Meteologic Aport (3.5e Power)
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Psychoportation | |
Level: | Psion/Wilder 5 |
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Display: | Auditory |
Manifesting Time: | 10 minutes; see text |
Range: | 2 miles; see text |
Area: | 2-mile-radius circle, centered on you; see text |
Duration: | 4d6 hours; see text |
Saving Throw: | None |
Power Resistance: | No |
Power Points: | 9 |
You shift a large area of mass from one part of the world to another, pulling a rainstorm which may be occurring far away over the desert, or summoning a tornado in an otherwise peaceful environment. You change the weather in the local area. It takes 10 minutes to manifest the power and an additional 10 minutes for the effects to manifest. You can call forth weather which would be inappropriate to the climate and season of the area you are in. The weather choices you may summon are rain, snow, sleet, hail, fog, thunderstorms, various temperatures as extreme as -10 and 100 Fahrenheit, and up to severe winds. You may select up to two choices at once, though contradictory conditions are not possible simultaneously.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use manifest this power again to designate a new kind of weather (which fully manifests itself 10 minutes later).
Meteologic aport can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
Augment: For each additional power point you spend, you can select another weather condition to occur simultaneously. Contradictory conditions are still not possible simultaneously.
By spending an additional 2 power points you can manifest this ability as a standard action. The weather comes into effect 1 round later, but the range is only 200 feet around yourself, the duration is 1 minute, and the effect vanishes immediately at the end of the duration. Weather effects occur quicker; effects which run every minute occur every round, effects which occur every 10 minutes occur every minute, effects which occur every hour occur every minute, and so forth.
By spending an additional 4 power points you can select from an expanded list of weather types: duststorms, snowstorms, windstorms, blizzards, hurricanes, tornados, and various temperatures as extreme as -50 and 140 Fahrenheit. If you spend an additional 4 points after that, you can bring in weather which does not originate on your planet. You gain the ability to raise or lower the air pressure dramatically, bring in toxic atmosphere, acidic atmosphere, irradiated atmosphere, cause various temperatures as extreme as -100 and 200 Fahrenheit, and summon extraplanetary hurricanes. Their effects are defined below.
Name | Effect |
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High Air Pressure | Creatures in the area take 3d6 damage per minute from the high pressure. Sonic effects have their power strengthened by 50% in the area. Fly speeds are reduced by 10 feet. |
Low Air Pressure | Creatures in the area take 1d6 damage per minute from the low pressure. Sonic effects have their power weakened by 50% in the area. A creature can only run half as long as it normally would before it becomes fatigued. |
Toxic Atmosphere | The atmosphere is poisonous to breath. Creatures must make a DC 20 Fortitude save or take 1d4 points of Dexterity damage per minute from the deadly neurotoxins. Immunity to poison renders creatures immune to this effect. |
Acidic Atmosphere | The atmosphere is caustic, dealing 1d6 points of acid damage every minute. Creatures must make a DC 20 Fortitude save or be sickened while in the effect. A successful save negates the sicken effect for 1 minute, then they must make another saving throw. |
Irradiated Atmosphere | The atmosphere gives off radiation, illuminating the surroundings as if the entire area was lit by torchlight. Creatures must make a DC 20 Fortitude save or take 1d2 Con damage every minute. Creatures which are completely covered in robes or thicker materials only take the damage every 10 minutes. |
Unearthly Cold | Unprotected characters (those not dressed for cold weather or not using weather-resisting abilities such as endure elements) take 1d6 cold damage and 1d4 nonlethal once per minute. Protected characters take the damage every 10 minutes. |
Extreme Heat | Unprotected characters (those not dressed for hot weather or not using weather-resisting abilities such as endure elements) take 1d6 fire damage and 1d4 nonlethal once per minute. Protected characters take the damage every 10 minutes. |
Extraplanetary Hurricane | Wind speed 301-600 mph. Ranged and siege attacks are impossible. Huge or smaller creatures are blown away. Gargantuan creatures are knocked down. Colossal creatures are checked. If a large or smaller creature is blown away, they take twice as much damage and travel twice as far as normal. The Fortitude DC is 10 + 1/2 your character level + your manifesting modifier. This level of wind speed is difficult to maintain and after 1 minute, it drops to hurricane force winds. |
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