SPHERE OF ANNIHILATION
SPHERE OF ANNIHILATION
Experience Point Value. 3,500 gp (Magic-user)
Gold Piece Value. 30,000 gp
A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2-ft in diameter.
A sphere is actually a hole in the continuity of the multiverse, a void.
Any matter which comes in contact with a sphere is instantly sucked into the void, gone, utterly destroyed, wishes and similar magicks notwithstanding!
A sphere of annihilation is basically static, resting in some spot just 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 changing its position bending spatial fabrics so as to cause the hole to slide in some direction.
Control range is 40-ft initially, 1"/level once control is established. Basic movement rate is [~]10-ft 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 1 point of Intelligence above 12, the magic-user adds 1%; for every 1 point over 15, he or she adds another 3%, i.e. 1% for each point from 13 to 15, and additional 3% for each point from 16-18—a maximum of 12% bonus at 18 Intelligence.
The bonus applies to this table:
Class Level
up to 5th
6th-7th
8th-9th
10th-11th
12th-13th
14th-15th
16th-17th
18th-20th
21st & above
Movement
8-ft/r
9-ft/r
10-ft/r
11-ft/r
12-ft/r
13-ft/r
14-ft/r
15-ft/r
16-ft/r
Control Chance
15%
20%
30%
40%
50%
60%
70%
75%
80%
Any attempt to control the sphere will cause it to move, but if control is not established, the sphere will slide towards the magic-user attempting to do so, and it will continue so moving for 1-4 rounds or longer, if the magic-user is within 30-ft thereafter.
If 2 or more magic-users attempt to control a sphere of annihilation, the strongest (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 2 or more magic-users concentrate on the sphere, even if they are attempting the same thing (co-operating). If none are successful, the sphere will slip towards the strongest. Control must be checked each and every 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 an 18" radius will be catapulted into another plane or universe.
If a rod of cancellation touches a sphere, the two will cause a tremendous explosion as they negate each other. Everything within a 6" radius will sustain 30-120 (3d4 x 10) hit points of damage.
A psionic using probability travel discipline when the sphere touches him or her will be able to do away with the sphere, and gain another major psionic power, if he or she succeeds in saving versus magic; failure indicates annihilation.
(See Talisman of the Sphere hereafter.)