Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Two psychmetabolism powers for review
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Destil" data-source="post: 3562063" data-attributes="member: 1980"><p>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?</p><p></p><p><strong>Vampiric Conduit</strong></p><p>Psychmetabolism</p><p>Level: Egoist 4</p><p>Display: Thermal</p><p>Manifesting Time: 1 action</p><p>Duration: Concentration (maximum of 1 round / level)</p><p>Range: Medium (100 ft. + 10 ft. / level)</p><p>Target: One living creature</p><p>Saving Throw: Fortitude partial</p><p>Power Resistance: Yes</p><p>Power Points: 7</p><p></p><p>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.</p><p></p><p>Augmentation</p><p></p><p>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. </p><p></p><p></p><p><strong>Vampiric Nova</strong></p><p>Psychmetabolism (Death)</p><p>Level: Egoist 9</p><p>Display: Thermal</p><p>Manifesting Time: 1 action</p><p>Duration: Instantaneous and 1 round per 5 levels(see text)</p><p>Range: Medium (100 ft. + 10 ft. / level)</p><p>Target: One living creature</p><p>Saving Throw: Fortitude partial</p><p>Power Resistance: Yes</p><p>Power Points: 17</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Augmentation</p><p></p><p>For 2 every extra power point you spend the the damage on a successful save increases by 1d6.</p><p></p><p>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.</p><p></p><p>For every 2 power points you spend on augmentation this power's save DC increase by 1 point.</p></blockquote><p></p>
[QUOTE="Destil, post: 3562063, member: 1980"] 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? [b]Vampiric Conduit[/b] 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. [b]Vampiric Nova[/b] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Two psychmetabolism powers for review
Top