Metabolic Devotions

Psychometabolic Devotions

MAC

PSP

Accelerate

6

10

Adrenaline Control

6

5

Alter Features

7

4/t

Biofeedback

6

4

Body Control

5

6/t

Body Equilibrium

6

2

Body Weaponry

6

6

Cannibalize

-auto-

0

Cause Decay

6

4

Cause Sleep

9

4

Cell Adjustment

6

5+

Chameleon Power

7

4

Chemical Simulation

5

7

Complete Healing

7

25

Double Pain

6

7

Ectoplasmic Form

5

9

Enhanced Strength

8

7

Flesh Armor

6

5

Heighten Senses

7

3/t

Iron Will

10

4

Lend Health

7

4

Magnify

8

*

Mind Over Body

8

10/d

Pheromone Discharge

8

2

Photosynthesis

7

3/t

Prolong

6

5

Psionic Vampirism

victim

2

Psychic Drain

victim

14

Rigidity

victim

10

Share Strength

5

9

Strength of the Land

6

4

Suspend Animation

6

12

Accelerate
(Psychometabolic Devotion 1)
MAC: 6
PSP Cost: 10
Prerequisites: Biofeedback, Adrenaline Control

Some psychometabolists are able to drastically alter their own metabolisms, doubling their speed for short periods of time. A character using accelerate is effectively hasted for as long as he maintains this power. The psionicist’s movement and rate of attack are doubled, and he gains a -2 bonus to initiative rolls while the power is in effect.

Spell casting and psionics use are not speeded up by this power, although this ability call be used to counter a magical slow effect. After the psionicist stops maintaining accelerate, he must rest for a number of rounds equal to the time he was accelerated, doing nothing but catching his breath. He does not suddenly age a year as the recipient of a haste spell would.

Fumble—The psionicist suffers 1d4 damage and must save versus death or pass out for 3d10 rounds.

Adrenaline Control
(Psychometabolic Devotion 2)
MAC: 6
PSP Cost: 5
Preparation Time: 0

This power temporarily boosts the amount of adrenaline in the user’s system, giving him physical advantages. He gains 1d6 points to divide among his Strength, Dexterity, and Constitution scores as he chooses, thus increasing them while the power is in effect. He receives all of the normal bonuses for high ability scores during this period. (If used to increase Constitution, the user might temporarily gain bonus hit points. Damage suffered is subtracted from the extra hit points first.)

Exceeding racial maximums is dangerous. When an attribute is increased beyond the racial maximum and the user stops paying the PSP cost, he must make a system shock check; he suffers d6 points of physical damage if the roll fails.

Alter Features
(Psychometabolic Devotion 3)
MAC: 7
PSP Cost: 4/t
Preparation Time: 1 round
Prerequisites: Cell Adjustment

This power enables the psionicist to alter his appearance by means of a united control over his facial features. He can change his skin coloration any normal variation, alter the appearance of his hair, change the color his eyes, and even adjust the bone structure of his face. The psionicist may pass for a member of a similar species of similar height and bulk.

If the psionicist passes his MAC with a roll of 10 or less, he can mimic the features of a particular individual well enough to fool an eye that relies on appearance only to identify that person. If he is closely examined, the psionicist must make another power check to see if his disguise works.

Fumble—The psionicist must save versus polymorph or become stuck in his features.

BiofeedBack
(Psychometabolic Devotion 4)
MAC: 6
PSP Cost: 4
Area of Effect: Personal

Biofeedback is the power to control the flow of blood through one’s own body. This power has three key effects.

First, the psionicist can easily control bleeding. As a result, he suffers two fewer points of damage from every attack against him that causes physical injury.

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 reduced by one.

Third, the psionicist can alter his physiology to slow down the progress or poisons within his system. In game terms, the player has a choice between a +4 to his saving throw vs. poison, or gets a second saving throw for lesser (non-lethal damage). Biofeedback lets the psionicist know whether his system is winning or losing the battle against the toxin. In any event, the psionicist will not die of the poison until he stops maintaining this power.

Fumble—Excessive blood flow results in scattered bruises and a 10% hp loss.

Body Control
(Psychometabolic Devotion 5)
MAC: 5
PSP Cost: 6/t
Area of Effect: Personal
Prerequisite: Biofeedback

This power allows the user to adapt his body to a hostile environment. The change must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, the sea of silt, etc. If the power works, the user not only survives, he behaves like a native organism. He can breathe and move normally, suffering no damage from the environment. However, a character who can survive extreme cold is still vulnerable to a cone of cold spell.

Body Equilibrium
(Psychometabolic Devotion 6)
MAC: 6
PSP Costs: 2

This power allows the user to adjust his body weight to correspond to the surface he’s standing on. Thus, he can walk on water, quicksand, the sea of silt, or even a spider’s web without sinking or breaking through. If the user is falling when he activates this power, he falls slowly enough to escape injury. Because of how light weight the user becomes when this power is in effect, he must be wary of wind gusts, which can easily blow him about.

The psionicist can also use this power to spring like a cat and always land gracefully on his feet. he still suffers damage from falling, but the damage is halved. He can jump down 30 feet without risking any injury at all.

Body Weaponry
(Psychometabolic Devotion 7)
MAC: 6
PSP Cost: 6
Prerequisite: Cell Adjustment

This power allows the user to convert one of his arms into a weapon. Virtually any sort of weapon can be imitated, except ranged weapons (such as bows) or any weapon the user isn’t proficient with. The arm actually becomes rock, bone, wood, or metal and assumes the weapon’s form. It behaves in every respect like a normal weapon of the chosen type, with the bonus that it can’t be dropped or stolen.

Cannibalize
(Psychometabolic Devotion 8)
MAC: -automatic-
PSP Cost: 0
Preparation Time: 0
Prerequisite: 5th level

This power allows the user to cannibalize his own body for extra PSPs. When activated successfully, the user can take constitution points and convert them directly to PSPs at a ratio of 1:10 (1 Constitution point equals 10 PSPs). The user can access these psps any time, as if they were part of his total.

The Constitution reduction isn’t permanent, but it is debilitating and long-lasting. The user immediately loses bonus hit points that accompany high Constitution scores. His system shock and resurrection survival chances are reduced. All psycho metabolic powers receive MAC bonuses (making them harder to use) equal to the number of Constitution points that were cannibalized. The user recovers one cannibalized point of Constitution per week of rest. Rest means staying quietly in a safe place; adventuring is not allowed.

No MTHACO check is required for the use of this power. Like the Receptacle devotion, this power can be used to draw psps at the same time as other powers are triggered normally. This power must be declared before initiative, and takes effect at the very end of the round.

Cause Decay
(Psychometabolic Devotion 9)
MAC: 6
PSP Cost: 4
Range: Touch
Area of Effect: 60 lbs. Inanimate matter
Prerequisite: Chemical Simulation

This power works only against inanimate objects. The psionicist’s touch causes instant decay: metal rusts, wood ages and splits, Cloth falls to dust. The DM rolls a saving throw vs. acid for the item touched. If this fails, the item—or a maximum of 60 pounds of it — is consumed by decay within one round. This power can be used against an opponent’s weapons or armor by making a touch attack roll.

Fumble—One of the psionicist’s own items decays (no save)—either the first item touched or an item chosen randomly by the DM.

Cause Sleep
(Psychometabolic Devotion 10)
MAC: 9
PSP Cost: 4
Range: touch
Area of Effect: 1 person

A psionicist with this power can cause other people manipulating their natural rhythms. The victim receive versus spells to avoid the effect. If the victim fails the saving throw she remains asleep until she is awakened by injury, water in the face, or violent shaking, or until the psionicist ceases to maintain the power.

There is a -2 penalty to this power if the victim has a reason to be exceptionally wakeful. He also suffers a -2 penalty if his victim is a monster of some kind. Thri-kreen and other insects can be placed in a temporary state of torpor with this power, but the psionicist suffers a -4 penalty on his power check when trying to affect such creatures.

Fumble—The psionicist falls asleep himself for 2d6 rounds or until awakened.

Cell Adjustment
(Psychometabolic Devotion 11)
MAC: 6
PSP Cost: 5+
Range: Touch
Area of Effect: Individual

This power allows the user to heal wounds and cure non magical diseases—excluding such unnatural diseases as mummy rot and lycanthropy. He can cure a disease in 1 round by spending 5 PSPs and making a successful MTHAC0 roll. If the roll fails, the disease is too widespread in the victim’s system. The user must continue spending 5 PSPs each round until he succeeds in activating the power.

Note that a cure performed through this power doesn’t automatically restore lost hit points. However, the user can heal up to 4 points of damage in each subsequent round by spending 5 PSPs per hit point recovered (4 hit points for 20 PSPs per round maximum). she user can’t cure a disease and restore hit points during the same round.

Chameleon Power
(Psychometabolic Devotion 12)
MAC: 7 (base)
PSP Cost: 4
Range: 0
Area of Effect: Personal

This power changes the coloration of the user’s skin, cloth ins and equipment to match the nearest background. The match is automatic; the user doesn’t choose the appearance. The change takes several seconds to occur. As the user moves, the coloration shifts to reflect any changes in the surroundings.

This power makes the user extremely difficult to spot. for every round the power is in effect and the user remains still, he can avoid detection simply by successfully rolling against the power’s MAC. If the user moves, the MAC score increases (to MAC 5). Chameleon power is most effective in natural surroundings, where the user’s coloration can best conceal him. In an urban setting or in an area without natural cover during broad daylight, the power’s MAC score is improved to MAC 3.

Chemical Simulation
(Psychometabolic Devotion 13)
MAC: 5
PSP Cost: 7
Range: Touch
Preparation Time: 1 round
Area of Effect: varies
Prerequisite: Body Control, Cell Adjustment

With this devotion, a psionicist can make his body simulate the action of various chemicals. The following selections are possible:

Acidic chemicals: the character secretes an "acid" through his hand. Any item he touches and holds briefly must make a saving throw vs. acid or be dissolved. If used as a weapon, this acid cannot inflict more than two or three points of damage, though it can cause considerable pain.

Sticky chemicals: These chemicals allows the psionicist to climb walls like a spider. As a secondary effect of the "sticky chemicals" option, the psionicist’s gripping strength increases to 20 for purposes of keeping hold of items.

Lastly, the psionicist can "graft" any one-handed melee weapon directly onto his body. He picks up the weapon, activates this power, and the weapon becomes an extension of the character's arm. Assuming the character is proficient with that type of weapon, he gains a +1 bonus to attack rolls and damage. If he is not proficient with the weapon, he suffers the usual non proficiency penalties, but still gets the + 1 bonus.

Fumble—Acid oozes from the psionicist's sweat glands; all items touching his skin must save vs. acid; alternately, the psionicist gets stuck to the surface during the climb and can not release herself.

Complete Healing
(Psychometabolic Devotion 14)
MAC: 7
PSP Cost: 25
Preparation Time: 24 hours
Prerequisite: Biofeedback

This power allows the user to heal himself completely of all ailments, wounds, and normal diseases. He must place himself in a trance for 24 hours to accomplish the healing. The trance is deep; it can’t be broken unless the user loses 5 or more hit points. During the healing trance, the user’s body repairs itself at an incredible rate. At the end of the 24 hours, he awakens, restored to complete health in every regard except for the PSPs expended to use the power. If the user fails his MTHAC0 roll, the power can’t be activated; the trance breaks after I hour, costing 5 PSPs.

Double Pain
(Psychometabolic Devotion 15)
MAC: 6
PSP Cost: 7
Range: Touch
Area of Effect: Individual

By touching another person, the psionicist greatly lowers that character's pain threshold. (Even a little scrape will feel like a serious injury.) The effect lasts one turn. During that time, all damage scored against that character is doubled. However, only half of this damage is real; the other half represents the amplified pain. When the character's total of real damage and pain reduces his hit points to zero or less, he passes out. He will regain consciousness ldl0 rounds later. At that time he also regains "fake" hit points—those lost only to pain.

If the victim does not pass out in one turn (the duration of this power's effects), damage scored against him is no longer doubled. However, the points of "pain damage" which he has an already incurred will remain in effect for another 1d6 rounds.

Fumble—The power backfires and affects the psionicist for one hour.

Ectoplasmic Form
(Psychometabolic Devotion 16)
MAC: 5
PSP Cost: 9
Prerequisite: Metamorphosis

With this power a psionicist converts himself to ectoplasm, (a fine-spun, smoky substance). He becomes insubstantial, ghostlike, and able to walk through solid material as if it didn't exist. The psionicist is still visible as a whispy outline. He moves at his normal movement rate and in the normal fashion (e.g., if he couldn't fly before, he can't now).

The psionicist can also convert the following to ectoplasm his clothing, armor, and up to 15 pounds of equipment that he's carrying. A character using this devotion can be struck against magical weapons of +1 or greater enchantment, or by any monster of 4 +1 Hit Dice or more. The Psionicist’s equipment must remain ectoplasmic as long as he does. Ectoplasmic characters fall as if affected by a Feather Fall spell.

Fumble—The psionicist's items become ectoplasmic, but he doesn't. He must use this power again (successfully) to retrieve them.

Enhanced Strength
(Psychometabolic Devotion 17)
MAC: 8
PSP Cost: 7

A psionicist can increase his physical Strength score to a maximum of 24 through this devotion (even exceeding his racial maximum). The PSP cost is twice the number of points he adds to his Strength score. (If he fails, he loses half this amount; see Chapter 1.) The maintenance cost per round equals the number of strength points he has improved.

Physical Strength cannot be raised above 24 psionically.

Fumble—The power backfires and lowers Strength by 1d6 until arrested by this power.

Flesh Armor
(Psychometabolic Devotion 18)
MAC: 6
PSP Cost: 5
Prerequisite: none

The psionicist transforms his own skin into armor. No one can see the change, but it's as if he had actually acquired some type of armor. The type of armor his body mimics depends on the result of his power check, as shown in the following table:

20 left hand functions as a shield, AC 9
19-18 leather, AC 8
16-17 ring mail, AC 7
14-15 hide mail, AC 6
12-13 chain mail, AC 5
10-11 banded mail, AC 4
9- plate mail, AC 3

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 that type of armor. The armor created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist. The base armor class is not cumulative with armor worn — instead, the better base AC is used. Dexterity bonuses still apply to the new Armor Class, as would devices such as a Ring of Protection.

Fumble—The power just grows ugly hair over his body, which must be shaved off or he loses 2 points of charisma.

Iron Will
(Psychometabolic Devotion 19)
MAC: 10
PSP Cost 4
Range 0
Preparation Time 0
Area of Effect: Personal

A psionicist with this power has the ability to focus his willpower to extraordinary levels, persevering through conditions that would overcome lesser characters. While maintaining this power. the psionicist can temporarily ignore accumulated wounds that would reduce him up to -10 hit points, at which point he dies, just as anyone else would. Up until that point, though, he can fight and use his powers normally with absolutely no interruption at all except for initiating and maintaining the iron will devotion.

While iron will is in effect, the psionicist does not lose a hit point every round, as per the normal "-10" rule (see DMG page 75), but he will begin to lose hit points once he ceases to maintain iron will. Smart psionicists will bind their wounds before losing consciousness, or they may never wake up afterward.

The psionicist can also use his iron will to resist losing consciousness or control of himself through other means. If the effect the psionicist is struggling against normally allows a saving throw (a vampire’s charm person ability or a psionic domination, for example) the psionicist gains a +4 on his saving throw while iron will is in effect. If the effect does not usually allow the victim a saving throw (a command or sleep spell, for instance), the psionicist gains the chance to attempt a saving throw versus spells with a -4 penalty.

Iron will acts as a reflexive power. It does not have to be maintained at all times in order to be effective. If a situation arises in which the psionicist needs the iron will power, he can drop what he is doing to initiate it. If he has not yet acted in the round, he has the choice of initiating iron will and aborting his intended action or of forgoing iron will to carry out whatever he had originally planned to do. Otherwise, he is forced to wait until the following round to initiate it.

Lend Health
(Psychometabolic Devotion 20)
MAC 7
PSP Cost: 4
Range: Touch
Area of effect: Psionicist and target

The psionicist absorbs a target’s wounds or diseases, in a sense "giving her" hit points or health. (One way to make this power useful is for the psionicist to cure himself with complete healing.)

Unless the psionicist somehow fumbles this power, he can choose how many wounds to absorb—or in games terms, exactly how many hit points to lend the character.

Fumble—The psionicist cures the target of all wounds and diseases, absorbing all of the same; this may be fatal to the psionicist!

Magnify
(Metabolic Devotion 21)
MAC: 8
PSP Cost: 25 x magnification
Preparation Time: 1 round
Prerequisites: 6th level

Magnify allows the psionicist to magnify the effects of another power in all conceivable ways--e.g., double damage, double range, double modifiers, and so on. However, the affected power's initial cost is proportionately magnified, as is its maintenance cost

The psionicist initiates the magnify power first. At the same time, he must designate which power he intends to improve. Unless he maintains the magnification, he must immediately use the power he wishes to improve (in the same round). Otherwise he can maintain the magnification until he uses the affected power (a costly endeavor). Once the power has been performed, magnify must be reinitiated to perform again.

The amount of magnification depends upon the psionicist's level, as follows:

Levels 6-10 x 2
Levels 11-15 x 3
Levels 16-20 x 4

Fumble—The affected power becomes inoperative for a day.

Mind Over Body
(Psychometabolic Devotion 22)
MAC 8
PSP Cost: 10/d

Mind over body allows the psionicist to suppress his body’s need for food, water, and sleep. In exchange for one hour of meditation per day, all of the psionicist’s needs are overcome. He does not suffer hunger, thirst, or exhaustion, nor does he suffer any ability reduction for privation.

The psionicist can also suppress the needs of others while suppressing his own. To do so, he must pay an additional 10 psp, and spend an additional hour per person. Each person being helped in this way must hold hands in a circle with the psionicist during the entire period of the meditation.

The psionicist can survive using this power up to 1 day per experience level, or five days, whichever is more. At the end of this period, or any time prior when he decides to terminate the power, the psionicist collapses from exhaustion, and must rest at least one day per two days spent sublimating his body’s needs. Or he can be restored through one day of complete healing. These rules also apply to any characters that the character has aided.

Pheromone Discharge
(Psychometabolic Devotion 23)
MAC: 8
PSP Cost: 2
Prerequisite: Chemical Simulation (or insect)

This power lets the psionicist’s skin give off beneficial odors that affect lower insects. Only insects of animal intelligence are 50 affected, but their impressions of the psionicist can be controlled to rest degree. The psionicist can masquerade as any type of insect, or any class of insect within a society. In hive, the psionicist can impersonate a worker, courtier, even a queen, changing whenever he likes. Changing his odor to that of another insect specific usually draws an attack, which may be useful to the psionicist as a diversion. Any insect of greater than animal intelligence immediately sees the psionicist for what he is.

The psionicist can also perform rudimentary communication with controlled pheromone releases. He can send rudimentary information but has no means to interpret the answers received.

Thri-kreen regard this power as most distasteful, a savage abuse of psionics against the near perfect order of common insect life.

Fumble—The insects are so taken with the psionicist that they cover him with attention, possibly suffocating him if he doesn’t receive assistance.

Photosynthesis
(Psychometabolic Devotion 24)
MAC 7
PSP Cost 3/t
Preparation Time 1 t

The psionicist can gain energy and rejuvenation from the energy of the sun using this power. For each turn that he rests in a sunny area while using photosynthesis, he heals one hit point from any damage he may have sustained. If the psionicist maintains photosynthesis for an hour or more, he satisfies his need for one meal that day and only requires half of the water would normally have to drink.

The psionicist must remain still while using the power, or he gains no benefit from it.

Fumble—The psionicist lapses into a light doze and sleeps until roused or struck.

Prolong
(Psychometabolic Devotion 25)
MAC: 6
PSP Cost: 5
Preparation Time: C

When this power is in effect, the range of all powers is increased by 50%, as is the radius of their areas of effect. This has no effect on powers with a range of zero or individual, nor does it alter personal or single-item areas of effect. It does alter powers that affect a quantity of stuff; prolonged disintegration, for example, destroys up to 12 cubic feet of material instead of 8.

Fumble—All ranges/areas of effect are halved for d4 hours.

Psionic Vampirism
(Psychometabolic Devotion 26)
MAC: Victim's MAC
PSP Cost 2
Range touch
Preparation Time 0
Area of Effect: Individual

Psionic vampirism is the much-feared ability to steal all other’s psionic strength in order to replenish the psionicist’s own. Although it resembles psychic drain, psionic vampirism is different in three important ways first, PSPs are directly drained; Secondly, the victim need not be asleep; and third, the victim need not be humanoid, it only has to have a PSP score. Psionic vampirism is a very painful process, but is not debilitating as psychic drain can be.

To begin training PSPs from the victim, the psionicist must establish physical contact. For each round as the psionicist manages to hold on to the victim, he may drain psps. If the physical hold is broken, even for a moment, the power must be reinitiated in order to continue.

MAC roll Psps drained Effect on victim
16-20 3 Pain
11-15 5 -1 Hit and Save
7-10 7 As Inflict Pain
3-6 9 Save or pass out
2 15 Save or deadly coma

Although no permanent damage is caused by this power, it is unpleasant in the extreme and the victim will almost certainly want to fight back. Since the power only works against creatures with a PSP score (psionicists, wild talents, or psionic monsters), the victim is probably not helpless and may know a psionic defense to prevent the necessary contact.

Psionic strength drained by this power returns normally, just as if the victim had expended those points himself. If a victim is drained to 0 PSPs by psionic vampirism, he must make a Saving throw versus death or fall Unconscious for 2d6 turns.

Draining a victim of Mental energy is usually all evil act, and psionicists who make extensive use of this power will find their alignments gradually twisting toward evil.

Fumble—The psionicist provides his intended victim with full contact into his own mind while severing any contact he had established with the victim.

Psychic Drain
(Psychometabolic Devotion 27)
MAC Host's MAC
PSP Cost: 14
Range: touch
Area of Effect: Up to 6 minds

Psychic drain enables the psionicist to tap into the personal, psychic energy of other people to augment his own psionic strength. Up to six people can be tapped at one time.

PSPs gained cannot be "banked" or added to the psionicists current total; they cannot be siphoned off faster than they are used. In other words, when the psionicist expends psps, he automatically draws these points from his hosts, unless he specifies otherwise. The psionicist must maintain touch contact with the hosts in order to draw psps from them.

A victim of this power must have a combined Intelligence, Wisdom, and Constitution of 30 or greater. Each subject or "host" must first be asleep. Next, the psionicist must establish physical contact. Then he or she rolls to hit a person’s MAC. If the psionicist makes the roll, the person gets a saving throw vs. death magic. If the person fails, the psionicist "psyphons" 10 PSPs per round. But for every 10 PSPs drained, beyond the store of psps the host has, the characters lose an ability point from Intelligence, Wisdom, and Constitution. This temporary loss lasts d6 days per ability point lost—Lowest stats are restored first.

The highest stats are the first ones drained. The psionicist does not have to stop when he exhausts the creature's psionic potential. He can continue until his victim's scores are reduced to 0. Draining any stats beyond 10 can have serious and/or permanent effects:

9-8 Temporary amnesia (2-12 weeks)
7-6 Permanent amnesia
5-4 Worst stat loss is permanent
3 All Stat losses permanent
2 All Stat losses permanent; coma for d12 days; system shock each day or die.
1 All Stat losses permanent; save vs. death or die; appears dead.
Rigidity
(Psychometabolic Devotion 28)
MAC: Victim’s MAC
PSP Cost: 10
Range: Touch
Area of Effect: Individual

This power stiffens the joints and musculature of the affected creature, slowing it gradually until it can barely function. Only man-sized creatures and Zombies can be affected, but non-corporeal creatures are not.

The power's effectiveness is measured in stages. The first stage is attained after the initial success of the power. The second stage is reached on the first round that the power is maintained, and the third stage on any rounds maintained after that.

After maintenance stops, the creature gradually recovers its agility, one stage per round until normal:

 

To Hit Penalty

Initiative Penalty

AC Penalty

Stage One

1

Slowed 1 phase

1

Stage Two

3

Slowed 2 phases

4

Stage Three

6

Very Slow phase

7

Affected creatures have difficulty communicating physically, and their powers of observation are severely impaired. Spellcasters cannot perform somatic and verbal components if beyond stage one.

Critical Success— Power Starts at Stage 3.

Fumble — Power affects psionicist.

Share Strength
(Psychometabolic Devotion 29)
MAC: 5
PSP Cost: 9
Range: Touch
Area of effect: Psionicist and target

The psionicist can effectively lend his physical strength to another character. The psionicist sacrifices two of his own strength points (Strength ability points, not psps) for every single point that the recipient gains.

The duration of this gift is d10 rounds, plus one round per level of the giver. Roll separately for the duration of the lending for giver and the recipient.

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Metabolic Devotions

 

Strength of the Land
(Psychometabolic Devotion 30)
MAC: 6
PSP Cost: 4
Prerequisite: Lend Health, Share Strength

This power lets the psionicist tap into the strength of the local spirit of the land, lending that strength temporarily to one other creature. The affected creature gains 25 "phantom" hit points (the next 25 points of lam age taken come off these rather than its own hit points); a +3 bonus to attack and damage rolls, regardless of the weapon used; and an automatic 25% magic resistance. These benefits remain in effect until the psionicist ceases maintenance.

There is always the danger of arousing the spirit itself, especially if its strength is being used for destruction of its do main. The base chance of having to explain oneself to the local spirit of the land is 5% The DM may modify this chance according to the situation. The encounter itself should be role played.

Suspend Animation
(Psychometabolic Devotion 31)
MAC: 6
PSP Cost: 12
Preparation Time: 5

This power lets the psionicist "play dead," bringing life functions to a virtual halt. Only the most careful examination will reveal that the psionicist is still alive. Almost any psionic powers will not turn up evidence of life unless maintained for at least three minutes. Use of Probe or Cosmic Awareness abilities will detect life immediately.

The psionicist can suspend animation for a number of weeks equal to the psionicist’s level—or less. When she wishes to put herself to sleep, she first decides when she wants to wake. Then she makes her MTHAC0 check.

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