Difference between revisions of "User:Franken Kesey/Lab2"

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|-  
 
|-  
 
|4||Cure Critical||Cleric 7||4d8 +1/level (max +20)||28||38||68||9
 
|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 Wounds<sup>2</sup>||Cleric 11||2d8 +1/level (max +30)||—||29||36||9
 
|-  
 
|-  
 
|6||Heal||Cleric 11||10/level (max 150)||—||150||150||6
 
|6||Heal||Cleric 11||10/level (max 150)||—||150||150||6
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|class="center" colspan="8"|'''Psionic Healing'''
 
|class="center" colspan="8"|'''Psionic Healing'''
 
|-
 
|-
|2||Body Adjustment<sup>2</sup>||Psychic Warrior 4||1d12 +1d12/2 extra pp||26||58.5||108<!--9x12-->||19
+
|2||Body Adjustment<sup>3</sup>||Psychic Warrior 4||1d12 +1d12/2 extra pp||26||58.5||108<!--9x12-->||19
 
|-
 
|-
|2||Body Adjustment<sup>3</sup>||Wilder 6||1d12 +1d12/2 extra pp||32.5||71.5||144<!--12x12-->||25
+
|2||Body Adjustment<sup>4</sup>||Wilder 6||1d12 +1d12/2 extra pp||32.5||71.5||144<!--12x12-->||25
 
|-
 
|-
|2||Empathic Transfer<sup>4</sup>||Psychic Warrior 4||2d10 +2d10/1 extra pp (max 10d10)||55||55||150<!--15x10-->||7
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|2||Empathic Transfer<sup>5</sup>||Psychic Warrior 4||2d10 +2d10/1 extra pp (max 10d10)||55||55||150<!--15x10-->||7
 
|-
 
|-
|2||Biological Reconstruction Old||Egoist 3||2d6 +1d6/3 extra pp||14||24.5||42<!--7x6-->||18
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|2||Biological Reconstruction||Egoist 3||2d6 +1d6/2 extra pp||17.5||21||60<!--10x6-->||19
 
|-
 
|-
|2||Biological Reconstruction New||Egoist 3||2d6 +1d6/2 extra pp||17.5||21||60<!--10x6-->||19
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|3||Healing Wave||Egoist 5||1d4 +1d4/3 extra pp||5||7.5||16<!--4x4-->||17
 
|-
 
|-
 
| class="foot" colspan="8" |
 
| class="foot" colspan="8" |
 
#Average at 10th and 20th levels without feats. Max is at 20th level with empower and maximize feats. Max spell slot or PP cost.
 
#Average at 10th and 20th levels without feats. Max is at 20th level with empower and maximize feats. Max spell slot or PP cost.
 +
#Max only with maximize feat (w/o empower), no spell slot over 9th.
 
#For a Psychic Warrior, Psion heals less.
 
#For a Psychic Warrior, Psion heals less.
 
#For Wilder with wild surge.
 
#For Wilder with wild surge.
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{{author
 
{{author
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
|date_created=04/10/19
+
|date_created=07/01/19
 
|status=Fin
 
|status=Fin
|balance=High}}
+
|balance=Very High}}
 
{{3.5e Power
 
{{3.5e Power
|name=Biological Reconstruction
+
|name=Healing Wave
 
|disc=Psychometabolism
 
|disc=Psychometabolism
 
|subdisc=Healing
 
|subdisc=Healing
|lvl=Egoist 2, Psyblade 2, [[Wildknife (3.5e Class)|Wildknife]] 2
+
|lvl=Egoist 3, Psyblade 3, [[Wildknife (3.5e Class)|Wildknife]] 3
|disp=Mental
+
|disp=Visual; see text
|time=1 [[SRD:Standard Actions|standard action]]
+
|time=1 [[SRD:Full-Round Actions|full-round action]]
|range=Touch
+
|range=10' radius
 
|dur=Instantaneous
 
|dur=Instantaneous
|tsea=t
+
|tsea=a
|subj=One willing touched creature.
+
|subj=10' radius emanation, centered on you.
|save=None
+
|save=Will (harmless) for half (if undead); Reflex negates dazzle
|pr=No
+
|pr=Yes
|pp=3
+
|pp=5
|summary=Psionic touch healing heals 2d6 damage (+1d6 per 2 extra power points). With investment can heal conditions.}}
+
|summary=Create a burst of healing which heals all in area 1d4 (+1d4 per 3 extra power points), but not without costs.}}
 +
''A blinding light emanates outwards from you healing all in area and dazzling all who see it shortly after.''
 
<onlyinclude>
 
<onlyinclude>
Repairs the cells of target creature, healing 2d6 [[SRD:Hit Points|hit points]] of damage.
+
A burst of positive healing energy emanates from you. This heals all living creatures in area, 1d4 [[SRD:Hit Points|hit points]] of damage; including the manifester and enemies. However, it [[SRD:Dazzled|dazzles]] all in area who fail the Reflex save until next round (except manifester); and deals 2 points of Constitution [[SRD:Ability Burn|ability burn]] to the manifester.
  
Unlike normal [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this also heals undead.
+
Like [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this '''does''' harm undead. They must make the Will save to take half damage.
  
This has no affect on creatures without normal cellular biology, like [[SRD:Construct Type|constructs]], [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]], and creatures with the [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Incorporeal Subtype|incorporeal]], [[Xenoblooded (3.5e Subtype)|xenoblooded]] or [[Xenotheric (3.5e Subtype)|xenotheric]] subtypes.
+
This is simple positive energy, thus it does heal all other creatures (except [[SRD:Construct Type|constructs]]).  
  
 
'''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).
+
#For every 3 additional [[SRD:Power Points|power points]] you spend, this power heals an additional 1d4 points of damage (to a maximum of 3d4 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.
 
 
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{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
{{3.5e Psyblade Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
 
{{3.5e Psyblade Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
 
{{Navboxes}}
 
{{Navboxes}}

Revision as of 05:20, 2 July 2019

Spell/Power
Level
Name Minimum
Class Level
Dice Healing1
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
  1. Average at 10th and 20th levels without feats. Max is at 20th level with empower and maximize feats. Max spell slot or PP cost.
  2. Max only with maximize feat (w/o empower), no spell slot over 9th.
  3. For a Psychic Warrior, Psion heals less.
  4. For Wilder with wild surge.
  5. For a Psychic Warrior, Egoist gets it at lower level (both heal the same damage). This damages the manifester one half the amount.


Homebrew.png
Author: Franken Kesey (talk)
Date Created: 07/01/19
Status: Fin
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
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Healing Wave
Psychometabolism (Healing)
Level: Egoist 3, Psyblade 3, Wildknife 3, ,
Display: Visual; see text
Manifesting Time: 1 full-round 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

A blinding light emanates outwards from you healing all in area and dazzling all who see it shortly after.

A burst of positive healing energy emanates from you. This heals all living creatures in area, 1d4 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.

  1. For every 3 additional power points you spend, this power heals an additional 1d4 points of damage (to a maximum of 3d4 points per manifestation).

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