User:Franken Kesey/Lab2

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Spell/Power
Level
Name Minimum
Class Level
Dice Healing1
10th 20th Max Max Slot/PP
Magic Healing
2 Cure Moderate Cleric 3 2d8 +1/level (max +10) 19 19 34 7
3 Cure Serious Cleric 5 3d8 +1/level (max +15) 23.5 28.5 47 8
4 Cure Critical Cleric 7 4d8 +1/level (max +20) 28 38 68 9
6 Heal Cleric 11 10/level (max 150) 150 150 6
Psionic Healing
2 Body Adjustment2 Psychic Warrior 4 1d12 +1d12/2 extra pp 26 58.5 108 19
2 Body Adjustment3 Wilder 6 1d12 +1d12/2 extra pp 32.5 71.5 144 25
2 Empathic Transfer4 Psychic Warrior 4 2d10 +2d10/1 extra pp (max 10d10) 55 55 150 7
2 Biological Reconstruction Old Egoist 3 2d6 +1d6/3 extra pp 14 24.5 42 18
2 Biological Reconstruction New Egoist 3 2d6 +1d6/2 extra pp 17.5 21 60 19
  1. Average at 10th and 20th levels without feats. Max is at 20th level with empower and maximize feats. Max spell slot or PP cost.
  2. For a Psychic Warrior, Psion heals less.
  3. For Wilder with wild surge.
  4. For a Psychic Warrior, Egoist gets it at lower level (both heal the same damage). This damages the manifester one half the amount.


Homebrew.png
Author: Franken Kesey (talk)
Date Created: 04/10/19
Status: Fin
Editing: Clarity edits only please
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Biological Reconstruction
Psychometabolism (Healing)
Level: Egoist 2, Psyblade 2, Wildknife 2, ,
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One willing touched creature.
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3


Repairs the cells of target creature, healing 2d6 hit points of damage.

Unlike normal heal and cure spells, this also heals undead.

This has no affect on creatures without normal cellular biology, like constructs, elementals, oozes, and creatures with the extraplanar, incorporeal, xenoblooded or xenotheric subtypes.

Augment: You can augment this power in one or more of the following ways.

  1. For every 2 additional power points you spend, this power heals an additional 1d6 points of damage (to a maximum of 6d6 points per manifestation).
  2. If you spend 2 extra power points, instead eliminates either fatigue, sickness or daze suffered by the character (only one), or improves an exhausted, nauseated or stunned condition one step (to fatigued, sickened or dazed respectively). You do this instead of healing hit points, not both.

Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsion/Wilder
Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsyblade