Preternatural Spell (4e Feat)
Preternatural Spell [Racial]
You can cast a spell that changes throughout time.
Benefit: You replace one of your arcane at-will spells with preternatural spell. When you first take this feat, and whenever you take an extended rest, roll three times on the table below (once for each column) to determine the effects of the spell,
d8 | Range and Damage[1] | Attack and Hit[2] | Effect |
---|---|---|---|
1 | Melee 1 (one target) 1d10 damage | Intelligence vs. Reflex Fire damage and if the target ends its next turn in the same square, it suffers fire damage equal to your Constitution modifier. | Miss: The target suffers damage equal to your Constitution modifier, of same type as the power's damage keyword. |
2 | Ranged 5 (one or two creatures) 1d6 damage | Intelligence vs. Reflex Force damage and the target is teleported 1 square. | Effect: You gain a +1 power bonus to your next attack roll this encounter if it is against a target not included in this attack. |
3 | Ranged 10 (one creature) 1d10 damage | Intelligence vs. Reflex Lightning damage | Effect: Squares in the burst or blast (or the squares the target occupies if this is a melee or ranged attack) creates a zone of reality warp that lasts until the end of your next turn. Any creature that enters the zone or starts its turn there takes force damage equal to your Constitution modifier. |
4 | Ranged 20 (one creature) 1d8 damage | Intelligence vs. Fortitude Acid damage and the target suffers a -2 penalty to AC until the end of your next turn | Miss: You gain temporary hit points equal to your Constitution modifier. |
5 | Close blast 3 (creatures in burst) 1d6 damage | Intelligence vs. Fortitude Poison damage and the target is weakened until the end of your next turn | Effect: The power's area creatures a zone of difficult terrain that lasts until the end of your next turn. |
6 | Close burst 1 (enemies in burst) 1d6 damage | Intelligence vs. Fortitude Cold damage and the target is slowed until the end of your next turn. | Miss: The target suffers a -1 penalty to hit you until the end of your next turn. |
7 | Area burst 1 within 10 (creatures in burst) 1d6 damage | Intelligence vs. Will Psychic damage and the target is dazed until the end of your next turn. | Effect: You gain resistance to the energy type of this power, equal to your Constitution modifier, until the end of your next turn. |
8 | Area burst 1 within 5 (enemies in burst) 1d6 damage | Intelligence vs. Will Thunder damage and the target suffers a -2 penalty to attack rolls until the end of your next turn. | Miss: The target cannot make opportunity attacks until the end of your next turn. |
- For damage values, also add Intelligence modifier. At level 21, add an additional damage die.
- The power gains the keyword appropriate for the damage type.
Examples
At the end of an extended rest, the farspawn wizard with this feat rolls d8 three times. The result is 2, 2, 1, so the power looks like this:
Back to Main Page → 4e Homebrew → Character Options → Feats → Heroic Tier Racial
gollark: That does NOT apiologically functionize.
gollark: :GWcodezGopher:
gollark: What do you mean "global emotes"?
gollark: > isnt it athleio, not alethio? or am i unable to spell.Quite possibly.
gollark: Too bad.
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