Difference between revisions of "Change Energy Damage (3.5e Power)"
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{{author | {{author | ||
+ | |adopter=The-Marksman | ||
|author_name=Franken Kesey | |author_name=Franken Kesey | ||
|date_created=04/19/19 | |date_created=04/19/19 | ||
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{{3.5e Power | {{3.5e Power | ||
|name=Change Energy Damage | |name=Change Energy Damage | ||
− | |disc= | + | |disc=Psychokinesis |
− | |desc= | + | |desc=Acid, Cold, Electricity, Fire, Force, Sonic |
− | |lvl= | + | |lvl=Kineticist 2, Psychic Warrior 2, Judge of Existence 2 |
|disp=Material | |disp=Material | ||
|time=1 [[SRD:Immediate Actions|immediate action]] | |time=1 [[SRD:Immediate Actions|immediate action]] | ||
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|pp=3 | |pp=3 | ||
|summary=Convert energy damage type.}} | |summary=Convert energy damage type.}} | ||
− | This acts like a counterspell, but instead of dispeling a spell, it converts the type of damage. This can be applied to both ally and opponent damage, Will save | + | This acts like a counterspell, but instead of dispeling a spell, it converts the type of damage (works on both powers and spells). This can be applied to both ally and opponent damage, Will save to resist. |
This changes up to 10 points of energy damage into a different energy type (i.e., turn cold into fire damage). This has no effect on if the damage hits, and still does the same damage (just a different type). Energy damage is defined as: Acid, Cold, Electricity, Fire, Force and Sonic. This only works on energy damage, not things like piercing or ability damage. This converts the target's effect equally even with such things as lightning strike or area effects (i.e., could convert 10 points of cold damage into fire to all affected creatures). This conversion lasts for only 1 round (+1 per 3 manifester levels), thus energy effects that last longer revert back to their original energy type in following rounds. Damage that exceeds the 10 points is treated as normal. | This changes up to 10 points of energy damage into a different energy type (i.e., turn cold into fire damage). This has no effect on if the damage hits, and still does the same damage (just a different type). Energy damage is defined as: Acid, Cold, Electricity, Fire, Force and Sonic. This only works on energy damage, not things like piercing or ability damage. This converts the target's effect equally even with such things as lightning strike or area effects (i.e., could convert 10 points of cold damage into fire to all affected creatures). This conversion lasts for only 1 round (+1 per 3 manifester levels), thus energy effects that last longer revert back to their original energy type in following rounds. Damage that exceeds the 10 points is treated as normal. | ||
''Example:'' An enemy manifester deals 4d8 damage in an area, this power is cast (to convert fire into cold), the enemy fails its save, all in area receive 10 points of cold damage and the rest in fire (average 8). Thus creatures with immunity or resistance can use this power to aid them or use it to against vulnerable opponents (when used on an ally’s power). | ''Example:'' An enemy manifester deals 4d8 damage in an area, this power is cast (to convert fire into cold), the enemy fails its save, all in area receive 10 points of cold damage and the rest in fire (average 8). Thus creatures with immunity or resistance can use this power to aid them or use it to against vulnerable opponents (when used on an ally’s power). | ||
+ | |||
+ | This does not work against magic weapons or magic equipment (except wands and the like). | ||
'''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. | ||
− | # | + | #Every extra power point spend converts 5 more damage. |
In addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save [[SRD:DC|DC]] increases by 1. | In addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save [[SRD:DC|DC]] increases by 1. | ||
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{{3.5e Psychic Warrior Powers Breadcrumb}}<br/> | {{3.5e Psychic Warrior 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]] | ||
+ | {{Navboxes}} |
Latest revision as of 21:33, 7 July 2019
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Psychokinesis [Acid, Cold, Electricity, Fire, Force, Sonic] | |
Level: | Kineticist 2, Psychic Warrior 2, Judge of Existence 2, , |
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Display: | Material |
Manifesting Time: | 1 immediate action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | One manifester/spellcaster, then all affected creatures in area. |
Duration: | 1 round+1 per 3 manifester levels (D) |
Saving Throw: | Will |
Power Resistance: | Yes |
Power Points: | 3 |
This acts like a counterspell, but instead of dispeling a spell, it converts the type of damage (works on both powers and spells). This can be applied to both ally and opponent damage, Will save to resist.
This changes up to 10 points of energy damage into a different energy type (i.e., turn cold into fire damage). This has no effect on if the damage hits, and still does the same damage (just a different type). Energy damage is defined as: Acid, Cold, Electricity, Fire, Force and Sonic. This only works on energy damage, not things like piercing or ability damage. This converts the target's effect equally even with such things as lightning strike or area effects (i.e., could convert 10 points of cold damage into fire to all affected creatures). This conversion lasts for only 1 round (+1 per 3 manifester levels), thus energy effects that last longer revert back to their original energy type in following rounds. Damage that exceeds the 10 points is treated as normal.
Example: An enemy manifester deals 4d8 damage in an area, this power is cast (to convert fire into cold), the enemy fails its save, all in area receive 10 points of cold damage and the rest in fire (average 8). Thus creatures with immunity or resistance can use this power to aid them or use it to against vulnerable opponents (when used on an ally’s power).
This does not work against magic weapons or magic equipment (except wands and the like).
Augment: You can augment this power in one or more of the following ways.
- Every extra power point spend converts 5 more damage.
In addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save DC increases by 1.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psion/Wilder
Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psychic Warrior
Template:3.5e Judge Powers Breadcrumb
Franken Keseyv [Expand] |
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Adopter | The-Marksman + |
Article Balance | Very High + |
Author | Franken Kesey + |
Descriptor | Acid +, Cold +, Electricity +, Fire +, Force + and Sonic + |
Discipline | Psychokinesis + |
Identifier | 3.5e Power + |
Level | Kineticist 2 +, Psychic Warrior 2 + and Judge of Existence 2 + |
Rating | Unrated + |
Summary | Convert energy damage type. + |
Title | Change Energy Damage + |