Environment Shield

Discipline psychometabolism [network]; Level cryptic 1, dread 1, gambler 1, gifted blade 1, marksman 1, psion/wilder 1, psychic warrior 1, tactician 1, vitalist 1, voyager 1


Display visual
Manifesting Time 1 standard action


Range touch
Target creature touched
Duration 24 hours
Saving Throw Fortitude negates (harmless); Power Resistance yes (harmless)
Power Points 1


You insulate the target against their surroundings.

A creature protected by this power suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves.

The creature’s equipment is likewise protected.

Unaugmented, this power doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Augment: This power can be augmented in following ways:

  1. If you spend 6 additional power points, the target gains the ability to breathe freely, even underwater or in a vacuum, and becomes immune to harmful gases and vapors, including radiation, inhaled diseases and poisons and spells like cloudkill. In addition, the creature is protected from extremes of pressure. This power does not provide the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).
  2. If you spend 10 additional power points, the target gains the ability to exist comfortably at any temperature, becoming immune to heat and cold and thus becoming immune to both fire and cold damage.
Section 15: Copyright Notice

Arcforge: Technology Expanded © 2018, Legendary Games; Authors: Matt Daley, Michael Sayre.

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