Special Powers |
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Overview | Phoenix | Memory of Powers | Revoke Power | Grant Power |
Illusionary Death | Clone | Soul of Combat | Emergency Teleport | |
Innate Power Immunity | Lightning Hand | Pack Rat | Alter Reality |
This power is a logical extension of the innate power Spark Fingers. Instead of the wielder emitting a shower of small sparks from one's hand, however, he or she can direct a single bolt of white lightning at a specified target. At the standard intensity, the Lightning hand inflicts 4d6 damage against a single foe. If maximum damage is inflicted, then the target's armour must make an item save versus electricity or have its effectiveness reduced by 1 AC. The Lightning hand can also be used for missile combat as well, boasting a maximum range of 8// at the standard intensity. For each 2// distance, however, the ultimate damage is reduced by 1d6, so firing at a foe 5// distant would only strike for 2d6 damage. At melee range, a successful hit is based on the wielder's melee BAtCh, whereas utilization as a distance weapon depends on the missile BAtCh. Lightning Hand cannot be parried against, although a save versus magical weapon will halve the damage if the target is wearing nonmetallic armour. It should be noted that the wielder of Lightning Hand saves at +4 versus all electrical and/or lightning based attacks and saves at +1 versus fire based attacks.
- Intensity 1: The power inflicts 3d6 damage.
- Intensity 2: The power inflicts 4d6 damage.
- Intensity 3: The Lightning Hand inflicts 5d6 damage; the wielder save versus lightning attacks are now at +5, fire saves are at +2.
- Intensity 4: Maximum Lightning hand damage is 6d6; the wielder is absolutely immune to the first four points of any lightning or fire based attack.