Black Hole
At a target location, within the spell’s range, a rip in space opens, creating a vacuum that draws in anything within the area of effect into the void. Smaller objects that aren’t bolted down are immediately sucked into the center of the area of effect. Creatures in the area of effect must make a guts check to hold on to anything they can (including the ground) or they are pulled ten feet closer to the center per round. If the creature remains in the area of effect the guts check is made each turn at the start of their turn. Every failed check moves them closer until they are in the center. Resisting the pull of the vacuum is difficult terrain.
Once in the center, they must succeed on a stamina check per limb per turn. Failing the stamina check rips their limb off and it is sucked into the void, dealing the indicated damage. Limbs should be selected at random using a d4 (1 upper left, 2 upper right, 3 lower left, 4 lower right). If all limbs are removed, their remains are sucked into the void and lost forever at the start of their next turn after the last limb is removed.
Being sucked into the void permanently kills the creature with no chance of being revived. However, if a creature survives, they are panicked for twenty seconds per lost limb, unless they lost two or more limbs of which they must make a stamina check or fall unconscious for 1d4+2 hours. Succeeding on the stamina check, the creature is still panicked based on the number of limbs lost.
The automatic over channeling is only applied to the initial channeling. To keep this spell active, you must spend half the spell’s essence cost each round. At the start of your turn, where you can no longer pay the upkeep, the spell immediately ends.
Energy Type: Chrono
Cost: 20 (Auto Over Channeling), Fatigue (see special)
Actions: 8
Damage: 2d10
Damage Type: Slashing
Difficulty: Guts/Stamina
Duration: Continuous
Range: 60ft.
Targets: AoE, 20ft. sphere
Special: Every ten seconds this spell remains active, the channeler suffers one fatigue.