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		<id>http://wiki.avlis.org/w/index.php?title=Druid&amp;diff=33253</id>
		<title>Druid</title>
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		<updated>2010-02-05T19:17:21Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Classes:''' {{Classes}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[Image:Ir druid.gif|Druid]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Druid.jpg|frame|]]&lt;br /&gt;
[[Image:Druid_f.jpg|frame|Druid]]&lt;br /&gt;
'''Description''': Druids are [[divine]] spellcasters who receive their spells from gods aligned with nature. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.&lt;br /&gt;
&lt;br /&gt;
Druids are essentially priests of nature. In the older editions of the D&amp;amp;D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. These are the gods who do have druids:  &lt;br /&gt;
[[Dru'El]], &lt;br /&gt;
[[O'Ma]], &lt;br /&gt;
[[Pelar]], &lt;br /&gt;
[[Dre'Ana]], &lt;br /&gt;
[[Titania]], &lt;br /&gt;
[[Dagath]], &lt;br /&gt;
[[Skern]],&lt;br /&gt;
[[Balgar]], &lt;br /&gt;
[[Berryn]],&lt;br /&gt;
[[Cha'reth]],&lt;br /&gt;
[[Yeraiah]] and &lt;br /&gt;
[[Verossa]].&lt;br /&gt;
&lt;br /&gt;
Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.&lt;br /&gt;
&lt;br /&gt;
'''Alignment Restrictions''': None&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Hit Die|Hit Die]]''': d8&lt;br /&gt;
&lt;br /&gt;
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]]), [[NWN:Shield Proficiency|Shields]], Weapons ([[NWN:Weapon Proficiency (Druid)|Druid]])&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Skill Points|Skill Points]]''': ([[NWN:Int|Int]] mod * 4 at 1st level) 4 + Int mod&lt;br /&gt;
&lt;br /&gt;
'''Skills''': [[NWN:Animal empathy|Animal empathy]], [[NWN:Concentration|Concentration]], [[NWN:Craft armor|Craft Armor]], [[NWN:Craft trap|Craft Trap]], [[NWN:Craft weapon|Craft Weapon]], [[NWN:Heal (skill)|Heal]], [[NWN:Lore|Lore]], [[NWN:Parry|Parry]], [[NWN:Persuade|Persuade]], [[NWN:Spellcraft|Spellcraft]]&lt;br /&gt;
&lt;br /&gt;
'''Selectable Class Feats''': [[NWN:Ambidexterity|Ambidexterity]], [[NWN:Brew Potion|Brew Potion]], [[NWN:Craft Wand|Craft Wand]], [[NWN:Deflect Arrows|Deflect Arrows]],  [[NWN:Quicken Spell|Quicken Spell]], [[NWN:Skill Focus|Skill Focus]], [[NWN:Scribe Scroll|Scribe Scroll]], [[NWN:Spell Focus|Spell Focus]], [[NWN:Two-Weapon Fighting|Two-Weapon Fighting]]&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Fortitude|Fortitude]], [[NWN:Will|Will]]&lt;br /&gt;
&lt;br /&gt;
'''Spellcasting''': [[NWN:Divine|Divine]] ([[NWN:Wisdom|Wisdom]] based, armor-related chance of [[NWN:spell failure|spell failure]] is ignored). Must have a [[NWN:Wisdom|Wisdom]] score of 10 + the spell's level to cast a spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Abilities &amp;amp; Feats==&lt;br /&gt;
*Level 1 [[NWN:Animal Companion (feat)|Animal Companion]], [[Nature Sense|Nature Sense]]&lt;br /&gt;
*Level 2 [[NWN:Woodland Stride|Woodland Stride]]&lt;br /&gt;
*Level 3 [[NWN:Trackless Step|Trackless Step]]&lt;br /&gt;
*Level 4 [[NWN:Resist Nature's Lure|Resist Nature's Lure]]&lt;br /&gt;
*Level 5 [[Wild Shape]], animal (1x/day)&lt;br /&gt;
*Level 6 Wild Shape (2x/day)&lt;br /&gt;
*Level 7 Wild Shape (3x/day)&lt;br /&gt;
*Level 9 [[NWN:Venom Immunity|Venom Immunity]]&lt;br /&gt;
*Level 10 Wild Shape (4x/day)&lt;br /&gt;
*Level 12 Druid Wildshape (Animal), Improved forms&lt;br /&gt;
*Level 14 Wild Shape (5x/day)&lt;br /&gt;
*Level 16 [[Elemental Shape]], Huge (1x/day)&lt;br /&gt;
*Level 17 Elemental Shape (2x/day)&lt;br /&gt;
*Level 18 Wild Shape (6x/day)&lt;br /&gt;
*Level 19 Elemental Shape (3x/day)&lt;br /&gt;
*Level 20 [[Improved Elemental Shape]], Elder&lt;br /&gt;
*Level 22 [[NWN:Infinite Wildshape|Infinite Wildshape]]&lt;br /&gt;
*Level 26 [[NWN:Infinite Elemental Shape|Infinite Elemental Shape]]&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Druids gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn't the druid who picks the target of lightning when he or she calls it down, but rather his or her god that directs it.&lt;br /&gt;
&lt;br /&gt;
[[Magic:Druid Spells|Druid Spells]] (&lt;br /&gt;
[[Magic:Druid Spells:Level-0|0]]&lt;br /&gt;
[[Magic:Druid Spells:Level-1|1]]&lt;br /&gt;
[[Magic:Druid Spells:Level-2|2]]&lt;br /&gt;
[[Magic:Druid Spells:Level-3|3]]&lt;br /&gt;
[[Magic:Druid Spells:Level-4|4]]&lt;br /&gt;
[[Magic:Druid Spells:Level-5|5]]&lt;br /&gt;
[[Magic:Druid Spells:Level-6|6]]&lt;br /&gt;
[[Magic:Druid Spells:Level-7|7]]&lt;br /&gt;
[[Magic:Druid Spells:Level-8|8]]&lt;br /&gt;
[[Magic:Druid Spells:Level-9|9]] )&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 0&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]] heals 1d4 points of damage.&lt;br /&gt;
*[[Magic:Flare|Flare]] dazzles target for 1 minute.&lt;br /&gt;
*[[Magic:Light|Light]] cause the object touched to give off a 20' radius of light. &lt;br /&gt;
*[[Magic:Resistance|Resistance]] gives the subject +1 bonus on all saves.&lt;br /&gt;
*[[Magic:Virtue|Virtue]] gives the subject 1 temporary hp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 1&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Camouflage|Camouflage]] gives +10 to Hide checks.&lt;br /&gt;
*[[Magic:Cure Light Wounds|Cure Light Wounds]] heals the target 1d8 +1/caster level (+5 max) hp.   &lt;br /&gt;
*[[Magic:Endure Elements|Endure Elements]] absorbs up to 20 points of any elemental damage type. &lt;br /&gt;
*[[Magic:Entangle|Entangle]] causes plants to entangle everyone in a large circle. &lt;br /&gt;
*[[Magic:Faerie Fire|Faerie Fire]] creates a pale glow that surrounds and outlines the subjects.&lt;br /&gt;
*[[Magic:Grease|Grease]] slows and/or knocks down opponents.&lt;br /&gt;
*[[Magic:Magic Fang|Magic Fang]] strengthens an animal companion which gets +1 bonus to attack and damage.&lt;br /&gt;
*[[Magic:Sleep|Sleep]] causes 4 + 1d4 HD of creatures to fall into a deep slumber.&lt;br /&gt;
*[[Magic:Summon Creature I|Summon Creature I]] brings a dire badger to assist the caster.&lt;br /&gt;
*[[Magic:Ultravision|Ultravision]] allows the target to see in complete and magical darkness.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 2&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Barkskin|Barkskin]] grants a +3 to +5 natural armor bonus, depending on caster level.&lt;br /&gt;
*[[Magic:Blood Frenzy|Blood Frenzy]] grants +2 to Strength and Constitution, +1 on Will saves, and –1 to AC to the caster.&lt;br /&gt;
*[[Magic:Bulls Strength|Bull's Strength]] grants 1d4+1 STR for 1 hour/level to the subject with bonuses for militant levels.&lt;br /&gt;
*[[Magic:Charm Person or Animal|Charm Person or Animal]] improves the reputation of the caster with the target.&lt;br /&gt;
*[[Magic:Flame Lash|Flame Lash]] flays an enemy with flaming brands with increasing damage every 3 caster levels.&lt;br /&gt;
*[[Magic:Hold Animal|Hold Animal]] makes one animal helpless for 1 round/level.&lt;br /&gt;
*[[Magic:Lesser Dispel|Lesser Dispel]] removes all spell effects on one target, one effect on multiple targets, or area of effects.&lt;br /&gt;
*[[Magic:Lesser Restoration |Lesser Restoration ]] dispels magic-induced ability, AC, att/dmg, saving throw, and SR rolls.&lt;br /&gt;
*[[Magic:One with the Land|One with the Land]] gives +4 skill competence bonuses for several nature related skills.&lt;br /&gt;
*[[Magic:Resist Elements|Resist Elements]] absorbs up to 30 points of any elemental damage type.&lt;br /&gt;
*[[Magic:Summon Creature II|Summon Creature II]] brings a dire boar to assist the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 3&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Call Lightning|Call Lightning]]&lt;br /&gt;
*[[Magic:Contagion|Contagion]]&lt;br /&gt;
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]] heals the target 2d8 +1/caster level (+10 max) hp.&lt;br /&gt;
*[[Magic:Dominate Animal|Dominate Animal]]&lt;br /&gt;
*[[Magic:Greater Magic Fang|Greater Magic Fang]]&lt;br /&gt;
*[[Magic:Greenfire|Greenfire]]&lt;br /&gt;
*[[Magic:Healing Sting|Healing Sting]]&lt;br /&gt;
*[[Magic:Infestation of Maggots|Infestation of Maggots]]&lt;br /&gt;
*[[Magic:Mass Ultravision|Mass Ultravision]]&lt;br /&gt;
*[[Magic:Neutralize Poison|Neutralize Poison]]&lt;br /&gt;
*[[Magic:Poison|Poison]] inflicts the target with large scorpion venom.&lt;br /&gt;
*[[Magic:Protection from Elements|Protection from Elements]] absorbs up to 40 points of any elemental damage type.&lt;br /&gt;
*[[Magic:Quillfire|Quillfire]]&lt;br /&gt;
*[[Magic:Remove Disease|Remove Disease]]&lt;br /&gt;
*[[Magic:Spiderskin|Spiderskin]]&lt;br /&gt;
*[[Magic:Spike Growth|Spike Growth]]&lt;br /&gt;
*[[Magic:Summon Creature III|Summon Creature III]] brings a dire wolf to assist the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 4&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]] heals the target 3d8 +1/caster level (+15 max) hp.&lt;br /&gt;
*[[Magic:Dispel Magic|Dispel Magic]] removes all spell effects on one target, one effect on multiple targets, or an area of effects.&lt;br /&gt;
*[[Magic:Flame Strike|Flame Strike]]&lt;br /&gt;
*[[Magic:Freedom of Movement|Freedom of Movement]] makes the target immune to paralysis, slow, and entanglement spells and effects.&lt;br /&gt;
*[[Magic:Hold Monster|Hold Monster]]&lt;br /&gt;
*[[Magic:Mass Camouflage|Mass Camouflage]]&lt;br /&gt;
*[[Magic:Stoneskin|Stoneskin]] grants physical damage reduction of 10/+5 up to 100 points.&lt;br /&gt;
*[[Magic:Summon Creature IV|Summon Creature IV]] brings a dire spider to assist the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 5 &amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Awaken|Awaken]]&lt;br /&gt;
*[[Magic:Cure Critical Wounds|Cure Critical Wounds]] heals the target 4d8 +1/caster level (+20 max) hp.&lt;br /&gt;
*[[Magic:Death Ward|Death Ward]]&lt;br /&gt;
*[[Magic:Ice Storm|Ice Storm]] creates a storm of ice that falls from the sky pounding and freezing creatures in the area.&lt;br /&gt;
*[[Magic:Inferno|Inferno]]&lt;br /&gt;
*[[Magic:Owl's Insight|Owl's Insight]]&lt;br /&gt;
*[[Magic:Panacea|Panacea]]&lt;br /&gt;
*[[Magic:Slay Living|Slay Living]] attempts to kill or grieviously wound one target creature.&lt;br /&gt;
*[[Magic:Spell Resistance Spell|Spell Resistance]] grants the target resistance to magic.&lt;br /&gt;
*[[Magic:Summon Creature V|Summon Creature V]] brings a dire bear to assist the caster.&lt;br /&gt;
*[[Magic:Vine Mine|Vine Mine]]&lt;br /&gt;
*[[Magic:Wall of Fire|Wall of Fire]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 6&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Crumble|Crumble]]&lt;br /&gt;
*[[Magic:Drown|Drown]]&lt;br /&gt;
*[[Magic:Energy Buffer|Energy Buffer]] gives the caster resistance against elemental damage (40/-).&lt;br /&gt;
*[[Magic:Energy Immunity|Energy Immunity]]&lt;br /&gt;
*[[Magic:Greater Dispelling|Greater Dispelling]] removes all spell effects on one target, one effect on multiple targets, or an area of effects.&lt;br /&gt;
*[[Magic:Greater Stoneskin|Greater Stoneskin]] grants 20/+5 Damage Reduction (150hp max) from melee damage.&lt;br /&gt;
*[[Magic:Healing Circle|Healing Circle]]&lt;br /&gt;
*[[Magic:Regenerate|Regenerate]]&lt;br /&gt;
*[[Magic:Stonehold|Stonehold]]&lt;br /&gt;
*[[Magic:Summon Creature VI|Summon Creature VI]] brings a dire tiger to assist the caster.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 7&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Aura of Vitality|Aura of Vitality]]&lt;br /&gt;
*[[Magic:Creeping Doom|Creeping Doom]]&lt;br /&gt;
*[[Magic:Firestorm|Firestorm]]&lt;br /&gt;
*[[Magic:Harm|Harm]] damages a touched target down to 1d4 h.p. but heals the undead.&lt;br /&gt;
*[[Magic:Heal|Heal]]&lt;br /&gt;
*[[Magic:Summon Creature VII|Summon Creature VII]] brings a random huge elemental (air, fire, or water) to assist the caster.&lt;br /&gt;
*[[Magic:True Seeing|True Seeing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 8&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Bombardment|Bombardment]]&lt;br /&gt;
*[[Magic:Finger of Death|Finger of Death]] kills one subject.&lt;br /&gt;
*[[Magic:Natures Balance|Nature's Balance]]&lt;br /&gt;
*[[Magic:Premonition|Premonition]] allows the caster to see a few moments into the future and grants damage protection.&lt;br /&gt;
*[[Magic:Summon Creature VIII|Summon Creature VIII]] brings a random greater elemental (air, fire, or water) to assist the caster.&lt;br /&gt;
*[[Magic:Sunbeam|Sunbeam]]&lt;br /&gt;
*[[Magic:Sunburst|Sunburst]]&lt;br /&gt;
*[[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Level 9&amp;lt;/u&amp;gt;&lt;br /&gt;
*[[Magic:Earthquake|Earthquake]]&lt;br /&gt;
*[[Magic:Elemental Swarm|Elemental Swarm]]&lt;br /&gt;
*[[Magic:Mass Drown|Mass Drown]]&lt;br /&gt;
*[[Magic:Mass Heal|Mass Heal]] restores all allies in the area to full hit points but harms undead.&lt;br /&gt;
*[[Magic:Natures Avatar|Nature's Avatar]]&lt;br /&gt;
*[[Magic:Shapechange|Shapechange]]&lt;br /&gt;
*[[Magic:Storm of Vengeance|Storm of Vengeance]]&lt;br /&gt;
*[[Magic:Summon Creature IX|Summon Creature IX]] brings a random elder elemental (air, fire, or water) to assist the caster.&lt;br /&gt;
*[[Magic:Unyielding Roots|Unyielding Roots]]&lt;br /&gt;
&lt;br /&gt;
==Spells per Day==&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;u&amp;gt;Class Level&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;0&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;1&amp;lt;small&amp;gt;st&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;2&amp;lt;small&amp;gt;nd&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;3&amp;lt;small&amp;gt;rd&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;4&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;5&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;6&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;7&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;8&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;!!&amp;lt;u&amp;gt;9&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;&amp;lt;/u&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#f0e090&amp;quot;|&lt;br /&gt;
|1&amp;lt;small&amp;gt;st&amp;lt;/small&amp;gt;||3||1||*||*||*||*||*||*||*||*&lt;br /&gt;
|-&lt;br /&gt;
|2&amp;lt;small&amp;gt;nd&amp;lt;/small&amp;gt;||4||2||*||*||*||*||*||*||*||*&lt;br /&gt;
|- style=&amp;quot;background:#f2e090&amp;quot;|&lt;br /&gt;
|3&amp;lt;small&amp;gt;rd&amp;lt;/small&amp;gt;||4||2||1||*||*||*||*||*||*||*&lt;br /&gt;
|-&lt;br /&gt;
|4&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||5||3||2||*||*||*||*||*||*||*&lt;br /&gt;
|- style=&amp;quot;background:#f4e090&amp;quot;|&lt;br /&gt;
|5&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||5||3||2||1||*||*||*||*||*||*&lt;br /&gt;
|-&lt;br /&gt;
|6&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||5||3||3||2||*||*||*||*||*||*&lt;br /&gt;
|- style=&amp;quot;background:#f6e090&amp;quot;|&lt;br /&gt;
|7&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||4||3||2||1||*||*||*||*||*&lt;br /&gt;
|-&lt;br /&gt;
|8&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||4||3||3||2||*||*||*||*||*&lt;br /&gt;
|- style=&amp;quot;background:#f8e090&amp;quot;|&lt;br /&gt;
|9&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||4||4||3||2||1||*||*||*||*&lt;br /&gt;
|-&lt;br /&gt;
|10&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||4||4||3||3||2||*||*||*||*&lt;br /&gt;
|- style=&amp;quot;background:#fae090&amp;quot;|&lt;br /&gt;
|11&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||4||4||3||2||1||*||*||*&lt;br /&gt;
|-&lt;br /&gt;
|12&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||4||4||3||3||2||*||*||*&lt;br /&gt;
|- style=&amp;quot;background:#fce090&amp;quot;|&lt;br /&gt;
|13&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||4||4||3||2||1||*||*&lt;br /&gt;
|-&lt;br /&gt;
|14&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||4||4||3||3||2||*||*&lt;br /&gt;
|- style=&amp;quot;background:#fde090&amp;quot;|&lt;br /&gt;
|15&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||5||4||4||3||2||1||*&lt;br /&gt;
|-&lt;br /&gt;
|16&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||5||4||4||3||2||2||*&lt;br /&gt;
|- style=&amp;quot;background:#fee090&amp;quot;|&lt;br /&gt;
|17&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||5||5||4||4||3||2||1&lt;br /&gt;
|-&lt;br /&gt;
|18&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||5||5||4||4||3||3||2&lt;br /&gt;
|- style=&amp;quot;background:#ffe090&amp;quot;|&lt;br /&gt;
|19&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||5||5||5||4||4||3||3&lt;br /&gt;
|-&lt;br /&gt;
|20&amp;lt;small&amp;gt;th&amp;lt;/small&amp;gt;||6||5||5||5||5||5||4||4||4||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Epic Druid==&lt;br /&gt;
[[Image:ife x2epdruid.gif|Epic Druid]]&lt;br /&gt;
&lt;br /&gt;
'''Skill Points''': 4 + Int Mod&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats''': 24, 28, 32, 36, 40&lt;br /&gt;
&lt;br /&gt;
'''Epic Druid Bonus Feats''': [[NWN:Automatic Quicken Spell I - III|Automatic Quicken Spell]], [[NWN:Automatic Silent Spell I - III|Automatic Silent Spell]], [[NWN:Automatic Still Spell I - III|Automatic Still Spell]], [[Dragon Shape]], [[NWN:Epic Energy Resistance|Epic Energy Resistance]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Spell Penetration|Epic Spell Penetration]], [[NWN:Great Wisdom|Great Wisdom]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Improved Combat Casting|Improved Combat Casting]]&lt;br /&gt;
&lt;br /&gt;
'''Epic Selectable Class Feats''': [[NWN:Blinding Speed|Blinding Speed]], [[NWN:Epic Skill Focus|Epic Skill Focus]] ([[NWN:Animal empathy|Animal empathy]]), [[Epic spell: dragon knight|Epic spell: dragon knight]], [[Epic_Spell:Greater_Ruin|Greater Ruin]], [[Epic_Spell:Hellball|Hellball]], [[Epic_Spell:Mummy_Dust|Mummy Dust]],&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The Druid and [[Shifter]] Shapeshifting feats cannot be dispelled.&lt;br /&gt;
*Druids cannot take the [[NWN:Weapon Proficiency (Martial)|Weapon Proficiency (Martial)]] feat unless multiclassed.&lt;br /&gt;
*The [[NWN:summon|summon]] creature spells are some of the more powerful and useful spells. For convenience, the summoned creatures, per level, are: dire badger, dire boar, dire wolf, dire spider, dire bear, dire tiger, huge elemental (random type), greater elemental (random type), elder elemental (random type), 4 greater elementals (one at a time. druid-only spell).&lt;br /&gt;
* When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.&lt;br /&gt;
* Avlis uses a custom [[Companion Training System]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids &amp;amp; Rangers], a private class discussion forum. &lt;br /&gt;
&lt;br /&gt;
[[Cts:Companion Training School|Companion Training School]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids &amp;amp; Rangers]&lt;br /&gt;
&lt;br /&gt;
[[Wikipedia:Druid (Dungeons &amp;amp; Dragons)]]&lt;br /&gt;
&lt;br /&gt;
[http://www.nwnwiki.org/Druid NWNWiki:Druid]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=26969</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=26969"/>
		<updated>2007-11-23T16:32:50Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Molecular Agitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
==Animate Shadow==&lt;br /&gt;
'''Power Score:''' Wis –3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 15&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Short&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 shadow&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 day&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist can animate the shadow cast by anyone and make it seem to have a life of its own. It is even imbued with some semblance of sentience, and will follow its creator tirelessly.  The potency of the animated shadow depends on the level of the psionicist.  Levels 1 through 9 manifest an ordinary Shadow, levels 10 through 14 manifest a Shadow Fiend, while psionicists level 15 or higher manifest a Shadow Lord&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ballistic Attack==&lt;br /&gt;
'''Power Score:''' Con -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 5&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Long&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 object&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
This power can make any psionicist a “David&amp;quot; when he’s facing “Goliath&amp;quot;. It’s a special variation of the telekinesis power. Instead of applying a gentle push to an object, ballistic attack allows the character to hurl small objects at a target. The small object, usually a rock, can achieve deadly speed. The missile inflicts 1d6 damage +1 per level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Detonate==&lt;br /&gt;
'''Power Score:''' Con -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 18&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 object&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Reflex: Half&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Molecular Agitation&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Some psionicists can make a bush self-destruct, or cause a zombie to explode. With the detonate power, latent energy inside inanimate objects can be harnessed, focused, and released explosively. The power even works against undead. However, it has no effect on animals of any sort, including intelligent creatures such as humans. The detonation violently damages the target object, doing 1d8 damage per Psion level (max level 20) if it fails its save. All those within 10 feet suffer 1d10 points of damage from the explosion, though a reflex save reduces this to half.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Disintegrate==&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 25&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 object&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Half&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Molecular Agitation&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
The disintegrate power causes massive damage to an item or creature as it's molecules are ripped apart and scattered. If the save fails then it takes d6 damage per psion level (max level 20). If it succeeds, then only half damage is taken. If the damage is enough to bring the hit points to 0, then the item or creature loses all molecular cohesion and is completely disintegrated, leaving only a fine layer of dust on the ground.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Molecular Agitation==&lt;br /&gt;
'''Power Score:''' Wis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 object&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 4 Rounds&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Half&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Detonate, Disintegrate&amp;lt;br&amp;gt;&lt;br /&gt;
Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, etc. In the first round 1 point of damage per 2 levels is suffered. In the second round, 1d4 damage per 2 levels is suffered. In the third and fourth rounds, 1d6 damage per 2 levels is suffered. A save is attempted every round.  Success reduces the damage during that round by half.  This power only causes damage to those items or creatures that are vulnerable to fire.  Only one instance of molecular agitation can be active on a given target at any time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Molecular Agitation==&lt;br /&gt;
'''Power Score:''' Wis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 19&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 object&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 4 Rounds&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Half&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Detonate, Disintegrate&amp;lt;br&amp;gt;&lt;br /&gt;
Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, etc. In the first round 1 point of damage per 2 levels is suffered. In the second round, 1d4 damage per 2 levels is suffered. In the third and fourth rounds, 1d6 damage per 2 levels is suffered. A save is attempted every round.  Success reduces the damage during that round by half.  This power only causes damage to those items or creatures that are vulnerable to fire&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
'''Molecular Agitation Damage'''&lt;br /&gt;
&lt;br /&gt;
! Psion Levels !! Round 1 !! Round 2 !! Round 3 !! Round 4 !! Total !! Psion Levels !! Round 1 !! Round 2 !! Round 3 !! Round 4 !! Total  &lt;br /&gt;
|-&lt;br /&gt;
! 1, 2 &amp;amp; 3&lt;br /&gt;
|1 &lt;br /&gt;
|1d4&lt;br /&gt;
|1d6&lt;br /&gt;
|1d6&lt;br /&gt;
|4 to 17&lt;br /&gt;
!22 &amp;amp; 23&lt;br /&gt;
|11&lt;br /&gt;
|11d4&lt;br /&gt;
|11d6&lt;br /&gt;
|11d6&lt;br /&gt;
|44 to 187 &lt;br /&gt;
|-&lt;br /&gt;
! 4 &amp;amp; 5&lt;br /&gt;
|2&lt;br /&gt;
|2d4&lt;br /&gt;
|2d6&lt;br /&gt;
|2d6&lt;br /&gt;
|8 to 32&lt;br /&gt;
!24 &amp;amp; 25&lt;br /&gt;
|12&lt;br /&gt;
|12d4&lt;br /&gt;
|12d6&lt;br /&gt;
|12d6&lt;br /&gt;
|48 to 204&lt;br /&gt;
|-&lt;br /&gt;
! 6 &amp;amp; 7&lt;br /&gt;
|3&lt;br /&gt;
|3d4&lt;br /&gt;
|3d6&lt;br /&gt;
|3d6&lt;br /&gt;
|12 to 51&lt;br /&gt;
!26 &amp;amp; 27&lt;br /&gt;
|13&lt;br /&gt;
|13d4&lt;br /&gt;
|13d6&lt;br /&gt;
|13d6&lt;br /&gt;
|52 to 221 &lt;br /&gt;
|-&lt;br /&gt;
! 8 &amp;amp; 9&lt;br /&gt;
|4&lt;br /&gt;
|4d4&lt;br /&gt;
|4d6&lt;br /&gt;
|4d6&lt;br /&gt;
|16 to 68&lt;br /&gt;
!28 &amp;amp; 29&lt;br /&gt;
|14&lt;br /&gt;
|14d4&lt;br /&gt;
|14d6&lt;br /&gt;
|14d6&lt;br /&gt;
|56 to 238&lt;br /&gt;
|-&lt;br /&gt;
! 10 &amp;amp; 11&lt;br /&gt;
|5&lt;br /&gt;
|5d4&lt;br /&gt;
|5d6&lt;br /&gt;
|5d6&lt;br /&gt;
|20 to 85&lt;br /&gt;
!30 &amp;amp; 31&lt;br /&gt;
|15&lt;br /&gt;
|15d4&lt;br /&gt;
|15d6&lt;br /&gt;
|15d6&lt;br /&gt;
|60 to 255&lt;br /&gt;
|-&lt;br /&gt;
! 12 &amp;amp; 13&lt;br /&gt;
|6&lt;br /&gt;
|6d4&lt;br /&gt;
|6d6&lt;br /&gt;
|6d6&lt;br /&gt;
|24 to 102&lt;br /&gt;
!32 &amp;amp; 33&lt;br /&gt;
|16&lt;br /&gt;
|16d4&lt;br /&gt;
|16d6&lt;br /&gt;
|16d6&lt;br /&gt;
|64 to 272&lt;br /&gt;
|-&lt;br /&gt;
! 14 &amp;amp; 15&lt;br /&gt;
|7&lt;br /&gt;
|7d4&lt;br /&gt;
|7d6&lt;br /&gt;
|7d6&lt;br /&gt;
|28 to 119&lt;br /&gt;
!34 &amp;amp; 35&lt;br /&gt;
|17&lt;br /&gt;
|17d4&lt;br /&gt;
|17d6&lt;br /&gt;
|17d6&lt;br /&gt;
|68 to 289&lt;br /&gt;
|-&lt;br /&gt;
! 16 &amp;amp; 17&lt;br /&gt;
|8&lt;br /&gt;
|8d4&lt;br /&gt;
|8d6&lt;br /&gt;
|8d6&lt;br /&gt;
|32 to 136&lt;br /&gt;
!36 &amp;amp; 37&lt;br /&gt;
|18&lt;br /&gt;
|18d4&lt;br /&gt;
|18d6&lt;br /&gt;
|18d6&lt;br /&gt;
|72 to 306&lt;br /&gt;
|-&lt;br /&gt;
! 18 &amp;amp; 19&lt;br /&gt;
|9&lt;br /&gt;
|9d4&lt;br /&gt;
|9d6&lt;br /&gt;
|9d6&lt;br /&gt;
|36 to 153&lt;br /&gt;
!38 &amp;amp; 39&lt;br /&gt;
|19&lt;br /&gt;
|19d4&lt;br /&gt;
|19d6&lt;br /&gt;
|19d6&lt;br /&gt;
|76 to 323&lt;br /&gt;
|-&lt;br /&gt;
! 20 &amp;amp; 21&lt;br /&gt;
|10&lt;br /&gt;
|10d4&lt;br /&gt;
|10d6&lt;br /&gt;
|10d6&lt;br /&gt;
|40 to 170&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''NOTE: This chart doesn't account for successful saves by the target.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
==Project Force==&lt;br /&gt;
'''Power Score:''' Con -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 10&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 object&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Reflex: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Telekinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Some psionicists can push, shove, or otherwise bully an opponent from afar. Project force allows the psionicist to focus a psychokinetic blow against a distant target. If used against a creature they can be knocked down by the impact. This rather unsubtle blow can be used to throw levers, or open unlocked doors and chests. Indeed, even some locks can be overcome by powerful psionicists.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Telekinesis==&lt;br /&gt;
'''Power Score:''' Wis –3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychokinesis&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 object&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous or 4 rounds + 1 round / 2 levels&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' Reflex: Negates&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' Molecular Agitation, Project Force, Ballistic Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Telekinesis is the ability to move objects through space without touching them. Small, unowned items can be snatched from the ground. Unlocked doors and chests can be opened or closed. Even an angry creature can be stopped in its tracks. Note though, that this does not impair their abilities in any way other than to make them unable to move.&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=26963</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=26963"/>
		<updated>2007-11-21T07:28:20Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Metamorphosis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
== Accelerate ==&lt;br /&gt;
'''Power Score:''' Con –2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 20&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:'''Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Adrenaline Control&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Some psionicists are able to drastically alter their own metabolisms, doubling their speed for short periods of time. A character using accelerate is effectively hasted for the power’s duration.&lt;br /&gt;
&lt;br /&gt;
== Adrenaline Control ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Complete Healing, Accelerate&amp;lt;br/&amp;gt;&lt;br /&gt;
By controlling the production and release of adrenaline in his system, the psionicist can give himself a temporary physical boost on demand. When he increases his adrenaline, the character gains 1d4 points in his strength, dexterity, and constitution scores.&lt;br /&gt;
&lt;br /&gt;
== Biofeedback ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 10&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Biofeedback is the ability to control the flow of blood through one’s own body. This power has two key effects. First, the psionicist can easily control bleeding. As a result, he suffers five fewer points of damage from any physical attack against him (5/- DR S/P/B). Second, by flooding key portions of his body with blood, the psionicist effectively cushions blows against him and reduces their effect. The character’s armor class is improved by one (+1 Natural AC). &lt;br /&gt;
&amp;lt;br&amp;gt;Note: Only duration increases with level; the effects remain the same.&lt;br /&gt;
&lt;br /&gt;
== Catfall ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con -2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 8&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A character using this power always seems to land gracefully on his feet. This grants him a 5 point bonus to tumbling and makes him nearly impossible to knockdown.&lt;br /&gt;
&lt;br /&gt;
== Cause Sleep ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 11&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 3 rounds +1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist with this power can cause other people to fall asleep by manipulating their natural rhythms. The victim receives a will save versus mind spells to avoid the effect. If the victim fails the saving throw, he remains asleep until awakened by injury or until the duration expires.&lt;br /&gt;
&lt;br /&gt;
== Cell Adjustment ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Complete Healing, Metamorphosis, Ectoplasmic Form, Regenerate&amp;lt;br/&amp;gt;&lt;br /&gt;
Cell adjustment allows the psionicist to heal any sort of wound or disease. 1d8 points plus 2 points per level are healed and any diseases are removed by the touch of a hand.&lt;br /&gt;
&lt;br /&gt;
== Chameleon Power ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –1&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 10&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Displacement&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist using this power actually changes the coloration of his skin, clothing, and equipment to match his background. In effect, it makes him very difficult to spot, providing a 10 point bonus to hide and move silently checks.&lt;br /&gt;
&lt;br /&gt;
== Complete Healing ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 30&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Adrenaline Control, Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist who has mastered this power can heal himself of all wounds in a very short period of time. He places himself in a deep trance, so deep that it cannot be broken prematurely once entered. As he uses this power his body is repairing itself at an incredible rate. At the end of the trance, he awakens, restored to full health.&lt;br /&gt;
&lt;br /&gt;
== Death Field ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –8&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 40&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 10 m. radius&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 2 rounds +1 round / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Half&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Life Draining&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A death field is a life-sapping region of negative energy. A successful death field takes its toll on everyone inside it, including the psionicist. Upon initiating the power, he sacrifices half of his hit points. If the power works, the loss is inevitable; he gets no saving throw. Every other living thing in the field must make a fortitude saving throw against negative energy or suffer 1d6 damage per 2 levels of the psionicist, to a maximum of 10d6. Even those save suffer half damage.&lt;br /&gt;
&lt;br /&gt;
== Displacement ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Chameleon Power&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power resembles the displacer beast’s natural ability to make himself appear to be up to 3 feet from his actual location. The psionicist gains 50% concealment, making him very difficult to attack.&lt;br /&gt;
&lt;br /&gt;
== Ectoplasmic Form ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 18&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 5 rounds + 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Will&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power a psionicist converts himself to ectoplasm. He becomes insubstantial, ghostlike, and able to walk through creatures as if they didn’t exist. He is beyond the sensory range of most creatures. The psionicist also is granted resistance to most forms of damage.&lt;br /&gt;
&lt;br /&gt;
== Enhanced Strength ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Strength of the Land&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist can increase his physical strength score up to a maximum of 18 through use of this power. The cost is the difference between his current strength and 18.&lt;br /&gt;
&lt;br /&gt;
== Flesh Armor ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist transforms his own skin into armor. He gains 2 Natural AC, +1 per 2 levels to a maximum of 7. Because this armor is part of his body, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing armor.&lt;br /&gt;
&lt;br /&gt;
== Lend Health ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –1&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 5&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Lend health is a power of healing. The psionicist can transfer a percentage of his own hit points to someone else he is touching. He can transfer 10%, 25%, 50%, or 80% of his hit points in a single round.&lt;br /&gt;
&lt;br /&gt;
== Life Draining ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 9&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Death Field&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power, a psionicist can drain hit points from another character and use them to recover his own. The rate is 1d6 plus 1 point per level. A successful saving throw prevents the transfer. Note that channeling life energy from the undead could have disastrous results.&lt;br /&gt;
&lt;br /&gt;
== Metamorphosis ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –6&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 25&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist can alter his body into the form of four different creatures with roughly the same mass. These four forms are brown bear, umber hulk, giant spider, and troll.  The act of metamorphosis does not interfere with the ability to manifest other psionic phenomenon.  However the ability to cast spells is lost and he cannot use equipment with the exception of potions.  Similarly, any benefits provided by worn clothing and equipment is lost while shifted.  A metamorphosed psionicist can return to his natural form at any time without effort. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
'''Metamorphic Stats'''&lt;br /&gt;
&lt;br /&gt;
!  !! STR !! DEX !! CON !! AC !! Attacks !! Special Powers   &lt;br /&gt;
|-&lt;br /&gt;
! Umber Hulk&lt;br /&gt;
|23 &lt;br /&gt;
|15&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|2d4+6 (x2), 2d8+6&lt;br /&gt;
|Temporary HP (30), True Sight &lt;br /&gt;
|-&lt;br /&gt;
! Brown Bear&lt;br /&gt;
|27&lt;br /&gt;
|13&lt;br /&gt;
|19&lt;br /&gt;
|13&lt;br /&gt;
|1d4+8 (x3)&lt;br /&gt;
|Temporary HP (10)&lt;br /&gt;
|-&lt;br /&gt;
! Giant Spider&lt;br /&gt;
|19&lt;br /&gt;
|17&lt;br /&gt;
|12&lt;br /&gt;
|18&lt;br /&gt;
|1d8+4&lt;br /&gt;
|Temporary HP (20), Movement Speed Increased, Immunity to the following: Paralysis, Slow, Entangle and Movement Speed Decrease &lt;br /&gt;
|-&lt;br /&gt;
! Troll&lt;br /&gt;
|23&lt;br /&gt;
|14&lt;br /&gt;
|23&lt;br /&gt;
|17&lt;br /&gt;
|1d6+6 (x3)&lt;br /&gt;
|Temporary HP (10), Regeneration (5)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various Notes: INT, WIS and CHA remain unchanged except for any losses from gear that provides a bonus.  The temporary removal of such equipment bonuses can cause the loss of some memorized spells.  Attack bonuses, number of attacks and saving throws are the same as the stock character except as modified by the altered STR, DEX, CON or by the loss of equipment bonuses.  Hit Points are modified from stock by changes to CON, lost equipment bonuses and by Temporary HP bonuses.&lt;br /&gt;
&lt;br /&gt;
== Photosynthesis ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 11&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist can gain energy and rejuvenation from the energy of the sun by using this power. As long as he is outdoors and the sun is out, he will heal up to 3 hit points every half round for as long as the power lasts.&lt;br /&gt;
&lt;br /&gt;
== Regenerate ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 24&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power the psionicist can repair injuries much faster than natural healing. He regenerates 2 hit points every round for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Strength of the Land ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con -2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 18&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Enhanced Strength&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power lets the psionicist tap into the strength of the land itself. This grants the user a +3 bonus to attack and damage rolls, as well as 25 bonus hit points, and 5 spell resistance (this does stack).&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=26962</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=26962"/>
		<updated>2007-11-21T07:27:27Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Metamorphosis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
== Accelerate ==&lt;br /&gt;
'''Power Score:''' Con –2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 20&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:'''Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Adrenaline Control&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Some psionicists are able to drastically alter their own metabolisms, doubling their speed for short periods of time. A character using accelerate is effectively hasted for the power’s duration.&lt;br /&gt;
&lt;br /&gt;
== Adrenaline Control ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Complete Healing, Accelerate&amp;lt;br/&amp;gt;&lt;br /&gt;
By controlling the production and release of adrenaline in his system, the psionicist can give himself a temporary physical boost on demand. When he increases his adrenaline, the character gains 1d4 points in his strength, dexterity, and constitution scores.&lt;br /&gt;
&lt;br /&gt;
== Biofeedback ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 10&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Biofeedback is the ability to control the flow of blood through one’s own body. This power has two key effects. First, the psionicist can easily control bleeding. As a result, he suffers five fewer points of damage from any physical attack against him (5/- DR S/P/B). Second, by flooding key portions of his body with blood, the psionicist effectively cushions blows against him and reduces their effect. The character’s armor class is improved by one (+1 Natural AC). &lt;br /&gt;
&amp;lt;br&amp;gt;Note: Only duration increases with level; the effects remain the same.&lt;br /&gt;
&lt;br /&gt;
== Catfall ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con -2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 8&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A character using this power always seems to land gracefully on his feet. This grants him a 5 point bonus to tumbling and makes him nearly impossible to knockdown.&lt;br /&gt;
&lt;br /&gt;
== Cause Sleep ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 11&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 3 rounds +1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist with this power can cause other people to fall asleep by manipulating their natural rhythms. The victim receives a will save versus mind spells to avoid the effect. If the victim fails the saving throw, he remains asleep until awakened by injury or until the duration expires.&lt;br /&gt;
&lt;br /&gt;
== Cell Adjustment ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Complete Healing, Metamorphosis, Ectoplasmic Form, Regenerate&amp;lt;br/&amp;gt;&lt;br /&gt;
Cell adjustment allows the psionicist to heal any sort of wound or disease. 1d8 points plus 2 points per level are healed and any diseases are removed by the touch of a hand.&lt;br /&gt;
&lt;br /&gt;
== Chameleon Power ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –1&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 10&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Displacement&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist using this power actually changes the coloration of his skin, clothing, and equipment to match his background. In effect, it makes him very difficult to spot, providing a 10 point bonus to hide and move silently checks.&lt;br /&gt;
&lt;br /&gt;
== Complete Healing ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 30&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Adrenaline Control, Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist who has mastered this power can heal himself of all wounds in a very short period of time. He places himself in a deep trance, so deep that it cannot be broken prematurely once entered. As he uses this power his body is repairing itself at an incredible rate. At the end of the trance, he awakens, restored to full health.&lt;br /&gt;
&lt;br /&gt;
== Death Field ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –8&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 40&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 10 m. radius&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 2 rounds +1 round / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Half&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Life Draining&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A death field is a life-sapping region of negative energy. A successful death field takes its toll on everyone inside it, including the psionicist. Upon initiating the power, he sacrifices half of his hit points. If the power works, the loss is inevitable; he gets no saving throw. Every other living thing in the field must make a fortitude saving throw against negative energy or suffer 1d6 damage per 2 levels of the psionicist, to a maximum of 10d6. Even those save suffer half damage.&lt;br /&gt;
&lt;br /&gt;
== Displacement ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Chameleon Power&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power resembles the displacer beast’s natural ability to make himself appear to be up to 3 feet from his actual location. The psionicist gains 50% concealment, making him very difficult to attack.&lt;br /&gt;
&lt;br /&gt;
== Ectoplasmic Form ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 18&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 5 rounds + 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Will&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power a psionicist converts himself to ectoplasm. He becomes insubstantial, ghostlike, and able to walk through creatures as if they didn’t exist. He is beyond the sensory range of most creatures. The psionicist also is granted resistance to most forms of damage.&lt;br /&gt;
&lt;br /&gt;
== Enhanced Strength ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Strength of the Land&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist can increase his physical strength score up to a maximum of 18 through use of this power. The cost is the difference between his current strength and 18.&lt;br /&gt;
&lt;br /&gt;
== Flesh Armor ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 12&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist transforms his own skin into armor. He gains 2 Natural AC, +1 per 2 levels to a maximum of 7. Because this armor is part of his body, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing armor.&lt;br /&gt;
&lt;br /&gt;
== Lend Health ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –1&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 5&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Lend health is a power of healing. The psionicist can transfer a percentage of his own hit points to someone else he is touching. He can transfer 10%, 25%, 50%, or 80% of his hit points in a single round.&lt;br /&gt;
&lt;br /&gt;
== Life Draining ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 9&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Fortitude: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + CON modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Death Field&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power, a psionicist can drain hit points from another character and use them to recover his own. The rate is 1d6 plus 1 point per level. A successful saving throw prevents the transfer. Note that channeling life energy from the undead could have disastrous results.&lt;br /&gt;
&lt;br /&gt;
== Metamorphosis ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –6&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 25&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist can alter his body into the form of four different creatures with roughly the same mass. These four forms are brown bear, umber hulk, giant spider, and troll.  The act of metamorphosis does not interfere with the ability to manifest other psionic phenomenon.  However, the ability to cast spells is lost and he cannot use equipment with the exception of potions.  Similarly, any benefits provided by worn clothing and equipment is lost while shifted.  A metamorphosed psionicist can return to his natural form at any time without effort. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
'''Metamorphic Stats'''&lt;br /&gt;
&lt;br /&gt;
!  !! STR !! DEX !! CON !! AC !! Attacks !! Special Powers   &lt;br /&gt;
|-&lt;br /&gt;
! Umber Hulk&lt;br /&gt;
|23 &lt;br /&gt;
|15&lt;br /&gt;
|19&lt;br /&gt;
|19&lt;br /&gt;
|2d4+6 (x2), 2d8+6&lt;br /&gt;
|Temporary HP (30), True Sight &lt;br /&gt;
|-&lt;br /&gt;
! Brown Bear&lt;br /&gt;
|27&lt;br /&gt;
|13&lt;br /&gt;
|19&lt;br /&gt;
|13&lt;br /&gt;
|1d4+8 (x3)&lt;br /&gt;
|Temporary HP (10)&lt;br /&gt;
|-&lt;br /&gt;
! Giant Spider&lt;br /&gt;
|19&lt;br /&gt;
|17&lt;br /&gt;
|12&lt;br /&gt;
|18&lt;br /&gt;
|1d8+4&lt;br /&gt;
|Temporary HP (20), Movement Speed Increased, Immunity to the following: Paralysis, Slow, Entangle and Movement Speed Decrease &lt;br /&gt;
|-&lt;br /&gt;
! Troll&lt;br /&gt;
|23&lt;br /&gt;
|14&lt;br /&gt;
|23&lt;br /&gt;
|17&lt;br /&gt;
|1d6+6 (x3)&lt;br /&gt;
|Temporary HP (10), Regeneration (5)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Various Notes: INT, WIS and CHA remain unchanged except for any losses from gear that provides a bonus.  The temporary removal of such equipment bonuses can cause the loss of some memorized spells.  Attack bonuses, number of attacks and saving throws are the same as the stock character except as modified by the altered STR, DEX, CON or by the loss of equipment bonuses.  Hit Points are modified from stock by changes to CON, lost equipment bonuses and by Temporary HP bonuses.&lt;br /&gt;
&lt;br /&gt;
== Photosynthesis ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 11&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist can gain energy and rejuvenation from the energy of the sun by using this power. As long as he is outdoors and the sun is out, he will heal up to 3 hit points every half round for as long as the power lasts.&lt;br /&gt;
&lt;br /&gt;
== Regenerate ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con –4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 24&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power the psionicist can repair injuries much faster than natural healing. He regenerates 2 hit points every round for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Strength of the Land ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con -2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 18&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Enhanced Strength&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power lets the psionicist tap into the strength of the land itself. This grants the user a +3 bonus to attack and damage rolls, as well as 25 bonus hit points, and 5 spell resistance (this does stack).&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=17856</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=17856"/>
		<updated>2006-07-03T20:32:48Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Summon Planar Creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
== Banishment ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int -1&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 30&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Short&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 1 Object&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 round +1 round / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: Reflex: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Dimension Door&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power, the psionicist can teleport a creature against its will to a pocket dimension and hold it there. The pocket dimension is a featureless area with a benign environment – it may be hot or cold, dark or light, but not so much that it will cause injury. After 1 round, the banished creature makes saving throw each round to determine if it returns from banishment.  The creature does this until it passes the save, or until the duration expires.  Friendly creatures are banished for the entire duration.&lt;br /&gt;
&lt;br /&gt;
== Dimension Door ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con -1&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Long&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Banishment, Summon Planar Creature, Summon Planar Energy&amp;lt;br/&amp;gt;&lt;br /&gt;
With dimension door, the psionicist temporarily bends spatial dimensions to allow him to move from one location to another nearly instantaneously.&lt;br /&gt;
&lt;br /&gt;
== Summon Planar Creature ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int -4&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Short&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Dimension Door&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power allows the psionicist to reach into another plane, grab whatever he happens to find there, and teleport it to his own plane. If the creature is intelligent, the psionicist might reason with it. However, the creature may fly into a murderous rage when it discovers its plight. Once a creature has been summoned any subsequent manifestation of this power will not bring a second creature, rather it will immediately remove the existing one (no saving throw).&lt;br /&gt;
&lt;br /&gt;
== Summon Planar Energy ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Dimension Door&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
A character with this ability can summon energy from the inner planes and use it to attack his enemies. Some planes are more useful than others for this purpose.&lt;br /&gt;
Fire opens a portal to the elemental plane of fire itself, scorching everything within 12 feet for 3d8 points of damage (reflex save for half). Negative energy inflicts 3d12 points of damage on a single target that then must make a fortitude save or also be drained of 1 level. Positive energy inflicts 3d12 points of damage to a single target. If it is used against undead they must make a fortitude save or be destroyed. Salt creates a 10-foot radius area of utter dehydration. It inflicts 4d4 points of damage (save for half) on all creatures within who must also make a reflex save or lose 4 points of strength. Water fills the lungs of one target with water. They begin to drown and will die within 4 rounds if they fail a saving throw at the beginning of each round.&lt;br /&gt;
&lt;br /&gt;
== Time Shift ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 3 Rounds&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Stasis Field&amp;lt;br/&amp;gt;&lt;br /&gt;
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. From an outside perspective he ceases to exist for up to three rounds at which point he suddenly reappears.&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=14217</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=14217"/>
		<updated>2006-07-03T20:28:19Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Summon Planar Creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
== Banishment ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int -1&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 30&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Short&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 1 Object&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 round +1 round / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: Reflex: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Dimension Door&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power, the psionicist can teleport a creature against its will to a pocket dimension and hold it there. The pocket dimension is a featureless area with a benign environment – it may be hot or cold, dark or light, but not so much that it will cause injury. After 1 round, the banished creature makes saving throw each round to determine if it returns from banishment.  The creature does this until it passes the save, or until the duration expires.  Friendly creatures are banished for the entire duration.&lt;br /&gt;
&lt;br /&gt;
== Dimension Door ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con -1&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Long&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Banishment, Summon Planar Creature, Summon Planar Energy&amp;lt;br/&amp;gt;&lt;br /&gt;
With dimension door, the psionicist temporarily bends spatial dimensions to allow him to move from one location to another nearly instantaneously.&lt;br /&gt;
&lt;br /&gt;
== Summon Planar Creature ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int -4&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Short&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Dimension Door&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power allows the psionicist to reach into another plane, grab whatever he happens to find there, and teleport it to his own plane. A magical summons offers some control over a planar creature, and usually returns that creature to its home automatically. This psionic power does neither; it merely teleports something. To be rid of the creature, the psionicist must banish it, teleport it again, kill it, or control it somehow. If&lt;br /&gt;
the creature is intelligent, the psionicist might reason with it. However, the creature may fly into a murderous rage when it discovers its plight.  Once a creature has been summoned any subsequent manifestation of this power will not bring a second creature.  Rather it will immediately remove the existing one whether it is friendly or hostile (no saving throw).&lt;br /&gt;
&lt;br /&gt;
== Summon Planar Energy ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Dimension Door&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
A character with this ability can summon energy from the inner planes and use it to attack his enemies. Some planes are more useful than others for this purpose.&lt;br /&gt;
Fire opens a portal to the elemental plane of fire itself, scorching everything within 12 feet for 3d8 points of damage (reflex save for half). Negative energy inflicts 3d12 points of damage on a single target that then must make a fortitude save or also be drained of 1 level. Positive energy inflicts 3d12 points of damage to a single target. If it is used against undead they must make a fortitude save or be destroyed. Salt creates a 10-foot radius area of utter dehydration. It inflicts 4d4 points of damage (save for half) on all creatures within who must also make a reflex save or lose 4 points of strength. Water fills the lungs of one target with water. They begin to drown and will die within 4 rounds if they fail a saving throw at the beginning of each round.&lt;br /&gt;
&lt;br /&gt;
== Time Shift ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Int&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychoportation&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 3 Rounds&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Stasis Field&amp;lt;br/&amp;gt;&lt;br /&gt;
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. From an outside perspective he ceases to exist for up to three rounds at which point he suddenly reappears.&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=17855</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=17855"/>
		<updated>2006-07-03T20:21:15Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Ectoplasmic Form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
== Accelerate ==&lt;br /&gt;
'''Power Score:''' Con –2&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 20&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:'''Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Adrenaline Control&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Some psionicists are able to drastically alter their own metabolisms, doubling their speed for short periods of time. A character using accelerate is effectively hasted for the power’s duration.&lt;br /&gt;
&lt;br /&gt;
== Adrenaline Control ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Complete Healing, Accelerate&amp;lt;br/&amp;gt;&lt;br /&gt;
By controlling the production and release of adrenaline in his system, the psionicist can give himself a temporary physical boost on demand. When he increases his adrenaline, the character gains 1d4 points in his strength, dexterity, and constitution scores.&lt;br /&gt;
&lt;br /&gt;
== Biofeedback ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –2&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Biofeedback is the ability to control the flow of blood through one’s own body. This power has two key effects. First, the psionicist can easily control bleeding. As a result, he suffers five fewer points of damage from any physical attack against him. Second, by flooding key portions of his body with blood, the psionicist effectively cushions blows against him and reduces their effect. The character’s armor class is improved by one.&lt;br /&gt;
&lt;br /&gt;
== Catfall ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con -2&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
A character using this power always seems to land gracefully on his feet. This grants him a 5 point bonus to tumbling and makes him nearly impossible to knockdown.&lt;br /&gt;
&lt;br /&gt;
== Cause Sleep ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Wis -2&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 3 rounds +1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: Will: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist with this power can cause other people to fall asleep by manipulating their natural rhythms. The victim receives a will save versus mind spells to avoid the effect. If the victim fails the saving throw, he remains asleep until awakened by injury or until the duration expires.&lt;br /&gt;
&lt;br /&gt;
== Cell Adjustment ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
7&lt;br /&gt;
Area of Effect: 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Complete Healing, Metamorphosis, Ectoplasmic Form, Regenerate&amp;lt;br/&amp;gt;&lt;br /&gt;
Cell adjustment allows the psionicist to heal any sort of wound or disease. 1d8 points plus 2 points per level are healed and any diseases are removed by the touch of a hand.&lt;br /&gt;
&lt;br /&gt;
== Chameleon Power ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –1&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Displacement&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist using this power actually changes the coloration of his skin, clothing, and equipment to match his background. In effect, it makes him very difficult to spot, providing a 10 point bonus to hide and move silently checks.&lt;br /&gt;
&lt;br /&gt;
== Complete Healing ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 30&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Adrenaline Control, Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist who has mastered this power can heal himself of all wounds in a very short period of time. He places himself in a deep trance, so deep that it cannot be broken prematurely once entered. As he uses this power his body is repairing itself at an incredible rate. At the end of the trance, he awakens, restored to full health.&lt;br /&gt;
&lt;br /&gt;
== Death Field ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –8&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 40&amp;lt;br/&amp;gt;&lt;br /&gt;
8&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 10 m. radius&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 2 rounds +1 round / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: Fortitude: Half&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Life Draining&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
A death field is a life-sapping region of negative energy. A successful death field takes its toll on everyone inside it, including the psionicist. Upon initiating the power, he sacrifices half of his hit points. If the power works, the loss is inevitable; he gets no saving throw. Every other living thing in the field must make a fortitude saving throw against negative energy or suffer 1d6 damage per 2 levels of the psionicist, to a maximum of 10d6. Even those save suffer half damage.&lt;br /&gt;
&lt;br /&gt;
== Displacement ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Chameleon Power&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power resembles the displacer beast’s natural ability to make himself appear to be up to 3 feet from his actual location. The psionicist gains 50% concealment, making him very difficult to attack.&lt;br /&gt;
&lt;br /&gt;
== Ectoplasmic Form ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –4&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 5 rounds + 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power a psionicist converts himself to ectoplasm. He becomes insubstantial, ghostlike, and able to walk through creatures as if they didn’t exist. He is beyond the sensory range of most creatures.&lt;br /&gt;
&lt;br /&gt;
== Enhanced Strength ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Wis -3&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Strength of the Land&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist can increase his physical strength score up to a maximum of 18 through use of this power. The cost is the difference between his current strength and 18.&lt;br /&gt;
&lt;br /&gt;
== Flesh Armor ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / levels&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
The psionicist transforms his own skin into armor. He gains 2 Natural AC, +1 per 2 levels to a maximum of 7. Because this armor is part of his body, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing armor.&lt;br /&gt;
&lt;br /&gt;
== Lend Health ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –1&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
10&lt;br /&gt;
Lend health is a power of healing. The psionicist can transfer a percentage of his own hit points to someone else he is touching. He can transfer 10%, 25%, 50%, or 80% of his hit points in a single round.&lt;br /&gt;
&lt;br /&gt;
== Life Draining ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –3&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: 1 Creature&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: Fortitude: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: Death Field&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power, a psionicist can drain hit points from another character and use them to recover his own. The rate is 1d6 plus 1 point per level. A successful saving throw prevents the transfer. Note that channeling life energy from the undead could have disastrous results.&lt;br /&gt;
&lt;br /&gt;
== Metamorphosis ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –6&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 25&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power resembles polymorphing. The psionicist can change himself into things with roughly the same mass as his body. Options include: bear, umber hulk, giant spider, and troll.&lt;br /&gt;
&lt;br /&gt;
== Photosynthesis ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 round / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
A psionicist can gain energy and rejuvenation from the energy of the sun by using this power. As long as he is outdoors and the sun is out, he will heal up to 3 hit points every half round for as long as the power lasts.&lt;br /&gt;
&lt;br /&gt;
== Regenerate ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con –4&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 24&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / level&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Cell Adjustment&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
With this power the psionicist can repair injuries much faster than natural healing. He regenerates 2 hit points every round for the duration of the spell.&lt;br /&gt;
&lt;br /&gt;
== Strength of the Land ==&lt;br /&gt;
&lt;br /&gt;
Power Score: Con -2&amp;lt;br/&amp;gt;&lt;br /&gt;
Cost: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline: Psychometabolism&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Area of Effect: Personal&amp;lt;br/&amp;gt;&lt;br /&gt;
Duration: 1 turn / 2 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
Save: None&amp;lt;br/&amp;gt;&lt;br /&gt;
Prerequisites: Enhanced Strength&amp;lt;br/&amp;gt;&lt;br /&gt;
Required For: None&amp;lt;br/&amp;gt;&lt;br /&gt;
This power lets the psionicist tap into the strength of the land itself. This grants the user a +3 bonus to attack and damage rolls, as well as 25 bonus hit points, and 5 spell resistance (unless current SR is higher).&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=17854</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=17854"/>
		<updated>2006-07-03T20:17:29Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Animate Shadow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=14214</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=14214"/>
		<updated>2006-07-03T20:17:05Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Animate Shadow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=14213</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=14213"/>
		<updated>2006-07-03T20:11:22Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Molecular Agitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Clairsentience&amp;diff=17853</id>
		<title>Clairsentience</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Clairsentience&amp;diff=17853"/>
		<updated>2006-07-03T20:09:32Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* True Sight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
==Clairvoyance/Clairaudience==&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' See Invisibility, Psychic Clone&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist becomes acutely aware of all sights and sounds in his vicinity. This grants him a 10 point bonus to all spot, search, and listen rolls.&lt;br /&gt;
&lt;br /&gt;
==Combat Mind==&lt;br /&gt;
'''Power Score:''' Int -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 9&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
A character using this power has an unusually keen understanding of his enemies and their fighting tactics. As a result, the psionicist gains a +2 bonus to his AC, attack rolls, and all saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 4 rounds + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
When using danger sense, the psionicist will receive a slight tingle at the back of his neck when danger is near. This makes him immune to sneak attacks, death attacks and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Object Reading==&lt;br /&gt;
'''Power Score:''' Int -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 5 rounds +1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Object reading is the ability to detect psychic impressions left on an object by its previous owners. It grants the psionicist a 10 point bonus to his lore and appraise skills for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Invisibility==&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 9&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Clairvoyance/Clairaudience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' True Sight&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist can plainly see all invisible objects in his normal visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==True Sight==&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 15&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' See Invisibility&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist is able to see all things as they truly are. The psionicist gains a bonus to Spot of either twice his psionicist level or 30, whichever is greater.  The psionicist can also see through magical Darkness and Invisibility.&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Clairsentience&amp;diff=14211</id>
		<title>Clairsentience</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Clairsentience&amp;diff=14211"/>
		<updated>2006-07-03T20:06:06Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Danger Sense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
==Clairvoyance/Clairaudience==&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 6&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' See Invisibility, Psychic Clone&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist becomes acutely aware of all sights and sounds in his vicinity. This grants him a 10 point bonus to all spot, search, and listen rolls.&lt;br /&gt;
&lt;br /&gt;
==Combat Mind==&lt;br /&gt;
'''Power Score:''' Int -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 9&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
A character using this power has an unusually keen understanding of his enemies and their fighting tactics. As a result, the psionicist gains a +2 bonus to his AC, attack rolls, and all saving throws.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 4 rounds + 1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
When using danger sense, the psionicist will receive a slight tingle at the back of his neck when danger is near. This makes him immune to sneak attacks, death attacks and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Object Reading==&lt;br /&gt;
'''Power Score:''' Int -2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 8&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 5 rounds +1 round / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
Object reading is the ability to detect psychic impressions left on an object by its previous owners. It grants the psionicist a 10 point bonus to his lore and appraise skills for the duration.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Invisibility==&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 9&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Clairvoyance/Clairaudience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' True Sight&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist can plainly see all invisible objects in his normal visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==True Sight==&lt;br /&gt;
'''Power Score:''' Wis -4&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cost:''' 15&amp;lt;br&amp;gt;&lt;br /&gt;
'''Discipline:''' Clairsentience&amp;lt;br&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Area of Effect:''' Personal&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration:''' 1 turn / level&amp;lt;br&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' See Invisibility&amp;lt;br&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
With this power, the psionicist is able to see all things as they truly are. The psionicist gains a bonus to Spot of twice his psionicist level, and can see through magical Darkness and Invisibility.&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Metapsionics&amp;diff=17963</id>
		<title>Metapsionics</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Metapsionics&amp;diff=17963"/>
		<updated>2006-07-03T19:59:14Z</updated>

		<summary type="html">&lt;p&gt;Itsabughunt: /* Wrench */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Itsabughunt</name></author>
	</entry>
</feed>