Energy Spheres (3.5e Power)
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|Metacreativity [Acid, Cold, Electricity, Fire, Sonic]|
|Manifesting Time:||1 standard action|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Effect:||Creates 4 colored spheres or more|
|Saving Throw:||Reflex half or Fort ½ (see text)|
You create a circle of four or more colored spheres that orbit your head at a distance of 1 foot. These spheres provide the same amount of light as a torch and can be used offensively or defensively. You can select from any of the five types of energy for each sphere (acid, cold, electricity, fire, sonic) when manifesting this power. (For example, you can choose to have 2 spheres of cold and two spheres of electricity energy if you desire.)
On your turn you can direct one or more spheres, as a move action, to strike a creature or creatures in range -- no two of which can be more then 30 feet apart. Each sphere inflicts 1d4 points of energy damage to a single creature. The target can make a Reflex/Fort save for half damage against each sphere. Once a sphere strikes a target it is destroyed.
If you are attacked with an effect that causes energy damage, and a sphere of that type is still present, you can have the sphere absorb some of that energy damage, which destroys the sphere. The sphere can absorb up to 4 points of damage. More than one sphere can be directed against the energy attack in a single round, and each sphere that absorbs damage is destroyed. The spheres move to the attack and thus absorb damage before other forms of energy protection.
If this power is manifested again while spheres from an earlier manifestation still exist, the power simply replaces destroyed spheres. In other words, you receive a maximum of 4 unless you augmented for more spheres at a time regardless of how many times you manifest the power.
Acid : A sphere 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.
Cold : A sphere of this energy type deals +1 point of damage per dice. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.
Electricity : A sphere 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 sphere of this energy type deals +1 point of damage per dice.
Sonic: A sphere of this energy type deals –1 point of damage per dice and ignores an object's hardness.
This power's subtype is the same as the type of energy you manifest.
You can augment this power in one or more of the following ways.
- For every 2 additional power points you spend, this power creates an additional sphere.
- For every additional power point you spend, this power’s range increases by 10 ft and duration by 1 round.
- Every 2 PP spent, the damage increases by +1d4 and the spheres can absorb 4 more of their energy type.
In addition, for every 2 pp spent this power’s save DC increases by +1.