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PSIONIC POWERS (I-P)
Identify
Clairsentience (Wis)
Level: Psion 1
Display: Me, Ma
Manifestation
Time: 8 hours
Range: Touch
Target: Up to 1 touched object per
level
Duration: Instantaneous
Saving Throw: None
Power Resistance:
No
Power Points: 1
This power determines the single most basic function of
a psionic item, including how to activate that function (if appropriate), and
how many charges are left (if any).
If a psionic item has multiple different
functions that are equally basic, identify determines the lowest-level function.
If these functions are also of equal level, the DM decides randomly which is
identified.
Immovability
Psychometabolism (Str)
Level: Psion 4/Psychic Warrior 4
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 7
The manifester is almost
impossible to move. The character’s weight does not vary; instead, he or
she mentally attaches him or herself to the underlying fabric of the plane.
Thus, the character could conceivably anchor him or herself in midair. The
character opposes any attempt to be moved by a Strength check modified by a
bonus equal to three times the character’s manifester level. Once
immovable, the character can’t move to a new location unless he or she
first dismisses the power or its duration expires.
While the character is
immovable, he or she loses all Dexterity bonuses to AC. Neither can the
character attack or make any other movement. However, the character’s
anchored body gains damage reduction 20/+3.
Improved Anchored Navigation
Clairsentience (Wis)
Level: Psion 7
Display: Ol, Ma
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 1
day/level
Saving Throw: None
Power Resistance: No
Power Points:
13
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 is
useful for all Psychoportation powers (and in the minimum time for the method of
travel utilized). Moreover, this power allows normal telepathic communication
with any receptive beings within a 60-foot radius of the fixed point, regardless
of distance. Use of anchored navigation extends across all planar
boundaries.
Improved Biofeedback
Psychometabolism (Str)
Level: Psion 3/Psychic Warrior 3
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 5
The manifester takes a
portion of any attack that deals damage as points of subdual damage equal to
twice his or her Strength modifier. This power is not retroactive to wounds
received prior to manifesting biofeedback.
Improved Clairtangency
Psychokinesis (Con)
Level: Psion 8
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: 15
The manifester can emulate
telekinesis 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 telekinesis (the manifester doesn’t need to manifest the
power). Improved clairtangency’s duration is up to 1 minute/level when the
telekinesis effect is used as a sustained force, but it expires immediately
after a violent thrust.
Improved Etherealness
Psychoportation (Dex)
Level: Psion 8 Display: Vi
Manifestation Time:
1 action
Range: Touch (see text)
Targets: You and one other touched
creature/3 levels
Duration: 10 minutes/level (D)
Power Resistance:
Yes
Power Points: 15
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.
Improved Fabricate
Metacreativity (Int)
Level: Psion 6
Display: Ma
Manifestation
Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10
cubic yd./level
Duration: Instantaneous
Saving Throw: None
Power
Resistance: No
Power Points: 11
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 10 cubic feet per manifester level instead of 10 cubic yards.
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.
Improved Fly
Psychoportation (Dex)
Level: Psion 6
Display: Vi
Manifestation
Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10
minutes/level
Saving Throw: None
Power Resistance: Yes (harmless)
Power
Points: 11
The power’s subject can fly at a speed of 180 feet (150 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.
Improved Telekinesis
Psychokinesis (Con)
Level: Psion 7
Display: Vi
Manifestation
Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See
text
Duration: Concentration, up to 10 minutes/level, or instantaneous (see
text)
Saving Throw: Will negates (object) (see text)
Power Resistance: Yes
(object) (see text)
Power Points: 13
The manifester moves objects or
creatures by concentrating on them. The power can provide either a gentle,
sustained force or a single short, violent thrust (manifester’s
choice).
Sustained Force: A sustained force moves a creature or object
weighing up to 100 pounds per manifester level up to 50 feet per round. A
creature can negate the effect against itself or against an object it possesses
with a successful Will save or with power resistance.
This version of the
power lasts up to 1 round per manifester level, but it ends if the manifester
ceases concentration. The weight can be moved vertically, horizontally, or both.
An object cannot be moved beyond the range of the power. The power ends if the
object is forced beyond the range. If the manifester ceases concentration for
any reason, the object falls or stops.
An object can be telekinetically
manipulated as if with one hand. The manifester might even be able to untie
simple knots, though fine actions such as these require Intelligence checks
against a DC set by the DM.
Violent Thrust: Alternatively, the telekinetic
power can be expended in a single round. The manifester can hurl one or more
objects or creatures that are within range and all within 10 feet of each other
toward any target within 10 feet/level of all the objects. A manifester can hurl
up to a total weight of 25 pounds per manifester level.
The manifester must
succeed at attack rolls (one per creature or object thrown) to hit the target
with the items, using his or her base attack plus Intelligence modifier. Weapons
cause standard damage (with no Strength bonus). Other objects cause damage
ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of
damage per 25 pounds for hard, dense objects.
Creatures who fall within the
weight capacity of the power can be hurled, but they are allowed Will saves to
negate the effect, as are those whose held possessions are targeted by the
power. If creatures are telekinetically hurled against solid surfaces, they take
damage as if they had fallen 60 feet (6d6 points).
Improved Vigor
Psychometabolism (Str)
Level: Psion 6/Psichic Warrior 6
Display: Ma,
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute/level (D)
Power Points: 11
The manifester gains
3 temporary hit points per manifester level (maximum 60 hit points). These hit
points do not stack with temporary hit points from other sources or with
additional uses of vigor.
Incarnate
Metacreativity
(Int)
Level: Psion 5
Display: Ma
Manifestation Time: 2 rounds
Range:
See text
Target, Effect, or Area: See text
Duration: Permanent (see
text)
Saving Throw: None
Power Resistance: No
Power Points: 9, XP
cost
The manifester invests other powers with self-sustaining energy so that
they become permanent. The manifester must be at least the minimum level
required to manifest the power. This power has no effect on powers that already
create a permanent effect. A character can’t incarnate a power with no
duration or a duration of instantaneous. A character can’t incarnate a
power that has an XP cost of its own, nor can a character incarnate a power of
level 6 or higher. The manifester must expend XP when manifesting this power. A
character can never expend so much XP that doing so would drop the character one
or more levels (though a character could forgo gaining a level in order to
incarnate a particularly costly power). The XP costs vary depending on the
target.
Incarnate can be negated by a higher-level psion who also manifests
incarnate or by use of psychic chirurgery.
The DM may not allow some powers
to become permanent through incarnate. The manifester knows before attempting to
incarnate a power if it can or cannot be made permanent.
XP Cost: To make a
power permanent in regard to the manifester’s self, he or she must expend
a number of XP equal to the power’s level x 300. To make a power permanent
in regard to another creature, the manifester must expend a number of XP equal
to the power’s level x 600. To make a power permanent on an object or
location, the manifester must expend a number of XP equal to the power’s
level x 900.
Inertial Barrier
Psychokinesis (Con)
Level: Psion 4/Psychic Warrior 4
Display: Au,
Me
Manifestation Time: 1 action
Range: Touch
Target: Creature
touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will
negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7
The
subject gains damage reduction 10/+5. Once the power has prevented a total of 10
points of damage per manifester level (maximum 150 points), it is discharged.
Inertial barrier also absorbs up to half the damage from a fall. Damage absorbed
from a fall counts toward discharging the effect. The psychokinetic barrier
delays the effects of gases in the atmosphere for 2d4 rounds.
Inflict Pain
Telepathy (Cha) [Mind-Affecting]
Level: Psion 2
Display:
Au
Manifestation Time: 1 action
Range: Long (400 ft. + 40
ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will negates
Power Resistance: Yes
Power Points: 3
This
telepathic strike deals 3d6 points of damage.
Inkling
Clairsentience (Wis)
Level: Psion 0
Display: Ol, Au
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration:
Instantaneous
Power Points: 1
An inkling 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 50%, 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 inkling 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 inkling.
The inkling can see into the future only about
half an hour, so anything that might happen after that does not affect the
inkling. Thus, it might miss the long-term consequences of the contemplated
action. All inklings manifested by the same person about the same action use the
same die roll result as the first inkling.
Note: A character may only
manifest inkling a number of times per day equal to his or her Wisdom modifier
+1, regardless of further payment of power points or number of free
manifestations left in the day.
Insanity
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 7
Display:
Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will negates
Power Resistance: Yes
Power Points: 13
Creatures
affected by this power are permanently insane and constantly behave randomly, as
indicated on the follow table:
d10 roll Action
1 Wander away for 1
minute (unless prevented)
2–6 Do nothing for 1 round
7–9
Attack nearest creature for 1 round
10 Act normally for 1 round
Except
on a result of 1, roll again each round to see what the subject does that round.
Wandering creatures leave the scene as if uninterested. Attackers are not at any
special advantage when attacking them. Actions are checked at the beginning of
each creature’s turn. Any insane creature that is attacked automatically
attacks its attackers on its next turn.
Only psychic chirurgery and other
extreme measures can restore the subject’s sanity.
Intrusive
Sense Link
Telepathy (Cha) [Mind-Affecting]
Level: Psion 2
Display:
Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: 1 minute/level
(D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points:
3
The subject creatuse senses what the manifester senses. Only one sense is
linked, and the manifester may not switch between senses with the same
manifestation. Once sense link is manifested, the link persists even if the
subject creature moves out of the original manifestation range (but the link
does not work across planes). The manifester does not control the creature, nor
can the manifester communicate with it via this power.
The manifester must
concentrate to access the sense link. If he or she does not concentrate, that
sense returns to the manifester’s own immediate surroundings. The powers
of the manifester’s senses could be enhanced by other powers or items, if
desired, allowing the subject creature the same enhanced sense. A successful
negate psionics manifested on the manifester or the linked creature ends the
power. With respect to the subject creature’s own blindness, deafness, and
so on, the manifester is an independent sensory organ. When linked to the
manifester, the subject may make his or her own perception checks, such as Spot
and Listen, regardless of the manifester’s Spot and Listen results, if
any.
This power can be used to damage the subject. For example, if the
manifester links taste and then eats something particularly foul (DM’s
discretion), the subject creature must make another Will save against the
original DC or be stunned for 1 round. If the manifester eats something that
causes damage, the subject creature takes no damage but must make a saving throw
against the original DC or be stunned for 1d2 rounds. Likewise, if the
manifester links sight and is subject to a gaze attack, so is the
subject.
Invisibility
Psychokinesis (Con)
Level: Psion 2
Display: None
Manifestation
Time: 1 action
Range: Personal or touch
Target: You or a creature or
object weighing no more than 100 lb./level
Duration: 10 minutes/level
(D)
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes
(harmless, object)
Power Points: 3
The creature or object touched vanishes
from sight, even from darkvision. If the recipient is a creature carrying gear,
the gear vanishes, too. If a character manifests the power on someone else,
neither the character nor allies can see the subject, unless they 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 if 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 or her attack roll (for the single
attack, either melee or ranged, that he or she is allowed before becoming
visible), and the defender against such an attack loses any Dexterity bonus to
Armor Class.
Invisibility Purge
Clairsentience (Wis)
Level: Psion 3
Display: Vi
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
(D)
Power Points: 5
The manifester is surrounded with a sphere with a
radius of 5 feet per manifester level that negates all forms of invisibility.
Anything invisible becomes visible while in the area.
Iron Body
Psychometabolism (Str)
Level: Psion 8
Display: Au
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
(D)
Power Points: 15
This power transforms the manifester’s body
into living iron.
The manifester gains damage reduction 50/+3. He or she is
immune to blindness, critical hits, damage to ability scores (except if that
damage comes as a result of psionic combat), deafness, disease, drowning,
poison, stunning, and all powers, spells, or attacks that affect his or her
physiology or respiration, because you have no physiology or respiration while
this power is in effect. The manifester only suffers half damage from acid and
fire of all kinds. However, he or she also becomes vulnerable to all special
attacks that affect iron golems.
The manifester gains a +6 enhancement bonus
to his or her Strength score, but suffers a –6 enhancement penalty to
Dexterity as well (to a minimum Dexterity score of 1), and his or her speed is
reduced to half normal. The manifester cannot drink (and thus can’t use
potions), nor play wind instruments.
The manifester’s unarmed attacks
deal 1d6 points of normal damage, and the character is considered
“armed” when making unarmed attacks (a Small manifester instead
deals 1d4 points of damage).
The character’s weight increases by a
factor of 10, causing him or her to sink in water. However, the charater could
survive the crushing pressure and lack of air at the bottom of the ocean, while
the power lasts.
Knock
Psychoportation (Dex)
Level: Psion 2
Display: Ma
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One door,
box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous
(see text)
Saving Throw: None
Power Resistance: No
Power Points:
3
The knock power opens stuck, barred, locked, or psionically locked doors
(and magically held and arcane locked doors). It opens secret doors, as well as
locked or trick-opening boxes or chests. It also loosens welds, shackles, or
chains (provided they serve to hold closures shut). If used to open a
psionically locked door, the power does not remove the psionic lock but simply
suspends its functioning for 10 minutes. In all other cases, the door does not
relock itself or becomes stuck again on its own. Knock does not raise barred
gates or similar impediments, nor does it affect ropes, vines, and the like.
Note that the effect is limited by the area. Each power can undo up to two means
of preventing egress through a portal.
Know Direction
Clairsentience (Wis)
Level: Psion 0/Psychic Warrior 0
Display:
Me
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: Instantaneous
Power Points: 1
The manifester instantly
knows which way is north. If in a place where magnetic field lines do not
specify north, the manifester may know the direction of a preeminent landmark,
at the DM’s discretion. The character only knows the direction of north
immediately after manifesting this power. Subsequent movement could confuse
matters once again.
Know Location
Clairsentience (Wis)
Level: Psion 1
Display: Me
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration:
Instantaneous
Power Points: 1
The manifester generally knows where he or
she is. The power reveals general information about the character’s
location. The information is usually no more detailed than a summary that
locates you according to a prominent local landmark. Subsequent movement could
confuse matters once again.
Lesser Body Adjustment
Psychometabolism (Str)
Level: Psion 1
Power Points: 3
Power
Points: 1
The manifester cures him or herself of 1d8 points of
damage.
Alternatively, the manifester can gain a +1 bonus on his or her next
Fortitude save against poison or disease.
Finally, a character can use body
adjustment to heal 1 points of temporary ability damage. The manifester
doesn’t gain all three benefits from a single manifestation of this
power.
Lesser Concussion
Psychokinesis (Con)
Level: Psion 1
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: 1
The target is pummeled with for 1d6 points
of damage. The manifester may choose to have the power deal an equal amount of
subdual damage instead.
Lesser 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 cannot be damaged by the
power.
Lesser Domination
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level:
Psion 3
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 with who the manifester shares a common language. The
manifester establishes a telepathic link with the subject’s mind. The
manifester can generally force the subject to perform as he or she desires,
within the limits of the subject’s abilities. 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.
Lesser
Metaphysical Weapon
Metacreativity (Int)
Level: Psion 1/Psychic
Warrior 1
Display Vi (see text)
Manifestation Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all
of which must be in contact with each other at the time of
manifestation)
Duration: 1 hour/level
Saving Throw: Will negates
(harmless, object)
Power Resistance: Yes (harmless, object)
Power Points:
1
A weapon gains a +1 enhancement bonus on attack and damage rolls. The
enhanced weapon glows with pale radiance (not sufficient to provide
illumination). An enhancement bonus does not stack with a masterwork
weapon’s +1 bonus on attacks.
Alternatively, the power can affect up to
fifty arrows, bolts, or bullets. The projectiles must all be of the same type,
and they have to be together in one group. Projectiles (but not thrown weapons)
lose their enhancement when used.
Lesser Mindlink
Telepathy (Cha)
Level: Psion 1
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: None
Power Resistance: No
Power Points:
1
The manifester forges a 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. 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).
Lesser Natural Armor
Psychometabolism (Str)
Level: Psion 0
Display: Ol,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute
Power Points: 1
The manifester’s skin
grows thick ridges, providing a +1 natural armor bonus to AC. Unlike mundane
armor, natural armor entails no armor check penalty or speed
reduction.
Levitate
Psychoportation (Dex)
Level: Psion 2/Psychic Warrior 2
Display:
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: 10 minutes/level (D)
Saving Throw: None
Power
Resistance: No
Power Points: 3
Levitate allows the manifester to move him
or herself, another creature, or an object up and down as the manifester wishes.
A creature must be willing to be levitated, and an object must be unattended or
possessed by a willing creature. The manifester can mentally direct the
recipient to move up or down up to 20 feet each round; doing so is a
move-equivalent action. The manifester cannot move the recipient horizontally,
but the recipient push or pull themselves along surfaces (generally at half its
base speed).
A levitating creature who attacks with a melee or ranged weapon
finds him or herself increasingly unstable; the first attack has an attack roll
penalty of –1, the second –2, and so on, up to a maximum penalty of
–5. A full round spent stabilizing allows the creature to begin again at
–1.
Major Creation
Metacreativity (Int)
Level: Psion 5
Display: Ma
Manifestation
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: An
unattended, nonmagical object of nonliving plant matter, up to 1 cu.
ft./level
Duration: See text
Saving Throw: None
Power Resistance:
No
Power Points: 9
The manifester creates a nonmagical, nonpsionic,
unattended object of nonliving, vegetable or mineral matter. The volume of the
item created cannot exceed 1 cubic foot per manifester level. The manifester
must succeed at an appropriate skill check to make a complex item.
Attempting
to use any created object as a material component in a spell causes the spell to
fail.
The duration of the created item varies with its relative hardness and
rarity:
Hardness and Rarity
Examples Duration
Vegetable matter 2
hours/level
Stone, crystal, base metals 1 hour/level
Precious metals 20
minutes/level
Gems 10 minutes/level
Mithral 2
rounds/level
Adamantine 1 round/level
Mass Cocoon
Metacreativity (Int)
Level: Psion 7
Display: Ma
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 10-ft.
cube-sized cocoon
Duration: 2 hours/level
Saving Throw: None
Power
Resistance: No
Power Points: 13
This power cocoons several creatures (or a
single large creature that fits in a 10-foot cube) in a mass of writhing,
tightening ectoplasm. The power fails if the subject cannot fit inside the
area. 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. Teleport and other forms of travel provide a means of
escape, but the cocoon extends into the Ethereal Plane, blocking ethereal
travel. The mass cocoon resists negate psionics, but it can be disintegrated or
destroyed through brute force (it has hardness 25 and 100 hit points).
Mass Concussion
Psychokinesis (Con)
Level: Psion
4
Display: Ma
Manifestation Time: 1 action
Range: Long (400 ft. + 40
ft./level)
Area: 20-ft. radius sphere
Duration: Instantaneous
Saving
Throw: None
Power Resistance: Yes
Power Points: 7
All creatures and
objects within the area are pummled for 7d4 points of damage. The manifester may
choose to have the power deal an equal amount of subdual damage
instead.
Mass Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 7
Display:
Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Targets: One creature/level, no two of which can be more than 30
ft. apart
Duration: 1 day/level
Saving Throw: Will negates
Power
Resistance: Yes
Power Points: 13
The manifester can control the actions of
any humanoids of Medium-size or smaller, regardless of language. The manifester
establishes a telepathic link with the subjects’ mind. The manifester can
generally force the subjects to perform as he or she desires, within the limits
of the subjects’ abilities. The manifester can give different directions
to different creatures. The manifester knows what the subjects are experiencing
but does not receive direct sensory input from them.
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 subjects are on the same plane. The manifester need not see the
subjects to control it.
Protection from evil or a similar spell or power can
prevent the manifester from exercising control or using the telepathic link over
a subject so warded, but it does not prevent the establishment of domination or
negate it.
Mass Suggestion
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level:
Psion 6
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft.
+ 10 ft./level)
Targets: One creature/level, no two of which can be more than
30 ft. apart
Duration: 1 hour/level or until completed
Saving Throw: Will
negates
Power Resistance: Yes
Power Points: 11
The manifester
influences the actions of the subject creatures by suggesting a course of action
(limited to a sentence or two). The suggestion must be worded in such a manner
as to make the action sound reasonable. Asking the creatures to do some other
obviously harmful act automatically negates the effect of the power. The
suggested course of action can continue for the entire duration. If the
suggested action can be completed in a shorter time, the power ends when the
subjects finish what they were asked to do. The manifester can instead specify
conditions that will trigger a special action during the duration. If the
condition is not met before the power expires, the action is not performed.
A
very reasonable suggestion causes the saving throw to be made with a penalty
(such as –1, –2, and so on) at the discretion of the DM.
If
manifest on multiple creatures, the same suggestion applies to all these
creatures.
Matter Agitation
Psychokinesis (Con)
Level:
Psion 1
Display: Au, Ma
Manifestation Time: 1 action
Range: Close (25
ft. + 5 ft./2 levels)
Area: 2 sq. ft. of surface area of an object or
creature
Duration: Concentration, up to 2 rounds/level
Saving Throw:
None
Power Resistance: Yes
Power Points: 1
The manifester can excite
the structure of a nonmagical object, heating it to the point of combustion over
time. If the manifester shifts focus to another object, the first object cools
and the second object begins to heat up.
1st Round: Readily flammable
materials ignite. Skin reddens (1 point of damage).
2nd Round: Wood smolders
and smokes, metal becomes hot to the touch, skin blisters (1d4 points of
damage), hair smolders, paint shrivels, water boils.
3rd Round: Wood ignites,
metal scorches (1d4 points of damage for those holding metallic objects). Skin
burns and hair ignites (1d6 points of damage), lead melts.
The manifester can
continue to agitate a chosen surface area up to the duration of the power if
concentration holds, but can only deal a maximum of 1d6 points of damage against
a living or undead subject.
Matter Manipulation
Psychokinesis (Con)
Level: Psion 8
Display: Au, Me
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 1 cu.
ft./level of inanimate material
Duration: Instantaneous
Saving Throw:
None
Power Resistance: Yes
Power Points: 15, XP cost
The manifester can
weaken or strengthen the substance of an object or structure. The power can
affect both mundane and magical inanimate material. Weakening an object’s
substance decreases its hardness and hit points, and strengthening it increases
its hardness and hit points. The manifester can increase or decrease an
object’s hardness by up to 5 from its base hardness. When hardness
increases, the object (or portion of an object) gains 3 hit points per inch of
thickness per increased hardness. When hardness decreases, the object (or
portion of an object) loses 2 hit points per inch of thickness per decreased
hardness (to a minimum of 1 hit point/inch of thickness). A manifester
can’t decrease the hardness (or the hit points) of an object that already
has a hardness of 0.
Working Manipulated Metals: An object or portion
thereof whose hardness is decreased or increased is permanently changed. Metal
increased to hardness 15 would possess the strength qualities of mithral. Metal
manipulated to hardness 20 would share the special characteristics of a weapon
or armor forged of adamantine. Hardening adamantine to 25 is possible, but this
confers no benefits other than a higher hardness and more hit points/inch of
thickness. A manifester can also harden or weaken a preforged weapon, armor, or
other finished item.
XP Cost: The item’s final hardness x100
XP.
Matter Rearrangement
Psychokinesis (Con)
Level: Psion 5
Display: Ma
Manifestation Time:
1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Nonmagical metal
objects weighing up to a total of 1/10 pound, each no more than 1 inch from
another
Duration: Instantaneous
Saving Throw: None
Power Resistance:
No
Power Points: 9, XP cost
The manifester can transmute one metal into
another. The power can affect a metal object up to 1/10 pound, or several metal
objects whose total weight does not exceed 1/10 pound. In practical terms, 1/10
pound equals five standard coins.
XP Cost: The XP cost equals the gp value of
the newly transmuted metal, or a minimum of 1 XP.
Metaconcert
Telepathy (Cha) [Mind-Affecting]
Level: Psion 5
Display: Vi (see
text)
Manifestation Time: 1 minute
Range: 10 feet
Target: You and up to
fifteen other psions who also know metaconcert
Duration: 1 round/level
(D)
Saving Throw: None
Power Resistance: No
Power Points: 9
The
manifester links his or her psychic might with other psions, creating an entity
more powerful than the sum of its parts. All participants (up to sixteen total,
including the manifester) must be willing; thus, saving throws and power
resistance do not apply. Once linked, all the participant’s power points
flow into a collective pool, the total of which is 20% more than the sum of the
participants’ pools. When the power is manifested, one individual is
chosen as the lead mind by mutual consent of the other participants. Until the
power ends, this “conductor” directs the efforts of the group.
Visually, misty strands of glowing power link the brows of all the participants
in a complex and shifting pattern.
All the powers of each participant are
known to the mental entity constructed by metaconcert. This entity can’t
take any more actions than a normal individual, but it manifests all its powers
more effectively. Each individual psion making up the entity provides a
cumulative +1 bonus to DCs set when manifesting a power (including using a
psionic attack mode) and a cumulative +1 bonus when making saving throws against
powers (including Will saves against psionic attack modes). If the psionic
entity takes temporary ability damage from a psionic attack, the total is
divided up among all the members as they see fit.
Once linked, the
participants must remain within a 20-foot-diameter area, and as a group may only
move at a speed of 10 feet. Participants can willingly drop out before the
overall metaconcert ends, but they come away with 0 power points. Participants
who accidentally move beyond the range of the power or who are forcibly removed
also end up with 0 power points.
When metaconcert ends normally or is
dismissed, remaining power points in the pool are evenly divided among all the
participants (round down). A manifester does not leave a metaconcert with more
power points than he or she joined in with.
Metafaculty
Clairsentience (Wis)
Level: Psion 9
Display: Vi, Ol,
Me
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
(see text)
Power Resistance: See text
Power Points: 17, XP cost
The
manifester gains exceptional insight concerning any individual or creature whom
he or she has previously detected via any other Clairsentience or Telepathy
power. For purposes of this power, “exceptional insight” includes a
name, a mental image of the subject, the subject’s alignment, and the
subject’s location (an image of the subject’s current location that
is good enough to teleport to as if studied carefully). Powers, special
abilities, and spells do not protect against metafaculty’s ability to find
the truth, not even mind blank or spells such as wish.
XP Cost:
The manifester expends a number of XP equal to the total level (or HD) of the
individual focused on x 500. A character can never expend so much XP using
metafaculty that he or she would lose a level. If that would be the case,
metafaculty simply fails to work.
Metamorphosis
Psychometabolism (Str)
Level: Psion 5
Display: Ma,
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 9
The manifester change
his or her form to that of another creature or inanimate object. The new form
can range in size from Diminutive to one size larger than the character’s
normal form, and can have no more hit dice than the character has, and in any
case the assumed form cannot have more than 15 hit dice. A character cannot
change into constructs, elementals, outsiders, or undead unless the character is
already are one of these types.
Upon changing, the character regains lost hit
points as if having rested for a day (though this healing does not restore
temporary ability damage and provide other benefits of resting for a day; and
changing back does not heal the character further). If slain, the character
reverts to his or her original form, though he or she remains dead.
The
character acquires the physical and natural abilities of the creature he or she
has polymorphed into while retaining his or her own mind. Physical abilities
include natural size and Strength, Dexterity, and Constitution scores Natural
abilities include armor, natural weapons (not extraordinary or supernatural
abilities), and similar gross physical qualities. A body with extra limbs does
not allow a character to make more attacks (or more advantageous two-weapon
attacks) than normal. Natural abilities also include mundane movement
capabilities, such as walking, swimming, and flight with wings, but not psionic
or magical flight and other psionic or magical forms of travel. Extremely high
speeds for certain creatures are the result of extraordinary magical, or psionic
ability, so they are not granted by this power. (In general, non-flying speeds
greater than 60 and flying speeds greater than 120.) Other mundane abilities
(such as low-light vision) are considered natural abilities and are
retained.
Any part of the body or piece of equipment that is separated from
the whole reverts to its original form.
The character’s new scores and
faculties are average ones for the race or species into which he or she has been
transformed. The character cannot transform into an exceptional or templated
creature.
The character retains his or her Intelligence, Wisdom, and Charisma
scores, level and class, hit points (despite any change to Constitution score),
alignment, base attack bonus, and base saves. (New Strength, Dexterity, and
Constitution scores may affect final attack and save bonuses, as well as the DCs
for affected powers.) The character retains his or her own type, extraordinary
abilities, psionics, spells, and spell-like abilities, but not supernatural
abilities.
The character does not gain the supernatural abilities or the
extraordinary abilities of the new creature.
When the polymorph occurs, the
character’s equipment, if any, transforms to match the new form. If the
new form is a creature who does not use equipment (aberration, animal, beast,
magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some
undead creatures, some shapechangers, or vermin), the equipment melds into the
new form and becomes nonfunctional. If the new form uses equipment (fey, giant,
humanoid, some outsiders, many shapechangers, many undead creatures), the
equipment changes to match the new form and retains its properties.
If the
character attempts to take the form of a complex object, he or she must make an
appropriate Craft skill check. The character cannot metamorphose into inherently
psionic or magical materials or objects, or any object with a hardness of 15 or
greater. The character also cannot take the form of a psionically animated
mechanism or any sort of object formed of ectoplasm.
As an inanimate object,
the character loses all mobility; however, he or she retains the ability to
manifest powers normally. The character can take damage as an object (but the
object’s natural hardness, if any, protects the character).
The
character can freely designate the new form’s minor physical qualities
within the normal ranges for a creature of that type. The new form’s
significant physical qualities are also under the character’s control, but
must fall within the norms for the new form’s species.
The character
is effectively disguised as an average member of the new form’s race. If
the character uses this power to create a disguise, he or she gets a +10 bonus
on his or her Disguise check.
Incorporeal or gaseous forms cannot be assumed,
and incorporeal or gaseous creatures are immune to being polymorphed. A natural
shapeshifter (a lycanthrope, doppelganger, experienced druid, etc.) can take its
natural form as a standard action.
Metaphysical Weapon
Metacreativity (Int)
Level: Psion 3/Psychic Warrior 3
Display Vi (see
text)
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One weapon or fifty projectiles (all of which must be in
contact with each other at the time of manifestation)
Duration: 1
hour/level
Saving Throw: Will negates (harmless, object)
Power Resistance:
Yes (harmless, object)
Power Points: 5
A weapon gains a +3 enhancement
bonus on attack and damage rolls. The enhanced weapon glows with pale silver
radiance (not sufficient to provide illumination). An enhancement bonus does not
stack with a masterwork weapon’s +1 bonus on attacks.
Alternatively,
the power can affect up to fifty arrows, bolts, or bullets. The projectiles must
all be of the same type, and they have to be together in one group. Projectiles
(but not thrown weapons) lose their enhancement when used.
Microcosm
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 9
Display:
Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target or Area: One living creature or one or more creatures within a
15-foot-radius sphere
Duration: Instantaneous
Saving Throw: None
Power
Resistance: Yes
Power Points: 17
When microcosm is manifested, it can
target either a single creature or a group.
Targeted: If microcosm targets a
single creature, that creature’s senses are pinched off from the real
world if it has 100 or fewer hit points. The subject’s senses are all
completely fabricated from within its own mind, though it may not realize this.
In reality, the subject sprawls limply and will eventually die of thirst and
starvation without aid. However, the subject lives within its own made-up world
until the time of its actual death.
Area Effect: If microcosm is manifested
as an area effect, it sends creatures in a 15-foot-radius sphere into their own
(unlinked) catatonias. It affects only creatures that have 30 or fewer hit
points, and only up to a total of 300 hit points of such creatures. The power
affects creatures with the lowest hit point totals first until the next creature
would put the total over the 300 hit point limit. (Creatures with negative hit
points count as having 0 hit points.)
Manifesting microcosm a second time on
a subject can turn its sensory pathways outward once more. Otherwise, only very
powerful psionic powers or similar effects (such as psychic chirurgery or the
spell greater restoration) can undo the mental crosswiring that creates a
private world.
Mind Blank
Telepathy (Cha)
Level: Psion 8
Display: Ol
Manifestation Time: 1
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
creature
Duration: 1 day
Saving Throw: Will negates (harmless)
Power
Resistance: Yes (harmless)
Power Points: 15
The subject is totally
protected from all devices and power that detect, influence, or read emotions or
thoughts. This protects against all mind-affecting powers and effects, as well
as information gathering by Clairsentience powers or effects (except
metafaculty). Mind blank even foils extraordinary powers and spells (such as
limited wish, miracle, and wish) when they are used in such a way as to affect
the subject’s mind or to gain information about him or her. In the case of
remote viewing or scrying that scans an area that the creature is in, the power
works but the creature simply isn’t detected. Remote viewing and scrying
attempts that are targeted specifically at the subject do not work at
all.
Mind blank is not effective against psionic attack modes.
Mindlink
Telepathy (Cha)
Level: Psion 3
Display: Ma
Manifestation Time: 1
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level,
no two of which are initially more than 30 ft. apart
Duration: 10
minutes/level
Saving Throw: None
Power Resistance: No
The manifester
forges a telepathic bond with other creatures, which must have Intelligence
scores of 6 or higher. The bond can be established only with willing subjects,
who therefore receive no saving throw and gain no benefit from power resistance.
The manifester can communicate telepathically through the bond even if he or she
does not share a common language. 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).
Mind Probe
Telepathy
(Cha) [Charm]
Level: Psion 5
Display: Vi, Ma, Au
Manifestation Time: 1
minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living
creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Power
Resistance: Yes
Power Points: 9
All the subject’s memories and
knowledge are accessible to the manifester, from memories deep below the surface
to those still easily called to mind. The manifester can learn the answer to one
question per round, to the best of the subject’s knowledge. The manifester
can also probe a sleeping subject, though the subject may make a Will save
against the DC of the mind probe to wake after each question. Subjects who do
not wish to be probed can attempt to move beyond the power’s range, unless
somehow hindered. The manifester poses the questions telepathically, and the
answers to those questions are imparted directly to the manifester’s mind.
The manifester and the subject do not need to speak the same language, though
less intelligent creatures may yield up only appropriate visual images in answer
to the questions.
Creatures protected by mind blank are immune to mind
probe.
Mind Seed
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 8
Display:
Ma
Manifestation Time: 3 rounds
Range: 5 feet
Target: One humanoid of
Medium-size or smaller
Duration: Instantaneous
Saving Throw: Will
negates
Power Resistance: Yes
Power Points: 15, XP cost
The manifester
impresses the totality of his or her psyche into a subject’s subconscious.
If successfully implanted, the seed of the manifester’s mind
“germinates” over the period of one week. During this time, the
subject begins to unconsciously take on the manifester’s mannerisms. Any
time before the seven-day deadline, the mind seed can be purged from the
subject’s mind with psychic chirurgery or the spell greater restoration
(manifesting mind seed again also cleanses the mind).
When integration is
complete (after seven days), the subject becomes the manifester in mind as he or
she was when he or she manifested the power but eight levels lower in
experience. The subject does not possess any of the manifester’s physical
statistics or equipment, but does possess his or her ability scores in
Intelligence, Wisdom, and Charisma as they were eight levels earlier. The
subject also knows the powers the manifester knew at the appropriate
level.
As soon as the subject becomes the manifester’s mental
duplicate, the two personalities begin to diverge. Although the subject starts
off with the manifester’s experiences, he or she possesses his or her
original “soul” and physical body and is free to develop his or her
own personality based on its own experiences. Thus, the subject is not the
manifester’s slave or servant, but instead an NPC in his or her own right
who shares the manifester’s earlier memories.
Protection from evil or
a similar spell or power can prevent a manifester from implanting mind
seed.
XP Cost: 3,000 XP.
Mind Store
Metacreativity (Int)
Level: Psion 8
Display: Ma (see
text)
Manifestation Time: 10 minutes
Range: Touch
Effect: One storage
crystal
Duration: Instantaneous
Saving Throw: None
Power Resistance:
No
Power Points: 15
This power makes a storage crystal containing the
essence of the manifester’s living mind (this power can’t be used on
a dead subject). Until such time as the manifester perishes, the storage crystal
is utterly inert. If the manifester is slain at some later date, his or her soul
transfers into the storage crystal, which begins to dimly glow. Upon
transference, the manifester’s physical remains (should they still exist)
become inert matter and cannot thereafter be restored to life. The transfer from
the slain body to the storage crystal works over any distance, physical or
extradimensional, unless some sort of special planar geometry supersedes the
transfer.
Once the storage crystal is activated by the manifester’s
physical body’s demise, the character has the abilities of a psicrystal of
the appropriate level, plus all the powers he or she knew and the power points
possessed when mind store was manifested, but at one level lower. The character
has thirty days to grow an organic body, after which time his or her sentience
fades and the character’s soul passes on if it hasn’t entered a new
body.
To grow a body, the character (in the storage crystal) must spend ten
days in uninterrupted solitude. The body’s constituent parts are pulled as
ectoplasm from the Astral Plane, and slowly molded and transformed into a
living, breathing body that is an exact duplicate of the character’s body
at the time he or she mamifested mind store (the crystal itself slowly breaks
down and becomes a part of the new organic body). When the ten days are
completed, the character completely and totally inhabits the new body. The
character possesses all the abilities he or she possessed when mind store was
manifested, at one level lower, but the character has none of his or her
equipment. If the growing body is struck for any amount of damage, it is
destroyed and the character’s soul passes on.
Conceivably, a character
could manifest mind switch to utilize a temporary body, but only an evil psion
would smash the storage crystal with an imbedded mind in order to permanently
usurp the subject’s organic body (unless the subject is, itself,
irredeemably evil).
Mind Switch
Telepathy (Cha)
Level: Psion 6
Display: Vi
Manifestation Time: 1
action
Range: Medium (100 ft. + 10 ft./level)
Target: You and one other
living Medium-size or smaller creature
Duration: Until you return to your
body
Saving Throw: Will negates (see text)
Power Resistance: Yes
Power
Points: 11
The manifester can attempt to take control of a nearby living
creature, forcing its mind (and soul) into the manifester’s body. The
manifester may move his or her mind back into his or her own body whenever he or
she desirse (which returns the subject’s mind to its own body). The power
ends when the manifester sends his or her mind back to his or her own
body.
Attempting to switch minds is a full-round action. It is blocked by
protection from evil or a similar magical or psionic ward. The manifester
possesses the body and forces the creature’s mind into the
manifester’s body unless it succeeds at a Will save.
If successful, the
manifester’s life force occupies the host body, and the host’s life
force takes over the manifester’s. The manifester can call on rudimentary
or instinctive knowledge of the subject creature, but not upon its real or
acquired knowledge (as can it in the manifester’s body). Each retains his
or her own alignment, Intelligence, Wisdom, and Charisma scores, class, level,
skills, base attack bonus, base saving throw bonuses, hit points (regardless of
new Constitution score), power points (if any), and power resistance (if any).
Each gains the new body’s Strength, Constitution, and Dexterity scores
(including modifiers based on these abilities), as well as natural (but not
magical) armor. Neither gains the other’s special abilities.
As a
standard action, the manifester can return to his or her own body, if within
range (which ends the power).
If the manifester’s new body is slain, he
or she returns to his or her own body, if within range, and the life force of
the original body departs. If the new body is slain beyond the range of the
power, the manifester dies, but the switched creature lives on in the
manifester’s body permanently. If the manifester’s body is slain
while inhabited by the power’s subject, it dies, and the manifester
continues to inhabit the new body permanently. Any life force with nowhere to go
is treated as slain.
A successful targeted negate psionics manifested on
either switched body causes both minds to return to their original bodies, if
within range. If they are out of range, negate psionics has no
effect.
Mindwipe
Telepathy (Cha)
Level: Psion 4
Display: Vi, Ma, Au
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living
creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power
Resistance: Yes
Power Points: 7
This power bestows one negative level per
two manifester levels (maximum five negative levels) to the subject.
If the
subject has at least as many negative levels as HD, he or she dies. Each
negative level gives a creature the following penalties: –1 penalty on
attack rolls, saving throws, skill checks, ability checks, and effective level
(for determining the power, duration, DC, and other details of power, spells, or
special abilities). The creature also loses 5 hit points. Additionally, a
psionic character or creature loses one power from his or her highest available
level (a spellcaster loses one spell or spell slot from his or her highest
available level). Negative levels stack.
Assuming the subject survives, he or
she regains lost levels after a number of hours equal to the manifester’s
manifester level. Usually, negative levels have a chance of permanently draining
the subject’s levels, but the negative levels from mindwipe don’t
last long enough to do so.
Minor Creation
Metacreativity (Int)
Level: Psion 1/Psychic Warrior 1
Display:
Ma
Manifestation Time: 1 minute
Range: 0 ft.
Effect: An unattended,
nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration:
1 hour/level
Saving Throw: None
Power Resistance: No
Power Points:
1
This power creates a nonmagical, nonpsionic, unattended object of
nonliving, vegetable matter. The volume of the item created cannot exceed 1
cubic foot per manifester level. The manifester must succeed at an appropriate
skill check to make a complex item.
Attempting to use any created object as a
material component in a spell causes the spell to fail.
Missive
Telepathy (Cha)
Level: Psion 0
Display: Vi
Manifestation Time: 1
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living
creature
Effect: Mental message delivered to subject
Saving Throw: Will
negates
Power Resistance: Yes
Power Points: 1
The manifester sends a
telepathic message of up to ten words to any living creature within range.
Missive is strictly a one-way exchange. If the manifester and subject do not
share a common language, the subject “hears” meaningless mental
syllables.
Monster Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 9
Display:
Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: 1 day/level
Saving
Throw: Will negates
Power Resistance: Yes
Power Points: 17
The
manifester can control the actions of any living creature. 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.
My Light
Psychokinesis (Con) [Light]
Level: Psion 0
Display: Au,
Vi
Manifestation Time: 1 action
Range: Personal and 20 ft.
Target: You
and 20-ft. cone
Duration: 10 minutes/level (D)
Power Points: 1
The
manifester’s eyes produce a 20-foot-long cone of light. The manifester and
other creatures can see normally in the light. If the manifester walks into an
area filled with psionic or magical darkness, my light goes dark while the
manifester stays within it.
Natural Armor
Psychometabolism
(Str)
Level: Psion 4
Display: Ol, Ma
Manifestation Time: 1
action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power
Points: 7
The manifester’s skin grows thick ridges, providing a +4
natural armor bonus to AC. Unlike mundane armor, natural armor entails no armor
check penalty or speed reduction.
Negate Psionics
Psychokinesis (Con)
Level: Psion 3
Display: Vi
Manifestation Time:
1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One
psionic character or creature, or one object; or 30-ft.-radius
burst
Duration: Instantaneous
Saving Throw: None
Power Resistance:
No
Power Points: 5
A manifester can use negate psionics to end ongoing
powers that are manifested on a creature or object, to temporarily suppress the
psionic abilities of a psionic item, or to end ongoing power (or at least their
effects) within an area. A negated power ends as if its duration had expired.
Negate psionics can negate (but not counter) the ongoing effects of supernatural
abilities as well as psionic powers. Negate psionics affects spell-like
abilities just as it affects powers (and spells). Negate psionics cannot undo
the effects of any power with instantaneous duration.
The manifester chooses
to use negate psionics in one of two ways: a targeted negation or an area
negation:
Targeted Negation: One object, creature, or power is the target of
the power. The manifester makes a negation check against the power or against
each ongoing power currently in effect on the object or creature. A negation
check is 1d20 + 1 per manifester level (maximum +10) against a DC of 11 + the
power-to-be-negated’s manifester level.
If the object targeted is a
psionic item, make a negation check against the item’s manifester level.
If successful, all the item’s psionic properties are suppressed for 1d4
rounds, after which the item recovers on its own. A suppressed item becomes
nonpsionic for the duration of the effect.
A character automatically
succeedes in the negation check against any power that character manifest him or
herself.
Area Negation: The power affects everything within a 30-foot
radius.
For each creature that is the target of one or more powers, make a
negation check against the power with the highest manifester level. If that
fails, make negation checks against progressively weaker powers until one power
is negated (which discharges the negate psionics so far as that target is
concerned) or all checks fail. The creature’s psionic items are not
affected.
For each object that is the target of one or more powers, make
negation checks as with creatures. Psionic items are not affected by area
negations.
For each ongoing power with an area centered within the negate
psionics target area, make a negation check to negate the power.
For each
ongoing power whose area overlaps with that of the negation, make a negation
check to end the effect, but only within the area of the negate
psionics.
Nondetection
Clairsentience (Wis)
Level: Psion 3
Display: None
Manifestation
Time: 1 action
Range: Touch
Target: Creature or object
touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless,
object)
Power Resistance: Yes (harmless, object)
Power Points: 5
The
warded creature or object becomes difficult to detect by Clairsentience powers
or psionic and magic items that allow others to view the subject from afar. If a
Clairsentience power is attempted against the warded creature or item, the
manifester of the Clairsentience power must succeed at a manifester level check
(1d20 + manifester level) with a DC of 11 + the manifester level of the psionic
creature or character who manifested nondetection. If the manifester manifested
nondetection on him or herself or on an item currently in the manifester’s
possession, the DC is 15 + manifester level.
If manifested on a creature,
nondetection wards the creature’s gear as well as the creature
itself.
Null Psionics Field
Psychokinesis (Con)
Level: Psion 6
Display: Vi, Au
Manifestation
Time 1 action
Range: 10 ft.
Area: A 10-ft.-radius emanation, centered on
you
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance:
See text
Power Points: 11
An invisible barrier surrounds the manifester
and moves with him or her. The space within this barrier is totally impervious
to most psionic effects. Likewise, it prevents the functioning of any psionic
items or psionic powers within its confines. The field suppresses any powers or
psionic effects used within, brought into, or manifested into the area, but does
not negate them. Time spent within a null psionics field counts against the
suppressed power’s duration.
Astral constructs wink out if they enter
the field (or are inside one when it is created). The construct reappears in the
same spot once the null psionics field no longer covers the spot where the
construct was. Time spent winked out counts normally against the duration of the
power that’s maintaining the creature. If the construct has power
resistance, when the character manifested the null psionics field the character
must make a manifester level check (1d20 + manifester level) against the
construct’s PR to make it wink out.
A psionic weapon does not function
psionically within the area, but it is still a weapon (and a masterwork one at
that). The power has no effect on constructs that are imbued with psionics
during their creation process and are thereafter self-supporting (unlike astral
constructs that persist only so long as a power’s duration). Undead and
outsiders are likewise unaffected (unless summoned). These creatures’
psionic powers, spell-like abilities, or supernatural abilities, however, may be
temporarily nullified by the field.
A negate psionics power does not remove
the field. Two or more null psionics fields have no appreciable effect on each
other. Artifacts, relics, and creatures of demigod or higher status are
unaffected by mortal psionics such as this.
Note: Should the manifester be
larger than the area enclosed by the field, any part of his or her person that
lies outside the field is unaffected by the field.
Oak Body
Psychometabolism (Str)
Level: Psion 7
Display: Au
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
(D)
Power Points: 13
This power transforms the manifester’s body
into living oak.
The manifester gains damage reduction 20/+1. He or she is
immune to blindness, damage to ability scores, deafness, disease, drowning,
poison, stunning, and all powers, spells, or attacks that affect physiology or
respiration, because the character has no physiology or respiration while this
power is in effect. The character only suffers three-quarters damage from acid
and cold of all kinds. However, the character also becomes vulnerable to all
special attacks that affect wood.
The character gains a +3 enhancement bonus
to Strength, but suffers a –3 enhancement penalty to Dexterity as well (to
a minimum score of 1), and his or her speed is reduced to half normal. The
character cannot drink (and thus can’t use potions), nor play wind
instruments.
The character’s unarmed attacks deal 1d6 points of normal
damage, and he or she is considered “armed” when making unarmed
attacks (a Small manifester instead deals 1d4 points of damage).
The
character’s weight increases by a factor of five, but he or she floats in
water.
Object Reading
Clairsentience (Wis)
Level: Psion 1
Display: Au, Ma
Manifestation
Time: 1 action
Range: Touch
Target: One object
Duration: Concentration,
up to 10 minutes/level (D)
Saving Throw: None
Power Resistance:
Yes
Power Points: 1
The manifester can learn details of an inanimate
object’s previous owner. The amount of information revealed depends on how
long the manifester studies a particular object.
1st Round: Last
owner’s race.
2nd Round: Last owner’s gender.
3rd Round: Last
owner’s age.
4th Round: Last owner’s alignment.
5th Round: How
last owner gained and lost the object.
6th+ Round: Previous-to-last
owner’s race, and so on.
An object without any previous owners reveals
no information. A manifester can continue to run down the list of previous
owners and learn details about them as long as the power’s duration lasts.
If the manifester reads the same object again, he or she does not pick up where
he or she left off in the list of previous owners.
Painful Touch
Psychometabolism (Str)
Level: Psion 2/Psychic Warrior 2
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 round/level (D)
Power Points: 3
When the manifester
makes a successful unarmed attack that deals damage (or in conjunction with any
bite or claw powers), he or she deals an additional 1d6 points of subdual damage
to the target.
Phase Door
Psychoportation (Dex)
Level: Psion 7
Display: Vi
Manifestation
Time: 1 action
Range: Touch
Effect: Ethereal 5-ft. ¥ 8-ft. opening, 1
ft./level deep
Duration: One usage/2 levels
Saving Throw: None
Power
Resistance: No
Power Points: 13
The manifester creates an ethereal passage
through wooden, plaster, or stone walls, but not other materials. The phase door
is invisible and inaccessible to all creatures except the manifester, and only
the manifester can use the passage. The manifester disappears when he or she
enters the phase door and appears when he or she exits. If the manifester
desires, he or she can take one other creature (Medium-size or smaller) through
the door. This counts as two uses of the door. The door does not allow light,
sound, psionic effects, or spell effects through it, nor can the manifester see
through it without using it. True seeing psionics or magical effects reveal a
phase door but do not allow its use.
A phase door is subject to negate
psionics. If anyone is within the passage when it is negated, he or she is
harmlessly ejected out the nerest exit.
A phase door can be made permanent
with a incarnate power. The manifester can allow other creatures to use the
phase door by setting some triggering condition for the door. Such conditions
can be as simple or elaborate as desired. They can be based on a
creature’s name, identity, or alignment, but otherwise must be based on
observable actions or qualities. Intangibles such as level, class, HD, and hit
points don’t qualify.
Plane Shift
Psychoportation (Dex)
Level: Psion 7
Display: Au, Me
Manifestation
Time: 1 action
Range: Touch
Target: Creature touched, or up to eight
willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will
negates
Power Resistance: Yes
Power Points: 13
The manifester moves him
or herself or some other creature to another plane of existence or alternate
dimension. If several willing persons link hands in a circle, up to eight can be
affected by the plane shift at the same time. Pinpoint accuracy as to a
particular arrival location on the intended plane is nigh impossible. From the
Material Plane, the manifester can reach any other plane, though he or she
appears 5 to 500 miles (5d%) from the intended destination.
Note: Plane shift
transports the creatures instantaneously and then ends. The creatures need to
find other means if they are to travel back.
Poison Sense
Clairsentience (Wis)
Level: Psion 3
Display: Ol
Manifestation
Time: 1 action
Range: 30 ft.
Target: 30-ft.-radius spread, centered on
you
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 5
While the duration lasts the manifester becomes aware
of the presence of poison within 30 feet of him or her, and its general
location. The character can determine the exact type of poison with a successful
Wisdom check (DC 16). A character with the Alchemy skill may additionally try an
Alchemy check (DC 16).
Note: The power can penetrate barriers of up to 3 feet
of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or
dirt.
Polymorph Self
Psychometabolism (Str)
Level: Psion 4/Psychic Warrior 4
Display: Ma,
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 7
The manifester changes
his or her form to that of another creature. The new form can range in size from
Diminutive to one size larger than the character’s normal form, and can
have no more hit dice than the character has, and in any case the assumed form
cannot have more than 15 hit dice. A character cannot change into constructs,
elementals, outsiders, or undead unless the character is already are that
type.
Upon changing, the character regains lost hit points as if having
rested for a day (though this healing does not restore temporary ability damage
and provide other benefits of resting for a day; and changing back does not heal
the character further). If slain, the character reverts to his or her original
form, though he or she remains dead.
The character acquires the physical and
natural abilities of the new form: natural size, physical ability scores
(average Strength, Dexterity, and Constitution for the new form’s kind),
natural armor, natural weapons, and similar gross physical quantities. A body
with extra limbs does not allow a character to make more attacks (or more
advantageous two-weapon attacks) than normal. Natural abilities also include
mundane movement capabilities, such as walking, swimming, and flight with
wings.
The character does not acquire the extraordinary, supernatural, or
spell-like abilities of the new form. The character cannot change into variation
form of a creature. Incorporeal or gaseous forms cannot be assumed.
The
character retains his or her Intelligence, Wisdom, and Charisma sores, level and
class, hit point (despite any change to the character’s Constitution
score), alignment, base attack bonus and save bonuses. (New Strength,
Dexterity, and Constitution scores may affect final attack and save bonuses.)
The character retains his or her extraordinary abilities, spells, and spell-like
abilities, but not his or her supernatural abilities (if any). The character
can manifest powers, or cast spells for which the character has components, but
the character needs a humanlike voice for verbal components and humanlike hands
for somatic components.
If the character’s new form is a fey, giant,
humanoid, shapechanger, or undead, the character’s equipment changes to
match the new form and retains its properties. Otherwise, it melds into the new
form and becomes nonfunctional. Melded material components and focuses cannot
be used to cast spells. Any part of the body or piece of equipment that is
separated from the whole reverts to its original form.
The character chooses
the form’s physical qualities (such as hair color, height, and gender),
but they must fall within the normal ranges for the form. The character is
effectively disguised as an average member of the new form’s race. If the
character uses this power to create a disguise, the character gets a +10 bonus
on his or her disguise check.
Power Resistance
Clairsentience (Wis)
Level: Psion 5
Display: Ma, Vi
Manifestation
Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1
minute/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes
(harmless)
Power Points: 9
This power grants the subject a power
resistance (PR) equal to 12 + the manifester’s manifester level.
In
order to affect a creature that has power resistance with a power, roll the
creature’s power resistance or higher on 1d20 + manifester level. A
creature with power resistance may voluntarily lower it in order to accept a
psionic effect.
Power Turning
Psychokinesis (Con)
Level: Psion 7
Display: Vi, Me
Manifesting
Time: 1 action
Range: Personal
Target: You
Duration: Until completely
expended or 10 minutes/level
Power Points: 13
Powers (and spell-like
effects) targeted against the manifester rebound on the original manifester.
This power only turns psionic powers that have the manifester as a target.
Effect and area powers are not affected. Power turning also fails to affect
touch range powers.
From 7 to 10 (1d4+6) power levels are affected by the
turning. The DM secretly rolls the exact number. Each power turned subtracts its
level from the amount of power turning left.
A power might be only partially
turned. Subtract these from the power level of the incoming psionic power.
Divide the number of the remaining levels of the incoming power by the power
level of the incoming power to see what fraction of the effect gets through. For
damaging power, the power turning manifester and the original manifester each
suffer a fraction of the damage. For nondamaging powers, each has a proportional
chance to be affected.
If the manifester and an attacker are both warded by
power turning effects in operation, a resonating field is created. Roll randomly
to determine the result:
d% Effect
01–70 Power drains away without
effect.
71–80 Power affects both characters equally at full
effect.
81–97 Both turning effects are rendered nonfunctional for 1d4
minutes.
98–100 Both characters go through a rift into another
plane.
Precognition
Clairsentience (Wis)
Level: Psion 6
Display: Vi, Au
Manifestation
Time: 10 minutes
Range: Personal
Target: You
Duration: 1 minute/level
(D)
Power Points: 5
The precognition power provides the manifester with a
useful vision in reply to a question concerning a specific goal, event, or
activity that is to occur within a year. The vision can be as simple as a short
glimpse of a meaningful image, or it might take the form of a full-length dream
lasting several minutes. In all cases, the DM controls what information is
received. Note that if the party doesn’t act on the information, the
conditions may change so that the information is no longer useful.
The base
chance for a correct precognition is 80%, plus 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 precognitions about the same
action by the same manifester use the same die roll result as the first
precognition and yield the same answer each time.
Probability Travel
Psychoportation (Dex)
Level: Psion 9
Display: None
Manifestation
Time: 1 minute
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 travel
to the Astral Plane, and from there to other planes. The manifester can bring
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 physically travels to
the Astral Plane, leaving nothing behind. Since the Astral Plane touches upon
every other plane, the manifester can travel astrally to other planes. The
manifester then leaves the Astral Plane, entering into the plane of existence he
or she has chosen.
Because the manifester and companions are physically on
the Astral Plane, they possess no silver cords and thus are not vulnerable to
those who might sever them. However, if a character perishes while out
journeying amid the planes, he or she is just as dead as if he or she had
perished in his or her home plane.
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 the manifester.
Prowess
Clairsentience (Wis)
Level: Psychic Warrior 3
Display:
Me
Manifestation Time: See text
Range: Personal
Target: You
Power
Points: 5
If an enemy provokes an attack of opportunity, the manifester can
take it, even if he or she has already taken the allotted number of attacks of
opportunity this round. A character may not make two attacks of opportunity
against the same target in one round even if using this power, unless the target
provokes two separate attacks.
A character can manifest this power instantly,
quickly enough to gain an extra attack of opportunity 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.
Psionic Lock
Psychoportation (Dex)
Level: Psion 2
Display: Ma
Manifestation
Time: 1 action
Range: Touch
Target: The door, chest, or portal touched, up
to 30 square ft./level in size
Duration: Permanent
Saving Throw:
None
Power Resistance: No
Power Points: 3
A psionic lock power
manifested upon a door, chest, or portal psionically locks it. A manifester can
freely pass his or her own lock without affecting it; otherwise, a door or
object secured with psionic lock can be opened only by breaking in or by a
successful negate psionics or knock power. Add +10 to the normal DC to bash open
a door or portal affected by this power. Note that knock does not remove psionic
lock; it only suppresses it for 10 minutes.
Psychic Chirurgery
Telepathy (Cha)
Level: Psion 9
Display: Vi, Au, Me
Manifestation
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living
creature
Duration: Instantaneous
Saving Throw: Will negates
Power
Resistance: Yes
Power Points: 17, XP cost (see text)
The manifester can
repair psychic damage. He or she can also grant another creature knowledge of
powers the manifester knows.
Repair Damage: The manifester can remove any
compulsions and charms, even those higher than 6th level. The manifester can
remove any ongoing or permanent effect caused by a psychic power with psychic
chirurgery, save for hit points. The manifester can also restore all drained
levels (or disperse all negative levels) afflicting the subject, regardless of
how he or she lost those levels, restoring him or her to the highest level he or
she had previously achieved. The drained levels are restored only if the time
since the subject lost the level is no more than 1 hour per manifester level.
These effects end or are reversed as soon as the manifestation time is completed
without need for another saving throw.
The manifester can also remove all
psionic effects penalizing the subject’s abilities, heal all temporary
damage to all ability scores, and restore all points permanently drained from
all ability scores. Psychic chirurgery also removes all forms of insanity,
confusion, and so on, but it does not restore levels or Constitution points lost
due to death.
Transfer Knowledge: If desired, the manifester can directly
transfer knowledge of a power known to another psionic character. A manifester
can’t give a character knowledge of a psionic power of a level higher than
he or she could normally manifest, but the manifester could give him or her
knowledge of a power that is not normally on the character’s power list.
Knowledge of powers granted through psychic chirurgery does not count toward the
maximum number of powers a character can know per level.
XP Cost: Each time
the manifester uses psychic chirurgery to implant knowledge of a power in
another creature, the manifester pays an XP cost equal to 3,000 x the level of
the power implanted.
Psychic Vampire
Psychokinesis (Con)
Level: Psion 5/Psychic Warrior 5
Display: Vi (see
text), Me
Manifestation Time: 1 action
Range: Touch
Target: Creature
touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Power
Resistance: Yes
Power Points: 9
The manifester’s successful melee
touch attack drains 2 power points/level from the foe and transfers them
immediately to the manifester. The manifester can’t gain more power points
than he or she normally has available in a day. The stolen power points remain
in the manifester’s reserve until used normally. This touch attack,
charged with a psionic power, is treated as an armed attack.
Against psionic
beings who have no power points, this touch instead deals 1 point of temporary
Intelligence, Wisdom, or Charisma damage (manifester’s choice). The
manfiester gains 1 power point from this drain. The power has the same effect on
nonpsionic opponents.
Psychofeedback
Psychometabolism (Str)
Level: Psion 4/Psychic Warrior 4
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute (D)
Power Points: 7
The manifester can use power
points to boost his or her Strength, Dexterity, and Constitution modifiers as a
free action. While the duration lasts, the manifester can use power points on a
round-by-round basis to boost any or all of his or her ability score modifiers
by a number equal to half the power points expended for that round as a free
action. A manifester could simultaneously boost two scores, or all three, as
long as he or she pays the total power point cost. The manifester doesn’t
have to boost an ability modifier every round to keep the power in
effect—as long as the duration lasts, he or she has the potential to boost
ability modifiers on any round he or she chooses.
Psycholuminescence
Metacreativity (Int)
Level: Psion 1
Display: Vi (see text),
Au
Manifestation Time: 1 action
Range: Touch
Target: Object
touched
Duration: 10 minutes/level
Saving Throw: None
Power Resistance:
No
Power Points: 1
The object touched begins to glow with a silvery light,
shedding light in a 20-foot radius. Creatures who suffer penalties in bright
light suffer them while exposed to this psycholuminescence. The power cannot be
manifested on a creature. If the power is manifested on a small object that is
then placed inside or under a lightproof covering, the power’s effects are
blocked until the covering is removed.
Psycholuminescence brought into an
area of magical darkness (or vice versa) is temporarily negated, so that the
otherwise prevailing light conditions exist in the overlapping areas.