Velocity Trap (3.5e Power)

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Author: Eiji-kun (talk)
Date Created: 2-2-15
Status: Complete
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Velocity Trap
Psychoportation
Level: Psion/Wilder 1, Psychic Warrior 1,
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft square on a surface
Duration: 1 minute/level (D)
Saving Throw: Reflex partial; see text
Power Resistance: No
Power Points: 1


You create a glowing "boost pad" on the ground, a thin disc-like treadmill which has waves radiating from one side to the other at various speeds. Stepping on the boost pad causes the creature to be launched 5 ft in the direction the boost pad is facing. This movement provokes attacks of opportunity, and you stop short unharmed if you hit an obstruction in the way. The manifester can change the direction of any one velocity trap as a move action during its duration.

Any creature in the area when the spell is cast must make a successful Reflex save or be forcefully moved. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Velocity traps can lead into other velocity traps, but a creature can only be affected by the same velocity trap once per round no matter how many times they pass over it.

Note: Magic traps such as an invisible velocity trap are hard to detect and disable. A rogue (only) can use the Search skill to find a velocity trap and Disable Device to thwart it. The DC in each case is 25 + power level. A visible velocity trap has no Search DC but still has a Disable Device DC.

Augment: For each additional power point, you may increase the distance launched by 5 ft.

For an additional 2 power points, you can make the forced movement dangerously fast. If they hit an obstruction mid-way through their forced movement they take damage as if having fallen that distance and fall prone.

For an additional 2 power points you can make the velocity trap invisible, making it difficult for creatures to detect its presence.

For 4 additional power points, you can make the duration of velocity trap permanent.



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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
DisciplinePsychoportation +
Identifier3.5e Power +
LevelPsion/Wilder 1 + and Psychic Warrior 1 +
RatingUndiscussed +
SummaryYou generate a "boost pad" which launches creatures walking upon it in a direction of choice. +
TitleVelocity Trap +