Abyssal Rift

Conjuration (Calling) [Evil]
Level: Entropy 9, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: 10-ft.-wide, 60-ft.-deep rift, up
to 5 ft. long per caster level
Duration: 3 rounds
Saving Throw: Reflex negates; see
text
Spell Resistance: Yes
The ground trembles as you cast this
spell. Suddenly, a yawning rift filled with
black fire splits the ground, threatening to
devour all.
This spell creates a rectangular
rift in the ground. You designate
where the rift opens, but it must be
in a straight line on relatively level
ground. Throughout the spell’s duration,
any conjuration spells with the
evil descriptor that are cast within
60 feet of the rift function at caster
level +2.
You cannot make the rift open
beneath a fixed structure such as a
tower, castle wall, or Daern’s instant
fortress. However, you can make it
open underneath a wagon, tent, or
similarly mobile object or lightweight
structure. Untended objects wholly or
partly in squares occupied by the rift
fall in, taking 6d6 points of damage
from the fall. Any creature standing
wholly or partly in the area where the
rift opens must succeed on a Reflex
saving throw or fall into it as well,
taking a like amount of damage. A
successful save indicates that the
creature avoids falling in by moving
to the nearest safe square(s).
Anything that falls into the rift is
scorched by black fire that deals 6d6
points of fire damage per round and
6d6 points of divine energy damage per
round. Energy resistance or immunity
does not protect against the divine
energy damage.
On the second and third rounds
of the spell’s duration, black fire continues
to fill the rift. In addition, the
rift sprouts black fiery tentacles that
reach out to all creatures within 60 feet
of the rift’s edge. Such creatures are
entitled to a Reflex save each round to
avoid the fiery tendrils; a creature that
fails its save is lashed for 3d6 points of
fire damage and 3d6 points of divine
energy damage.
At the end of the spell’s duration,
the rift closes. Anything still trapped
inside the rift when it closes plane
shifts (as the spell) to a random layer
of the Abyss. All that remains of the
rift is a permanent scar on the ground
where it formed.
Material Component: A miniature
adamantine and gem-studded pickaxe
worth at least 1,000 gp.

Abyssal Rift

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