Difference between revisions of "Thunderstruck (3.5e Feat)"

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(Created page with " {{author |author_name=<!-- Tim --> |date_created=<!-- 18 Aug 2019 --> |status=<!-- Complete --> |balance=<!-- High --> |isnotuser=I'm not a user {{3.5e Feat |name=<!-- OVERC...")
 
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|author_name=Time
|date_created=<!-- 18 Aug 2019 -->
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|date_created=18 Aug 2019
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|balance=<!-- High -->
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{{3.5e Feat
 
{{3.5e Feat
|name=<!-- OVERCHARGE -->
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|name=Overcharge
|types=<!-- [METAMAGIC/ META•ABILITY] -->
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|types=Metamagic
|summary=<!-- Your electric spells and abilities are so intense that they can damage creatures normally resistant or immune to electricity. -->
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|summary=Your electric spells and abilities are so intense that they can damage creatures normally resistant or immune to electricity.
|benefit=You can only apply this metamagic/meta•ability feat to spells with the electricity descriptor and lightning based class abilities. Overcharged lightning spells and abilities are so intensely charged that they are capable of damaging creatures normally unharmed by or resistant to electricity. Overcharged lightning spells completely ignore any resistance to electricity a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to electricity at all. They are still entitled to whatever other defenses the attack allows  
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|benefit=You can only apply this feat to spells with the electricity descriptor and lightning based class abilities. Overcharged lightning spells and abilities are so intensely charged that they are capable of damaging creatures normally unharmed by or resistant to electricity. Overcharged lightning spells completely ignore any resistance to electricity a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to electricity at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance). Creatures normally immune to electricity can be damaged by overcharged lightning spells and ablities as well. Overcharged lightning spells/abilities deal half damage to these creatures (or one-quarter on a successful saving throw). When you take this feat, you gain a pool of "charge points" equal to 3 times your character level. In order use this feat to charge a non-spell class ability, you must spend charge points equal to 1 + the level at which you aquired that ability. An overcharged spell uses up a spell slot one level higher than the spell’s actual level.
(such as saving throws and spell resistance).
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|example=For example, Mialee casts an overcharged lightning bolt at an avoral, a creature normally immune to electricity. She makes her level check to penetrate the avoral’s spell resistance, but the avoral makes his Reflex save against the spell. Mialee rolls the dice, and her lightning bolt deals 42 points of electric damage; since the avoral made his save, the damage is halved to 21 points. This damage is then halved again (since the avoral is normally immune to electricity), and 10 points of electricity damage are actually dealt to the avoral, who is both surprised and upset at this unexpected turn of events.
Creatures normally immune to electricity can be damaged by overcharged lightning spells and ablities as well. Overcharged lightning spells/abilities deal half damage to these creatures (or one-quarter on a successful saving throw).
 
When you take this feat, you gain a pool of "charge points" equal to 3 times your character level. In order use this feat to charge a non-spell class ability, you must spend charge points equal to 1+ the level at which you aquired that ability.
 
|example=<!-- For example, Mialee casts an overcharged lightning bolt at an avoral, a creature normally immune to electricity. She makes her level check to penetrate the avoral’s spell resistance, but the avoral makes his Reflex save against the spell. Mialee rolls the dice, and her lightning bolt deals 42 points of electric damage; since the avoral made his save, the damage is halved to 21 points. This damage is then halved again (since the avoral is normally immune to electricity), and 10 points of electricity damage are actually dealt to the avoral, who is both surprised and upset at this unexpected turn of events. -->
 
|An overcharged spell uses up a spell slot one level higher than the spell’s actual level.
 
|This feat is based on and adapted from the Piercing Cold feat on page
 
49 of Frostburn
 
 
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Revision as of 15:39, 18 August 2019

{{author |author_name=Time |date_created=18 Aug 2019 |status=Complete |balance=High |isnotuser=I'm not a user


Overcharge [Metamagic] Benefit: You can only apply this feat to spells with the electricity descriptor and lightning based class abilities. Overcharged lightning spells and abilities are so intensely charged that they are capable of damaging creatures normally unharmed by or resistant to electricity. Overcharged lightning spells completely ignore any resistance to electricity a creature possesses, bypassing this resistance and dealing damage to the target as if it did not possess any resistance to electricity at all. They are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance). Creatures normally immune to electricity can be damaged by overcharged lightning spells and ablities as well. Overcharged lightning spells/abilities deal half damage to these creatures (or one-quarter on a successful saving throw). When you take this feat, you gain a pool of "charge points" equal to 3 times your character level. In order use this feat to charge a non-spell class ability, you must spend charge points equal to 1 + the level at which you aquired that ability. An overcharged spell uses up a spell slot one level higher than the spell’s actual level. Example: For example, Mialee casts an overcharged lightning bolt at an avoral, a creature normally immune to electricity. She makes her level check to penetrate the avoral’s spell resistance, but the avoral makes his Reflex save against the spell. Mialee rolls the dice, and her lightning bolt deals 42 points of electric damage; since the avoral made his save, the damage is halved to 21 points. This damage is then halved again (since the avoral is normally immune to electricity), and 10 points of electricity damage are actually dealt to the avoral, who is both surprised and upset at this unexpected turn of events.



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PrerequisiteNone +
SummaryYour electric spells and abilities are so intense that they can damage creatures normally resistant or immune to electricity. +
TypeMetamagic +