Potestas: a D&D3E supplement

Spells

Energy

Evocation [Energy]
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Minimum Power Points: 0

Your successful melee touch attack deals 4 points of energy damage.
Restriction: Choose one type of energy when you learn this spell. This spell only creates that type of energy. Different types of energy have different effects.
Acid: Change the spell school to Conjuration (Creation) and the duration to 1 round/Power point. Acid attacks do not cause standard damage. Instead, they cause 8 points of damage per round. Acid attacks that allow a saving throw against the acid damage use Reflex saves. Acid attacks ignore the hardness of objects.
Cold: Creatures with the Cold subtype are immune to cold attacks, while creatures with the Fire subtype are vulnerable to cold attacks and take half as much again (+50%) damage from cold attacks. Cold attacks that allow a saving throw against the cold damage use Reflex saves. Cold attacks divide the damage dealt by 4 before applying the hardness of objects.
Electricity: Electricity attacks are more likely to affect targets in metal armour or water (+3 modifier to attack roll or DC of saving throw), and less likely to affect targets who are flying (-3 modifier to attack roll or DC of saving throw). Electricity attacks that allow a saving throw against the electricity damage use Reflex saves. Electricity attacks divide the damage dealt by 2 before applying the hardness of objects.
Fire: Creatures with the Fire subtype are immune to fire attacks, while creatures with the Cold subtype are vulnerable to fire attacks and take half as much again (+50%) damage from fire attacks. Fire attacks that allow a saving throw against the fire damage use Reflex saves. Fire attacks divide the damage dealt by 2 before applying the hardness of objects.
Force: Force attacks do not cause standard damage except to incorporeal creatures and objects. Incorporeal creatures and objects cannot avoid force attacks, and do not have the normal 50% chance of ignoring damage from a corporeal source. Against normal creatures and objects, Force attacks deal 2 points of damage for every Power point expended. Force attacks that allow a saving throw against the force damage use Reflex saves. Force attacks do not divide the damage before applying the hardness of objects.
Sonic: Sonic attacks do not cause standard damage except to brittle or crystalline objects and creatures. In addition, they can stun a creature for 1 round (always allows Fortitude save to negate). Against normal objects and creatures, they deal 2 points of damage for every Power point expended and can deafen a creature for 1d6 rounds for every 4 Power points expended (always allows a Fortitude save for half duration). Sonic attacks that allow a saving throw against the sonic damage use Fortitude saves. Sonic attacks ignore the hardness of objects.
Heightened: Each additional Power point increases the energy damage caused by 4 points. You must expend 1 Power point to cast this spell before you can heighten it or enhance it with metamagic feats.
Special: You can enhance this spell with the Ray Spell feat for +0 Power power points instead of the usual +2 Power points. The energy ray has a Range of Close, Minimum Power Points of 1, and requires a ranged touch attack.
Sample Enhanced Spells: Energy Burst, Energy Cone, Energy Line, Energy Ray.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 5 October 2005