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Molecular Manipulation in Advanced Dungeons & Dragons

Molecular Manipulation

Name
Molecular Manipulation
Type
Devotion
Field
Psychokinetic
MAC
7
PSP (Initial)
6
PSP (Ongoing)
2
Range
45 ft.​
Area of Effect
2 square inches ​
Prerequisites
Telekinesis ​
Power Score
Critical (20)
Description
​This power allows the user to weaken an object’s molecular bonds. When stress is applied to the object or a blow is struck, it snaps. The user can create one “weak point” of approximately 2 square inches each round. Deterioration occurs across a plane (in two dimensions, not three). One round’s application is enough to fatally weaken most small objects (knives, ropes, saddle straps, bows, etc.). Larger objects require more time and are subject to the DM’s discretion. The DM must decide how vulnerable molecular manipulation makes larger, oddly shaped items (such as doors and shields). An object need not be in two pieces to be useless. A small boat, for example, is unsafe if it has a crack in its hull. ​

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