![]() This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk you must declare how many charges you are restoring before casting this spell. If you restore more charges than the item can hold, the item must succeed at a Fortitude saving throw or take 1d6 points of electricity damage for each excess charge. Normally, generals would have had to rely on handfuls of overpaid and vulnerable wizards to do the work of destroying enemy fortifications and breaking up enemy troop concentrations. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt. The severely limited nature of combat magic in D&D/Pathfinder magic systems would render cannons a powerful innovation on the battlefield. You restore up to 1 charge per level to a battery or half that number of charges to a technological item capable of being charged by a battery.
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