D20:Energy Ball Power
|Range:||Long (400 ft. + 40 ft./level)Template:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target|
|Saving Throw:||Reflex half or Fortitude half; see text|
Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A ball of this energy type deals +1 point of damage per die.
Sonic: A ball of this energy type deals ?1 point of damage per die and ignores an object?s hardness.
This power?s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power?s damage increases by one die (d6). For each extra two dice of damage, this power?s save DC increases by 1.
Back to System Reference Document → Powers.
|This article is a D20 reference page|
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
, 04-04-2007 at 02:59 PM|
Last edited by , 10-23-2011 at 11:55 AM
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By Arjan in forum D20 system reference documentComments: 0Last Post: 04-04-2007, 02:58 PM