D20:False Sensory Input Power
|Range:||Long (400 ft. + 40 ft./level)Template:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target|
|Duration:||Concentration, up to 1 min./level (D)|
|Saving Throw:||Will negates|
You can switch between senses you falsify round by round. You can?t alter the size of an object by more than 50% by using this power. Thus, you couldn?t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling or pinned.
Because you override a victim?s senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.
Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
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.
, 05-20-2007 at 01:27 AM|
Last edited by , 10-23-2011 at 12:00 PM
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