Ground Control (3.5e Power)
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| Foxwarrior (talk) | |
|---|---|
| Date Created: | 8/3/10 |
| Status: | Just started |
| Editing: | Please feel free to edit constructively! |
{{#set:Summary=You shake the ground and move it about. }}
| Psychokinesis{{#set:Discipline=Psychokinesis}} [{{#arraymap: Earth|, |x|{{#set:Effect=x}}x}}] | |
| Level: | ,|x|{{#set:Level=x}}}} |
|---|---|
| Display: | Audible, Visual, Mental |
| Manifesting Time: | Standard |
| Range: | Close (25' +5'/2 levels) |
| Area: | The ground in a 30' radius |
| Duration: | Concentration |
| Saving Throw: | Reflex |
| Power Resistance: | No |
| Power Points: | 1 |
The ground trembles and shakes.
At the beginning of each character's turn, if that character is standing on affected ground, that character must make a Reflex save or fall prone.
Augment:
- You can spend 3 power points to make it so that each character or object that ends its turn prone on the affected ground takes 1d6 points of bludgeoning damage per manifester level.
- You can spend 5 power points to increase the duration of Ground Control from Concentration to 1 hour/level.
- You can spend 2 power points to increase the range of Ground Control to Medium, 5 points to increase it to Long, or 10 points to increase it to "Anywhere on this plane".
- 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 5 power points to gain the ability to raise or lower the affected region by 10 feet at the beginning of your turn.
- You can spend 1 power point to make the affected region into difficult terrain.
For every 2 points you spend augmenting Ground Control, the save DC increases by 1.