Difference between revisions of "Energy Grasp (3.5e Power)"
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− | Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your hand crackles with the chosen energy that deals 1d6 points of damage on a successful touch attack. You can manifest this power in an instant, as a | + | Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your hand crackles with the chosen energy that deals 1d6 points of damage on a successful touch attack. You can manifest this power in an instant, as a swift action. |
''Cold:'' A grasp of this energy type deals +1 point of damage per die. | ''Cold:'' A grasp of this energy type deals +1 point of damage per die. |
Revision as of 20:26, 21 March 2010
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Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your hand crackles with the chosen energy that deals 1d6 points of damage on a successful touch attack. You can manifest this power in an instant, as a swift action.
Cold: A grasp of this energy type deals +1 point of damage per die.
Electricity: A grasp of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A grasp of this energy type deals +1 point of damage per die.
Sonic: A grasp of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6).
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