Potestas: a D&D3E supplement

Spells

Change Object

Transmutation [Element]
Casting Time: 1 standard action
Range: Close
Area: 10-ft cube/Power point; see text
Duration: Instantaneous
Saving Throw: None and Fortitude negates (object)
Spell Resistance: No and Yes (object)
Minimum Power Points: 5

You can change all objects of one element throughout the area of the spell. You cannot add or remove an object, only modify it. Attended objects are entitled to a Fortitude saving throw and spell resistance. Magical objects are immune to this spell.
Restriction: Choose one element when you learn this spell. This spell only creates that element. Different elements can have different effects, but you must choose which effect will apply on casting the spell.
Air: You can change air into ether or ether into air; add or remove fog (but not magical fog, like that created by a cloud spell); add or remove smoke..
Earth: You can change wet soil into mud/quicksand; mud/quicksand into wet soil; dry soil into dust or sand; dust or sand into dry soil; stone into clay; clay into stone; rust or clean iron and steel (but not magical metal).
Fire: You can increase or decrease heat (but not magical heat) by one step within the range of severe cold - cold - average - hot - severe heat; increase fire (but not magical fire, like that generated by an element or energy spell) so that it sheds more light (+10 ft of bright light and dim light for each Power point expended).
Plant: You can increase or decrease the size of plants (but not magical or sentient plants) by one step within the range of average - overgrown - heavy overgrowth; straighten or warp wood (but not magical wood).
Water: You can increase or decrease humidity; change rain into sleet/snow or sleet/snow into rain; change heavy snow into sleet/snow or sleet/snow into heavy snow; change snow/heavy snow into ice or ice into snow/heavy snow.
Environmental Effects
Fog: Fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
Smoke: Smoke obscures sight, including darkvision, providing concealment (attacks have a 20% miss chance). A creature that breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 4 points of nonlethal damage.
Shallow Mud: Mud that is less than a quarter of the creature's height (approximately 1 ft for a medium creature) creates difficult terrain (it costs 10 ft of movement to enter a 5-ft square covered with mud), and the DC of all Acrobatics checks increases by 2.
Deep Mud/Quicksand: Deep mud that is less than half of the creature's height (approximately 3 ft for a medium creature) creates even more difficult terrain (it costs 20 ft of movement to enter a 5-ft square covered with mud), and it is not possible to use Acrobatics. Creatures in deeper mud and quicksand must make a DC 10 Athletics (swimming) check every round to simply stay out of the mud and in place, or a DC 15 Athletics (swimming) check to move 5 feet in whatever direction is desired. If a character fails this check by 5 or more, they sink below the surface and begin to drown once they can no longer hold their breath. Characters below the surface may swim back to the surface with a successful Athletics (swimming) check (DC 15, +1 per consecutive round of being under the surface). Creatures in mud or quicksand that is being changed to wet soil or stone can attempt a Reflex save to avoid being trapped in the wet soil or stone once it forms.
Rust Metal: A rusted iron or steel object is corroded and pitted, effectively destroyed. Metal armour loses 1 point of armour bonus for every 2 Power points expended, while metal weapons are unusable.
Cold: Unprotected creatures in cold weather (below 40 degrees F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 4 points of nonlethal damage. This damage cannot be recovered until the creature is warmed up, and if a creature is rendered unconscious through the accumulated of nonlethal damage, the cold begins to deal lethal damage at the same rate.
Severe Cold: Unprotected creatures in severe cold (below 0 degrees F) must make a Fortitude save (as for cold weather) every 10 minutes or take 4 points of nonlethal damage. A protected creature wearing suitable clothing only has to check once per hour. A creature who takes any nonlethal damage from cold exposure has frostbite or hypothermia, rendering them fatigued.
Extreme Cold: Extreme cold (below -20 degrees F) deals 4 points of lethal damage per minute (no save), regardless of protection. In addition, a creature must make a Fortitude save (as for cold weather) every 5 minutes or take 4 points of nonlethal damage. After one minute, a creature has frostbite or hypothermia, rendering them fatigued.
Hot: Creatures in hot conditions (above 90 degrees F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 4 points of nonlethal damage. Creatures wearing heavy clothing or armor of any sort take a -4 penalty on their saves. This damage cannot be recovered until the creature is cooled down, and if a creature is rendered unconscious through the accumulated of nonlethal damage, the heat begins to deal lethal damage at the same rate.
Severe Heat: Creatures in severe heat (above 110 degrees F) must make a Fortitude save (as for hot conditions) every 10 minutes or take 4 points of nonlethal damage. Creatures wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A creature who takes any nonlethal damage from heat exposure has heatstroke, rendering them fatigued.
Extreme Heat: Extreme heat (air above 140 degrees F or a fire) deals lethal damage. Breathing air in these temperatures deals 4 points of lethal damage per minute (no save), regardless of protection. In addition, a creature must make a Fortitude save (as for hot conditions) every 5 minutes or take 4 points of nonlethal damage. After one minute, a creature has heatstroke, rendering them fatigued.
Light Overgrowth: Overgrown vegetation provides concealment (attacks have a 20% miss chance), creates difficult terrain (it costs 10 ft of movement to enter a 5-ft square covered with overgrowth), and the DC for all Acrobatics checks and Sneak checks (only to move quietly) increases by +2.
Heavy Overgrowth: Very overgrown vegation provides improved concealment (attacks have a 30% miss chance), creates more difficult terrain (it costs 20 ft of movement to enter a 5-ft square covered with heavy overgrowth), the DC for all Acrobatics checks and Sneak checks (only to move quietly) increases by +5, and all creatures receive a +5 bonus to Sneak checks (only to hide).
Warp Wood: Warped wood loses its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls
Rain: Rain obscures sight, reducing visibility ranges by half and imposing a -4 penalty on Notice and Search checks. It has a 50% chance of extinguishing open flames and fires each round, and ranged weapon attacks have a -4 penalty on attack rolls.
Sleet/Snow: Sleet and snow have similar effects to rain, but have a 75% chance of extinguishing open flames and create difficult terrain (it costs 10 ft of movement to enter a 5-ft square covered with sleet or snow).
Heavy Snow: Heavy snow has similar effects to snow plus fog, and creates more difficult terrain (it costs 20 ft of movement to enter a 5-ft square covered with heavy snow).
Ice: Ice is difficult terrain (it costs 10 ft of movement to enter a 5-ft square covered with ice), and the DC for all Acrobatics checks increases by +5. Characters in prolonged contact with ice may run the risk of taking damage from severe cold (see above).
Heightened: Each additional Power point increases the area of the element affected by a 10-ft cube.
At 9 Power points, air can add or remove fog and smoke; earth can change mud/quicksand into stone or stone into mud/quicksand; plant can change average growth into heavy overgrowth or heavy overgrowth into average growth; water can change rain into heavy snow or heavy snow into rain, and water into ice or ice into water; fire can increase or decrease heat by two steps within the range of extreme cold - severe cold - cold - average - hot - severe heat - extreme heat. Each additional 4 Power points increases the range of heat that can be changed by one step.


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