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PSIONIC POWERS
(A-C)
Ablating
Psychokinesis (Con)
Level: Psion
6/Psychic Warrior 6
Display: Ma, Ol
Manifestation Time: 1 action
Range:
Personal or close (25 ft. + 5 ft./2 levels)
Target: You or one willing
creature or one object (total weight up to 100 lb./level)
Duration: 1
hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points:
11
The manifester creates a psychokinetic shield around the subject that
bolsters its powers’ chance to survive a negate psionics power (or dispel
magic spell). When ablating is manifested on a creature or object, add +6 to
the DC of the negation check or dispel check for each ongoing power subject to
negate psionics. Thus, the DC for each power check is equal to 11 + the
power-to-be-negated’s manifester level +6. Ablating ends when its duration
expires or after a negate psionics is manifested on its subject.
Negate
psionics can negate ablating, but against a targeted negation, ablating is
always checked last. Against an area negation, ablating is checked according to
its level.
Adamant Grasp
Psychometabolism (Str)
Level: Psychic Warrior 5
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 round/level
Power Points: 9
All the manifester’s
grapple checks receive a +10 competence bonus while the duration
lasts.
Adapt Body
Psychometabolism (Str)
Level: Psion 5/Psychic Warrior 5
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 9
The manifester can adapt
his or her body to hostile environments. The manifester chooses the environment
at the time he or she manifests the power. The manifester can adapt to
underwater, extremely hot, extremely cold, and even airless environments,
allowing him or her to survive like a creature native to that environment, if
any. The manifester can breathe and move, and takes no damage simply from being
in that environment. The manifester can somewhat adapt to extreme environments
such as acid, lava, fire, electricity, and other volatile areas. Any environment
that normally directly deals 1 or more dice of damage per round is too extreme
for this power (although it subtracts the first die of damage from the total
dealt per round).
An attack form does not constitute an
environment.
Affinity Field
Psychometabolism (Str)
Level: Psion 9
Display: Vi,
Ma
Manifestation Time: 1 action
Range: 20 ft.
Area: 20-ft.-radius
emanation, centered on you
Duration: 10 minutes (D)
Saving Throw:
None
Power Resistance: Yes
Power Points: 17
While the duration lasts,
affected creatures feel all physical forces (damage and healing) that the
manifester feels. Hit point gain or loss persists after this power
ends.
Creatures in range are also subject to magical and psionic effects of
3rd level or less, but all magic and psionic effects transferred to others fade
at the end of this power’s duration, although instantaneous effects
remain
Amplified Invisibility
Psychokinesis (Con)
Level: Psion 4
Display: Ma
Target: You or
creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates
(harmless)
Power Points: 7
The creature or object touched vanishes from
sight, even from darkvision. If the recipient is a creature carrying gear, the
gear vanishes, too. If manifest on someone else, neither the manifester nor his
or her allies can see the subject, unless the manifester can normally see
invisible things or employ psionics to do so.
Items dropped or put down by an
invisible creature become visible; items picked up disappear if tucked into the
clothing or pouches worn by the creature. Light, however, never becomes
invisible, although a source of light can become so. Any part of an item that
the subject carries but that extends more than 10 feet from her becomes
visible.
The subject is not magically silenced, and certain other conditions
can render the recipient detectable. The power ends the second time the subject
attacks any creature. For purposes of this power, an “attack”
includes any power targeting a foe or whose area or effect includes a foe.
(Exactly who is a foe depends on the invisible character’s perceptions.)
Actions directed at unattended objects do not negate the power. Causing harm
indirectly is not an attack. Note that powers that specifically affect allies
but not foes are not attacks for this purpose, even when they include foes in
their area.
An invisible attacker gains a +2 bonus on his attack roll (for
the two attacks, either melee or ranged, that are allowed before becoming
visible), and the defender against such an attack loses any Dexterity bonus to
Armor Class.
Anchored Navigation
Clairsentience (Wis)
Level: Psion 4
Display: Ol, Ma
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 1
hour/level
Saving Throw: None
Power Resistance: No
Power Points:
7
While the duration lasts, the manifester is aware of his or her exact
distance and route (physical or psychoportive) back to a fixed starting point.
The manifester must designate the “anchored” starting point when
first manifesting the power. To designate other anchored starting points, the
manifester must manifest additional anchored navigation powers.
This power
also allows teleport to return the manifester to the fixed point with no chance
of error. Moreover, this power allows normal telepathic communication (assuming
the manifester has a power or ability that grants telepathic communication) with
any receptive beings within a 60-foot radius of the fixed point, regardless of
distance. Use of anchored navigation is confined to the plane of existence where
it was manifest.
Animal Affinity
Psychometabolism (Str)
Level: Psion 2/Psychic Warrior 2
Display:
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 3
The manifester forges a
psychometabolic affinity with a chosen kind of animal (“animal” is a
creature type), from which he or she emulates one ability score.
The
manifester can emulate only one ability score per manifestation of animal
affinity, although multiple manifestations can affect the character, as long as
each emulates different ability scores. Any of the six ability scores can be
enhanced in this fashion. The manifester can increase his or her own ability
score by a maximum of 1d4+1 points.
Apopsi
Telepathy (Cha)
Level: Psion 9
Display: Vi, Ma, Au
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
living psionic creature
Duration: Instantaneous
Saving Throw: Fortitude
negates
Power Resistance: Yes
Power Points: 17
The manifester deletes
1d4 powers permanently from the subject’s mind. The manifester specifies
the level of each power, and the DM randomly determines which of the
subject’s powers is actually deleted. Psychic chirurgery may be used to
restore the lost power, but it must be performed within 1 week of losing the
power.
Astral Construct I
Metacreativity (Int)
Level: Psion 1
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One
created astral construct
Duration: 1 round/level (D)
Saving Throw:
None
Power Resistance: No
Power Points: 1
This power creates one
1st-level astral construct of solidified ectoplasm that attacks the
manifester’s enemies. It appears where the manifester designates and acts
immediately, on his or her turn. It attacks the manifester’s opponents to
the best of its ability. The manifester can mentally direct it not to attack, to
attack particular enemies, or to perform other actions. The astral construct
acts normally on the last round of the power and dissipates at the end of its
turn.
It is not necessary to learn a lower-level astral construct power
before learning a higher-level version.
Astral Construct II
Metacreativity (Int)
Level: Psion 2
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 3
This power creates one 2nd-level astral construct or
1d3 1st-level astral constructs of solidified ectoplasm that attacks the
manifester’s enemies. It appears where the manifester designates and acts
immediately, on his or her turn. It attacks the manifester’s opponents to
the best of its ability. The manifester can mentally direct it not to attack, to
attack particular enemies, or to perform other actions. The astral construct
acts normally on the last round of the power and dissipates at the end of its
turn.
It is not necessary to learn a lower-level astral construct power
before learning a higher-level version.
Astral Construct III
Metacreativity (Int)
Level: Psion 3
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 5
This power creates one 3rd-level astral construct, 1d3
2nd-level astral constructs, or 1d4+1 1st-level astral constructs of solidified
ectoplasm that attacks the manifester’s enemies. It appears where the
manifester designates and acts immediately, on his or her turn. It attacks the
manifester’s opponents to the best of its ability. The manifester can
mentally direct it not to attack, to attack particular enemies, or to perform
other actions. The astral construct acts normally on the last round of the power
and dissipates at the end of its turn.
It is not necessary to learn a
lower-level astral construct power before learning a higher-level
version.
Astral Construct IV
Metacreativity (Int)
Level: Psion 4
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 7
This power creates one 4th-level astral construct, 1d3
3rd-level astral constructs, or 1d4+1 astral constructs of lower level of
solidified ectoplasm that attacks the manifester’s enemies. It appears
where the manifester designates and acts immediately, on his or her turn. It
attacks the manifester’s opponents to the best of its ability. The
manifester can mentally direct it not to attack, to attack particular enemies,
or to perform other actions. The astral construct acts normally on the last
round of the power and dissipates at the end of its turn.
It is not
necessary to learn a lower-level astral construct power before learning a
higher-level version.
Astral Construct V
Metacreativity (Int)
Level: Psion 5
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 9
This power creates one 5th-level astral construct, 1d3
4th-level astral constructs, or 1d4+1 astral constructs of lower level of
solidified ectoplasm that attacks the manifester’s enemies. It appears
where the manifester designates and acts immediately, on his or her turn. It
attacks the manifester’s opponents to the best of its ability. The
manifester can mentally direct it not to attack, to attack particular enemies,
or to perform other actions. The astral construct acts normally on the last
round of the power and dissipates at the end of its turn.
It is not
necessary to learn a lower-level astral construct power before learning a
higher-level version.
Astral Construct VI
Metacreativity (Int)
Level: Psion 6
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 11
This power creates one 6th-level astral construct, 1d3
5th-level astral constructs, or 1d4+1 astral constructs of lower level of
solidified ectoplasm that attacks the manifester’s enemies. It appears
where the manifester designates and acts immediately, on his or her turn. It
attacks the manifester’s opponents to the best of its ability. The
manifester can mentally direct it not to attack, to attack particular enemies,
or to perform other actions. The astral construct acts normally on the last
round of the power and dissipates at the end of its turn.
It is not
necessary to learn a lower-level astral construct power before learning a
higher-level version.
Astral Construct VII
Metacreativity (Int)
Level: Psion 7
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 13
This power creates one 7th-level astral construct, 1d3
6th-level astral constructs, or 1d4+1 astral constructs of lower level of
solidified ectoplasm that attacks the manifester’s enemies. It appears
where the manifester designates and acts immediately, on his or her turn. It
attacks the manifester’s opponents to the best of its ability. The
manifester can mentally direct it not to attack, to attack particular enemies,
or to perform other actions. The astral construct acts normally on the last
round of the power and dissipates at the end of its turn.
It is not
necessary to learn a lower-level astral construct power before learning a
higher-level version.
Astral Construct VIII
Metacreativity (Int)
Level: Psion 8
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 15
This power creates one 8th-level astral construct, 1d3
7th-level astral constructs, or 1d4+1 astral constructs of lower level of
solidified ectoplasm that attacks the manifester’s enemies. It appears
where the manifester designates and acts immediately, on his or her turn. It
attacks the manifester’s opponents to the best of its ability. The
manifester can mentally direct it not to attack, to attack particular enemies,
or to perform other actions. The astral construct acts normally on the last
round of the power and dissipates at the end of its turn.
It is not
necessary to learn a lower-level astral construct power before learning a
higher-level version.
Astral Construct IX
Metacreativity (Int)
Level: Psion 9
Display: Vi, Ma
Manifestation
Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more astral constructs, no two of which can be more than 30 ft.
apart
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 17
This power creates one 9th-level astral construct, 1d3
8th-level astral constructs, or 1d4+1 astral constructs of lower level of
solidified ectoplasm that attacks the manifester’s enemies. It appears
where the manifester designates and acts immediately, on his or her turn. It
attacks the manifester’s opponents to the best of its ability. The
manifester can mentally direct it not to attack, to attack particular enemies,
or to perform other actions. The astral construct acts normally on the last
round of the power and dissipates at the end of its turn.
It is not
necessary to learn a lower-level astral construct power before learning a
higher-level version.
Astral Projection
Psychoportation (Dex)
Level: Psion 9
Display: None
Manifestation
Time: 30 minutes
Range: Touch
Targets: You plus one additional creature
touched per two levels
Duration: See text
Saving Throw: None
Power
Resistance: Yes
Power Points: 17
This power allows the manifester to
project an astral body into another plane altogether. The manifester can bring
the astral forms of other creatures with him or her, provided the creatures are
linked in a circle with the manifester at the time of the manifestation. These
fellow travelers are dependent upon the manifester and must accompany him or her
at all times. If something happens to the manifester during the journey, the
companions are stranded wherever he or she left them.
The manifester projects
his or her astral self into the Astral Plane, leaving his or her physical body
behind on the Material Plane in a state of suspended animation. The power
projects an astral copy of the manifester and all he of she wears or carries
onto the Astral Plane. Since the Astral Plane touches upon every other plane,
the manifester can travel astrally to other planes. The manifester then leaves
the Astral Plane, forming a new physical body (and equipment) on the plane of
existence he or she has chosen to enter.
On the Astral Plane or any outer
plane, the astral body is connected at all times to the material body by a
silvery cord. If the cord is broken, the affected person is killed, astrally and
materially. Very few things can destroy a silver cord. When a second body is
formed on a different plane, the incorporeal silvery cord remains invisibly
attached to the new body. If the second body or astral form is slain, the cord
simply returns to the person’s body where it rests on the Material Plane,
reviving it from its state of suspended animation. Although astral projections
are able to function on the Astral Plane, their actions affect only creatures
existing on the Astral Plane; a physical body must be materialized on other
planes.
The manifester and companions may travel through the Astral Plane
indefinitely. Their bodies simply wait behind in a state of suspended animation
until they choose to return their spirits to their physical bodies. The power
lasts until the manifester desires to end it, or until it is terminated by some
outside means, such as negate psionics manifested upon either the physical body
or the astral form, or the destruction of the body back on the Material Plane
(which kills the character).
Astral Steed
Psychoportation (Dex)
Level: Psion 3
Display: Ma
Manifestation
Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike
creature
Duration: 1 hour/level
Saving Throw: None
Power Resistance:
No
Power Points: 5
The manifester calls a quasi-real, horselike creature
from the Astral Plane. The steed can be ridden only by the manifester or by the
one person for whom the manifester specifically calls the mount. An astral steed
does not fight, but all normal animals shun it and refuse to attack it.
The
mount has an Armor Class of 18 (–1 size, +4 natural armor, +5 Dex) and 7
hit points +1 hit point per manifester level. If it loses all its hit points,
the steed disappears. A astral steed has a speed of 20 feet per manifester
level, to a maximum of 240 feet. It can bear its rider’s weight plus up to
10 pounds per manifester level.
These mounts gain certain powers according to
manifester level. A mount’s abilities include those of mounts of lower
manifester levels.
8th Level: The mount can ride over sandy, muddy, or even
swampy ground without difficulty or decrease in speed.
10th Level: The mount
can ride over water as if it were firm, dry ground.
12th Level: The mount can
ride in the air as if it were firm land, so chasms and the like can be crossed
without benefit of a bridge. The mount cannot simply take off and fly. It can
only ride horizontally across the air. After 1 round in the air, the mount
falls.
14th Level: The mount can fly at its speed. It has a maneuverability
rating of average.
Attraction
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 1
Display:
Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 hour/level
Saving
Throw: Will negates
Power Resistance: Yes
Power Points: 1
The
manifester plants a compelling attraction in the mind of the subject. The
attraction can be toward a particular person, an object, an action, or an event.
The power’s subject will take reasonable steps to meet, get close to,
attend, find, or perform the object of its implanted attraction. For the
purposes of this power, “reasonable” means that while fascinated,
the subject doesn’t suffer from blind obsession. The subject can still
recognize danger, but will not flee unless the threat is immediate. If the
manifester makes the subject feel an attraction to the manifester, he or she
can’t command the subject indiscriminately, although he or she will be
willing to listen to the manifester (even if the subject disagrees). This power
grants the manifester a +4 bonus to his or herCharisma modifier when dealing
with the subject.
Augury
Clairsentience (Wis)
Level: Psion 2
Display: Ol, Au
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration:
Instantaneous
Power Points: 3
An augury can tell whether a particular
action will bring good or bad results for the manifester in the immediate
future.
The base chance for receiving a meaningful reply is 70%, plus 1% per
manifester level; the DM makes the roll secretly. The DM may determine that the
question is so straightforward that a successful result is automatic, or so
vague as to have no chance of success. If the augury succeeds, the manifester
gets one of four results:
“Weal” (if the action will probably
bring good results).
“Woe” (for bad results).
“Weal
and woe” (for both).
“Nothing” (for actions that
don’t have especially good or bad results).
If the power fails, the
manifester gets the “nothing” result. A psion who gets the
“nothing” result has no way to tell whether it resulted from a
failed or successful augury.
The augury can see into the future only about
half an hour, so anything that might happen after that does not affect the
augury. Thus, it might miss the long-term consequences of the contemplated
action. All auguries manifested by the same person about the same action use the
same die roll result as the first augury.
Aura Alteration
Telepathy (Cha) [Mind-Affecting]
Level: Psion 6
Display:
Ma
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: Instantaneous or 10
minutes/level
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 11
The manifester can disguise the subject’s aura (alignment),
level, or remove compulsions such as crisis of breath, fatal attraction, curses,
geases, and quests. Aura alteration can also sever all charm and compulsion
powers of 6th level or lower that might affect a target.
If disguising the
subject’s alignment or level, the power has a duration of 10
minutes/level. The manifester may change the subject’s alignment by only
one degree. The manifester may adjust the subject’s apparent level by a
number equal to one-half the manifester’s own level (rounded down).
If
attempting to cleanse the subject’s aura, the duration is instantaneous.
When aura alteration is manifested, the subject gains another saving throw
against the affliction at the original DC, but with a +2 bonus on his or her
roll. The manifester can remove the afflictions noted above, and may be able to
remove others at the DM’s discretion.
Aura Sight
Clairsentience (Wis)
Level: Psion 4
Display: Vi
Manifestation
Time: 1 action
Range: 30 ft.
Area: 30-ft.-radius emanation, centered on
you
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw:
None
Power Resistance: No
Power Points: 7
The manifester discerns
auras. The amount of information revealed depends on how long the character
studies a particular area.
1st round: Presence of good or evil auras in the
area. The manifester can’t pin an aura to a particular object or
individual at this stage.
2nd round: Number of auras (creatures, objects,
powers, or spells) in the area.
3rd round: The owner of each aura is
revealed, unless the individual is somehow hidden. If the manifester’s
character level is 5 or more levels below a target’s actual experience
level or HD, the manifester is “overwhelmed” by its presence and
stunned for 1 round, and the power ends.
Aversion
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 2
Display:
Au, Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 hour/level
Saving
Throw: Will negates
Power Resistance: Yes
Power Points: 3
The
manifester plants a powerful aversion in the mind of the subject. The aversion
can be toward a particular parson, an object, an action, or an event. The
power’s subject will take reasonable steps to avoid the object of its
implanted aversion. If a physical object, he or she will not approach within 30
feet of it. If a word, he or she will not utter or think it, if an action he or
she will not perform it, and if an event he or she will not attend it.
If not
taking a taboo action directly threatens the subject, he or she may perform the
action at a –2 morale penalty on any attack rolls, ability checks, or
skill checks involved.
Baleful Teleport
Psychoportation (Dex) [Teleportation]
Level: Psion 5
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Any object or creature whose weight does not total more than
300 lb./level
Saving Throw: Will half
Power Resistance: Yes
Power
Points: 9
The manifester psychoportively disperses minuscule portions of the
subject, dealing 9d6 points of damage. Targets are protected from the effects of
a baleful teleport by dimensional anchor.
Banishment
Psychoportation (Dex)
Level: Psion 6
Display: Au, Ma
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more
extraplanar creatures, no two of which can be more than 30 ft.
apart
Duration: Instantaneous
Saving Throw: Will negates
Power
Resistance: Yes
Power Points: 11
Banishment enables the manifester to
force extraplanar creatures out of his or her home plane. Up to 2 HD of
creatures per manifester level can be banished. To target a creature, the
manifester must present at least one object or substance that it hates, fears,
or otherwise opposes. For each such object or substance, he or she gains +1 on
your manifester level check to overcome the target’s PR (if any) and +2 on
the saving throw DC.
At the DM’s option, certain rare items might work
twice as well (+2 to penetrate resistance and +4 to the power’s
DC).
Biocurrent
Psychokinesis (Con)
Level: Psion 1
Display: Vi (see
text)
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Any two living creatures who are no more than 15 ft.
apart
Duration: Concentration, up to 1 minute/level (see text)
Saving
Throw: Fortitude half
Power Resistance: Yes
Power Points: 1
The
manifester’s body produces an arc of electricity that targets a primary
foe for 1d4 points of electricity damage per round that the character meets the
requirements (see below). Electricity also arcs off the primary foe to strike
one additional foe initially within 15 feet of the primary foe, or who
subsequently moves within 15 feet of the primary foe while the duration lasts.
Secondary foes also take 1d4 points of damage per round the duration lasts.
Should either the primary or secondary foe fall to below 0 hit points,
biocurrent’s electrical arc randomly retargets another primary and
secondary foe while the duration continues. Targeted foes may move or make a
saving throw each round for half damage (on that round only), but as long as
they remain in range, they continue to be affected.
Maintaining biocurrent
is a full-round action (the manifester is limited to only 5-foot steps and no
other actions). If the manifester takes damage while maintaining biocurrent, he
or she must make a successful Concentration check. If any of these requirements
are not met, the electrical arc winks out.
Biofeedback
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute/level (D)
Power Points: 1
The manifester takes a
portion of any attack that deals damage as points of subdual damage equal to his
or her Strength modifier. This power is not retroactive to wounds received prior
to manifesting biofeedback.
Bite of the Tiger
Psychometabolism (Str)
Level: Psion 3/Psychic Warrior 3
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level
Saving Throw: None
Power Resistance:
No
Power Points: 5
The power grants the manifester a bite attack (which
does not draw an attack of opportunity) with a base damage of 2d8 points. This
power can be used in conjunction with feats, powers, or spells allowing
additional attacks in one round, and it can be used with multiple attacks gained
through level advancement.
Bite of the Wolf
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level
Power Points: 1
The power grants the
manifester a bite attack (which does not draw an attack of opportunity) with a
base damage of 1d8 points. This power can be used in conjunction with feats,
powers, or spells allowing additional attacks in one round, and it can be used
with multiple attacks gained through level advancement.
Body Adjustment
Psychometabolism (Str)
Level: Psion 2
Display: Au,
Ma
Manifestation Time: 1 full round
Range: Personal
Target:
You
Duration: Instantaneous
Power Points: 3
The manifester cures him or
herself of 3d6 points of damage.
Alternatively, the manifester can focus on a
disease or poison. He or she must manifest body adjustment separately for each
different condition. If used against a disease, the next daily Fortitude save to
attempt to throw off the infection gains a bonus equal to 4 + the
character’s manifester level. If used against a poison, the secondary
Fortitude save (usually made 1 minute after the first exposure to poison) gains
a bonus equal to 4 + the character’s manifester level. Multiple uses of
body adjustment for use against poison or disease do not stack.
Finally, a
character can use body adjustment to heal 2 points of temporary ability damage.
The manifester doesn’t gain all three benefits from a single manifestation
of this power.
Body Equilibrium
Psychometabolism (Str)
Level: Psion 2/Psychic Warrior 2
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute/level (D)
Power Points: 3
The manifester can
adjust his or her body equilibrium to correspond with any solid or liquid that
you stand on. Thus, he or she can walk on water, quicksand, or even a
spider’s web without sinking or breaking through (this does not confer any
resistance to particularly sticky webs). The character can move at his or her
normal speed, but cannot run (x4 speed) on an unfirm surface without sinking or
breaking through. If the character falls while using this power, damage from the
impact is halved.
Bolt
Metacreativity (Int)
Level: Psion 0/Psychic Warrior 0
Display:
Ma
Manifestation Time: 1 action
Range: 0 ft.
Effect: A nonmagical bolt,
arrow, or sling bullet
Duration: 2 rounds
Saving Throw: None
Power
Resistance: No
Power Points: 1
The manifester creates a single,
nonmagical, standard-size crossbow bolt, arrow, or sling bullet, which
dissipates into its constituent ectoplasmic particles when the duration
lapses.
Brain Lock
Telepathy (Cha) [Mind-Affecting]
Level: Psion 2
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1
round/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 3
The subject stands mentally paralyzed, unable to take any actions.
The brain locked subject is not stunned (so attackers get no special advantage).
He or she can defend against physical attacks (Dexterity bonus to AC still
applies), but otherwise can’t move, and can’t use psionic
powers.
A brain locked flyer cannot flap its wings and falls. A swimmer
can’t swim and may drown.
Breath of the Dragon
Psychometabolism (Str) [Fire]
Level: Psion 6/Psychic Warrior
6
Display: Vi (see text), Ma
Manifestation Time: 1 action
Range: Close
(25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving
Throw: Reflex half
Power Resistance: Yes
Power Points: 11
The
manifester breathes forth fire, originating from his or her mouth and extending
outward in a cone. This attack deals 11d4 points of fire damage.
Brilliant Blast
Psychokinesis (Con)
Level: Psion 5
Display: Vi (see
text)
Manifestation Time: 1 action
Range: Long (400 ft. +
40ft./level)
Area: A 20-ft.-radius spread
Duration: Instantane
ous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points:
9
The manifester focuses ambient light into a blast dealing 9d4 points of
heat damage to all creatures within the area. Unattended objects also take
damage.
Burning Ray
Metacreativity (Int) [Fire]
Level: Psion 2
Display: Vi (see
text)
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power
Resistance: Yes
Power Points: 3
A ray of burning ectoplasm projects from
the manifester’s brow. The manifester must succeed at a ranged touch
attack to strike a target with the ray, which deals 3d6 points of fire
damage.
Burst
Psychoportation (Dex)
Level: Psion 0/Psychic Warrior 0
Display:
Au
Manifestation Time: See text
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 round
Power Points:
1
The subject receives a burst of speed. The subject has a speed equal to his
or her original speed +10 on his or her next round of actions.
A psionic
character can manifest this power instantly on him or herself, quickly enough to
gain the benefit of the speed increase in the same round. Manifesting the power
is a free action, like manifesting a quickened power, and it counts toward the
normal limit of one quickened power per round. If manifested on another
creature, the manifestation time is 1 action.
Call Cohort
Psychoportation (Dex) [Teleportation]
Level: Psychic Warrior
6
Display: Ma, Vi
Manifestation Time: 1 action
Range: Close (25 ft. + 5
ft./2 levels)
Target: Your cohort, if any
Duration:
Instantaneous
Saving Throw: None
Power Resistance: No
Power Points:
11
Call cohort teleports the manifester’s cohort to him or her from any
distance within a plane (but not between planes). A cohort is gained with the
Leadership feat. The manifester determines the arrival point of the cohort at
any point within close range. If the cohort is not separated from the character
when he or she manifests this power, it instead allows the character to teleport
the cohort from one point to another within close range.
Call Weaponry
Psychoportation (Dex) [Teleportation]
Level: Psion 1/Psychic Warrior
1
Display: Au, Ma
Manifestation Time: 1 action
Range: Touch
Effect:
1 unattended weapon (see text)
Duration: 1 hour/level (see text)
(D)
Saving Throw: None
Power Resistance: No
Power Points: 1 (see
text)
The manifester calls a weapon “from thin air” into his or
her waiting hand (actually, it is a real weapon hailing from some other random
location in the multiverse). The manifester doesn’t have to see or know of
a weapon to call it—in fact, he or she can’t ever call a specific
weapon. The character just specifies the type. If the specified weapon type is
one the manifester can call at his or her level, it appears. If the character
calls a projectile weapon, it comes complete with 3d6 bolts, arrows, or sling
bullets, as appropriate (the ammunition does not have an enhancement bonus, even
at 10th level and above). If the character relinquishes his or her grip on the
weapon for 2 or more rounds, it automatically returns to wherever it originally
came from.
As the manifester’s level increases, he or she can summon
better and better weapons, although the power point cost is also greater.
Level Weapons Power Points
1–3 Simple 1
4–6 Martial 3
7–9 Exotic 7
10–12 +1
enhancement 11
13–15 +2 enhancement 13
15–17 +3
enhancement 15
18–20 +4 enhancement 17
Weapons with enhancement
bonuses are assumed to be psionic, unless the manifester specifies otherwise.
Weapons gained by call weaponry are distinctive due to the low hum they
emit.
Catapsi
Telepathy (Cha) [Mind-Affecting]
Level: Psion 5/Psychic Warrior
5
Display: Vi, Me
Manifestation Time: 1 action
Range: Medium 100
feet
Area: 100-ft.-radius emanation centered on you
Duration: 1
minute/level
Saving Throw: Will negates (see text)
Power Resistance:
Yes
Power Points: 9
Catapsi makes it more difficult for other psionic
characters to manifest their powers (the character is not affected by his or her
own catapsi manifestation). All psionic activity within the area requires twice
as many power points to manifest, unless opponents make a successful Will save
each time they manifest a power. Freely manifesting 0-level powers takes 1 full
round, instead of 1 action, in a catapsi field. If two or more fields of catapsi
overlap, one field cancels out the other (determine randomly).
Catfall
Psychoportation (Dex)
Level: Psion 0/Psychic Warrior 0
Display:
Au
Manifestation Time: See text
Range: Personal
Target:
You
Duration: 1 round/level
Power Points: 1
The manifester recovers
instantly from a fall and can absorb some damage from falling. The character
lands on his or her feet no matter how far he or she falls, and the first 3
points of falling damage are treated as subdual damage.
A psionic character
can manifest this power instantly, quickly enough to save him or herself if the
character unexpectedly falls. Manifesting the power is a free action, like
manifesting a quickened power, and it counts toward the normal limit of one
quickened power per round.
Chameleon
Psychometabolism (Str)
Level: Psion 2
Display: Ol
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
(D)
Power Points: 3
The manifester receives a +10 enhancement bonus on
Hide checks.
Charm Monster
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 3
Target: One
living creature
Duration: 1 day/level
Power Points: 5
This power makes
a creature regard the manifester as his or her trusted friend and ally. If the
creature is currently being threatened or attacked by the manifester or allies,
however, he or she receives a +5 bonus on his or her saving throw.
The power
does not enable the manifester to control the charmed creature as if he or she
was an automaton, but he or she perceives the manifester’s words and
actions in the most favorable way. The manifester can try to give the subject
orders, but must win an opposed Charisma check to convince him or her to do
anything he or she would not ordinarily do. (Retries are not allowed.) A charmed
person never obeys suicidal or obviously harmful orders. Any act by the
manifester or apparent allies that threatens the charmed creature breaks the
power.
The manifester does not need to be able to speak the subject’s
language to communicate with him or her.
Charm Person
Telepathy (Cha) [Charm, Mind-Affecting, Language-Dependent]
Level: Psion
1
Display: Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5
ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw:
Will negates
Power Resistance: Yes
Power Points: 1
This power makes a
humanoid of Medium-size or smaller regard the manifester as his or her trusted
friend and ally. If the creature is currently being threatened or attacked by
the manifester or allies, however, he or she receives a +5 bonus on his or her
saving throw.
The power does not enable the manifester to control the charmed
person as if he or she was an automaton, but he or she perceives the
manifester’s words and actions in the most favorable way. The manifester
can try to give the subject orders, but must win an opposed Charisma check to
convince him or her to do anything he or she would not ordinarily do. (Retries
are not allowed.) A charmed person never obeys suicidal or obviously harmful
orders. Any act by the manifester or apparent allies that threatens the charmed
person breaks the power. Note also that the manifester must speak the
person’s language to communicate commands, or else be good at
pantomiming.
Clairaudience/Clairvoyance
Clairsentience (Wis)
Level: Psion 2
Display: Vi, Au
Manifestation
Time: 1 action
Range: See text
Effect: Psionic sensor
Duration: 1
minute/level (D)
Saving Throw: None
Power Resistance: No
Power Points:
3
Clairaudience/clairvoyance enables the manifester to concentrate upon some
locale and hear or see (manifester’s choice) almost as if he or she were
there. Distance is not a factor, but the locale must be known—a place
familiar to the manifester or an obvious one. The power does not allow
psionically enhanced senses to work through it. If the chosen locale is
magically or psionically dark, the manifester sees nothing. If it is naturally
pitch black, the manifester can see in a 10-foot radius around the center of the
power’s effect. Lead sheeting, magical protection or psionic protection
blocks the power, and the manifester senses that the power is so blocked. The
power creates an invisible sensor that can be dispelled or negated. The power
functions only on the manifester’s current plane of
existence.
Clairtangency
Psychokinesis (Con)
Level: Psion 5
Display: Vi, Au,
Me
Manifestation Time: 1 action
Range: See text
Area: See
text
Duration: Up to 1 minute/level (see text) (D)
Saving Throw:
None
Power Resistance: No
Power Points: 9
The manifester can emulate a
far hand or far punch effect at any distance, simultaneously emulating
clairaudience/clairvoyance. The manifester can concentrate upon some locale and
see almost as if he or she were there. Distance is not a factor, but the locale
must be known—a place familiar to the manifester or an obvious one. Once
the manifester is gazing upon a particular location, he or she may use an effect
similar to either far hand or far punch (the manifester doesn’t need to
manifest either power). Clairtangency’s duration is up to 1 minute/level
when used with a far hand effect, but it expires as soon as a far punch effect
is used.
Claws of the Bear
Psychometabolism (Str)
Level: Psion 2/Psychic Warrior 2
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level
Power Points: 3
The power grants the
manifester a claw attack (which does not draw an attack of opportunity) with a
base damage of 1d12. This power can be used in conjunction with feats, powers,
or spells allowing additional attacks in 1 round, and it can be used with
multiple attacks gained through level advancement.
Claws of the Vampire
Psychometabolism (Str)
Level: Psion 3/Psychic Warrior 3
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level
Power Points: 5
The power grants the
manifester a claw attack (which does not draw an attack of opportunity) with a
base damage of 1d8. Simultaneously, the manifester heals as many points of
damage as he or she deals with claws of the vampire. This power can be used in
conjunction with feats, powers, or spells allowing additional attacks in one
round, and it can be used with multiple attacks gained through level
advancement.
Combat Precognition
Clairsentience (Wis)
Level: Psion 1/Psychic Warrior 1
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 1
The manifester gains a +1 insight bonus to AC. If he or
she is caught flat-footed, this bonus to AC does not apply.
Combat Prescience
Clairsentience (Wis)
Level: Psion 2/Psychic Warrior 2
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 3
The manifester gains a +2 insight bonus on his or her
attack roll.
Compression
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display:
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute/level (D)
Power Points: 1
The manifester shrink
up to 10% per manifester level, decreasing by this amount in height, width, and
depth (to a maximum reduction of 50%). Weight decreases by approximately the
cube of the size decrease as follows:
Height Decrease Weight
Decrease
–10% (x0.9) –30% (x0.7)
–20%
(x0.8) –50% (x0.5)
–30% (x0.7) –60% (x0.4)
–40%
(x0.6) –80% (x0.2)
–50% (x0.5) –90% (x0.1)
The
character’s equipment also shrinks. His or her hit points, Armor Class,
and attack rolls do not change, but Strength decreases along with size. For
every 10% of reduction, the character’s Strength score suffers an
enlargement penalty of –1, to a minimum score of 1.
Multiple psionic or
magical effects that decrease size do not stack.
Conceal Thoughts
Telepathy (Cha)
Level: Psion 1
Display: Vi
Manifestation Time: 1
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living
creature
Duration: 1 hour/level
Saving Throw: Yes (harmless)
Power
Resistance: Yes (harmless)
Power Points: 1
The manifester protects his or
her thoughts from analysis. While the duration lasts, the feat Psychic
Inquisitor fails to operate against the character, and he or she gains a +20
circumstance bonus on Bluff checks against those attempting to discern his or
her true intentions with Sense Motive. The character also gains a +4 bonus on
his or her saving throw against any power used to read his or her
mind.
Concussion
Psychokinesis (Con)
Level: Psion 2
Display: Au
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One
individual
Duration: Instantaneous
Saving Throw: Fortitude half
Power
Resistance: Yes
Power Points: 3
The target is pummeled with for 3d6 points
of damage. The manifester may choose to have the power deal an equal amount of
subdual damage instead.
Concussion always affects a subject within range that
the manifester can see, even if the subject is in melee or has partial cover or
concealment. Inanimate objects are also damaged by the power.
Cone of Sound
Psychokinesis (Con) [Sonic]
Level: Psion 3
Display: Vi, Au (see
text)
Manifestation Time: 1 action
Range: 60 ft.
Area:
Cone
Duration: Instantaneous
Saving Throw: Reflex half
Power
Resistance: Yes
Power Points: 5
The manifester releases a focused scream
of sonic energy that deals 5d4 points of damage to each creature within its
area. (Cone of sound doesn’t work in an area of magical silence.)
Unattended objects also take damage, and the sonic energy can break fragile
items. If the damage caused to an interposing barrier shatters or breaks through
it, the sound may continue beyond the barrier if the power’s range
permits; otherwise, it stops there just as any other power effect
does.
Confidante
Telepathy (Cha)
Level: Psion 9
Display: Ma
Manifestation Time: 1
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one other
creature who is initially no more than 30 ft. away
Duration:
Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 17,
XP cost
The manifester forges a permanent telepathic bond with another
creature, which must have an Intelligence score of 6 or higher. The bond can be
established only with a willing subject, who therefore receives no saving throw
and gains no benefit from power resistance. The manifester can communicate
telepathically through the bond even if he or she does not share a common
language with the subject. No special power or influence is established as a
result of the bond. Once the bond is formed, it works over any distance
(although not from one plane to another).
XP Cost: 2,000 XP.
Contingency
Metacreativity (Int)
Level: Psion 7
Display: Ol
Manifestation
Time: At least 10 minutes (see text)
Range: Personal
Target:
You
Duration: 1 day/level or until discharged
Power Points: 13
The
manifester can place another power upon his or her person so that the latter
power comes into effect under some condition the manifester dictates when
manifesting contingency. The contingency power and the power it is to bring into
effect are manifested at the same time. The 10-minute manifestation time is the
minimum total for both manifestations; if the companion power has a
manifestation time longer than 10 minutes, use that manifestation time
instead.
The power to be brought into effect by the contingency must be one
that affects the manifester’s person and be of a power level no higher
than one-third the character’s manifester level (rounded down, maximum 6th
level).
The conditions needed to bring the power into effect must be clear,
although they can be general. The contingency immediately brings into effect the
second power, the latter being “manifested” instantaneously when the
prescribed circumstances occur. Note that if complicated or convoluted
conditions are prescribed, the whole power complex (contingency and the
companion power) may fail when called on. The companion power occurs based
solely on the stated conditions, regardless of whether the character wants it
to.
Only one contingency power can be in use at a time; if a second is
manifested, the first one (if still active) is negated.
Control Air
Psychokinesis (Con)
Level: Psion 2
Display: Me
Manifestation Time:
1 action
Range: 1,000 feet + 500 ft./level
Area: 1,000-ft.-radius spread +
500 ft./level
Duration: Concentration, up to 1 minute/level
Saving Throw:
See text
Power Resistance: No
Power Points: 3
The manifester has some
control over wind speed and direction. The speed of air within the area can be
increased or decreased by up to 10 +5/level miles per hour. The manifester can
alter the direction of any wind that moves at this speed or less by up to 90
degrees from its original direction.
Control Body
Psychokinesis (Con)
Level: Psion 2
Display: Ma
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of
Medium-size or smaller
Duration: Concentration, up to 1
minute/level
Saving Throw: Fortitude negates
Power Resistance:
Yes
Power Points: 3
The manifester controls the actions of any humanoid
that is Medium-size or smaller. Control body doesn’t require mental
contact with the subject. The manifester can force the subject to perform,
although the manifester has only rudimentary control over the subject’s
limbs. The manifester can make the subject stand up, sit down, walk, turn
around, and so on, but operating the vocal cords is too difficult, and power
manifestation is not possible.
The manifester can force the subject to engage
in combat, but its attack roll and AC are not its own. The controlled
subject’s attack bonus is equal to the manifester’s base attack
bonus + the subject’s Strength modifier (or Dexterity modifier if a ranged
attack) with a –4 circumstance penalty applied. The controlled subject
cannot make attacks of opportunity against creatures the subject threatens. The
controlled subject’s AC gains no benefit from his or her Dexterity score,
but he or she does gain a positive benefit, if any, equal to half the
manifester’s Dexterity modifier.
Subjects resist this control, and
those forced to take actions against their natures receive one new saving throw
with a morale bonus of +2. The manifester needs to see the subject to control
it.
While the subject’s body is under control, the subject’s mind
is not. Creatures that can trigger abilities by an act of will alone can
continue to do so. Attempting to manifest powers in this fashion requires a
Concentration check for each power manifested against a DC of 10 + the level of
the power the subject attempts to manifest.
Control Flames
Psychokinesis (Con)
Level: Psion 2
Display: Au
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One nonmagical fire
source up to 1 sq. ft./level (see text)
Duration: Concentration, up to 1
minute/level
Saving Throw: See text
Power Resistance: No
Power Points:
3
The manifester controls the intensity or movements of one fire source. A
nonmagical fire source can be controlled if its bed or base is equal to or less
than 1 square foot/level; larger fires cannot be controlled. The manifester can
freely switch control between fire sources, or change the character of control,
while maintaining concentration, but only one specified change can be made to
one fire source in a round. When control over a fire source lapses, that fire
immediately returns to its original state (or goes out if it has no fuel or has
been moved beyond its original bed).
Increase/Decrease Flame: The manifester
can increase a fire’s size by up to 1 square foot/level. Each
1-square-foot expansion increases the potential damage the flames can deal by
+1. The manifester can increase a fire’s size beyond the original area, as
long as it was equal to or smaller than the allowed size to begin with. The
manifester can artificially keep a fire burning that would normally expire for
lack of fuel, but dousing a controlled fire in sufficient water still puts it
out.
The manifester can decrease the intensity of a flame by 1 square
foot/level. Each such decrease in flame intensity causes a –1 reduction to
its damage potential (to a minimum of 1 point). Reducing a fire’s size to
zero extinguishes it permanently.
Animate Fire: The manifester can make a
fire move as if a living creature. An animated fire moves with a speed of 30
feet. It can have a crude humanoid or crude shape (or something more artistic,
with an appropriate Craft [sculpting] check against a DC set by the DM), as long
as the fire’s overall volume does not exceed its original volume. A fire
that moves away from its fuel or its original bed dies as soon as control over
it lapses. The animated fire can attack a target, using the controller’s
base attack bonus to deliver touch attacks. A successful attack has a chance to
set the foe on fire (the foe must roll a Reflex save [DC 15] to avoid this).
Normally the victim is allowed a Reflex save each round to put out the flames;
otherwise the fire burns for another 1d6 points of damage. Additional hits by
the animated fire mean additional chances of ignition. The damage from multiple
normal fires stacks, but the victim gets a saving throw each round to negate
each fire. It is possible to switch control from the animated fire to intensify
flames that are already burning (thus denying the foe Reflex saves after the
first).
Control Light
Psychokinesis (Con)
Level: Psion 1
Display: Au
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 9 10-ft. cubes + 3
10-ft. cubes/level
Duration: Concentration, up to 1 minute/level
Saving
Throw: See text
Power Resistance: No
Power Points: 1
The manifester can
increase or decrease total illumination in an area by up to 20% per manifester
level. This increases or decreases overall effective range of vision for
characters and creatures dependent on light by the same percentage. Decreasing
the ambient light in an area by 100% renders those with normal and low-light
vision blind within the affected area. The change in intensity can be gradual
or sudden.
Decreasing ambient light grants circumstance bonuses to Hide
checks in the area by +1 for each 40% graduation. The manifester can increase
the ambient light in the area to such intensity that it blinds for 1 round every
normally sighted creature in the area that fails a Fortitude save.
Control Object
Psychokinesis (Con)
Level: Psion 1
Display: Ma
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One nonmagical,
unattended object weighing up to 100 pounds
Duration: Concentration, up to 1
round/level
Saving Throw: None
Power Resistance: No
Power Points:
1
The manifester can move inanimate objects, almost as if they were alive.
Live vegetation may not be controlled in this fashion, nor may already animate
objects or undead. The controlled object moves like a puppet, with jerky and
clumsy movements. If rigid, it makes creaking, groaning, or grating sounds as
the character controls it. The object can move with a speed of 10 feet. A
controlled object that attacks an opponent has one slam attack with an attack
bonus of +0, dealing 1d4 points of bludgeoning damage.
Note: The manifester
may attempt to “control” a normal lock, making it move in such a way
as to attempt to unlock itself. Using this power in this fashion grants a +4
competence bonus on Open Lock checks involving that particular
lock.
Control Shadow
Psychokinesis (Con)
Level: Psion 0/Psychic Warrior 0
Display:
Ol
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: Shadow cast by any object or creature with a total area of
up to 100 sq. ft.
Duration: Concentration, up to 1 minute/level
Saving
Throw: None
Power Resistance: No
Power Points: 1
The manifester
controls the shadow cast by anyone or anything. The controlled shadow is like a
puppet that parodies imagined actions of the object or creature casting the
shadow, even if the subject stands still. The manifester can even make the
shadow move away from its source, so long as it is cast along a wall or flat
surface and remains within range.
Control Sound
Psychokinesis (Con)
Level: Psion 3
Display: Vi
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One sound or
mixture of related sounds
Duration: Concentration, up to 1
minute/level
Saving Throw: See text
Power Resistance: No
Power Points:
5
The manifester shapes and alter existing sounds. The manifester can target
one sound or a group of related sounds. A sound as quiet as a snapping finger
can be controlled, but no quieter. The character can substitute any nonmagical
sound he or she has heard for the target sound. The manifester can change the
words of a speaker into inarticulate babble or into other words entirely. If The
manifester attempts to exactly duplicate the voice of a specific individual, or
an inherently terrifying sound, he or she must succeed at a Bluff check with a
+5 circumstance bonus opposed by the defender’s Sense Motive check to
avoid arousing suspicion.
The manifester can muffle a sound all the way to
nothing, or magnify a sound to such loudness that it can shatter nonmagical
objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs,
mirrors, and so forth). When a sound is destructively magnified in this manner,
all applicable objects within a 3-foot radius of the originating sound are
smashed into dozens of pieces. Objects weighing more than 1 pound per manifester
level are not affected. Alternatively, the manifester can modulate a sound so
that it affects only a single item of the appropriate material weighing up to 10
pounds per manifester level, if within 5 feet of the originating sound.
Crystalline creatures of any weight take 1d6 points of damage per manifester
level (maximum 10d6) if within 5 feet of the originating sound.
Create Food and Water
Metacreativity (Int)
Level: Psion 3
Display: Au, Ma
Manifestation
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and
water to sustain three humans or one horse/level for 1 day
Duration: 1 day
(see text)
Saving Throw: None
Power Resistance: No
This power fashions
highly nourishing, if rather bland, food. The food decays and becomes inedible
within 24 hours. The water created by this power is just like clean rain water.
The water doesn’t go bad as the food does.
Create Sound
Psychokinesis (Con)
Level: Psion 1
Display: Vi
Manifestation Time:
1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sounds (see
text)
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 1
The manifester creates a volume of sound that arises,
recedes, approaches, or remains at a fixed place. The character chooses what
type of sound the power creates when first manifesting it and cannot thereafter
change its basic character. The volume of sound created, however, depends on the
character’s level. A manifester can produce as much noise as four normal
humans per manifester level (maximum twenty humans). The noise produced can be
virtually any type of sound within the volume limit. If the sound created is a
specific message, only a few words can be created, and they repeat over and over
until the duration expires or is dismissed. If the manifester attempts to
exactly duplicate the voice of a specific individual, or an inherently
terrifying sound, he or she must succeed at a Bluff check with a +2 circumstance
bonus opposed by the defender’s Sense Motive check to avoid arousing
suspicion. Create sound can be used as a basis for control sound
effects.
Crisis of Breath
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 3
Display:
Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One creature of Huge size or smaller
Duration: 2
rounds/level
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 5
The manifester compels the subject to purge its entire store of air
in one explosive exhalation, and thereby disrupt the subject’s autonomic
breathing cycle. The subject’s lungs do not automatically breathe in again
while the power’s duration lasts. Those who choose to consciously control
their breathing each round (in an attempt to regain some air) are limited only
to partial actions during that round as they gasp for breath.
Affected
creatures can choose to take action normally, but each round they do so they
risk blacking out from lack of oxygen. They must succeed at a Constitution check
(DC 10) every round that passes without a breath to remain conscious. Every
round that goes by without a breath, the DC increases by 1, but the DC drops
back to 10 if a normal breath is taken.
If a subject fails a Constitution
check, it is staggered (0 hp). The following round it drops to –1 hit
points and is dying, unless the duration lapses first. Failing a lapse in the
power’s duration, the subject dies on the third round.