Change Magnetics (3.5e Power)
From Dungeons and Dragons Wiki
| |||||||||||
| |||||||||||
Rate this article Discuss this article |
Psychokinesis [Earth] | |
Level: | Kineticist 4, Judge of Existence 4, |
---|---|
Display: | Visual |
Manifesting Time: | 1 immediate action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One metal object; see text |
Duration: | 1 round/level (D) |
Saving Throw: | Strength; see text |
Power Resistance: | No |
Power Points: | 7 |
Can take control of one iron, steel or adamantine weapon (treat like control object). This may be used to take sheathed and wielded weapons from opponents (Strength check DC10+manifester's mental modifier, to resist). This has no effect on mithral, silver or other metals.
Augment: You can augment this power in one or more of the following ways.
- For every 2 extra power points spent, this property is applied to one more weapon.
- If you spend 2 extra power points, controls a creature wearing metal armor (treat like control body), to any creature wearing medium or heavy, steel or adamantine armor (Strength check DC10+manifester's mental modifier, to resist). Creatures wearing light or non-steel or adamantine armor are unaffected.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psion/Wilder
Template:3.5e Judge Powers Breadcrumb
Franken Keseyv |
---|
Facts about "Change Magnetics (3.5e Power)"
Adopter | The-Marksman + |
Article Balance | Very High + |
Author | Franken Kesey + |
Descriptor | Earth + |
Discipline | Psychokinesis + |
Identifier | 3.5e Power + |
Level | Kineticist 4 + and Judge of Existence 4 + |
Rating | Unrated + |
Summary | Controls metallic weapons and armor. + |
Title | Change Magnetics + |