New Psionic Healing Powers (recovery thread)

GuardianLurker

Adventurer
This is also on my world-building blog. Comments, suggestions, and corrections are welcome. I'll also abstract comments here to the blog so I can trace their evolution.

Banish Disease

Psychometabolism(Healing)
Level: Psion/Wilder 4, Psychic Warrior 4, Life 5
Display: Visual, Olfactory
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
Power Points: 7


This power cures all diseases that the subject is suffering from. The power also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Augment: For an extra 6 power points, this power can affect all creatures (up to 1/manifester level) within a radius of 25'+2'/manifester level.

For an extra power point, the caster level of this spell is raised by 1.

For an extra 10 power points, this power can cure the victim of any disease, parasite, or similar bodily affliction.


Dissipate Venom

Psychometabolism(Healing)
Level: Psion/Wilder 3, Pyschic Warrior 3, Life 4
Display: Visual, Olfactory
Manifesting Time: 1 action
Range: Touch
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 5


You instantly detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

Augment: For an extra 6 power points, this power can affect all creatures (up to 1/manifester level) within a radius of 25'+2'/manifester level.


Restore Sense

Psychometabolism(Healing)
Level: Psion/Wilder 5, Psychic Warrior 5, Life 6
Display: Visual
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
Power Points: 9


This power cures blindness, deafness, or any other single condition that eliminates or impairs one of the target's senses, whether the effect is normal or magical in nature. The power does not restore sensory organs that have been lost, but it repairs them if they are damaged.

Augment: For an extra 6 power points, this power can affect all creatures (up to 1/manifester level) within a radius of 25'+2'/manifester level.


Heal the Mind

Telepathy
Level: Psion/Wilder 5, Telepathy 4
Display: Visual
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Power Points: 9


This power cures feeblemind, insanity, or other mental disability. The manifester must make a Will save versus the conditions original save with a +4 bonus, or become affected with the condition as well. If the manifester fails this Will save by more than 10, the target isn't healed.

Augment: For each extra power point, the manifester gains a +1 on his will save.


Empathic Transfer Relief

Psychometabolism(Healing)
Level: Psion/Wilder 4
Display: Visual
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
Power Points: 7


The manifester does not suffer the ill effects of any condition transferred to him for the duration of this power. Conditions already affecting the manifester remain active, and if the newly transferred conditions are not removed before duration's end, they affect the manifester normally.

Augment: For an extra 2 power points, the duration extends one round.
 

log in or register to remove this ad

As I recall, the last time this came up I recommended to make any power that removes a bad condition (e.g. poison) target the manifester only. If he wants to heal someone else, he would use empathic healing to transfer the condition to himself, and heal himself once it has been transferred.

I'm also not fond of your version of neutralize poison being lower level than the clerical version. Though if it only targets the manifester, it would be acceptable (since it could not be used offensively then).
 

Maybe I'm misunderstanding something here, however doesn't the base Empathic Transfer take care of hit points, poison, and disease?

Then you heal yourself with the range of personal powers available.

The reason they didn't allow direct healing in general was not to overshadow the healing classes.

D
 

Staffan -

Yep. I had to rebuild these from memory though, so I'm not surprised I missed something. IIRC, since I'm not using clerics, there was a concern that delaying the poison/disease spells might prove problematic. I also moved the spell down because I didn't want a double-pump on the healing powers (and I wanted *something* at third.

I'm still torn between touch and ETR; there needs to be something to protect the healers from the more deadly diseases and poisons. If ETR looks good, then the others change to personal. If not, touch they stay.

BTW, how could you use NP offensively?

Dvvega -
Umm, yes and no; it transfers them in, but without these, all you can do is heal the ability damage. Some poisons (Int/Wis damage, or high Con damage), some diseases (mummy rot), and other hazards (green slime) are problematic at that point - lethal to the healer. Part of me (RBDM-in-training) thinks this is fine; it changes how poison/diseases are handled to something a little closer to literature. A larger part (I like life) imagines what my players would do.

As for healing classes - this is a psionics-only campaign. There's nothing that corresponds to the cleric. The closest are some prestige classes, one of which (Psychic Chirurgeon) I am using. Instead of worrying about overshadowing them, I have to worry about filling their shoes.
 

Then instead of inventing new powers use the old method of just converting the spells into powers.

So convert all the cure/healing spells from the Cleric list into Psionic Powers.

I think the book was called Of Sound Mind or something.

D
 

OSM had healing powers? I don't remember that, and I ran the thing. Hold on... nope, just checked, no powers. Perhaps you were thinking of If Thoughts Could Kill? The 3.5 Update of that is Hyperconscious, and these powers aren't in there. At least, not that I recall....nope, these aren't there.

And these are basically just renames of the clerical spells. In most cases, I just copied/reworded the SRD text.
 


Inventive, the one who realized that.

Hmm.... I see the point you're making. So, how would Empathic Transfer affect a snake? Would it transfer all the snake's venom to the manifester? Normally, the snake has more than one does stored, so if so, how should that be accounted for? Does it just transfer a single dose? Does it not affect the snake at all?
 

I don't think empathic transfer would affect a snake (well, unless the snake was wounded, that is). I was just trying to provide a reason why your version of neutralize poison could be lower than the cleric version, since it lacked the slight offensive use.
 

GuardianLurker said:
Inventive, the one who realized that.

Hmm.... I see the point you're making. So, how would Empathic Transfer affect a snake? Would it transfer all the snake's venom to the manifester? Normally, the snake has more than one does stored, so if so, how should that be accounted for? Does it just transfer a single dose? Does it not affect the snake at all?

Empathic Transefer would transfer the poisoned condition from a poisoned snake, not the poison from a poisonous snake.

NP is better against a poisonous snake, and that's good, because NP is far more limited than ET in other circumstances.

-- N
 

Remove ads

Top