Difference between revisions of "Biological Regeneration (3.5e Power)"

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|summary=Psionic touch healing heals 2d6 damage (+1d6 per 2 extra power points). With investment can heal conditions.}}
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|summary=Psionic touch healing heals 2d8 damage (+1d8 per extra power point). With investment can heal conditions.}}
 
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<onlyinclude>
Repairs the cells of target creature, healing 2d6 [[SRD:Hit Points|hit points]] of damage.
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Repairs the cells of target creature, healing 2d8 [[SRD:Hit Points|hit points]] of damage.
  
 
Unlike normal [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this also heals corporal organic undead. For example this heals things like zombies and mummies, but not skeletons or ghosts.
 
Unlike normal [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this also heals corporal organic undead. For example this heals things like zombies and mummies, but not skeletons or ghosts.
  
This has no affect on creatures without normal cellular biology, like [[SRD:Construct Type|constructs]] (except [[SRD:Flesh Golem|flesh golems]] and the like), [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]], [[SRD:Outsider Type|outsiders]], and creatures with the [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Incorporeal Subtype|incorporeal]], [[Xenoblooded (3.5e Subtype)|xenoblooded]] or [[Xenotheric (3.5e Subtype)|xenotheric]] subtypes.
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This has no affect on creatures without normal cellular biology, like [[SRD:Construct Type|constructs]] (except [[SRD:Flesh Golem|flesh golems]] and the like), [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]], [[SRD:Outsider Type|outsiders]] (except [[SRD:Native|native]] subtype), and creatures with the [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Incorporeal Subtype|incorporeal]], [[Xenoblooded (3.5e Subtype)|xenoblooded]] or [[Xenotheric (3.5e Subtype)|xenotheric]] subtypes.
  
 
'''Augment:''' You can augment this power in one or more of the following ways.
 
'''Augment:''' You can augment this power in one or more of the following ways.
#For every 2 additional [[SRD:Power Points|power points]] you spend, this power heals an additional 1d6 points of damage (to a maximum of 6d6 points per manifestation).
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#For every additional [[SRD:Power Points|power points]] you spend, this power heals an additional 1d8 points of damage (to a maximum of 8d8 points per manifestation).
 
#If you spend 2 extra power points, instead eliminates either [[SRD:Fatigued|fatigue]], [[SRD:Sickened|sickness]] or [[SRD:Dazed|daze]] suffered by the character (only one), or improves an [[SRD:Exhausted|exhausted]], [[SRD:Nauseated|nauseated]] or [[SRD:Stunned|stunned]] condition one step (to fatigued, sickened or dazed respectively). You do this instead of healing hit points, not both.
 
#If you spend 2 extra power points, instead eliminates either [[SRD:Fatigued|fatigue]], [[SRD:Sickened|sickness]] or [[SRD:Dazed|daze]] suffered by the character (only one), or improves an [[SRD:Exhausted|exhausted]], [[SRD:Nauseated|nauseated]] or [[SRD:Stunned|stunned]] condition one step (to fatigued, sickened or dazed respectively). You do this instead of healing hit points, not both.
 
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Revision as of 20:20, 2 September 2019

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Author: Franken Kesey (talk)
Date Created: 04/10/19
Status: Fin
Editing: Clarity edits only please
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Biological Regeneration
Psychometabolism (Healing)
Level: Egoist 2, Psyblade 2, Wildknife 2, ,
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One willing touched creature.
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3


Repairs the cells of target creature, healing 2d8 hit points of damage.

Unlike normal heal and cure spells, this also heals corporal organic undead. For example this heals things like zombies and mummies, but not skeletons or ghosts.

This has no affect on creatures without normal cellular biology, like constructs (except flesh golems and the like), elementals, oozes, outsiders (except native subtype), and creatures with the extraplanar, incorporeal, xenoblooded or xenotheric subtypes.

Augment: You can augment this power in one or more of the following ways.

  1. For every additional power points you spend, this power heals an additional 1d8 points of damage (to a maximum of 8d8 points per manifestation).
  2. If you spend 2 extra power points, instead eliminates either fatigue, sickness or daze suffered by the character (only one), or improves an exhausted, nauseated or stunned condition one step (to fatigued, sickened or dazed respectively). You do this instead of healing hit points, not both.

Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsion/Wilder
Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsyblade

Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
Article BalanceHigh +
AuthorFranken Kesey +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelEgoist 2 +, Psyblade 2 + and Wildknife 2 +
Rated ByThe-Marksman +, Foxwarrior +, Surgo +, Geodude671 + and Ghostwheel +
RatingRated 1 / 4 +
SubdisciplineHealing +
SummaryPsionic touch healing heals 2d8 damage (+1d8 per extra power point). With investment can heal conditions. +
TitleBiological Regeneration +