Abyssal Rift

= Abyssal Rift = School Conjuration [Chaos, Evil]; Level Cleric/Oracle 3, Sorcerer/Wizard 3, Summoner 3, Witch 3

CASTING

Casting Time 1 standard action

Components V, S, M (a quasit’s eye)

EFFECT

Range close (25 ft. + 5 ft./2 levels)

Duration 1 round/level

Saving Throw Reflex negates; Spell Resistance yes

DESCRIPTION

You tear a rift into the infinite layers of the abyss, flooding an area with unholy and elemental energy. Abyssal chains whip around the field, attempting to drag in any unwary souls.

When you cast this, roll a d4. On a roll of 1, this spell deals acid damage and gains the earth subtype; on a roll of 2, it deals cold and gains the water subtype; on a roll of 3, it deals electric damage and gains the air subtype; and on a roll of 4, it deals fire damage and gains the fire subtype.

A creature that starts their turn within a 10ft area spread takes 1d6 points of elemental damage as determined above. This increases by 1d6 at levels 8 and 12. If they are within a 5ft area spread they also take 1d6 points of unholy damage. This damage increases by 1d6 at level 10 and 15. A reflex save negates both damage.

As a swift action, you can direct a chain to pull a target within 30ft toward the rift. Makes a pull combat maneuver check using your caster level, your casting modifier, and a +2 size bonus. If you do not take this action on your turn, the rift randomly selects among the closest targets between 10ft and 30ft of its center.