Energy Ball (3.5e Invocation)
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Verdant Channeler Least; 2nd |
The verdant channeler gather energy from the green and form a single orb, that she may launch as a free action usable outside of your turn. The orb deal 1d6 damage and an additional d6 at 3rd level and each odd caster level thereafter and require a ranged touch attack to hit. It has a range of 100 feet, deal full damage to the initial target and each adjacent creature are allowed a Reflex save to halves the damage. You may cast this invocation multiple times, increasing the damage dice by one category each time (1d6 to 1d8 to 1d10 to 1d12) to a maximum of d12 and it double it area each time (to a maximum of a 30 ft radius). The orb last until the end of your next turn, the duration reset if you charge it. Once fired, this invocation cannot be used again for 1 round.
The Verdant Channeler may exclude creature from being damage by the orb or it explosion as a free action. When you gain access to lesser invocation the damage improve by +1 per damage dice, +2 per damage dice with greater invocation and +3 per damage dice at green.
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