Flames (3.5e Suit)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Flames[edit]
The maximum possible fiery destruction a Cardshark can hope to achieve is right here. As is the convention for Suits, the casting time is listed in parentheses.
Ace (low) (Standard): As burning hands, but no maximum damage.
Two (Standard): As continual flame, but no material component.
Three (Standard): As produce flame, but no maximum damage.
Four (Standard): As flaming sphere, but no material component.
Five (Standard): As heat metal.
Six (Standard): As scorching ray, but no maximum number of rays.
Seven (Standard): As magic missile, but one 1d6 fire damage missile per caster level (no maximum) instead of a couple of 1d4+1 force damage missiles.
Eight (Standard): As fire shield, but no material component or maximum damage.
Nine (Standard): As fireball, but no material component or maximum damage.
Ten (Standard): As flame strike, but no maximum damage.
Jack (Standard): As flame arrow, but no material component, and adds 1d6 points of fire damage per four caster levels.
Queen (Standard): As fire storm, but no maximum damage.
King (Standard): As meteor swarm.
Ace (high) (Immediate): As delayed blast fireball, but no material component or maximum damage.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Suits
Foxwarriorv |
---|
Article Balance | High + |
Author | Foxwarrior + |
Identifier | 3.5e Suit + |
Rating | Undiscussed + |
Summary | The maximum possible fiery destruction a Cardshark can hope to achieve is right here. + |
Title | Flames + |