Backward Heal (3.5e Power)

From D&D Wiki

Jump to: navigation, search
Backward Heal
Psychometabolism
Level: Egoist 2
Display: Visual
Manifesting Time: 1 full round action
Range: Touch
Target: One creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: No
Power Points: 3 (A)

The target is healed 1 point of lethal damage (augment can make it more). Only lethal damage is healed this way, non-lethal damage is not healed, but you do automatically become stable. And then, the target takes a number of non-lethal damage equal to three times the amount of damage healed (including damage that isn't there, so if you have full HP, the non-lethal damage is still dealt). Ability damage to one ability score selected by the manifester is healed by 1d4-1 points.

All of the above effects are negated with a successful save. However, regardless of save, roll on the table below (1d6):

Roll Result
1 Nothing
2 Nothing
3 Nothing
4 Nothing
5 Target becomes not fatigued and not exhausted
6 Target becomes fatigued (exhausted if already fatigued)

Any creatures which are immune to non-lethal damage (even temporarily) are immune to the effects of this power.

Augment: You can augment this power in any combination of the following ways:

  • Each additional power point you spend increases the amount healed by 1 and the save DC by one half (round down the total save DC).
  • Spend 3 additional power points to manifest this power as a immediate action.
  • Spend 3 additional power points to set the range to 30 ft, instead of requiring touch.



Back to Main Page3.5e HomebrewComplex Special Ability ComponentsPowersPsion/Wilder

Home of user-generated,
homebrew pages!


Advertisements: