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| - Summary::The maximum possible fiery destruction a Cardshark can hope to achieve is right here. As is the convention for Suits, the casting time is listed in parentheses. Ace (low) (Standard): As burning hands, but no maximum damage. Two (Standard): As continual flame, but no material component. Three (Standard): As produce flame, but no maximum damage. Four (Standard): As flaming sphere, but no material component. Five (Standard): As heat metal. Six (Standard): As scorching ray, but no maximum number of rays. Eight (Standard): As fire shield, but no material component or maximum damage.
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| - Summary::The maximum possible fiery destruction a Cardshark can hope to achieve is right here. As is the convention for Suits, the casting time is listed in parentheses. Ace (low) (Standard): As burning hands, but no maximum damage. Two (Standard): As continual flame, but no material component. Three (Standard): As produce flame, but no maximum damage. Four (Standard): As flaming sphere, but no material component. Five (Standard): As heat metal. Six (Standard): As scorching ray, but no maximum number of rays. Seven (Standard): As magic missile, but one 1d6 fire damage missile per caster level (no maximum) instead of a couple of 1d4+1 force damage missiles. Eight (Standard): As fire shield, but no material component or maximum damage. Nine (Standard): As fireball, but no material component or maximum damage. Ten (Standard): As flame strike, but no maximum damage. Jack (Standard): As flame arrow, but no material component, and adds 1d6 points of fire damage per four caster levels. Queen (Standard): As fire storm, but no maximum damage. King (Standard): As meteor swarm. Ace (high) (Immediate): As delayed blast fireball, but no material component or maximum damage. Back to Main Page → 3.5e Homebrew → Class Ability Components → Suits
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