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New Psionic Healing Powers (recovery thread)
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<blockquote data-quote="GuardianLurker" data-source="post: 2822576" data-attributes="member: 786"><p>This is also on my world-building <a href="http://guardianlurker.livejournal.com/5336.html" target="_blank">blog</a>. Comments, suggestions, and corrections are welcome. I'll also abstract comments here to the blog so I can trace their evolution.</p><p></p><p>Banish Disease</p><p></p><p> Psychometabolism(Healing)</p><p>Level: Psion/Wilder 4, Psychic Warrior 4, Life 5</p><p>Display: Visual, Olfactory</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: 1 creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>Power Points: 7</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>For an extra power point, the caster level of this spell is raised by 1.</p><p></p><p>For an extra 10 power points, this power can cure the victim of any disease, parasite, or similar bodily affliction.</p><p></p><p></p><p>Dissipate Venom</p><p></p><p> Psychometabolism(Healing)</p><p>Level: Psion/Wilder 3, Pyschic Warrior 3, Life 4</p><p>Display: Visual, Olfactory</p><p>Manifesting Time: 1 action</p><p>Range: Touch</p><p>Target: 1 creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort negates (harmless)</p><p>Power Resistance: Yes (harmless)</p><p>Power Points: 5</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Restore Sense</p><p></p><p> Psychometabolism(Healing)</p><p>Level: Psion/Wilder 5, Psychic Warrior 5, Life 6</p><p>Display: Visual</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: 1 creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fort negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>Power Points: 9</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Heal the Mind</p><p></p><p> Telepathy</p><p>Level: Psion/Wilder 5, Telepathy 4</p><p>Display: Visual</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: 1 creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p>Power Points: 9</p><p></p><p></p><p>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.</p><p></p><p>Augment: For each extra power point, the manifester gains a +1 on his will save.</p><p></p><p></p><p>Empathic Transfer Relief</p><p></p><p> Psychometabolism(Healing)</p><p>Level: Psion/Wilder 4</p><p>Display: Visual</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round/level</p><p>Saving Throw: No</p><p>Spell Resistance: No</p><p>Power Points: 7</p><p></p><p></p><p>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.</p><p></p><p>Augment: For an extra 2 power points, the duration extends one round.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 2822576, member: 786"] This is also on my world-building [url="http://guardianlurker.livejournal.com/5336.html"]blog[/url]. 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. [/QUOTE]
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