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User:Franken Kesey/Lab2

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{{3.5e Power
|name=Moderate Biological Reconstruction
|disc=Psychometabolism
|subdisc=Healing
|lvl=Egoist 2, Psyblade 2, [[Wildknife (3.5e Class)|Wildknife]] 2
|disp=Mental
|time=1 [[SRD:Standard Actions|standard action]]
|range=Touch
|dur=Instantaneous
|tsea=t
|subj=One willing touched creature.
|save=None
|pr=No
|pp=3
|summary=Psionic touch healing, heals 2d8 damage. However, not without a cost, dealing 1 point of Constitution burn. With investment, can heal sickness and nausea.}}
<onlyinclude>Repairs the cells of target creature, healing 2d8 [[SRD:Hit Points|hit points]] of damage. But this cellular medicine takes a toll on the body inflicting 1 point of Constitution [[SRD:Ability Burn|ability burn]] to the target.
Unlike normal [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this also heals undead. However, since, undead typically do not have Constitution scores (unless they are [[Living Dead (3.5e Subtype)|living dead]]), they are instead inflicted with 1 point of Charisma burn (unless living dead, which receives normal Constitution burn). This ability burn bypasses the normal undead immunities.==Biological Reconstruction Powers==
This has no affect on creatures without normal cellular biology, like [[SRD:Construct Type|constructs]], [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]], and creatures with the [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Incorporeal Subtype|incorporeal]]Like summon monster generation of spells, [[Xenoblooded (3.5e Subtype)|xenoblooded]] or [[Xenotheric (3.5e Subtype)|xenotheric]] subtypes. '''Augment:''' You can augment this power in one or more each of the following ways.#If you spend 2 extra power points, eliminates either [[SRD:Fatigued|fatigue]], [[SRD:Sickened|sickness]] or [[SRD:Dazed|daze]] suffered by the character (only one), and improves an [[SRD:Exhausted|exhausted]], [[SRD:Nauseated|nauseated]] or [[SRD:Stunned|stunned]] condition one step (to fatigued, sickened or dazed respectively). However, this increases the Constitution burn by 1 (Charisma if undead)below must be selected separately.
{{3.5e Power
|name=Serious Biological Reconstruction
|disc=Psychometabolism
|subdisc=Healing
|lvl=Egoist 2/3/4/6<span style="display:none">Egotist 2, Egotist 3, Egotist 4, Egotist 6</span>; Psyblade 2/3/4/6<span style="display:none">Psyblade 2, Psyblade 3, Psyblade 4, v 6</span>, [[Wildknife (3.5e Class)|Wildknife]] 2/3/4/6
|disp=Mental
|time=1 [[SRD:Standard Actions|standard action]]
|save=None
|pr=No
|pp=3/5/7/11 (depending on level)|summary=Psionic touch healing, heals 3d8 damage. Howeverhowever, not without a cost, dealing 2 points of Constitution burn. With investment, can heal conditions or ability damage.}}<onlyinclude>Repairs the cells of target creature, healing 3d8 [[SRD:Hit Points|hit points]] of damage. But this cellular medicine takes a toll on the body inflicting 2 points of Constitution [[SRD:Ability Burn|ability burn]] to the target. Unlike normal [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this also heals undead. However, since, undead typically do not have Constitution scores (unless they are [[Living Dead (3.5e Subtype)|living dead]]), they are instead inflicted with 2 points of Charisma burn (unless living dead, which receives normal Constitution burn). This ability burn bypasses the normal undead immunities. This has no affect on creatures without normal cellular biology, like [[SRD:Construct Type|constructs]], [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]], and creatures with the [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Incorporeal Subtype|incorporeal]], [[Xenoblooded (3.5e Subtype)|xenoblooded]] or [[Xenotheric (3.5e Subtype)|xenotheric]] subtypes.
'''Augment:''' You can augment this power in one or more Repairs the cells of the following ways.#If you spend 2 extra power pointstarget creature, heals 1d4+1 points of temporary healing [[SRD:Ability Score Loss#Ability DamageHit Points|ability damagehit point]] to one of damage. But this cellular medicine takes a toll on the subject’s ability scores. It does not restore permanent body inflicting Constitution [[SRD:Ability Score Loss#Ability DrainBurn|ability drainburn]]to the target. HoweverThis is four separate powers. See the below table for how much each power heals, this increases how high the Constitution Con burn by 1 (Charisma if undead)is and power point cost.
{{3.5e Power|nameclass=Critical Biological Reconstruction"zebra d20"!Name||Level||disc=Psychometabolism|HP Healed||Con Burn||PP|subdisc=Healing-|lvl=Egoist 4, Psyblade 4, [[Wildknife (3.5e Class)Moderate||2||Wildknife]] 42d8|disp=Mental|time=1 [[SRD:Standard Actions|standard action]]|3|range=Touch-|dur=InstantaneousSerious||3||3d8||2||5|tsea=t-|subj=One willing touched creature.Critical||4||4d8||save=None3|pr=No|pp=7|summary=Psionic touch healing, heals 4d8 damage. However, not without a cost, dealing 3 points of Constitution burn. With investment, can heal stronger status conditions.}}-<onlyinclude>Repairs the cells of target creature, healing 4d8 [[SRD:Hit Points|hit points]] of damage. But this cellular medicine takes a toll on the body inflicting 3 points of Constitution [[SRD:Ability BurnMortal||6||6d8||4||11|ability burn]] to the target.}
Unlike normal [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this also heals undead. However, since, undead typically do not have Constitution scores (unless they are [[Living Dead (3.5e Subtype)|living dead]]), they are instead inflicted with 2 points of Charisma burn (unless living dead, which receives normal Constitution burn). This ability burn bypasses the normal undead immunities.
This has no affect on creatures without normal cellular biology, like [[SRD:Construct Type|constructs]], [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]], and creatures with the [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Incorporeal Subtype|incorporeal]], [[Xenoblooded (3.5e Subtype)|xenoblooded]] or [[Xenotheric (3.5e Subtype)|xenotheric]] subtypes.
'''Augment:''' You can augment this power in one or more of the following ways. These augments can be applied to any power.#If you spend 2 extra power points, eliminates either [[SRD:Fatigued|fatigue]], [[SRD:Sickened|sickness]] or [[SRD:Dazed|daze]] suffered by the character (only one), and improves an [[SRD:Exhausted|exhausted]], [[SRD:Nauseated|nauseated]] or [[SRD:Stunned|stunned]] condition one step (to fatigued, sickened or dazed respectively).#If you spend 3 extra power points, heals 1d4+1 points of temporary [[SRD:Ability Score Loss#Ability Damage|ability damage]] to one of the subject’s ability scores. It does not restore permanent [[SRD:Ability Score Loss#Ability Drain|ability drain]].#If you spend 4 extra [[SRD:Power Points|power points]], cures most negative conditions on touched creature, including: [[SRD:Blinded|blinded]], [[SRD:Dazed|dazed]], [[SRD:Dazzled|dazzled]], [[SRD:Deafened|deafened]], [[SRD:Disease|diseased]], [[SRD:Exhausted|exhausted]], [[SRD:Fatigued|fatigued]], [[SRD:Nauseated|nauseated]], [[SRD:Poison|poisoned]], [[SRD:Sickened|sickned]] and [[SRD:Stunned|stunned]]. This does '''not''' restore ability burn, ability drain, negative levels or level loss. However For every 2 extra power points spent, this increases increase the Constitution burn by 2 1 (Charisma if undead).
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