Breath of Cold (3.5e Power)
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Revision as of 17:25, August 4, 2010 by Foxwarrior (Talk | contribs)
| Foxwarrior (talk) | |
|---|---|
| Date Created: | 8/4/10 |
| Status: | Just started |
| Editing: | Please feel free to edit constructively! |
{{#set:Summary=You exhale a lot of cold air. }}
| Psychometabolism{{#set:Discipline=Psychometabolism}} [{{#arraymap: Cold|, |x|{{#set:Effect=x}}x}}] | |
| Level: | ,|x|{{#set:Level=x}}}} |
|---|---|
| Display: | Audible, Visual, Mental |
| Manifesting Time: | Standard |
| Range: | Emanates from self |
| Area: | Medium (100' +10'/level) cone |
| Duration: | instantaneous |
| Saving Throw: | Fortitude partial |
| Power Resistance: | Yes |
| Power Points: | 1 |
You breathe a cone of cold air, dealing 1d6 points of cold damage per manifester level to every creature in the region, with half damage on a successful Fortitude save.
Augment:
- You can spend any number of additional power points to double the affected region for each point spent. This does not follow D&D's multiplication rule.
- You can spend 4 additional power points to make all characters who fail their Fortitude save take 2 points of ability damage to each ability score.
- You can spend 3 additional power points to make the cone function as gust of wind for 1 round per two manifester levels.
- You can spend 2 additional power points to make all surfaces touched by the Breath of Cold be "Severely Slippery" and all air within that region be extremely cold for 1 round per two manifester levels.
- You can spend 2 additional power points to increase the durations of augments to Breath of Cold to 1 round/level, or 5 additional power points to increase the durations to 1 hour/level, or 10 additional power points to increase the durations to Permanent.
For every 2 power points you spend augmenting Breath of Cold, the save DC increases by 1.