D20:Time Hop Power
|Display:||Auditory and visual|
|Range:||Close (25 ft. + 5 ft./2 levels)Template:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target|
|Duration:||1 round/level; see text|
|Saving Throw:||Will negates|
In each round of the power?s duration, on what would have been the subject?s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
2. 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.
, 04-04-2007 at 10:23 PM|
Last edited by , 10-23-2011 at 11:55 AM
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