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	<id>http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jcgralian</id>
	<title>Avlis Wiki - User contributions [en]</title>
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	<updated>2026-04-09T10:09:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Metapsionics&amp;diff=24560</id>
		<title>Metapsionics</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Metapsionics&amp;diff=24560"/>
		<updated>2007-03-08T08:01:48Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
== Cannibalize ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Con&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&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:''' Instananeous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' 5th Level&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 cannibalize his own body for PSPs. When it is used, he converts one constitution point directly into 16 PSPs.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psionic Residue ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 4&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&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:''' Instananeous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' 5th Level&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever thinking beings pass through an area, they leave a residue of psionic energy which permeates the vicinity. With this power, the psionicist is able to harvest this latent energy and add it to his own PSP total. He is only able to do this infrequently though as the energies take time to replenish themselves.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psionic Vampirism ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -3&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&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:''' Instananeous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Will: 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:''' Psychic Drain&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 drain psionic strength points from one psionic mind directly into his own. The target suffers 1d6 points of “damage&amp;quot; per level of the psionicist (save for half).&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic Clone ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -6&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 50&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&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:''' 5th Level, Clairvoyance/Clairaudiance&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
When this power is initiated, a clone of the psionicist steps out of his body. It is under his control, but the dividing of his mind renders him unable to dominate other creatures while it is in existence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic Drain ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -6&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 10&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&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:''' 6th Level, Contact&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' Psionic Vampirism&amp;lt;br/&amp;gt;&lt;br /&gt;
Psychic drain allows the psionicist to tap into the personal, psychic energy of other people to augment his own psionic strength. The host must be willing, but need not be a psionicist himself. The host’s intelligence, wisdom, and constitution are each lowered by one point, while the psionicist enjoys a burst of 30 PSPs added to his total. If he exercises moderation, the psionicist does not harm his hosts.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Receptacle ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -5&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' Varies&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 1 gem&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Permanent&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' 5th Level&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 store psionic energy in a special receptacle. Only gemstones have the right resonance to store psionic strength points, the purer the better. When he uses this power, the psionicist forces some of his own PSPs into the matrix of the gem. It will remain there indefinitely, until used.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stasis Field ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Int -8&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 45&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&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 + 1 round / 10 levels&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Prerequisites:''' 17th level, Time Shift&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A stasis field is a region in which time seems to slow to a crawl. Time within the field seems to come to a complete halt for all except the psionicist that created it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ultrablast ==&lt;br /&gt;
&lt;br /&gt;
'''Power Score:''' Wis -10&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Cost:''' 75&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Discipline:''' Metapsionics&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Range:''' 0&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Area of Effect:''' 30-foot radius&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Duration:''' Instantaneous&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save:''' Will: Negates&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 10 + 1/2 psion level + WIS modifier&amp;lt;br&amp;gt;&lt;br /&gt;
'''Prerequisites:''' 10th level, Psionic Blast&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Required For:''' None&amp;lt;br/&amp;gt;&lt;br /&gt;
A character using psionic ultrablast can overwhelm and damage nearby psyches. To do this he casts horrid thought waves in all directions. All those within range must make a will saving throw or become rendered unconcious from the trauma. Even those that save suffer 3d6 points of damage. This is a very taxing power on the Psion and she has a chance of passing out from the strain of releasing the energy.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wrench ==&lt;br /&gt;
&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:''' Metapsionics&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:''' 1 round + 1 round / level&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 + 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;
This power affects only creatures which exist simultaneously on the Prime Material plane and another plane of existence. This includes undead, elementals, fiends, and archons, but excludes gods, demigods, and avatars. When such a creature is wrenched, it is forced entirely into the Prime Material plane temporarily. The armor class, spell resistance and saving throws of a wrenched creature are decreased by 2d6 each.&lt;br /&gt;
[[Category:Psionics]]&lt;/div&gt;</summary>
		<author><name>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24533</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24533"/>
		<updated>2007-03-03T18:52:47Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* 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;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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:''' Fort: positive, negative and water; Reflex: fire and salt&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24532</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24532"/>
		<updated>2007-03-03T18:52:00Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Dimension Door */&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;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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:''' Fort: positive, negative and water; Reflex: fire and salt&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24531</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24531"/>
		<updated>2007-03-03T18:51:11Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Banishment */&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;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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:''' Fort: positive, negative and water; Reflex: fire and salt&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24530</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24530"/>
		<updated>2007-03-03T18:49:56Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Time Shift */&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;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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:''' Fort: positive, negative and water; Reflex: fire and salt&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24529</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24529"/>
		<updated>2007-03-03T18:48:53Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Summon Planar Energy */&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;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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:''' Fort: positive, negative and water; Reflex: fire and salt&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24528</id>
		<title>Psychoportation</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychoportation&amp;diff=24528"/>
		<updated>2007-03-03T18:41:58Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Banishment */&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;
'''Save DC:''' 12 + 1/2 psion level + INT modifier&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24527</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24527"/>
		<updated>2007-03-03T18:40:55Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Strength of the Land */&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;
'''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:''' None&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.&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;
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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24526</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24526"/>
		<updated>2007-03-03T18:40:10Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Regenerate */&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;
'''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:''' None&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.&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;
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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24525</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24525"/>
		<updated>2007-03-03T18:39:23Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Photosynthesis */&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;
'''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:''' None&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.&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;
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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24524</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24524"/>
		<updated>2007-03-03T18:38:31Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* 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. 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;
'''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:''' None&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.&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;
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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24523</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24523"/>
		<updated>2007-03-03T18:37:34Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Life Draining */&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;
'''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:''' None&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.&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;
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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24522</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24522"/>
		<updated>2007-03-03T18:37:04Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Life Draining */&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;
'''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:''' None&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.&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;
'''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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24521</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24521"/>
		<updated>2007-03-03T18:35:56Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Lend Health */&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;
'''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:''' None&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.&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;
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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24520</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24520"/>
		<updated>2007-03-03T18:35:02Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Flesh Armor */&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;
'''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:''' None&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.&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24519</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24519"/>
		<updated>2007-03-03T18:34:11Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Enhanced Strength */&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;
'''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:''' None&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.&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24518</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24518"/>
		<updated>2007-03-03T18:33:11Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* 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;
'''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:''' None&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.&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24517</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24517"/>
		<updated>2007-03-03T18:32:21Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Displacement */&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;
'''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: None&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.&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24516</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24516"/>
		<updated>2007-03-03T18:31:31Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Death Field */&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;
'''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: None&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.&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24515</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24515"/>
		<updated>2007-03-03T18:29:45Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* 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;
'''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;
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;
'''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: None&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.&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24514</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24514"/>
		<updated>2007-03-03T18:29:26Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Death Field */&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;
'''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;
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;
'''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: 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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24512</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24512"/>
		<updated>2007-03-03T18:29:01Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Cause Sleep */&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;
'''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;
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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24510</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24510"/>
		<updated>2007-03-03T18:27:29Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Complete Healing */&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;
'''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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24509</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24509"/>
		<updated>2007-03-03T18:26:23Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Chameleon Power */&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;
'''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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24508</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24508"/>
		<updated>2007-03-03T18:25:15Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Cell Adjustment */&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;
'''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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24507</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24507"/>
		<updated>2007-03-03T18:24:00Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Cause Sleep */&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24506</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24506"/>
		<updated>2007-03-03T18:22:24Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Catfall */&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24505</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24505"/>
		<updated>2007-03-03T18:21:30Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Biofeedback */&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24504</id>
		<title>Psychometabolism</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychometabolism&amp;diff=24504"/>
		<updated>2007-03-03T18:20:34Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Adrenaline Control */&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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24503</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24503"/>
		<updated>2007-03-03T18:18:49Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Telekinesis */&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:''' 20&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 safe. 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&amp;lt;br&amp;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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24502</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24502"/>
		<updated>2007-03-03T18:17:33Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Project Force */&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:''' 20&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 safe. 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&amp;lt;br&amp;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;
'''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>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24501</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24501"/>
		<updated>2007-03-03T18:16:09Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Molecular Agitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24500</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24500"/>
		<updated>2007-03-03T18:11:28Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Molecular Agitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24499</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24499"/>
		<updated>2007-03-03T18:10:59Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Molecular Agitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24498</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24498"/>
		<updated>2007-03-03T18:08:56Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Disintegrate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24497</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24497"/>
		<updated>2007-03-03T18:05:41Z</updated>

		<summary type="html">&lt;p&gt;Jcgralian: /* Detonate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jcgralian</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24496</id>
		<title>Psychokinesis</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psychokinesis&amp;diff=24496"/>
		<updated>2007-03-03T18:00:52Z</updated>

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