Difference between revisions of "Change Alignment/Energy (3.5e Power)"

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{{author
 
{{author
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|adopter=The-Marksman
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
 
|date_created=04/15/19
 
|date_created=04/15/19
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|balance=Very High}}
 
|balance=Very High}}
 
{{3.5e Power
 
{{3.5e Power
|name=Transmute Alignment and Energy
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|name=Change Alignment/Energy
 
|disc=Psychometabolism
 
|disc=Psychometabolism
|desc=Evil, Good
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|desc=Chaotic, Evil, Good, Lawful
 
|lvl=Psion/Wilder 7, Judge of Existence 6
 
|lvl=Psion/Wilder 7, Judge of Existence 6
 
|disp=Mental
 
|disp=Mental
|time=1 [[SRD:Full-Round Actions|full-round action]]
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|time=1 minute
 
|range=Close (25 ft. + 5 ft./2 levels)
 
|range=Close (25 ft. + 5 ft./2 levels)
 
|dur=1 round/level (D)
 
|dur=1 round/level (D)
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*''Evil Negative:'' Can make an area evil aligned and negative energy dominated. The evil alignment gives a –2 penalty on all Charisma-based checks for non-evil creatures. The negative energy deals 1d6 damage per round to living creatures (heals undead).
 
*''Evil Negative:'' Can make an area evil aligned and negative energy dominated. The evil alignment gives a –2 penalty on all Charisma-based checks for non-evil creatures. The negative energy deals 1d6 damage per round to living creatures (heals undead).
 
*''Good Positive:'' Can make an area good aligned and positive energy dominated. The good alignment gives a –2 penalty on all Charisma-based checks for non-good creatures. The positive energy heals 1d6 damage per round to living creatures (harms undead).
 
*''Good Positive:'' Can make an area good aligned and positive energy dominated. The good alignment gives a –2 penalty on all Charisma-based checks for non-good creatures. The positive energy heals 1d6 damage per round to living creatures (harms undead).
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*Alternatively, can make the area Chaotic/Lawful-Negative or Chaotic/Lawful-Positive.
  
The protection from evil and good spells has no effect on this, however, the [[SRD:Dispel Evil|dispel evil]]'' and ''[[SRD:Dispel Good|dispel good]]'' spells dismisses the entire effect.
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The protection from evil and good spells has no effect on this, however, the ''[[SRD:Dispel Evil|dispel evil]]'' and ''[[SRD:Dispel Good|dispel good]]'' spells dismisses the entire effect.
  
 
'''Augment:''' You can augment this power in one or more of the following ways.
 
'''Augment:''' You can augment this power in one or more of the following ways.
#If you spend 2 extra [[SRD:Power Points|power points]] (to any of the above or below), the area of effect increases by 5’ in all three dimensions.
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#If you spend 4 extra [[SRD:Power Points|power points]] (to any of the above or below), the duration changes to 5 rounds/level.
 
#If you spend 4 extra power points, strongly aligns the alignment (treat like [[SRD:About Planes#Strongly Aligned|strongly aligned]], but only the alignment option).</onlyinclude>
 
#If you spend 4 extra power points, strongly aligns the alignment (treat like [[SRD:About Planes#Strongly Aligned|strongly aligned]], but only the alignment option).</onlyinclude>
  
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{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
{{3.5e Judge Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
 
{{3.5e Judge Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
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{{Navboxes}}

Latest revision as of 21:51, 7 July 2019

Homebrew.png
Adopter: The-Marksman (talk)
Original Author: Franken Kesey (talk)
Date Created: 04/15/19
Status: Fin
Editing: Clarity edits only please
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Change Alignment/Energy
Psychometabolism [Chaotic, Evil, Good, Lawful]
Level: Psion/Wilder 7, Judge of Existence 6,
Display: Mental
Manifesting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5’ cube/level (S)
Duration: 1 round/level (D)
Saving Throw: Will
Power Resistance: No
Power Points: Psion/Wilder 13, Judge 11

A single use does only one of the following:

  • Evil Negative: Can make an area evil aligned and negative energy dominated. The evil alignment gives a –2 penalty on all Charisma-based checks for non-evil creatures. The negative energy deals 1d6 damage per round to living creatures (heals undead).
  • Good Positive: Can make an area good aligned and positive energy dominated. The good alignment gives a –2 penalty on all Charisma-based checks for non-good creatures. The positive energy heals 1d6 damage per round to living creatures (harms undead).
  • Alternatively, can make the area Chaotic/Lawful-Negative or Chaotic/Lawful-Positive.

The protection from evil and good spells has no effect on this, however, the dispel evil and dispel good spells dismisses the entire effect.

Augment: You can augment this power in one or more of the following ways.

  1. If you spend 4 extra power points (to any of the above or below), the duration changes to 5 rounds/level.
  2. If you spend 4 extra power points, strongly aligns the alignment (treat like strongly aligned, but only the alignment option).

In addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save DC increases by 1.


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Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AdopterThe-Marksman +
Article BalanceVery High +
AuthorFranken Kesey +
DescriptorChaotic +, Evil +, Good + and Lawful +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelPsion/Wilder 7 + and Judge of Existence 6 +
RatingUndiscussed +
SummaryChange alignment and energy. +
TitleEnergy +