Difference between revisions of "Ground Control (3.5e Power)"
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Foxwarrior (talk | contribs) (now this one wasn't really as strong as ''sleep'' to begin with) |
Foxwarrior (talk | contribs) (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 | + | * 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
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Psychokinesis [Earth] | |
Level: | World Dominator 1 |
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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.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → World Dominator
Foxwarriorv |
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Facts about "Ground Control (3.5e Power)"
Author | Foxwarrior + |
Descriptor | Earth + |
Discipline | Psychokinesis + |
Identifier | 3.5e Power + |
Level | World Dominator 1 + |
Rating | Undiscussed + |
Summary | You shake the ground and move it about. + |
Title | Ground Control + |