summon Large Elemental  ♦  Summon Medium Beer Elemental  ♦  Summon Medium Elemental  ♦  Summon Monster I  ♦  Summon Monster II  ♦  Summon Monster III  ♦  Summon Monster IV  ♦  Summon Monster IX  ♦  Summon Monster V  ♦  Summon Monster VI  ♦  Summon Monster VII  ♦  Summon Monster VIII  ♦  Summon Monster Zero  ♦  Summon Nature's Ally I  ♦  Summon Nature's Ally II  ♦  Summon Nature's Ally III  ♦  Summon Nature's Ally IV  ♦  Summon Nature's Ally IX  ♦  Summon Nature's Ally V  ♦  Summon Nature's Ally VI  ♦  Summon Nature's Ally VII  ♦  Summon Nature's Ally VIII  ♦  Summon Perpetually Annoyed Wizard  ♦  Summon Small Beer Elemental  ♦  Summon Small Elemental  ♦  Teleport  ♦  Tidal Surge  ♦  Touch of Slime  ♦  Tsunami  ♦  Uncertainty Principle  ♦  Vinetrap  ♦  Walk through Space  ♦  Waterfall  ♦  Winds of the Fall  ♦  Winter's Grasp  ♦  Wrath of the Righteous

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    • Anonymous

      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.

      • 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.

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