Basic Fire Weaving (3.5e Weave)
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saidar, saidin, True Power (Fire) [Fire, Light] | |
Prerequisites: | Level 1 |
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Minimum Cost: | 1 |
Maximum Cost: | 20 |
Casting time: | Standard |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | Varies |
Duration: | Varies |
Saving Throw: | Reflex (see text) |
Spell Resistance: | No |
When you create this weave, choose one of the following effects:
- Fire Bolt: Deal 1d4 points of Fire damage per character level to a single target unless they succeed on a Reflex save. This costs 4 points of energy, although you can deal 1d6 points per character level for 8 energy, or 1d8 points per character level for 15 energy. Fire Bolt is instantaneous.
- Fire Burst: Deal 1d4 points of Fire damage per character level to everything in a 5' radius around the target point, with a Reflex save for half damage. This costs 6 points of energy, although you can deal 1d6 points per character level instead for 6 more energy, and increase its radius by 5' for 4 more energy or by 10' for 8 more energy. Fire Burst is instantaneous.
- Roaring Flames: Fill a 5' cube with fire which ignites things that touch it, dealing 2d6 points of fire damage per round, as described in the DMG. When the 5' cube of fire is created, creatures in the area may make a Reflex save to move to an adjacent square. This costs 8 points of energy.
- Sustain: Sustaining Roaring Flames is a swift action to sustain the flames for 1 more round.
- Tie Off: Tying off Roaring Flames costs 15 points of energy, and takes a full-round action.
- Illuminate: The target unattended object now sheds light like a torch. Creating this weave costs 2 points of energy.
- Sustain: Sustaining Illuminate is a move action to sustain the light for 3 more rounds.
- Tie Off: Tying off Illuminate costs 3 points of energy, and takes a full-round action.
- Glowing Orbs: Create a number of small glowing orbs within range that each shed dim light out to 10 feet. For every orb you wish to create, you must spend 1 point of energy.
- Sustain: Sustaining Glowing Orbs is a move action to sustain the orbs for 1 more round, and move them to other locations within range.
- Tie Off: Tying off Glowing Orbs costs 2 points of energy per orb, and takes a full-round action. The orbs sit at whatever location they were currently at. You may instead tie off the orbs so that they will respond to verbal commands, at the additional cost of 3 points of energy per orb. If you do, the orbs will move 20' per round at either anyone's request or only your request.
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