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[RCFG] Psionics
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<blockquote data-quote="Raven Crowking" data-source="post: 5103166" data-attributes="member: 18280"><p><span style="font-size: 12px"><strong>Psychic Healing</strong></span></p><p></p><p>Linked to: Constitution</p><p></p><p>Granted Ability: Psychic, Heal Thyself: The character gains a +1 bonus to the amount of damage she heals each day (see page 105).</p><p></p><p>Description: This science allows a character to heal herself or others through the power of her mind. </p><p></p><p>Disciplines: </p><p></p><p>• Energy Healing: This discipline allows the character to heal another living creature through the manipulation of its body’s aura, spirit, or other energy. The character must enter a light trance in order to use this ability, lasting 5 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the energy healing are lost, although the usage must still be paid for. The target being must remain still and calm, but need not be in a trance or concentrate. The benefits gained depend upon the choice of the character, and the ranks used.</p><p></p><p>Note that an unscrupulous character could reverse the effects or Ranks 1 to 3, so as to (for example) cause damage or induce a disease to take hold. The character would have to dupe the target into participating, or engage a target that is unconscious, sleeping, or otherwise unable to resist to do so. Binding is not enough, as the target must remain calm. Inducing a disease must be adjudicated by the Game Master. In most cases, a Fortitude or Willpower save negates these effects; a particularly malignant disease should offer a bonus to the save (generally, +2 or +4).</p><p></p><p>If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive.</p><p></p><p style="margin-left: 20px">o Rank 1: Heal 1d6 hit points or 1 point of temporary ability damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 2: Heal 2d6 hit points or 2 points of temporary ability damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 3: Heal 3d6 hit points, or 3 points of temporary ability damage, or 1 point of ability damage, or remove one disease. As soon as the trance begins, a disease that is targeted ceases to progress.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 4: Heal 3d6 hit points, or all temporary ability damage, or 2 points of ability damage, or remove all diseases or 1 poison. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 5: Heal 3d6 hit points and all temporary ability damage, or all ability damage, or remove all diseases and poisons. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.</p><p></p><p>• Healing Trance: This discipline allows a character to enter a healing trance to repair her own body. The character must enter a light trance in order to use this ability, lasting 5 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the energy healing are lost, although the usage must still be paid for. If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive.</p><p></p><p style="margin-left: 20px">o Rank 1: Heal 1d6 hit points or 1 point of temporary ability damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 2: Heal 2d6 hit points or 2 points of temporary ability damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 3: Heal 3d6 hit points, or 3 points of temporary ability damage, or 1 point of ability damage, or remove one disease. As soon as the trance begins, a disease that is targeted ceases to progress.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 4: Heal 3d6 hit points, or all temporary ability damage, or 2 points of ability damage, or remove all diseases or 1 poison. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 5: Heal 3d6 hit points and all temporary ability damage, or all ability damage, or remove all diseases and poisons. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.</p><p></p><p>• Minor Healing: This discipline allows a character to heal herself or others in a small way, even over a distance. Each usage requires an Action. The range and amount of healing done depends upon the ranks used.</p><p></p><p style="margin-left: 20px">o Rank 1: 1 hit point, up to 10 feet away.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 2: 1d4 hit points, up to 30 feet away.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 3: 1d6 hit points, up to 30 feet away.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 4: 1d6 hit points, or 1 point of temporary ability damage, up to 60 feet away.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 5: 2d6 hit points, or 1d4 points of temporary ability damage, up to 60 feet away.</p><p></p><p>• Psionic Restoration: This discipline is the “big gun” of the psychic healing science, allowing miraculous healing to take place. However, the circumstances under which psionic restoration is useful are less common than those of the other psychic healing disciplines. Moreover, the character is limited to healing other; she cannot use psionic restoration to heal herself. </p><p></p><p>The character must enter a light trance in order to use this ability, lasting 10 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the psionic restoration are lost, although the usage must still be paid for. The target being must remain still and calm, but need not be in a trance or concentrate. The benefits gained depend upon the ranks used. </p><p></p><p>If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive.</p><p></p><p style="margin-left: 20px">o Rank 1: Cure Disease: This cures all diseases the target is currently suffering from.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 2: Remove Poison: This removes all poisons the target is currently suffering from.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 3: Cure Blindness or Deafness: The character can either restore sight or hearing, as she desires. This cannot grant sight or hearing to a creature that is naturally without these senses.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 4: Make Whole: The character may do any one of the following: restore all ability damage, remove one negative energy level, or initiate the regeneration of one missing body part. Regrowing the body part usually takes between 3 to 30 days (the GM can roll 3d10, or determine the time required based upon the body part being regrown).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">o Rank 5: Raise Dead: The character can actually bring the dead back to life, so long as the deceased character has not been dead more than one day per psionic class level possessed. The body must be fairly intact, for this usage will not otherwise restore it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Coming back from the dead is an ordeal. The target is brought back with 1 hit point (and the remaining damage cannot be shaken off). For one week, the target moves at half speed and suffers a – 10 penalty to all initiative rolls, attack rolls, skill checks, and saving throws. Thereafter, the target gains full movement speed, and the penalty is reduced by 1 each day until it is gone.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In addition to the normal cost, both the target and the character permanently lose 1 point of Constitution. This is not ability damage, and it cannot be restored (short of a wish).</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5103166, member: 18280"] [SIZE="3"][B]Psychic Healing[/B][/SIZE] Linked to: Constitution Granted Ability: Psychic, Heal Thyself: The character gains a +1 bonus to the amount of damage she heals each day (see page 105). Description: This science allows a character to heal herself or others through the power of her mind. Disciplines: • Energy Healing: This discipline allows the character to heal another living creature through the manipulation of its body’s aura, spirit, or other energy. The character must enter a light trance in order to use this ability, lasting 5 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the energy healing are lost, although the usage must still be paid for. The target being must remain still and calm, but need not be in a trance or concentrate. The benefits gained depend upon the choice of the character, and the ranks used. Note that an unscrupulous character could reverse the effects or Ranks 1 to 3, so as to (for example) cause damage or induce a disease to take hold. The character would have to dupe the target into participating, or engage a target that is unconscious, sleeping, or otherwise unable to resist to do so. Binding is not enough, as the target must remain calm. Inducing a disease must be adjudicated by the Game Master. In most cases, a Fortitude or Willpower save negates these effects; a particularly malignant disease should offer a bonus to the save (generally, +2 or +4). If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive. [indent]o Rank 1: Heal 1d6 hit points or 1 point of temporary ability damage. o Rank 2: Heal 2d6 hit points or 2 points of temporary ability damage. o Rank 3: Heal 3d6 hit points, or 3 points of temporary ability damage, or 1 point of ability damage, or remove one disease. As soon as the trance begins, a disease that is targeted ceases to progress. o Rank 4: Heal 3d6 hit points, or all temporary ability damage, or 2 points of ability damage, or remove all diseases or 1 poison. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed. o Rank 5: Heal 3d6 hit points and all temporary ability damage, or all ability damage, or remove all diseases and poisons. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.[/indent] • Healing Trance: This discipline allows a character to enter a healing trance to repair her own body. The character must enter a light trance in order to use this ability, lasting 5 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the energy healing are lost, although the usage must still be paid for. If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive. [indent]o Rank 1: Heal 1d6 hit points or 1 point of temporary ability damage. o Rank 2: Heal 2d6 hit points or 2 points of temporary ability damage. o Rank 3: Heal 3d6 hit points, or 3 points of temporary ability damage, or 1 point of ability damage, or remove one disease. As soon as the trance begins, a disease that is targeted ceases to progress. o Rank 4: Heal 3d6 hit points, or all temporary ability damage, or 2 points of ability damage, or remove all diseases or 1 poison. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed. o Rank 5: Heal 3d6 hit points and all temporary ability damage, or all ability damage, or remove all diseases and poisons. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.[/indent] • Minor Healing: This discipline allows a character to heal herself or others in a small way, even over a distance. Each usage requires an Action. The range and amount of healing done depends upon the ranks used. [indent]o Rank 1: 1 hit point, up to 10 feet away. o Rank 2: 1d4 hit points, up to 30 feet away. o Rank 3: 1d6 hit points, up to 30 feet away. o Rank 4: 1d6 hit points, or 1 point of temporary ability damage, up to 60 feet away. o Rank 5: 2d6 hit points, or 1d4 points of temporary ability damage, up to 60 feet away.[/indent] • Psionic Restoration: This discipline is the “big gun” of the psychic healing science, allowing miraculous healing to take place. However, the circumstances under which psionic restoration is useful are less common than those of the other psychic healing disciplines. Moreover, the character is limited to healing other; she cannot use psionic restoration to heal herself. The character must enter a light trance in order to use this ability, lasting 10 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the psionic restoration are lost, although the usage must still be paid for. The target being must remain still and calm, but need not be in a trance or concentrate. The benefits gained depend upon the ranks used. If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive. [indent]o Rank 1: Cure Disease: This cures all diseases the target is currently suffering from. o Rank 2: Remove Poison: This removes all poisons the target is currently suffering from. o Rank 3: Cure Blindness or Deafness: The character can either restore sight or hearing, as she desires. This cannot grant sight or hearing to a creature that is naturally without these senses. o Rank 4: Make Whole: The character may do any one of the following: restore all ability damage, remove one negative energy level, or initiate the regeneration of one missing body part. Regrowing the body part usually takes between 3 to 30 days (the GM can roll 3d10, or determine the time required based upon the body part being regrown). o Rank 5: Raise Dead: The character can actually bring the dead back to life, so long as the deceased character has not been dead more than one day per psionic class level possessed. The body must be fairly intact, for this usage will not otherwise restore it. Coming back from the dead is an ordeal. The target is brought back with 1 hit point (and the remaining damage cannot be shaken off). For one week, the target moves at half speed and suffers a – 10 penalty to all initiative rolls, attack rolls, skill checks, and saving throws. Thereafter, the target gains full movement speed, and the penalty is reduced by 1 each day until it is gone. In addition to the normal cost, both the target and the character permanently lose 1 point of Constitution. This is not ability damage, and it cannot be restored (short of a wish).[/indent] [/QUOTE]
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