Repairs the cells of target creature, healing 2d6 hit points of damage.
Unlike normal heal and cure spells, this also heals corporal organic undead. For example this heals things like zombies and mummies, but not skeletons or ghosts.
This has no affect on creatures without normal cellular biology, like constructs (except flesh golems and the like), elementals, oozes, outsiders, and creatures with the extraplanar, incorporeal, xenoblooded or xenotheric subtypes.
Augment: You can augment this power in one or more of the following ways.
- For every 2 additional power points you spend, this power heals an additional 1d6 points of damage (to a maximum of 6d6 points per manifestation).
- If you spend 2 extra power points, instead eliminates either fatigue, sickness or daze suffered by the character (only one), or improves an exhausted, nauseated or stunned condition one step (to fatigued, sickened or dazed respectively). You do this instead of healing hit points, not both.
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