Ionize - Intensified (3.5e Feat)

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Author: Neostar (talk)
Date Created: October 2020
Status: Finished
Editing: Clarity edits only please
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Ionize - Intensified [Spelltouched] Prerequisites:  Ionize, Ionize - Amplified, Able to cast Ionic Generator spell, Must have been exposed to the Ionic Generator spell every day for four months, Spellcraft 12 ranksBenefit: Electricity becomes easier for you to control. Your nerves and muscles have become accustomed to dealing with heavy discharges of electrical energy. Electricity flow into you veins, your skin become engraved with symmetrical and geometrical light blue patterns, and it look lightly more brilliant and null of imperfection. This particular appearance imposes you another penalty of -4 to all your Disguise check (for a total penalty of -8 with Ionize - Amplified). Contact with water becomes more difficult for you. Each round you spend submerged in water has a 75% chance to force you to lose a stored ionic charge and causing 2d6 electricity damage to you and to creature within 10 feet of you (reductions and immunity do not apply for you). Creature affected by these damage can attempt a Fortitude saving throw (with a DC of 20) to avoid all damage. In counterpart of these changes, you can now store ionic charges up to four times your HDs, and the DC of spells you cast with the electricity descriptor are increased by +2 (for a total of +4 with the Ionize Feat). Finally, this feat giving you access to a new special ability:

Ionic Recovery (Su): When you cast a spell with the [Electricity] descriptor, you can attempt to immediately reabsorb the spell you have cast before its effect is effective by roll a Spellcraft check (DC = 20 + twice the spell level). In case of success the spell end immediately and you gain a number of ionic charges equal to twice the level of the casted spell + 1 ionic charge for each 5 points that your Spellcraft check result is above the DC. In case of failure, you lose the control of the spell and you must success a second Spellcraft check (DC = 20 + level of the spell) to negate the spell before it explode (and you gain no ionic charges). In case of failure of this second Spellcraft check, the spell become out of control and explode around you within a range of 10 feet/5 HD dealing 2d6 electricity damage per level of the spell, wounding all creatures in the area and forcing them to roll a Reflex saving throw (DC = 10 + level of the spell + ability modifier used to cast spell) to halve damage and a Fortitude saving throw (DC = 10 + level of the spell + ability modifier used to cast spell) to avoid being stunned for 1 round. The caster of the spell automatically take the full damages, are stunned for 1 round, and this effect bypass his immunity to electricity.


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Article BalanceHigh +
AuthorNeostar +
Identifier3.5e Feat +
Prerequisite Ionize +, Ionize - Amplified +, Able to cast Ionic Generator spell +, Must have been exposed to the Ionic Generator spell every day for four months + and Spellcraft 12 ranks +
RatingUndiscussed +
SummaryAfter four months to share your body and you mind with a continuous flow of electricity, this bright energy may be used to get a more powerful abilities. +
TitleIonize - Intensified +
TypeSpelltouched +