Backward Heal (3.5e Power)
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|Manifesting Time:||1 full round action|
|Target:||One creature touched|
|Saving Throw:||Fortitude partial; see text|
|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):
|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.