E=mc^2 (3.5e Spell)

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Author: Luigifan18 (talk)
Date Created: November 18, 2012
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E=mc2
Transmutation [Fire, Sonic, Light, see text]
Level: Sorcerer/Wizard 9
Components: V, S
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: See text
Duration: Concentration (up to 1 round/level) or instantaneous; see text
Saving Throw: Will negates (object) or None or Reflex half; see text
Spell Resistance: Yes (object); see text

This spell is a more powerful version of telekinesis based on the concept that matter and energy are interchangeable.

You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust... or it can make things blow up.

Sustained Force: A sustained force moves an object weighing no more than 50 pounds per caster level up to 40 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one or two hand(s). For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots or steer a ship's wheel, though delicate activities such as these require Intelligence checks (or skill checks, if you can convince the DM that the skill will be applicable to the task).

Combat Maneuver: Alternatively, once per round, you can use E=mc2 to perform a bull rush, disarm, grapple (including pin), trip, constrict, or slam. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm, grapple, trip, and slam), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or Viewtiful Monarch) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). Constriction does 1d4 damage per two caster levels plus your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or Viewtiful Monarch) per round to a creature being grappled with this spell. A slam does 1d8 damage per two caster levels plus your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or Viewtiful Monarch). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level that are within range and all within 50 feet of each other toward any target within 50 feet per level of all the objects. You can hurl up to a total weight of 50 pounds per caster level.

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer or Viewtiful Monarch). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 50 feet (5d6 points).

Relativity Blast: Finally, you can expend the spell energy in a single round by converting the matter in one object or creature per caster level to energy. All objects or creatures affected in this way must be within range and must be within 50 feet of each other. Each object or creature affected in this fashion immediately explodes into a fireball that does 1d6 fire, sonic, and bludgeoning damage for every 20 pounds the object in question weighs (minimum 1d6). All of the damage done by the fireball(s) is classified as all three types; thus, immunity, resistance, or damage reduction does not protect you unless you are immune and/or resistant to all three forms of damage, in which case the smallest resistance/immunity is applied to reduce the damage. The size of a fireball is proportional to the size of the creature or object exploded to generate it, with a Medium creature or object generating a fireball of the same size as the spell. (The size of an object for the purposes of this spell is the object's actual size, not the size of a creature that can comfortably use it as a weapon or piece of equipment. For instance, a Medium greatsword is actually a Tiny object.) You can explode up to a total weight of 50 pounds per caster level. Exploded objects and creatures are utterly destroyed and leave no remains, but may avoid exploding in the first place with a Will save or spell resistance. Objects are only entitled to saves against exploding if they are magic items or being held by a creature (in the latter case, it's actually the owner who makes the saving throw). Creatures and magic items caught in the blast are entitled to a Reflex save for half damage and may use spell resistance to avoid harm entirely. This use of the spell has the fire, sonic, and light descriptors.

Creature/Object Size vs. Relativity Blast Size
Creature/Object Size Creature/Object Space Relativity Blast Radius
Fine ½ ft. 10 ft.
Diminuitive 1 ft. 15 ft.
Tiny 2-½ ft. 15 ft.
Small 5 ft. 20 ft.
Medium 5 ft. 20 ft.
Large 10 ft. 20 ft.
Huge 15 ft. 30 ft.
Gargantuan 20 ft. 30 ft.
Colossal 30 ft. 50 ft.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Luigifan18's Homebrew (383 Articles)
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Facts about "E=mc^2 (3.5e Spell)"
Article BalanceVery High +
AuthorLuigifan18 +
ComponentV + and S +
DescriptorFire +, Sonic +, Light + and see text +
Identifier3.5e Spell +
LevelSorcerer/Wizard 9 +
RangeOther +
RatingUnrated +
SchoolTransmutation +
SummaryA more powerful version of telekinesis that can also make things go boom via the power of relativity. +
TitleE=mc^2 +