Preternatural Spell (4e Feat)

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Preternatural Spell [Racial]

You can cast a spell that changes throughout time.
Prerequisite: Farspawn, Wizard
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,
Preternatural Spell Feat Power
Your spell moves at a right-angle to time, unleashing itself in a different form every day.
At-Will Star.gif Arcane, Implement, Varies
Standard Action Column 1
Attack: Column 2 Vs. Column 2
Hit: Column 1 and 2
Effect: Column 3


Preternatural 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.
  1. For damage values, also add Intelligence modifier. At level 21, add an additional damage die.
  2. The power gains the keyword appropriate for the damage type.

Examples[edit]

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:


Preternatural Spell Feat Power
Your spell moves at a right-angle to time, unleashing itself in a different form every day.
At-Will Star.gif Arcane, Implement, Force, Teleport
Standard Action Ranged 5
Target: one or two creatures
Attack: Intelligence Vs. Reflex
Hit: 1d6 force damage and the target is teleported 1 square.
Miss: The target suffers force damage equal to your Constitution modifier.



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