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Quick Fix: 3.0 Metapsionic to 3.5
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<blockquote data-quote="HellHound" data-source="post: 1560997" data-attributes="member: 3397"><p>I'm heading out to do some yard work, and my brain has seized up anyways from converting 3.0 psi material to 3.5 - so someone (hey Nifft, you know you want to) please give this a hack to make it 3.5 useable?</p><p></p><p></p><p>---</p><p></p><p>Spike Manifestation [Metapsionic]</p><p>You can manifest powers that are slightly more potent than the typical manifester.</p><p>Prerequisite: Manifester level 1+</p><p>Benefit: All variable, numeric effects of a spiked power are increased by +1 per die. A spiked power deals +1 damage per die of damage, cures +1 hit point per die cured, affects one additional target per die of targets affected, etc, as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. A spiked power costs a number of power points equal to its standard cost +2.</p><p>example: Biocurrent deals 1d4 damage to each target each round with a power cost of 1. For a power cost of 3, Biocurrent can be spiked to deal 1d4+1 damage to each target each round. Astral Construct V typically summons a single astral construct V, 1d3 astral construct IVs or 1d4+1 lower-powered astral constructs. A spiked Astral Construct V would summon a single astral construct V, 1d3+1 astral construct IVs or 1d4+2 lower-powered astral constructs. Burning Ray normally deals 3d6 fire damage, whereas a spiked burning ray would deal 3d6+3 fire damage.</p></blockquote><p></p>
[QUOTE="HellHound, post: 1560997, member: 3397"] I'm heading out to do some yard work, and my brain has seized up anyways from converting 3.0 psi material to 3.5 - so someone (hey Nifft, you know you want to) please give this a hack to make it 3.5 useable? --- Spike Manifestation [Metapsionic] You can manifest powers that are slightly more potent than the typical manifester. Prerequisite: Manifester level 1+ Benefit: All variable, numeric effects of a spiked power are increased by +1 per die. A spiked power deals +1 damage per die of damage, cures +1 hit point per die cured, affects one additional target per die of targets affected, etc, as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. A spiked power costs a number of power points equal to its standard cost +2. example: Biocurrent deals 1d4 damage to each target each round with a power cost of 1. For a power cost of 3, Biocurrent can be spiked to deal 1d4+1 damage to each target each round. Astral Construct V typically summons a single astral construct V, 1d3 astral construct IVs or 1d4+1 lower-powered astral constructs. A spiked Astral Construct V would summon a single astral construct V, 1d3+1 astral construct IVs or 1d4+2 lower-powered astral constructs. Burning Ray normally deals 3d6 fire damage, whereas a spiked burning ray would deal 3d6+3 fire damage. [/QUOTE]
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