Basic Water Weaving (3.5e Weave)
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saidar, saidin, True Power (Water) | |
Prerequisites: | Level 1 |
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Minimum Cost: | 1 |
Casting time: | Standard |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | Varies |
Duration: | Varies |
Saving Throw: | Fortitude or Will (see text) |
Spell Resistance: | No |
When you create this weave, choose one of the following effects:
- Gather Water: At the cost of 3 points of energy, you may gather all loose water seeped into the ground or existing as humidity in the air in a sphere somewhere within the affected 5' cube region. For every additional point of energy you spend, you may gather water from an additional 5' cube.
- Clean: You can clean mundane dirt and grime off of all surfaces in a 5' cube at the cost of 2 point of energy. For every 2 additional points you spend, you can clean another 5' cube.
- Keeping: Prevent one pound of food or drink per point of energy from spoiling for an additional 1d6 weeks.
- Waterproof: Water slicks off the chosen object or creature, keeping it dry. The creature or object may make a Will save to resist this effect. This costs 3 points.
- Sustain: Sustaining Waterproof takes a move action to sustain for 5 more rounds.
- Tie Off: Tying off Waterproof costs 5 points of energy, and takes a full-round action.
- Rust: A targeted metal object weighing no more than 100 pounds takes 1 point of damage per character level per round. This ignores hardness. This costs 4 points of energy.
- Sustain: Sustaining Rust is a move action to deal the damage for 2 more rounds.
- Tie Off: Tying off Rust costs 4 points of energy, and takes a full-round action.
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