ENERGY CONTAINMENT

Psychometabolism Science

Power Check DC 10 Constitution check
Initial Cost 5 PSPs or more (see description)
Maintenance Cost 2 PSPs / round or more (see description)
Range Personal
Preparation Time 1 round
Area of Effect Self
Prerequisites none

The psionicist can absorb cold, electricity, fire and thunder damage that could directly harm his body.

This psionic power grants the psionicist advantage on saving throw against cold, electricity, fire and thunder damage.

If the psionicist makes a successful saving throw against on of these damage type, he takes no damage at all, and if the fails the saving throw, he takes half damage instead.

After absorbing the damage, the psionicist’s body will glow in a 5 feet radius, with a duration of 1 round per hit point taken.

The Initial Cost and the Maintenance Cost depends on how many damage types the psionicist wants protection from.

The Initial Cost is 5 PSPs for each damage type – cold, electricity, fire or thunder – and the Maintenance Cost is 2 PSPs per round for each damage type.

Natural 1.

Natural 20.