Rift of Ruin
Conjuration
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell's range, but it does not have to remain within the range.
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- long (400 ft. + 40 ft./level)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- 5-ft.-wide, 60-ft.-deep extradimensional hole, up to 5 ft. long per level (S)How the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/level (see text)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Reflex partialIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
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. The rift’s walls have a Climb DC of 25.
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.
At any time during the spell’s duration, you can use it to conjure a number of Abyssal denizens into the surrounding region as a standard action. Doing so causes the rift to snap shut, ending the spell’s duration and returning any creatures that had fallen into it to the ground as detailed above. As the rift snaps shut, choose one of the following creatures or groups of creatures to appear in the area; these Abyssal denizens are treated as if you had summoned them via summon monster VII and remain for a number of rounds equal to the remaining duration of the rift of ruin spell. You can choose to summon one of the following: one bebilith, one vrock, 1d3 shadow demons, 1d3 succubi, 1d4+1 babaus, or 1d4+1 brimoraks.