Destil
Explorer
Suppose I drop metamorphosis and its big brother from the Egoist list for rules reasons (i.e. I don't want to deal with shapechange, regardless of balance). Would these be fair replacements, too weak or overpowered?
Vampiric Conduit
Psychmetabolism
Level: Egoist 4
Display: Thermal
Manifesting Time: 1 action
Duration: Concentration (maximum of 1 round / level)
Range: Medium (100 ft. + 10 ft. / level)
Target: One living creature
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 7
This power steals life-force from a creature, healing another. The target looses 20 hit points each round you concentrate on this power, a successful Fortitude Save halves this amount and makes the creature immune to the power for the remainder of the duration, a creature that fails the Save is subject to the full effect for the duration (a creature only gets one chance to make this save). Any other living creature within range of the power of your choice is healed an equal amount to the damage dealt, though if the power kills the target it only heals a damage equal to the targets' hit points. The power ends if a target leaves the power's range, each round you may choose to target a new creature.
Augmentation
For 2 every extra power point you spend the damage (and healing) increase by 5 points and the Saving Throw DC increases by 1 point.
Vampiric Nova
Psychmetabolism (Death)
Level: Egoist 9
Display: Thermal
Manifesting Time: 1 action
Duration: Instantaneous and 1 round per 5 levels(see text)
Range: Medium (100 ft. + 10 ft. / level)
Target: One living creature
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 17
This power saps all life-force from the target in a brilliant burst of white light, leaving a withered husk at the center. On a failed saving throw the target dies, taking damage equal to it's current hit points + 1, on success it instead takes 8d6 damage.
In either case life energy erupts from the creature and forms a glowing aura of silvery-white motes of light. The aura fills a 50 foot radius spread, illuminated as if by torchlight with shadowy illumination extending for an additional 20 feet. The aura has the same number of hit points as the damage the power dealt and and lasts for 1 round per 5 levels, it can not be damaged or dispersed in any way. As a swift action you can collect this energy and channel it into a living creature within this area, healing them any amount of hit points up to the amount in the aura. These hit points are subtracted from the aura's total, and once all hit points are spent or the duration expires the aura fades away.
Augmentation
For 2 every extra power point you spend the the damage on a successful save increases by 1d6.
If you spend 2 extra power points you can use the life force from the aura to grant creatures temporary hit points as well as healing, though a creature must already be at full hit points first. Every temporary hit point granted drains 2 hit points from the aura and these temporary hit points last 1 hour.
For every 2 power points you spend on augmentation this power's save DC increase by 1 point.
Vampiric Conduit
Psychmetabolism
Level: Egoist 4
Display: Thermal
Manifesting Time: 1 action
Duration: Concentration (maximum of 1 round / level)
Range: Medium (100 ft. + 10 ft. / level)
Target: One living creature
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 7
This power steals life-force from a creature, healing another. The target looses 20 hit points each round you concentrate on this power, a successful Fortitude Save halves this amount and makes the creature immune to the power for the remainder of the duration, a creature that fails the Save is subject to the full effect for the duration (a creature only gets one chance to make this save). Any other living creature within range of the power of your choice is healed an equal amount to the damage dealt, though if the power kills the target it only heals a damage equal to the targets' hit points. The power ends if a target leaves the power's range, each round you may choose to target a new creature.
Augmentation
For 2 every extra power point you spend the damage (and healing) increase by 5 points and the Saving Throw DC increases by 1 point.
Vampiric Nova
Psychmetabolism (Death)
Level: Egoist 9
Display: Thermal
Manifesting Time: 1 action
Duration: Instantaneous and 1 round per 5 levels(see text)
Range: Medium (100 ft. + 10 ft. / level)
Target: One living creature
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 17
This power saps all life-force from the target in a brilliant burst of white light, leaving a withered husk at the center. On a failed saving throw the target dies, taking damage equal to it's current hit points + 1, on success it instead takes 8d6 damage.
In either case life energy erupts from the creature and forms a glowing aura of silvery-white motes of light. The aura fills a 50 foot radius spread, illuminated as if by torchlight with shadowy illumination extending for an additional 20 feet. The aura has the same number of hit points as the damage the power dealt and and lasts for 1 round per 5 levels, it can not be damaged or dispersed in any way. As a swift action you can collect this energy and channel it into a living creature within this area, healing them any amount of hit points up to the amount in the aura. These hit points are subtracted from the aura's total, and once all hit points are spent or the duration expires the aura fades away.
Augmentation
For 2 every extra power point you spend the the damage on a successful save increases by 1d6.
If you spend 2 extra power points you can use the life force from the aura to grant creatures temporary hit points as well as healing, though a creature must already be at full hit points first. Every temporary hit point granted drains 2 hit points from the aura and these temporary hit points last 1 hour.
For every 2 power points you spend on augmentation this power's save DC increase by 1 point.