Difference between revisions of "Basic Magic Strike (3.5e Variant Rule)"
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Latest revision as of 19:45, 22 April 2014
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Basic Magic Strike
Introduction[edit]
This fixes about as many things as it breaks, and should only be used in highly magical campaigns in which everything has latent magic. This basically gives eldritch blast to everybody as an action of last resort. Unlike eldritch blast, it may not be augmented by feats (it's supernatural instead of spell-like) or invocations (it's not eldritch blast).
The bonus in having this ability is that if a character is ever useless for a round, they can at least possibly do damage instead of sitting around doing nothing. The damage is pitiful outside of monk level games, so this ability is unlikely to be used often.
Rule Mechanics[edit]
Every creature with an intelligence score greater than 3 gains the ability to shoot a ray of energy as a standard action. This ray of energy requires a successful ranged touch attack, has a range of 30 feet, and deals 1d6 untyped damage per 2 points of a creature's Challenge Rating. The damage thus applies to living creatures, constructs, undead, and objects. Due to the "round down rule", this ability may not be used before a creature is at least CR 2.
Variants[edit]
This could be psionic instead of magic.
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