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

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Latest revision as of 21:35, 7 July 2019

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Adopter: The-Marksman (talk)
Original Author: Franken Kesey (talk)
Date Created: 03/29/19
Status: Fin
Editing: Clarity edits only please
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Change Magnetics
Psychokinesis [Earth]
Level: Kineticist 4, Judge of Existence 4,
Display: Visual
Manifesting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One metal object; see text
Duration: 1 round/level (D)
Saving Throw: Strength; see text
Power Resistance: No
Power Points: 7

Can take control of one iron, steel or adamantine weapon (treat like control object). This may be used to take sheathed and wielded weapons from opponents (Strength check DC10+manifester's mental modifier, to resist). This has no effect on mithral, silver or other metals.

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

  1. For every 2 extra power points spent, this property is applied to one more weapon.
  2. If you spend 2 extra power points, controls a creature wearing metal armor (treat like control body), to any creature wearing medium or heavy, steel or adamantine armor (Strength check DC10+manifester's mental modifier, to resist). Creatures wearing light or non-steel or adamantine armor are unaffected.

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Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AdopterThe-Marksman +
Article BalanceVery High +
AuthorFranken Kesey +
DescriptorEarth +
DisciplinePsychokinesis +
Identifier3.5e Power +
LevelKineticist 4 + and Judge of Existence 4 +
RatingUnrated +
SummaryControls metallic weapons and armor. +
TitleChange Magnetics +