Difference between revisions of "Ground Control (3.5e Power)"

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(now this one wasn't really as strong as ''sleep'' to begin with)
(toning down range to one that doesn't suggest ignoring line of effect)
 
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* You can spend 3 power points to make it so that each character or object that ends its turn prone on the affected ground takes 1d6 points of bludgeoning damage per manifester level.
 
* You can spend 3 power points to make it so that each character or object that ends its turn prone on the affected ground takes 1d6 points of bludgeoning damage per manifester level.
 
* You can spend 5 power points to increase the duration of Ground Control from Concentration to 1 hour/level.
 
* You can spend 5 power points to increase the duration of Ground Control from Concentration to 1 hour/level.
* You can spend 2 power points to increase the range of Ground Control to Medium, 5 points to increase it to Long, or 10 points to increase it to "Anywhere on this plane".
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* You can spend 2 power points to increase the range of Ground Control to Medium, 5 points to increase it to Long, or 10 points to increase it to 1 mile per manifester level.
 
* You can spend any number of additional power points to double the affected region for every 2 points spent. This does not follow D&D's multiplication rule.
 
* You can spend any number of additional power points to double the affected region for every 2 points spent. This does not follow D&D's multiplication rule.
 
* You can spend 5 power points to gain the ability to raise or lower the affected region by 10 feet at the beginning of your turn.
 
* You can spend 5 power points to gain the ability to raise or lower the affected region by 10 feet at the beginning of your turn.

Latest revision as of 07:23, 22 November 2012

Homebrew.png
Author: Foxwarrior (talk)
Date Created: 8/3/10
Status: Just started
Editing: Clarity edits only please
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Ground Control
Psychokinesis [Earth]
Level: World Dominator 1
Display: Audible, Visual, Mental
Manifesting Time: Standard
Range: Close (25' +5'/2 levels)
Area: The ground in a 30' radius
Duration: Concentration
Saving Throw: Reflex
Power Resistance: No
Power Points: 1


The ground trembles and shakes.

At the beginning of each character's turn, if that character is standing on affected ground, that character must make a Reflex save or fall prone.

Augment:

  • You can spend 3 power points to make it so that each character or object that ends its turn prone on the affected ground takes 1d6 points of bludgeoning damage per manifester level.
  • You can spend 5 power points to increase the duration of Ground Control from Concentration to 1 hour/level.
  • You can spend 2 power points to increase the range of Ground Control to Medium, 5 points to increase it to Long, or 10 points to increase it to 1 mile per manifester level.
  • You can spend any number of additional power points to double the affected region for every 2 points spent. This does not follow D&D's multiplication rule.
  • You can spend 5 power points to gain the ability to raise or lower the affected region by 10 feet at the beginning of your turn.
  • You can spend 1 power point to make the affected region into difficult terrain.

For every 2 points you spend augmenting Ground Control, the save DC increases by 1.



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Foxwarrior's Homebrew (780 Articles)
Foxwarriorv
AuthorFoxwarrior +
DescriptorEarth +
DisciplinePsychokinesis +
Identifier3.5e Power +
LevelWorld Dominator 1 +
RatingUndiscussed +
SummaryYou shake the ground and move it about. +
TitleGround Control +