Difference between revisions of "Haunted Telekinesis (3.5e Feat)"

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(Created page with "{{author |author_name=Leziad |date_created=9th May 2021 |status=Complete |balance=High}} {{3.5e Feat |name=Haunted Telekinesis |types= |summary=You gain the haunted curse and...")
 
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|benefit=You gain an Haunted Oracle Curse<sup>Pathfinder</sup>, using your character level as your curse level. If you are an oracle with the haunted curse, you count as 2 levels higher for the purpose of receiving the benefit of that curse.
 
|benefit=You gain an Haunted Oracle Curse<sup>Pathfinder</sup>, using your character level as your curse level. If you are an oracle with the haunted curse, you count as 2 levels higher for the purpose of receiving the benefit of that curse.
  
Additionally you may treat the following telekinesis-based spells as necromancy when beneficial: ''head explode''<sup>Pathfinder</sup>, [[SRD:Mage Hand|''mage hand'']], [[SRD:Telekinesis|''telekinesis'']] and other versions of those spells (such as greater or partial versions).
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Additionally you may treat the following telekinesis-based spells as necromancy when beneficial: [[Force Pulse (3.5e Spell)|''force pulse'']], ''head explode''<sup>Pathfinder</sup>, [[SRD:Mage Hand|''mage hand'']], [[SRD:Telekinesis|''telekinesis'']] and other versions of those spells (such as greater or partial versions).
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
|example=<!-- If your feat has a complicated mechanic, give an example of how it works. -->
 
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Revision as of 20:44, 9 May 2021

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Author: Leziad (talk)
Date Created: 9th May 2021
Status: Complete
Editing: Clarity edits only please
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Haunted Telekinesis [General] You have ghostly hands which bothers you, you can make them do useful stuff though.Prerequisites: Must be able to cast 1st level necromancy spells.Benefit: You gain an Haunted Oracle CursePathfinder, using your character level as your curse level. If you are an oracle with the haunted curse, you count as 2 levels higher for the purpose of receiving the benefit of that curse.

Additionally you may treat the following telekinesis-based spells as necromancy when beneficial: force pulse, head explodePathfinder, mage hand, telekinesis and other versions of those spells (such as greater or partial versions). Special: You cannot take this feat if you have the Haunted flaw.



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Leziad's Homebrew (4496 Articles)
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Article BalanceHigh +
AuthorLeziad +
Identifier3.5e Feat +
PrerequisiteMust be able to cast 1st level necromancy spells. +
RatingUndiscussed +
SummaryYou gain the haunted curse and treat some telekinesis-like feats as necromancy spells. +
TitleHaunted Telekinesis +
TypeGeneral +