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Sphere of AnnihilationEquipment 27


RareArtifactMagicalTransmutation
Source Pathfinder Gamemastery Guide
Weight negligible

A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity's direct intervention. The sphere can't be counteracted by dispel magic or similar effects.

The sphere stays entirely still until caused to move by a creature controlling it. Taking control of the sphere requires succeeding at an attempt to activate it. A talisman of the sphere makes it easier to control the sphere.

Activate One Action command

Requirements You are within 40 feet of the sphere


Effect You attempt a DC 30 arcana or DC 30 occultism check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round. When you Sustain the Activation, you must attempt a DC 30 arcana or DC 30 occultism check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure).

Destruction When a gate spell is cast such that its rift overlaps a sphere of annihilation, roll d%. On a result of 1-50, the sphere is destroyed; on a 51-85, the spell is disrupted; and on a 86-100, everything within an 180-foot emanation of the sphere is pulled to another plane through a tear in the spatial fabric. If a rod of cancellation touches the sphere, both items explode, dealing 14d6 bludgeoning damage (DC 35 basic reflex save) to everything in a 60-foot burst from the point of their destruction.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Transmutation

Effects and magic items with this trait are associated with the transmutation school of magic, typically changing something's form.