This spell calls into existence the strange phenomenon known as the "cosmic storm." Some sages theorize that the cosmic storm is actually one end of a "wormhole" in space, and anything sucked in at one end is ejected through the other somewhere (or even somewhen) else.
It can be only cast in wildspace, more then 100 miles from the nearest planet-sized object. The storm appears in 1-10 rounds, at a distance of 1-20 hexes (150 ft./hex) from the spellcaster' current position, in a random direction. Once it has been summoned neither the caster nor anyone else can control it.
Each round, the storm moves 1-6 hexes in a random direction. At the beginning of each round, before they make their own movement each ship is moved 4 hexes directly toward it. The movement does not change the ship's headings. Any ship that manages to move more then 20 hexes away from the storm is free from its influence. Any ship that enters the eye of the cosmic storm is engulfed by it (the eye of the storm is 150 in diameter, i.e., 1 hex).
The cosmic storm is a gateway to other parts of the space-time continuum; any ship engulfed by the eye of the storm can be deposited anywhere in the universe. The storm remains in existence until the distance between it and the caster exceeds 25 hexes, or until the spell caster is absorbed by the storm.
Arcane Material Component: for the spell are a piece of lodestone and piece of mithral.
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Summon Cosmic Storm, © 1990 Wizards of the Coast, Inc.
d20 System, Conversion of Summon Cosmic Storm ©2002,
Mark Doolan
Original Source: Skull & Crossbows, page 29