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PSIONIC POWERS
(D-H)
Danger Sense
Clairsentience (Wis)
Level: Psion 3/Psychic Warrior 3
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 5
The manifester gains a +4 insight bonus on Reflex saves
to avoid traps and a +4 insight bonus to AC against attacks by
traps.
Darkvision
Clairsentience (Wis)
Level: Psion 2/Psychic Warrior 2
Display:
Vi
Manifestation Time: 1 action
Range: Touch
Target: Creature
touched
Duration: 1 hour/level
Saving Throw: None
Power Resistance: Yes
(harmless)
Power Points: 3
The subject gains the ability to see 60 feet
even in total darkness. Darkvision is black and white only but otherwise like
normal sight. Darkvision does not grant one the ability to see in magical
darkness.
Daze
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 0/Psychic
Warrior 0
Display: Me, Ma
Manifestation Time: 1 action
Range: Close (25
ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving
Throw: Will negates
Power Resistance: Yes
Power Points: 1
This power
clouds the mind of a humanoid of Medium-size or smaller so that he or she takes
no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not
stunned (so attackers get no special advantage against him or her), but he or
she can’t move, use psionic powers, cast spells, and so on.
Demoralize
Telepathy (Cha) [Mind-Affecting]
Level: Psion 1
Display: Ol,
Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Area: Several living creatures, no two of which are more than 15
ft. apart
Duration: 1 minute/level
Saving Throw: Will negates
Power
Resistance: Yes
Power Points: 1
The manifester’s enemies areceive a
–1 morale penalty on all saving throws, attack rolls, and skill checks.
Allies are unaffected.
Destiny Dissonance
Clairsentience (Wis) [Mind-affecting]
Level: Psion 1
Display: Ma,
Me
Manifestation Time: 1 action
Range: Touch
Target: Creature or object
touched
Duration: Until discharged
Saving Throw: None
Power Resistance:
Yes
Power Points: 1
At the manifester’s touch the subject takes 1d8
points of subdual damage. This touch attack, charged with a psionic power, is
treated as an armed attack.
Detect Poison
Clairsentience (Wis)
Level: Psion 0
Display: Ol
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One
creature, one object, or a 5-foot cube
Duration: Instantaneous
Saving
Throw: None
Power Resistance: No
Power Points: 1
The manifester
determines whether a creature, object, or area has been poisoned or is
poisonous. The manifester can determine the exact type of poison with a
successful Wisdom check (DC 20). A character with the Alchemy skill may
additionally try an Alchemy check at DC 20.
Note: The power can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Detect Psionics
Clairsentience (Wis)
Level: Psion 0/Psychic Warrior 0
Display: Vi,
Au
Manifestation Time: 1 action
Range: 60 ft.
Area: Quarter circle
emanating from you to the extreme of the range
Duration: Concentration, up to
1 minute/level (D)
Saving Throw: None
Power Resistance: No
Power
Points: 1
The manifester detects psionic auras. The amount of information
revealed depends on how long he or she studies a particular area or
subject:
1st Round: Presence or absence of psionic auras.
2nd Round:
Number of different psionic auras and the strength of the strongest aura. An
overwhelming aura stuns the manifester for 1 round and the power ends.
3rd
Round: The strength and location of each aura. If the items or creatures bearing
the auras are in line of sight, the manifester can make Psicraft checks to
determine the discipline involved in each. (Make one check per aura; DC 15 +
power level, or 15 + half manifester level for a nonpower effect.)
Psionic
areas, multiple disciplines, or strong local psionic emanations may confuse or
conceal weaker auras.
Aura Strength: An aura’s psionic power and
strength depend on a power’s functioning power level or an item’s
manifester level.
Functioning Item Aura
Power Level Manifester Level Strength
0-level Lingering aura Dim
or lingering
aura
1st–3rd 1st–5th Faint
4th–6th 6th–11th Moderate
7th–9th 12th–20th Strong
Artifact
Beyond mortal Overwhelming
or deity-level psionics manifester
If an
aura falls into more than one category, detect psionics indicates the stronger
of the two.
Time Aura Lingers: How long the aura lingers depends on its
original strength:
Original Strength Duration
Faint 1d6 minutes
Moderate 1d6x10 minutes
Strong 1d6
hours
Overwhelming 1d6 days
Note: Each round, the manifester can turn to
detect things in a new area. The manifester can tell the difference between
magical and psionic auras. The power can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
blocks it.
Detect Remote Viewing
Clairsentience (Wis)
Level: Psion 4
Display: Vi, Me
Manifestation
Time: 1 action
Range: 120 ft.
Area: A 120-ft.-radius emanation centered on
you
Duration: 24 hours
Saving Throw: None
Power Resistance: No
Power
Points: 7
The manifester immediately becomes aware of any attempt to observe
him or her by means of clairaudience/clairvoyance or remote viewing. The
power’s effect radiates from the manifester and moves as he or she moves.
The power also reveals the use of other means of viewing, including magical
scrying. The manifester knows the location of every psionic sensor within the
power’s area.
If the viewing attempt originates within the area, the
manifester also knows its location. If the attempt originates outside this
range, the manifester and the remote viewer immediately make opposed Remote View
checks. (A Remote View check is the same as an Intelligence check for a creature
without the Remote View skill. If opposing magical scrying, the
manifester’s Remote View check is opposed by the opponent’s Scry
check.) If the manifester at least matches the remote viewer’s result, the
manifester gets a visual image of the remote viewer and a sense of the remote
viewer’s direction and distance from the manifester (accurate to within
one-tenth the distance).
Detect Thoughts
Telepathy (Cha) [Mind-Affecting]
Level: Psion 2
Display Vi,
Me
Manifestation Time: 1 action
Range: 60 ft,
Area: Quarter circle
emanating from you to the extreme of the range
Duration: Concentration, up to
1 minute/level (D)
Saving Throw: Will negates (see text)
Power Resistance:
No
Power Points: 3
The manifester detects surface thoughts. The amount of
information revealed depends on how long the manifester studies a particular
area or subject:
1st Round: Presence or absence of thoughts (from conscious
creatures with Intelligence scores of 1 or higher).
2nd Round: Number of
thinking minds and the mental strength of each.
3rd Round: Surface thoughts
of any mind in the area. A target’s Will save prevents the manifester from
reading its thoughts, and the manifester must manifest detect thoughts again to
have another chance. Creatures of animal intelligence have simple, instinctual
thoughts that the manifester can pick up.
Intelligence Mental Strength
1–2 Animal
3–5 Very low
6–9 Low
10–11 Average
12–15 High
16–17 Very
high
18–21 Genius
22–25 Supra-genius
26+ Godlike
Note:
Each round, the manifester can turn to detect thoughts in a new area. The power
can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it.
Detonation
Psychokinesis (Con)
Level: Psion 9
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 (object)
Power Points: 17
The target is pummeled with for
17d6 points of damage. The manifester may choose to have the power deal an equal
amount of subdual damage instead.
Detonation always affects a subject within
range that the manifester can see, even if the subject is in melee or has
partial cover or concealment.
Dimensional Anchor
Psychoportation (Dex)
Level: Psion 4
Display: Au
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration: 1 minute/level
Saving Throw: None
Power Resistance:
Yes
Power Points: 7
A ray springs from the manifester’s hand. The
maniester must make a ranged touch attack to hit the target. Any creature or
object struck is covered with a ectoplasmic film that completely blocks bodily
extradimensional travel. Forms of movement barred by the dimensional anchor
include those granted by spells such as astral projection, blink, dimension
door, dimension slide, ethereal jaunt, etherealness, gate, maze, phase door,
plane shift, shadow walk, dream walk, teleport, and similar spell-like, magical,
or psionic abilities. The dimensional anchor does not interfere with the
movement of creatures already in ethereal or astral form when the power is
manifested, nor does it block extradimensional perception or attack forms.
Dimensional anchor does not prevent astral constructs from disappearing at the
end of an astral construct power.
Dimensional anchor protects a subject from
the effects of baleful teleport.
Dimension Door
Psychoportation (Dex) [Teleportation]
Level: Psion 4/Psychic Warrior
4
Display: Vi
Manifestation Time: 1 action
Range: Long (400 ft. + 40
ft./level)
Target: You and touched objects or other touched willing creatures
(see text)
Duration: Instantaneous
Power Points: 7
The manifester
instantly transfers him or herself from the character’s current location
to any other spot within range. The character always arrives at exactly the spot
desired—whether by simply visualizing the area or by stating direction.
The character can bring along up to 500 pounds of nonliving matter or 250 pounds
of living matter. After using this power, the manifester can’t take any
other actions until his or her next turn.
If the character arrives in a place
that is already occupied by a solid body, he or she becomes trapped in the
Astral Plane. Each round that the character is trapped in the Astral Plane in
this way, he or she may make a Will save (DC 25) to return to the Material Plane
at a random open space on a suitable surface within 100 feet of the intended
location. If there is no free space within 100 feet, make a Will save each
minute to appear in a free space within 1,000 feet. If there is no free space
within 1,000 feet, the character is stuck on the Astral Plane until
rescued.
Dimension Slide
Psychoportation (Dex)
Level: Psion 3
Display: Vi
Manifestation
Time: 1action
Range: Close (25 ft. + 5 ft./2levels)
Target: You (see
text)
Duration: Instantaneous
Power Points: 5
The character instantly
transfers him or herself from the character’s current location to any
other spot within range that the character can see directly. The character
arrives at exactly the spot desired, if he or she can see it. A character cannot
dimension slide through solid objects; even a curtain blocks dimension slide. A
character cannot bring along more than his or her medium load carrying capacity,
nor can a character bring along any living matter that weighs more than 20
pounds. After using this power, the character can’t take any other actions
until his or her next turn.
If the character somehow attempts to transfer him
or herself to a location occupied by a solid body, the power simply fails to
function.
Disable
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 1
Display:
Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Area: Several living creatures within a 15-ft.-radius
burst
Duration: 1 minute/level (D)
Saving Throw: Will negates
Power
Resistance: Yes
Power Points: 1
The manifester broadcasts a compulsion
that convinces one or more creatures that they are disabled (at 0 hit points).
Roll 2d4 to determine how many total HD of creatures can be affected. Creatures
with the fewest HD are affected first. Among creatures with equal HD, those who
are closest to the power’s point of origin are affected first. No creature
with 5 or more HD is affected, and HD that are not sufficient to affect a
creature are wasted.
Creatures affected by the power believe that they have
somehow been reduced to 0 hit points, and must act accordingly. Creatures that
do attempt to take actions immediately pierce the compulsion, and may act
normally. Creatures that attempt to heal themselves or who receive healing are
likewise freed of the compulsion, and if they are not otherwise wounded, the
healing is wasted. Creatures who are attacked and take damage are also instantly
freed of the compulsion. When the duration ends, the creatures’ hit points
“return” to their previous level (as they perceive the true state of
their health).
Note: Extra hit points are irrelevant for determining how many
HD a creature has.
Disintegrate
Psychokinesis (Con)
Level: Psion 6
Display: Vi, Au,
Ma
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude
partial
Power Resistance: Yes
Power Points: 11
A ray springs from the
manifester’s finger, causing the creature or object it strikes to glow and
vanish, leaving behind only a trace of fine dust. The manifester must make a
successful ranged touch attack to hit. Up to a 10-foot cube of nonliving matter
is affected, so the power disintegrates only part of any very large object or
structure targeted. The ray affects even magical and psionic matter or energy of
a magical or psionic nature, but not areas that negate psionics or magic. A
creature or object that makes a successful Fortitude save is only partially
affected. It suffers 5d6 points of damage instead of disintegrating. Only the
first creature or object struck can be affected (that is, the ray only affects
one target per manifestation).
Dismissal
Psychoportation (Dex)
Level: Psion 4
Display: Au
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
extraplanar creature
Duration: Instantaneous
Saving Throw: Will
negates
Power Resistance: Yes
Power Points: 7
This power forces an
extraplanar creature back to its proper plane. Add the creature’s HD to
its saving throw and subtract the manifester’s level as well. If the power
succeeds, the creature is instantly whisked away, but there is a 20% chance of
actually sending the subject to a plane other than its own.
Dismiss Ectoplasm
Metacreativity (Int)
Level: Psion 4
Display: Vi, Au
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius
burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Power
Resistance: No
Power Points: 7
The manifester dismisses creatures or
objects composed of ectoplasm, or that were formerly composed of ectoplasm. The
power affects everything in a 30-foot radius. Creatures that fail their saving
throw dissipate into so much constituent ectoplasm, which evaporates in the
course of 1 round. Unattended objects automatically fail their saving throws
unless they are psionically enhanced in some fashion, in which case they save as
psionic items. Characters in ectoplasmic form who fail their saving throws may
be displaced. Roll d%: On a 01–50 result they are physically shifted to a
random location in the Astral Plane, and on 51–00 they are destroyed
outright.
Displacement
Psychometabolism (Str)
Level: Psion 3/Psychic Warrior 3
Display:
Au
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 round/level (D)
Power Points: 5
The manifester appears
to be about 2 feet away from his or her true location. The character benefits
from a 50% miss chance as if he or she had total concealment. However, unlike
actual total concealment, displacement does not prevent enemies from targeting
the character normally. True seeing reveals the character’s true
location.
Dissipating Touch
Psychoportation (Dex) [Teleportation]
Level: Psion 1
Display: Au, Vi
(see text)
Manifestation Time: 1 action
Range: Touch
Target: Creature
or object touched
Duration: Until discharged
Saving Throw: None
Power
Resistance: Yes (object)
Power Points: 1
The manifester’s mere touch
can disperse the surface material of a foe or object, sending a tiny portion of
it far away. A successful melee touch attack deals 1d8 points of damage. This
touch attack, charged with a psionic power, is treated as an armed
attack.
Dissolution
Psychokinesis (Con)
Level: Psion 9
Display: Vi
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or
object
Duration: Instantaneous
Saving Throw: None (see text)
Power
Resistance: Yes
Power Points: 17
A creature or object the manifester
selects is disintegrated, leaving behind only a trace of fine dust. Dissolution
affects up to a 50-foot cube of nonliving, nonmagical matter whose hardness is
less than 15. A creature or object that makes a successful Fortitude save is
only partially affected, taking 10d6 points of damage instead of
disintegrating.
Dissolving Touch
Psychometabolism (Str) [Acid]
Level: Psion 4/Psychic Warrior
4
Display: Vi
Manifestation Time: 1 action
Range: Touch
Target:
Creature or object touched
Duration: Until discharged
Saving Throw:
None
Power Resistance: Yes (object)
Power Points: 7
The
manifester’s touch (or bite) is corrosive. The manifester deals 7d6 points
of acid damage to any creature or object he or she touches. If making an unarmed
attack, or using any of the bite or claw powers, this damage is in addition to
any other damage dealt. If the manifester successfully grapples or pin a foe,
the manifester’s grasp deals 10d6 points of acid damage. If the manifester
can entirely enclose an object (or a very small creature) in the grip of both
hands, the manifester deals 12d6 points of damage.
This acid denatures 1
round after use, losing all efficacy and ability to deal damage. The manifester
is immune to his or her own acid.
Distract
Telepathy (Cha) [Mind-Affecting]
Level: Psion 0/Psychic Warrior
0
Display: Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5
ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1
minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 1
Subjects of distract make all Listen, Spot, Search, and Sense
Motive checks at a –1 penalty.
Divert Teleport
Psychoportation (Dex) [Teleportation]; and
Psychokinesis (Con)
[Teleportation]
Level: Psion 7
Display: Vi
Manifestation Time: See
text
Range: Medium (100 ft. + 10 ft./level)
Area: A circle, centered on
you, with a radius of 100 ft. + 10 ft./level
Effect: Diverts the
teleportation of any object or creature whose weight does not total more than
300 lb./level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
(foils diversion)
Power Resistance: Yes (foils diversion)
Power Points:
13
The manifester senses the use of various Psychoportation powers and
similar spells within the area. The manifester senses the use of these powers
whether or not he or she can directly see them. When sensing the use of a
specified effect, the manifester knows exactly where the creature is using the
power. Specified powers include dimension door, dimension slide, ethereal jaunt,
etherealness, fly, spider climb, teleport, and possibly others. The manifester
can divert the final destination of any teleportation made by others within the
area. This is a free action, like manifesting a quickened power, and counts
toward the limit of one quickened power per round. The manifester can divert the
destination of both incoming and outgoing teleportations, both psionic and
magical. The manifester must overcome the power resistance of creatures that
possess it for a successful diversion, and the teleporting creature can make a
Will save to foil the diversion as well.
For purposes of this power,
“divert” means the manifester chooses the actual destination of any
teleportation he or she can affect. The destination choosen must be a location
to which the manifester has previously teleported.
Divination
Clairsentience (Wis)
Level: Psion 4
Display: Vi, Me
Manifestation
Time: 10 minutes
Range: Personal
Target: You
Duration:
Instantaneous
Power Points: 7
Divination can provide a useful piece of
advice in reply to a question concerning a specific goal, event, or activity
that is to occur within 1 week. The advice can be as simple as a short phrase,
or it might take the form of a cryptic rhyme or omen.
The base chance for a
correct divination is 70% + 1% per manifester level. The DM adjusts the chance
if unusual circumstances require it. If the dice roll fails, the manifester
knows the power failed, unless specific psionics or magic yielding false
information is at work.
Multiple divinations about the same action by the
same manifester use the same dice roll result as the first divination and yield
the same answer each time.
Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 4
Display:
Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1
day/level
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 7
The manifester can control the actions of any humanoid of
Medium-size or smaller. The manifester establishes a telepathic link with the
subject’s mind. If the manifester and the subject share a common language,
the manifester can generally force the subject to perform as he or she desires,
within the limits of the subject’s abilities. If no common language is
shared, the manifester can only communicate basic commands. The manifester knows
what the subject is experiencing but does not receive direct sensory input from
him or her.
Subjects resist this control, and those forced to take actions
against their natures receive a new saving throw with a bonus of +1 to +4,
depending on the type of action required. Obviously self-destructive orders are
not carried out. Once control is established, the range at which it can be
exercised is unlimited, as long as the manifester and subject are on the same
plane. The manifester need not see the subject to control it.
Protection from
evil or a similar spell or power can prevent the manifester from exercising
control or using the telepathic link while the subject is so warded, but it does
not prevent the establishment of domination or negate it.
Dream Travel
Psychoportation (Dex)
Level: Psion 8
Display: Vi
Manifestation
Time: 1 action
Range: Touch
Targets: Up to one touched
creature/level
Duration: 1 hour/level (D)
Saving Throw: Will
negates
Power Resistance: Yes
Power Points: 15
The manifester and any
creature touched are drawn into the region of dreams. The manifester can take
more than one creature along (subject to the level limit), but all must be
touching each other. The characters physically enter the land of dreams, leaving
nothing behind.
For every minute the character moves through dream, he or she
can “wake” to find him or herself five miles displaced in the waking
world. Thus, a character can use this power to travel rapidly by physically
entering the dream world, moving the desired distance, and then stepping back
into the waking world. The manifester knows where he or she will come out in the
waking world.
Dream travel can also be used to travel to other planes that
contain creatures who dream, but this requires crossing into the dreams of
outsiders. This is a potentially perilous proposition, at the DM’s option.
Transferring to another plane of existence requires 1d4 hours on an
uninterrupted journey.
Any creatures touched by the manifester when dream
travel is manifested also make the transition to the borders of unconscious
thought. They may opt to follow the character, wander off into the dreams of
others, or stumble back into the waking world (50% chance for either of the
latter results if they are lost or abandoned). Creatures unwilling to accompany
the character into the region of dreams receive a Will save, negating the effect
if successful.
Duodimensional Hand
Psychometabolism (Str)
Level: Psion 3
Display: Ma
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 10
minutes/level
Power Points: 5
The manifester’s hand becomes
two-dimensional, making it razor-sharp. Instead of bludgeoning damage, the
manifester’s unarmed attacks do slashing or piercing damage
(manifester’s choice), but the damage potential does not increase.
Additionally, the hand is now psionically keen, increasing its critical threat
range to 17–20. If a combination of powers would allow the character to
manifest duodimensional hand on a weapon, the threat range can increased to no
more than 17–20, but the damage multiplier is that of the weapon.
Note:
The third spatial component of the hand still exists but is temporarily shunted
into the Ethereal Plane, so against ethereal or incorporeal targets this power
is ineffective.
Ectoplasmic Armor
Metacreativity (Int)
Level: Psion 5/Psychic Warrior 5
Display: Vi
(see text)
Manifestation Time: 1 action
Range: Touch
Target: Creature
touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
(harmless)
Power Resistance: Yes (harmless)
Power Points: 9
The subject
is covered in ectoplasmic armor that provides a +10 armor bonus to AC. Other
armor cannot be worn at the same time as ectoplasmic armor. If the subject takes
off the ectoplasmic armor, it immediately dissipates. Treat ectoplasmic armor as
leather armor for purposes of armor check penalty or speed reduction. Because
the armor is composed of astral ectoplasm (emulating force for the purposes of
this power), incorporeal creatures can’t bypass it the way they do normal
armor.
Ectoplasmic Cocoon
Metacreativity (Int)
Level: Psion 2
Display: Ma, Au
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
of Medium-size or smaller
Duration: 1 round/level (D)
Saving Throw: Reflex
negates
Power Resistance: Yes
Power Points: 3
Strands of ectoplasm wrap
up the subject like a mummy. The subject can still breathe but is otherwise
helpless, being unable to see or take any physical actions. The subject cannot
speak because the ectoplasmic strands muffle sounds, but the subject’s
nostrils are clear. The subject can execute purely mental actions (such as
manifesting powers). The writhing, regenerating nature of the cocoon prevents
its occupant from making a physical bid for escape. However, cutting or damaging
a large enough strand can free the cocooned victim. The strands have hardness 17
and 30 hit points.
Creatures that are cocooned high in the air fall, and
cocooned swimmers may drown.
Ectoplasmic Form
Psychometabolism (Str)
Level: Psion 3
Display: Ol
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 2 minutes/level
(D)
Power Points: 5
The manifester and all his or her gear become a mass
of ectoplasm that generally conforms to the character’s normal shape. The
character gains damage reduction 20/+1. The character’s material armor
(including natural armor) becomes worthless, although size, Dexterity,
deflection bonuses, and armor bonuses from force effects still apply. The
character becomes immune to poison and critical hits. A character cannot attack
or manifest powers while in ectoplasmic form. The character loses supernatural
abilities, if any, while in ectoplasmic form.
The character cannot run, but
can swim with a +15 circumstance bonus to the Swim skill. The character can pass
through small holes or narrow openings, even mere cracks, along with all the
character is wearing or holding in his or her hands while the duration
persists.
Ectoplasmic Shambler
Metacreativity (Int)
Level: Psion 5
Display: Ma, Au, Ol (see
text)
Manifestation Time: 1 full round
Range: Long (400 ft. + 40
ft./level)
Effect: One ectoplasmic construct, 60 ft. wide and up to 30 ft.
high
Duration: 1 minute/level
Saving Throw: See text
Power Resistance:
No
Power Points: 9
The manifester fashions a many-legged mass of ectoplasm
called an ectoplasmic shambler. The shambler moves as the character directs it
at a speed of 10 feet. It can completely surround objects (and opponents) over
which it is manifested or onto which it moves, because it has the consistency of
thick mist. The vision of those within the shambler is limited to 10 feet, and
manifesting powers (or casting spells) within the shambler’s
“belly” is impossible. Creatures enveloped by the shambler,
regardless of Armor Class, sustain 1 point of damage at the end of each round
they remain within the shambler. A strong wind that blows against the shambler
reduces its speed to 0 during the first round, and in subsequent rounds moves it
in the direction of the wind at a speed of 5 feet.
Ecto Puppet
Metacreativity (Int)
Level: Psion 2
Display: Au, Vi (see
text)
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: A “tethered” astral construct of the highest
level you can manifest
Duration: Concentration, up to 1 round/level
Saving
Throw: None
Power Resistance: No
Power Points: 3
This power manifests
an astral construct that is visibly tethered to the manifester, and the
manifester directly controls its actions. It appears within 5 feet of the
character and can move up to the noted range. The “tether” consists
of light connecting the character’s hands with its forelimbs. Except for
being visibly tethered, the astral construct is as normal.
The power creates
an astral construct of the highest level possible, corresponding to the
highest-level astral construct power the manifester knows. As a consequence of
the direct control, the construct gains a +2 enhancement bonus to Strength and
Dexterity, and a +2 enhancement bonus on Will saves.
The cost to manifest
ecto puppet is equal to the cost of the astral construct power being emulated
+2.
Elfsight
Psychometabolism (Str)
Level: Psion 0/Psychic Warrior 0
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute
Power Points: 1
The manifester gains low-light
vision for the duration of the power. If elfsight is used in conjunction with my
light, the character can see twice as far as indicated in the latter
power’s description.
Empathic Transfer
Psychometabolism (Str)
Level: Psion 1
Display: Ma,
Au
Manifestation Time: 1 action
Range: Touch
Target: Creature
touched
Duration: Instantaneous
Saving Throw: None
Power Resistance:
Yes (harmless)
Power Points: 1
When a character manifests this power, he
or she can transfer up to 8 points of damage per manifester level from the
subject creature to him or herself.
Alternatively, the manifester can absorb
one poison or one disease afflicting the subject creature into him or herself.
When the character absorbs a poison or disease, he or she does not absorb the
damage done previously dealt by the affliction, but does take up the burden of
making the secondary and/or continuing Fortitude saves against the
affliction.
Finally, the character can choose to transfer up to 1 point of
temporary ability damage per manifester level from the subject to him or
herself.
Empathy
Telepathy (Cha) [Mind-Affecting]
Level: Psion 1
Display
Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: Concentration, up to 1
minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 1
The manifester detects the surface emotions of any creature he or
she can see that is in range. The character can sense basic needs, drives, and
emotions.
Emulate Power
Clairsentience (Wis)
Level: Psion 7
Display: Ma
Manifestation
Time: 1 action
Range: See text
Target, Effect, or Area: See
text
Duration: See text
Saving Throw: None
Power Resistance:
Yes
Power Points: 13, XP cost
When manifesting emulate power, the
manifester chooses any other power, regardless of discipline or whether he or
she knows the power, of 6th level or less, and duplicate its effect as if the
character had manifested that power.
XP Cost: 300 XP or the XP requirement of
the emulated power, whichever is greater.
Energy Barrier
Psychometabolism (Str)
Level: Psion 5/Psychic Warrior 5
Display: Vi
(see text)
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 10 minutes/level or until discharged
Power Points: 9
The
manifester’s body assimilates and converts energy attacks to harmless
light. The character gains resistance 10 to a specific energy attack. Once the
power has prevented a total of 10 points of damage per manifester level (maximum
150 points) from specified energy attacks, it is discharged. Specified energy
attacks include powers and spells that deal acid, cold, electricity, fire, and
sonic damage. When the character absorbs damage, he or she radiates visible
light for a number of rounds equal to the points of damage successfully ignored.
The light is strong enough to illuminate a 60-foot-radius area.
Energy Conversion
Psychometabolism (Str)
Level: Psion 7
Display: Vi (see
text)
Range: Personal and Medium (100 ft. + 10 ft./level)
Target: You and
one object or creature
Duration: 10 minutes/level or until
discharged
Power Points: 13
The manifester’s body assimilates and
converts energy attacks to a ray. The character gains resistance 10 to a
specific energy attack. Once the power has prevented a total of 10 points of
damage per manifester level (maximum 150 points) from specified energy attacks,
it is discharged. Specified energy attacks include powers and spells that deal
acid, cold, electricity, fire, and sonic damage. The character can discharge
stored energy in a ray as a single ranged touch attack. This is a standard
action. The ray is composed of the energy type absorbed. The character can
choose to fire the ray prior to complete saturation of the energy barrier,
though this ends the power. If the ray successfully strikes the target, the
target takes a number of hit points equal to the total number of hit points
successfully ignored by the energy barrier.
Ethereal Jaunt
Psychoportation (Dex)
Level: Psion 6/Psychic Warrior 6
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 round/level (D)
Power Points: 11
The manifester becomes
ethereal, along with his or her equipment. The character in a place called the
Ethereal Plane that overlaps the normal, physical, Material Plane. When the
power expires, the character returns to material existence.
Note: An ethereal
creature is invisible, incorporeal, and capable of moving in any direction, even
up or down (albeit at half normal speed). As an incorporeal creature, the
character can move through solid objects, including living creatures. An
ethereal creature can see and hear the Material Plane, but everything looks gray
and insubstantial. Sight and hearing onto the Material Plane are limited to 60
feet. Force effects and magical abjurations affect the character normally. Their
effects extend onto the Ethereal Plane from the Material Plane, but not vice
versa. An ethereal creature can’t attack material creatures, and powers
manifest while ethereal affect only other ethereal things. Certain material
creatures or objects have attacks or effects that work on the Ethereal Plane. By
contrast, treat other ethereal creatures and ethereal objects as if they had
become material.
If the character ends the power and becomes material while
inside a material object, he or she is shunted off to the nearest open space and
suffers 1d6 points of damage per 5 feet so traveled.
Etherealness
Psychoportation (Dex)
Level: Psion 7
Display: Vi
Manifestation
Time: 1 action
Range: Touch (see text)
Targets: You and one other touched
creature/3 levels
Duration: 1 minute/level (D)
Power Resistance:
Yes
Power Points: 13
The manifester and other creatures joined by linked
hands (along with their equipment) become ethereal. Besides him or herself, the
manifester can bring one creature per three manifester levels to the Ethereal
Plane. Once ethereal, the creatures need not stay together. When the power
expires, all affected creatures in the Ethereal Plane return to material
existence.
Note: An ethereal creature is invisible, incorporeal, and capable
of moving in any direction, even up or down (albeit at half normal speed). As an
incorporeal creature, the character can move through solid objects, including
living creatures. An ethereal creature can see and hear the Material Plane, but
everything looks gray and insubstantial. Sight and hearing onto the Material
Plane are limited to 60 feet. Force effects and magical abjurations affect the
character normally. Their effects extend onto the Ethereal Plane from the
Material Plane, but not vice versa. An ethereal creature can’t attack
material creatures, and powers manifest while ethereal affect only other
ethereal things. Certain material creatures or objects have attacks or effects
that work on the Ethereal Plane. By contrast, treat other ethereal creatures and
ethereal objects as if they had become material.
If the power ends and
creatures become material while inside a material object, they are shunted off
to the nearest open space and suffer 1d6 points of damage per 5 feet so
traveled.
Expanded Vision
Clairsentience (Wis)
Level: Psion 1/Psychic Warrior 1
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 1
The manifester is granted a 315-degree arc of sight,
allowing him or her some slight vision of creatures that might otherwise fully
flank the character. Opponents flanking the character gain only a +1 bonus on
their attack rolls instead of +2 (although rogues can still take sneak attacks).
All the character’s Spot checks gain a +1 enhancement bonus. Concurrently,
the character suffers a –2 enhancement penalty against all gaze attacks
while the power persists.
Expansion
Psychometabolism (Str)
Level: Psion 2/Psychic Warrior 2
Display:
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute/level (D)
Power Points: 3
The manifester grows
up to 10% per manifester level, increasing by this amount in height, width, and
depth (to a maximum growth of 100%). Weight increases by approximately the cube
of the size increase as follows:
Height Increase Weight Increase
+10%
(x1.1) +30% (x1.3)
+20% (x1.2) +70% (x1.7)
+30% (x1.3) +120%
(x2.2)
+40% (x1.4) +170% (x2.7)
+50% (x1.5) +240% (x3.4)
+60%
(x1.6) +310% (x4.1)
+70% (x1.7) +390% (x4.9)
+80% (x1.8) +480%
(x5.8)
+90% (x1.9) +590% (x6.9)
+100% (x2.0) +700% (x8.0)
Equipment
worn or carried is also enlarged. If insufficient room is available for the
desired growth, the character bursts weak enclosures. However, the
character’s larger size is constrained without harm by stronger materials.
The character cannot crush him or herself.
The character’s hit points,
Armor Class, and base attack bonus do not change, but Strength increases along
with size. For every 20% of enlargement, the character gains a +1 enlargement
bonus to Strength.
Multiple psionic or magical effects that increase size do
not stack. Psionic and magical properties are not enhanced with this
power.
Fabricate
Metacreativity (Int)
Level: Psion 4
Display: Ma
Manifestation
Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1
cubic yard/level (see text)
Duration: Instantaneous
Saving Throw:
None
Power Resistance: No
Power Points: 7
The manifester converts
material of one sort into a product that is of the same material. Creatures and
psionic or magic items cannot be created or altered by fabricate. The quality of
items made by this power is commensurate with the quality of material used as
the basis for the new fabrication. If the character works with a mineral, the
target is reduced to 1 cubic foot per manifester level instead of 1 cubic
yard.
The character must make an appropriate Craft check to fabricate
articles requiring a high degree of craftsmanship (jewelry, swords, glass,
crystal, and so on).
Manifesting requires 1 full round per cubic yard (or
cubic foot) of material to be affected by the power.
False Sensory Input
Telepathy (Cha) [Mind-Affecting]
Level: Psion 3
Display:
Me
Manifestation Time: 1 full round
Range: Long (400 ft. + 40
ft./level)
Target: One living creature
Duration: Concentration, up to 1
minute/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 5
The manifester has a limited ability to falsify one of the
subject’s senses. The subject thinks he or she sees, hears, smells, tastes
or feels something other than what his or her senses actually report. The
manifester can’t fabricate a sensation where none exists, nor make the
subject completely oblivious to a sensation, but the manifester can falsify the
specifics of one sensation for different specifics. The manifester can switch
between senses he or she falsifies round by round. The manifester can’t
alter a sensation’s “intensity” by more than 50%. If this
power is used to distract an enemy psion who is attempting to manifest a power,
the enemy must make a Concentration check as if against a nondamaging power (the
DC equals the distracting power’s save DC + 3 in this case).
Far Hand
Psychokinesis (Con)
Level: Psion 0
Display: Vi
Manifestation Time:
1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: A nonmagical,
unattended object weighing up to 5 pounds
Duration: Concentration
Saving
Throw: None
Power Resistance: No
Power Points: 1
The manifester can
lift and move an object at will from a distance. As a move-equivalent action,
the character can move the object up to 15 feet in any direction, though the
power ends if the distance between the character and the object ever exceeds the
power’s range.
Far Punch
Psychokinesis (Con)
Level: Psion 0/Psychic Warrior 0
Display: Vi,
Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One individual
Duration: Instantaneous
Saving Throw:
None
Power Resistance: Yes
Power Points: 1
The target is buffeted with
telekinetic force for 1 point of damage.
Far punch always affects a target
within range that the manifester can see, even if the target is in melee or has
partial cover or concealment. However, a shield spell protects the target.
Inanimate objects cannot be damaged by the power.
Fatal Attraction
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 4
Display:
Me (detectable only by victim)
Manifestation Time: 1 action
Range: Medium
(100 ft. + 10 ft./level)
Target: One living creature
Duration:
Instantaneous
Saving Throw: Fortitude negates
Power Resistance:
Yes
Power Points: 7
The manifester plants a hidden death-urge impulse in
the subject’s unconscious. The impulse slowly takes root and reinforces
itself in the subject’s mind over a period of 1d4 days. The
subject’s conscious mind remains completely unaware of the death urge
secretly swelling within. The subject’s companions, if any, may each make
one Wisdom check on the final day of the time period to notice that the subject
seems unaccountably dour and fatalistic.
When the urge has grown to an
overpowering psychosis (after 1d4 days), the subject looks for the quickest,
most likely method to end his or her life and attempts to do so. If nothing
better offered itself, the subject would attempt to perform a coup de grace on
him or herself. If the subject had no weapon, he or she would attempt to batter
him or herself to death on a wall or other surface. If the subject goes through
with a method but fails to die, he or she can make another Fortitude save
against the original DC to break the compulsion. Otherwise, the urge secretly
grows again over 1d4 days, and the cycle repeats.
Fate Link
Telepathy (Cha)
Level: Psion 3
Display: Ol
Manifestation Time: 1
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any two living
creatures that are initially no more than 30 ft. apart.
Duration: 1
hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 5
The manifester temporarily links the fates of any two creatures, if
both fail their saving throws. If either linked creature experiences pain, both
feel it. When one loses hit points, the other loses the same amount. If either
dies, the other must immediately succeed at a Fortitude save or gain a number of
negative levels equal to the character level of the creature that died (minimum
one). All other effects are not transferred by the fate link. A manifester could
attempt to create a chain of fate linked creatures, if desired.
Fate of One
Clairsentience (Wis)
Level: Psion 4
Display: Me, Vi
Manifestation
Time: See text
Range: Personal
Target: You
Duration:
Instantaneous
Power Points: 7
The manifester gains limited omniscience,
allowing the character to reroll a saving throw, attack roll, or skill check,
and use the better of the two rolls for the result.
A character can manifest
this power instantly, quickly enough to gain its benefits in a clutch situation.
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.
Feather Fall
Psychoportation (Dex)
Level: Psion 1
Display: Au
Manifestation
Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Any
free-falling objects or creatures in a 10-ft. radius whose weight does not total
more than 300 lb./level
Duration: Until landing or 1 round/level
Saving
Throw: Will negates (object)
Power Resistance: Yes (object)
Power Points:
1
The creatures or objects affected fall slowly. The rate of fall is
instantly changed to a mere 60 feet per round (equivalent to the end of a fall
from a few feet), with no damage incurred upon landing while the power is in
effect. However, when the duration expires, a normal rate of fall occurs.
A
character can manifest this power instantly, quickly enough to save him or
herself if he or she 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.
This power has no special effect on ranged weapons
unless they are falling quite a distance. If manifested on a falling item, the
item does half normal damage based on weight (1d6 per 400 pounds) with no bonus
for the height of the drop.
The power works only upon free-falling objects.
It does not affect a sword blow or a charging or flying creature.
Feel Light
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display:
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester
experiences light translated through tactile sensation (by touch). The
character’s entire body becomes a receiver for light. The
character’s field of vision does not change, but if he or she has
darkvision, sight is not translated to touch via feel light.
If the
character’s eyes are working normally, the expanded view gives a +1
enhancement bonus on all Spot and Search checks. If this power is used in
conjunction with hear light, the bonus is +2.
Feel Sound
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display:
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester
experiences sound translated through tactile sensation (by touch). The
character’s range of hearing does not change. If the character’s
ears are working normally, the expanded reception gives a +1 enhancement bonus
on all Listen checks. If this power is used in conjunction with see sound, the
bonus is +2.
Finger of Fire
Metacreativity (Int) [Fire]
Level: Psion 0
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: 1
A ray of burning ectoplasm projects from
the manifester’s finger. The character must succeed at a ranged touch
attack with the ray to deal damage to a target. The ray deals 1d3 points of fire
damage.
Firefall
Metacreativity (Int) [Fire]
Level: Psion 1
Display: Vi (see
text)
Manifestation Time: 1 action
Range: 20 ft.
Area: 10-ft. radius
burst
Duration: Instantaneous
Saving Throw: Reflex half
Power
Resistance: Yes
Power Points: 1
Motes of unstable ectoplasm flare and
dissipate explosively within the area designated. Any creature in the area takes
1d4 points of fire damage. Flammable materials such as cloth, paper, parchment,
thin wood, and so on, burn if the flames touch them. A character can extinguish
burning items as a full-round action.
Fission
Psychometabolism (Str)
Level: Psion 7
Display: Ol
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
(D)
Power Points: 13
The manifester can divide him or herself, creating a
duplicate up to 5 feet away. The duplicate thinks and acts exactly as the
character does and follows the character’s orders, although it will not do
anything the character wouldn’t do him or herself. The duplicate has all
the character’s abilities but none of the equipment. The duplicate has all
the character’s hit points, half his or her power points (figured after
deducting the cost of this power), and other physical traits the character had
at the time he or she manifested the power. Powers, spells, or other effects
affecting the character do not affect the duplicate.
When the duration
expires or when the character dismisses the power, the character and his or her
duplicate rejoin, no matter how far from each other they are. The character
takes half of the damage the duplicate has suffered at the time of rejoining.
This can’t bring the character to –10 hit points or less. Also, the
character loses half of the power points the duplicate used up. If either the
character or the duplicate dies before the duration expires, there is no
rejoining; however, the survivor (either the original or the duplicate) gains
one negative level.
Flaming Shroud
Metacreativity (Int)
Level: Psion 6
Display: Ma (see
text)
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One creature of Large size or smaller
Duration:
Instantaneous
Saving Throw: Reflex negates
Power Resistance: Yes
Power
Points: 11
The manifester wraps the subject in a shroud of burning ectoplasm.
If the target fails its Reflex save, it suffers 11d6 points of fire
damage.
Float
Psychoportation (Dex)
Level: Psion 0/Psychic Warrior 0
Display:
Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Any object or creature whose weight does not total more than
300 lb./level
Duration: Concentration
Saving Throw: None
Power
Resistance: No
Power Points: 1
The manifester can mentally support one
creature or object in water or similar liquid at will from a distance. The
character cannot move the floating object, but if the subject of the power is
animate, it can move through the water without fear of submerging (or drowning,
if an unskilled swimmer). The power ends if the distance between the character
and the subject ever exceeds the power’s range.
Fly
Psychoportation (Dex)
Level: Psion 3
Display: Vi
Manifestation
Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10
minutes/level
Saving Throw: None
Power Resistance: Yes (harmless)
Power
Points: 5
The power’s subject can fly at a speed of 90 feet (60 feet if
the creature wears medium or heavy armor). The subject can fly up at half speed
and descend at double speed. The flying subject’s maneuverability is good.
Using the fly power requires as much concentration as walking, so the subject
can attack or manifest powers normally. The subject of fly can charge but not
run, and it cannot carry aloft more weight than its maximum load, plus any armor
it wears.
Should the duration expire while the subject is still aloft, the
psionic effect fails slowly. The subject drops 60 feet per round for 1d6 rounds.
If it reaches the ground in this time, it is safe. If not, it falls the rest of
the distance (falling damage is 1d6 per 10 feet of fall). Since negating a power
effectively ends it, the subject falls immediately if fly is
negated.
Forced Mindlink
Telepathy (Cha)
Level: Psion 4
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: 10
minutes/level
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 7
The manifester forges a telepathic bond with another creature,
which must have an Intelligence score of 6 or higher. 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). While the bond can be forced on an
unwilling creature, it does not compel the creature to respond through the
bond.
Foresight
Clairsentience (Wis)
Level: Psion 8
Display: Vi, Ma
Manifestation
Time: 1 action
Range: Personal or touch
Target: See text
Duration: 10
minutes/level
Saving Throw: None or Will negates (see text)
Power
Resistance: No or Yes (harmless)
Power Points: 15
The manifester gains a
powerful sixth sense in relation to him or herself or another. Once the power is
manifested, the character receives instantaneous warnings of impending danger or
harm to the subject of the power. If the manifester is the subject, he or she is
never surprised or flat-footed. In addition, the power gives a +2 insight bonus
to AC and Reflex saves. This insight bonus is lost whenever the manifester would
lose a Dexterity bonus to AC.
When another creature is the object of the
power, the manifester receives warnings about that creature. The manifester must
communicate what he or she learns to the other creature for the warning to be
useful, and it can be caught unprepared in the absence of such a warning.
Shouting a warning, yanking a person back, and even telepathically communicating
(via an appropriate power) can all be accomplished before some danger befalls
the power’s subject, provided the manifester acts on the warning without
delay. The subject, however, does not gain the insight bonus to AC or Reflex
saves.
Freedom of Movement
Psychoportation (Dex)
Level: Psion 4
Display: Au
Manifestation
Time: 1 action
Range: Personal or touch
Target: You or creature
touched
Duration: 10 minutes/level
Saving Throw: None
Power Resistance:
No or Yes (harmless)
Power Points: 7
This power enables the manifester or
the creature touched to move and attack normally for the duration of the power,
even under the influence of psionics that usually impedes movement.
The power
also allows a character to move and attack normally while underwater, even with
cutting weapons and smashing weapons, provided that the weapon is wielded in the
hand rather than hurled. The power does not, however, allow water breathing
without further appropriate psionic adaptation.
Genesis
Metacreativity (Int)
Level: Psion 9
Display: Ma
Manifestation
Time: 1 week (8 hours/day)
Range: 10-ft. radius/level (see text)
Effect:
See text
Duration: Instantaneous
Saving Throw: None
Power Resistance:
No
Power Points: 17
The manifester creates a finite plane with limited
access: a demiplane. Demiplanes created by this power are very small, very minor
planes.
This power should be manifested only while the manifester is on the
Ethereal or Astral Plane.
At first, the fledgling plane grows at a rate of 1
foot in radius per day to an initial maximum radius of 10 feet per manifester
level. Once the new demiplane reaches its maximum size, it doesn’t really
stop growing, but its growth rate decreases dramatically to only 1/2 inch in
radius per week (just over 2 feet per year).
The environment within the
demiplane is determined by the manifester when genesis is first manifested,
reflecting most any desire the psion can visualize, as long as the DM approves
(although no environmental effect within the plane can duplicate effects greater
than those of 3rd-level powers). Factors such as solid ground, air, water, and
temperature must be determined by the manifester. This power cannot create life,
nor can it create construction; such particulars must be introduced to the
demiplane in some other fashion. All demiplanes created with genesis are in
contact with the Astral and Ethereal Planes.
Antigenesis: It is possible to
manifest genesis on normal planes and demiplanes, but only the most perverse or
evil shaper would consider doing so. If genesis is manifested within a normal
plane or demiplane, the power takes effect according to the speed noted above;
however, the energies of the new plane are exactly canceled by the energies of
the original plane, creating a growing dead spot like on the original plane. The
expanding boundary of the dead spot utterly wipes away all construction,
crumbles natural land forms, and evaporates water, leaving behind a uniformly
level plain of inert dust. Living things that pass the boundary of the growing
dead spot are not directly harmed. But plants can find no sustenance in the dust
of the dead spot, marine creatures die even more quickly when water turns to
dust, and mobile animals know enough to leave the area alone. An antigenesis
wave dies out after 100d10 years, or can be canceled by yet another
manifestation of genesis.
Glide
Psychoportation (Dex)
Level: Psion 2
Display: Vi
Manifestation
Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1
minute/level
Saving Throw: None
Power Resistance: Yes (harmless)
Power
Points: 3
The power’s subject can glide through the air with a speed of
20 feet (10 feet if the creature wears medium or heavy armor). The subject can
only fly upward at a speed of 5 feet but may descend at a speed of 50 feet. The
gliding subject’s maneuverability is poor. Using the glide power requires
as much concentration as running, so the subject cannot attack or manifest
powers normally. The subject of glide cannot carry aloft more weight than its
medium load carrying capacity, plus any armor it wears.
Should the duration
expire while the subject is still aloft, the psionic effect fails slowly. The
subject drops 50 feet per round for 1d6 rounds. If it reaches the ground in that
time, it is safe. If not, it falls the rest of the distance (falling damage is
1d6 per 10 feet of fall). Since negating a power effectively ends it, the
subject falls immediately if glide is negated.
Graft Weapon
Psychometabolism (Str)
Level: Psion 5/Psychic Warrior 5
Display:
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: Instantaneous
Power Points: 9
The manifester permanently
attaches any weapon—mundane, psionic, or magical—onto the end of one
of his or her arms. The weapon becomes a natural extension of the arm, and that
hand is nowhere to be seen. If the character is proficient with the weapon, he
or she adds +1 to all attack and damage rolls while using the weapon (this
stacks with all other bonuses, including those granted by Weapon Focus and
Weapon Specialization). The grafted weapon becomes subject to powers that
normally do not effect equipment, such as expansion. More importantly, since the
weapon is a natural part of the character’s body, powers that normally
only enhance unarmed attacks and touch attacks now apply to the grafted
weapon.
However, the character loses the use of one hand and receives a
–2 competence penalty on all skill checks requiring the use of hands.
Powers that temporarily polymorph or metamorphose the character (or just his or
her hands) can ignore the grafted weapon or alter it normally, at the
manifester’s discretion. If the weapon takes damage, the character takes
the damage as well. If the character is healed, so is the grafted weapon. If the
weapon is destroyed, the character loses 2 points of Constitution; the ability
damage persists until the character can graft another weapon or restore his or
her natural anatomy (see below).
A character can change out weapons by using
this power again. If the character manifests this power without any weapon, his
or her natural anatomy returns (but the character can’t use this power to
recover a limb lost through some other mishap).
Grease
Metacreativity (Int)
Level: Psion 1
Display: Ol
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One
object or a 10-ft. ¥ 10-ft. square
Duration: 1 round/level (D)
Saving
Throw: See text
Power Resistance: No
Power Points: 1
A grease power
covers a solid surface with a layer of slippery grease. Any creature entering
the area or caught in it when the power is manifested must make a successful
Reflex save or slip, skid, and fall. Those who successfully save can move at
half speed across the surface. However, those who remain in the area must each
make a new saving throw each round to avoid falling and to be able to move. The
DM should adjust saving throws by circumstance.
The power can also be used to
create a greasy coating on an item. Material objects not in use are always
affected by this power, while objects wielded or employed by creatures receive a
Reflex save to avoid the effect. If the initial saving throw fails, the creature
immediately drops the item. A saving throw must be made each round the creature
attempts to pick up or use the greased item.
Greater Biocurrent
Psychokinesis (Con)
Level: Psion 6
Display: Vi (see
text)
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Any four living creatures that 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: 11
The
manifester’s body produces an arc of electricity that targets a primary
foe for 6d6 points of electricity damage per round that the character meets the
requirements (see below). Electricity also arcs off the primary foe to strike
additional foes initially within 15 feet of the primary foe, or who subsequently
move within 15 feet of the primary foe while the duration lasts. Secondary foes
also take 6d6 points of damage per round the duration lasts. Should either the
primary or secondary foe fall to below 0 hit points, greater 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 greater 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 greater biocurrent, he or she must
make a successful Concentration check. If any of these requirements are not met,
the electrical arc winks out.
Greater Concussion
Psychokinesis (Con)
Level: Psion 3
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: 5
The target is pummeled with for 5d6 points
of damage. The manifester may choose to have the power deal an equal amount of
subdual damage instead.
Greater 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.
Greater Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 5
Display:
Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1
day/level
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 9
The manifester can control the actions of any humanoid of
Medium-size or smaller. The manifester establishes a telepathic link with the
subject’s mind. If the manifester can generally force the subject to
perform as he or she desires, within the limits of the subject’s
abilities, regardless of whether the manifester shares a language with the
subject. The manifester knows what the subject is experiencing but does not
receive direct sensory input from him or her.
Subjects resist this control,
and those forced to take actions against their natures receive a new saving
throw with a bonus of +1 to +4, depending on the type of action required.
Obviously self-destructive orders are not carried out. Once control is
established, the range at which it can be exercised is unlimited, as long as the
manifester and subject are on the same plane. The manifester need not see the
subject to control it.
Protection from evil or a similar spell or power can
prevent the manifester from exercising control or using the telepathic link
while the subject is so warded, but it does not prevent the establishment of
domination or negate it.
Greater Emulation
Clairsentience (Wis)
Level: Psion 9
Display: Ma
Manifestation
Time: 1 action
Range: See text
Target, Effect, or Area: See
text
Duration: See text
Saving Throw: None
Power Resistance:
Yes
Power Points: 17, XP cost
When manifesting greater emulation, the
manifester chooses any other power, regardless of discipline or whether he or
she knows the power, of 8th level or less, and duplicate its effect as if the
character had manifested that power.
XP Cost: 5000 XP or the XP requirement
of the emulated power, whichever is greater.
Hammer
Psychometabolism (Str)
Level: Psion 1
Display: Au,
Ma
Manifestation Time: 1 action
Range: Touch
Target: Creature or object
touched
Duration: Until discharged
Saving Throw: None
Power Resistance:
Yes (object)
Power Points: 1
This power charges the manifester’s
touch with the force of a sledgehammer. A successful melee touch attack deals
1d8 points of bludgeoning damage. This touch attack, charged with a psionic
power, is treated as an armed attack.
Hear Light
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display:
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester
experiences light translated through auditory sensation (by hearing). The
character can see what his or her eyes would normally reveal, but if the
character has darkvision, sight is not translated to sound via hear light.
If
the character’s eyes are working normally, the expanded view gives you a
+1 enhancement bonus on all Spot and Search checks. If this power is used in
conjunction with feel light, the bonus is +2.
Hustle
Psychometabolism (Str)
Level: Psychic Warrior 1
Display:
Au
Manifestation Time: 1 action
Range: Personal
Target: You
Effect:
1 extra partial action
Power Points: 1
The manifester can take an extra
partial action, but must wait until his or her next round’s worth of
actions to do so. In effect, the character gives up a standard action on the
round he or she manifests this power, but gains an extra partial action on the
following round. This benefit counts as an enhancement bonus.
Hypercognition
Clairsentience (Wis); and
Psychometabolism (Str)
Level: Psion
8
Display: Me
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: Instantaneous
Saving Throw: None
Power Resistance:
No
Power Points: 15
The manifester makes lightning-fast deductions based
on only the slightest clue, pattern, or scrap of memory resident in his or her
mind. The character can make reasonable statements about a person, place, or
object, seemingly from very little knowledge.
The nature of the knowledge
gained concerning the subject of the analysis is subject to the DM’s
discretion but might include the answer to a riddle, the way out of a maze,
stray bits of information about a person, legends about a place or object, or
even a conclusion concerning a dilemma that the character’ conscious mind
is unable to produce.
The DM may ask for an Intelligence check to receive the
desired information (DM secretly determines the DC). Intelligence checks made
with the aid of hypercognition have a +30 bonus.