User:Franken Kesey/Lab2
Spell/Power Level |
Name | Minimum Class Level |
Dice | Healing1 | |||
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10th | 20th | Max | Max Slot/PP | ||||
Magic Healing | |||||||
2 | Cure Moderate | Cleric 3 | 2d8 +1/level (max +10) | 19 | 19 | 34 | 7 |
3 | Cure Serious | Cleric 5 | 3d8 +1/level (max +15) | 23.5 | 28.5 | 47 | 8 |
4 | Cure Critical | Cleric 7 | 4d8 +1/level (max +20) | 28 | 38 | 68 | 9 |
5 | Mass Cure Light Wounds | Cleric 9 | 1d8 +1/level (max +25) | 14.5 | 24.5 | 28 | 8 |
6 | Mass Cure Moderate Wounds2 | Cleric 11 | 2d8 +1/level (max +30) | — | 29 | 36 | 9 |
6 | Heal | Cleric 11 | 10/level (max 150) | — | 150 | 150 | 6 |
Psionic Healing | |||||||
2 | Body Adjustment3 | Psychic Warrior 4 | 1d12 +1d12/2 extra pp | 26 | 58.5 | 108 | 19 |
2 | Body Adjustment4 | Wilder 6 | 1d12 +1d12/2 extra pp | 32.5 | 71.5 | 144 | 25 |
2 | Empathic Transfer5 | Psychic Warrior 4 | 2d10 +2d10/1 extra pp (max 10d10) | 55 | 55 | 150 | 7 |
2 | Biological Reconstruction | Egoist 3 | 2d6 +1d6/2 extra pp | 17.5 | 21 | 60 | 19 |
3 | Healing Wave | Egoist 5 | 1d4 +1d4/3 extra pp | 5 | 7.5 | 16 | 17 |
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Psychoportation (Teleportation) | |
Level: | Egoist 3, Psyblade 3, Wildknife 3, , |
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Display: | Visual; see text |
Manifesting Time: | 1 standard action |
Range: | 10' radius |
Area: | 10' radius emanation, centered on you. |
Duration: | Instantaneous |
Saving Throw: | Will (harmless) for half (if undead); Reflex negates dazzle |
Power Resistance: | Yes |
Power Points: | 5 |
Shift a tiny portal of the positive energy plane into a blinding light that bursts outwards from you healing all in area and dazzling all who see it shortly after.
Positive healing energy bursts from you. This heals all living creatures in area, 1d6 hit points of damage; including the manifester and enemies. However, it dazzles all in area who fail the Reflex save until next round (except manifester); and deals 2 points of Constitution ability burn to the manifester.
Like heal and cure spells, this does harm undead. They must make the Will save to take half damage.
This is simple positive energy, thus it does heal all other creatures (except constructs).
Augment: You can augment this power in one or more of the following ways.
- For every 3 additional power points you spend, this power heals an additional 1d6 points of damage (to a maximum of 4d6 points per manifestation).
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