Difference between revisions of "Change Earth (3.5e Power)"

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'''Augment:''' You can augment this power in one or more of the following ways.
 
'''Augment:''' You can augment this power in one or more of the following ways.
 
#If you spend 2 extra [[SRD:Power Points|power points]] (to any of the above or below), the area of effect increases by 5’ in all three dimensions.
 
#If you spend 2 extra [[SRD:Power Points|power points]] (to any of the above or below), the area of effect increases by 5’ in all three dimensions.
#If you spend 4 extra power points, moves earth (treat like ''[[SRD:Move Earth|move]]'' with the above changes in area).</onlyinclude>
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#If you spend 4 extra power points, moves earth (treat like ''[[SRD:Move Earth|move earth]]'' with the above changes in area).</onlyinclude>
  
 
In addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save [[SRD:DC|DC]] increases by 1.
 
In addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save [[SRD:DC|DC]] increases by 1.
 
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{{3.5e Psion/Wilder Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
 
{{3.5e Psion/Wilder Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]

Revision as of 18:17, 15 April 2019

Homebrew.png
Author: Franken Kesey (talk)
Date Created: 04/14/19
Status: Fin
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
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Psionic Transmute Earth
Psychometabolism
Level: Psion/Wilder 3, Judge of Existence 3, Wildknife 3, ,
Display: Material
Manifesting Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Area: 10’ cube/level (S)
Duration: Instantaneous
Saving Throw: Reflex
Power Resistance: No
Power Points: 5

A single use does only one of the following:

  • Harden Ground: Change normal mud or sand into soft stone (sandstone or a similar mineral) permanently (Reflex save DC15). Creatures who fail the check take 3d8 bludgeoning damage.
  • Soften Ground: Change natural, uncut or unworked rock of any sort into an equal volume of mud permanently. This has no effect on magical or worked stone (Reflex DC15). Creatures who fail the check sink until hip deep, reducing its speed to 10 feet and causing a –2 penalty on attack rolls and AC. If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 3d8 bludgeoning damage to anyone caught directly beneath the area (Survival check for half).

Augment: You can augment this power in one or more of the following ways.

  1. If you spend 2 extra power points (to any of the above or below), the area of effect increases by 5’ in all three dimensions.
  2. If you spend 4 extra power points, moves earth (treat like move earth with the above changes in area).

In addition, for every 2 extra power points you spend to achieve any of these effects, this power’s save DC increases by 1.


Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsion/Wilder

Article BalanceVery High +
AuthorFranken Kesey +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelPsion/Wilder 3 +, Judge of Existence 3 + and Wildknife 3 +
RatingUndiscussed +
SummaryPsionic soften earth and stone, and transmute mud to rock and rock to mud. +
TitleChange Earth +