This material is Open Game Content, and is licensed for
public use under the terms of the Open Game License
v1.0a.
POWERS
OVERVIEW
MANIFESTING POWERS
Choosing a Power
A psion or psychic warrior who intends to manifest a power can select any
power he or she knows, provided the character is capable of manifesting powers
of that level or higher.
To manifest a power the character must pay power
points, which count against his or her daily total, but the character can
manifest the same power over and over if he or she has points left to pay for
it.
Power Points: The psion and psychic warrior class tables show how many
power points a character has access to each day, depending on level.
A
power’s cost is determined by its level, as shown below. Every
power’s cost is also noted in its description.
Power
Level 0 1 2 3 4 5 6 7 8 9
Power point
cost 0/1 1 3 5 7 9 11 13 15 17
Manifestation Time
A character can manifest a power with a manifestation time of 1 action as a
standard action.
A power that takes 1 full round to manifest is a full-round
action. It comes into effect just before the beginning of the character’s
turn in the round after he or she began manifesting the power. The character
then acts normally after the power is completed. A power that takes 1 minute to
manifest comes into effect just before the character’s turn 1 minute later
(and for each of those 10 rounds the character is manifesting a power as a
full-round action).
Range
A psionic power’s range indicates how far from the manifester it can
reach, as defined on the Range line of the power description. A power’s
range is the maximum distance from the manifester that the power’s effect
can occur, as well as the maximum distance at which the manifester can designate
the power’s point of origin. If any portion of the area would extend
beyond the range, that area is wasted. Standard ranges include:
Personal:
The power affects only the manifester.
Touch: The manifester must touch a
creature or object to affect it.
Close: The power can reach up to 25 feet
away from the manifester. The maximum range increases 5 feet for every two full
manifester levels.
Medium: The power can reach up to 100 feet, plus 10 feet
per manifester level.
Long: The power can reach up to 400 feet, plus 40 feet
per psionic class level.
Unlimited: The power can reach anywhere on the same
plane of existence.
Aiming a Power
The manifester must make some choice about whom the power is to affect or
where the power’s effect is to originate, depending on the type of
power.
Target or Targets: Some powers have a target or targets. The
character manifests these powers directly on creatures or objects, as defined by
the power itself.
If the character manifests a targeted power on the wrong
sort of target the power has no effect. If the target of a power is the
manifester (“Target: You”), he or she does not receive a saving
throw and neither power resistance nor spell resistance applies. The Saving
Throw and Power Resistance headers are omitted from such powers.
Effect:
Some powers create or summon things rather than affecting things that are
already present. Unless otherwise noted in the power description, the manifester
must designate the location where these things are to appear, either by seeing
it or defining it. Range determines how far away an effect can appear, but if
the effect is mobile it can move regardless of the power’s range.
Ray: Some effects are rays. The character aims a ray as if using a
ranged weapon, though typically the character makes a ranged touch attack rather
than a normal ranged attack. As with a ranged weapon, the character can fire
into the dark or at an invisible creature and hope to hit something. The
character doesn't have to see the creature he or she is trying to hit, as the
character does with a targeted spell. Intervening creatures and obstacles,
however, can block the character's line of sight or provide cover for the
creature the character is aiming at.
If a ray spell has a duration, it is the
duration of the effect that the ray causes, not the length of time the ray
itself persists.
Spread: Some effects spread out from a point of origin
to a distance described in the spell. The effect can extend around corners and
into areas that the character can't see. Figure distance by actual distance
traveled, taking into account turns the spell effect takes.
The character
must designate the point of origin for such an effect but need not have line of
effect to all portions of the effect.
Area: Some powers affect an area.
The manifester selects where the power originates, but otherwise doesn’t
control which creatures or objects the power affects. Sometimes a power
describes a specially defined area, but usually an area falls into one of the
categories described below.
Burst: As with an effect, the character
selects the power’s point of origin. The power bursts out from this point,
affecting whatever it catches in its area. A burst power has a radius that
indicates how far from the point of origin the power's effect
extends.
Cone: When the character manifests a power with a cone area, the
cone shoots away from the character in the direction the character designates. A
cone starts as a point directly before the character, and it widens out as it
goes. A cone's width at a given distance from the character equals that
distance. Its far end is as wide as the effect is long.
Creatures: Some
powers affect creatures directly, but they affect creatures in an area of some
kind rather than individual creatures the character selects. The area might be a
burst, a cone, or some other shape.
Many powers affect "living
creatures," which means all creatures other than constructs and undead. If a
power has a limited amount of targets it can affect, it will ignore those that
it cannot affect.
Cylinder: As with a burst, the character selects the
power's point of origin. This point is the center of a horizontal circle, and
the power shoots down from the circle, filling a cylinder.
Emanation:
Some powers have an area like a burst except that the effect continues to
radiate from the point of origin for the duration of the power.
Objects:
Some powers affect objects within an area the character selects.
Spread:
Some powers spread out like a burst but can turn corners. The character selects
the point of origin, and the power spreads out a given distance in all
directions. Figure distance by actual distance traveled, taking into account
turns the effect takes.
Other: A power can have a unique area, as defined
in its description.
Line of Effect: A line of effect is a straight,
unblocked path that indicates what a power can affect. A line of effect is
canceled by a solid barrier. It's not blocked by fog, darkness, and other
factors that limit normal sight.
A character must have a clear line of effect
to any target that the character manifests a power on or to any space in which
the character wishes to create an effect. The character must have a clear line
of effect to the point of origin of any power the character manifests. For
bursts, cones, cylinders, and emanating powers, the power only affects areas,
creatures, or objects to which it has line of effect from its origin (a burst's
point, a cone's starting point, a cylinder's circle, or an emanating spell's
point of origin).
An otherwise solid barrier with a hole of at least 1 square
foot through it does not block a power's line of effect through the 5-foot
section containing the hole. The remainder of the barrier, if unbroken, still
blocks line of effect.
Discipline
All powers are grouped according to their discipline. Each of the six
disciplines is associated with a key ability score. The key ability score is
important when manifesting a power, because it modifies the DC of the
opponent’s saving throw to resist a power, as described in Saving Throw,
below. The power’s name line gives both the discipline the power belongs
to and the appropriate key ability score.
Saving Throw
Most harmful powers allow an affected creature to make a saving throw to
avoid some or all of the effect. The Saving Throw line in the power description
defines which type of saving throw (if any) the power allows, with additional
terms to describe how saving throws against the power work.
Negates: This
term means that the power has no effect on an affected creature that makes a
successful saving throw.
Half: The power deals damage, and a successful
saving throw halves the damage taken (round down).
Partial: The power
causes an effect on its subject. A successful saving throw means that some
lesser effect occurs as detailed in the descriptive text.
None: No saving
throw is allowed.
(Object): The power can be manifested on objects, which
receive saving throws only if they are magical or psionic, or if they are
attended (held, worn, grasped, and so on) by a creature resisting the power, in
which case the object gets the creature’s saving throw bonus unless its
own bonus is greater. (This notation does not mean that a power can only be
manifested on objects. Some powers with this notation can be manifested on
creatures or objects.) A psionic item’s save bonuses are each equal to 2 +
one-half its manifester level.
(Harmless): The power is usually
beneficial, not harmful, but a targeted creature can attempt a saving throw if
it wishes.
Saving Throw Difficulty Class: Each time you manifest a power,
you set the DC of an opponent’s saving throw: 1d20 + the level of the
power + your ability score modifier for the key ability.
Succeeding at a
Saving Throw: A creature that successfully saves against a power without obvious
physical effects feels a hostile force or a tingle, but it cannot deduce the
exact nature of the attack. A character does not sense when creatures succeed at
saving throws against effect and area powers.
Voluntarily Giving up a
Saving Throw: A creature can voluntarily forgo a saving throw and willingly
accept a power’s result. Even a character with a special resistance to
psionics or magic can suppress this if he or she wants to.
Items
Surviving after a Saving Throw: Unless the descriptive text for the power
specifies otherwise, all items carried and worn are assumed to survive a psionic
attack. If a character rolls a natural 1 for his or her saving throw, however,
an exposed item is harmed (provided the attack can harm objects). Determine
which four significant objects are most likely to be struck and roll randomly
among them.
Table: Items Affected by Magical
Attacks
Order* Item
------
----
1st Shield
2nd Armor
3rd Magic/Psionic helmet (or
circlet/headband/third eye)
4th Item in hand (including weapon, wand,
etc.)
5th Magic/Psionic cloak
6th Stowed or sheathed
weapon
7th Magic/Psionic bracers
8th Magic/Psionic
clothing
9th Magic/Psionic jewelry (including rings)
10th Anything
else
*In order of most likely to least likely to be affected.
The
randomly determined item must make a saving throw against the attack form and
suffer whatever damage the attack deals.
If an item is not carried or worn
and is not psionic, it does not get a saving throw. It simply is dealt the
appropriate damage.
Power Resistance
Power resistance is a special defensive ability. If a character’s
power is being resisted by a creature with power resistance, the character must
make a manifester level check (1d20 + manifester level) at least equal to the
creature’s power resistance (PR) for the power to affect that creature.
The defender’s power resistance is like an “Armor Class”
against psionic attacks.
Normally, a defender’s spell resistance
functions just like power resistance in its ability to resist psionic powers.
Likewise, power resistance grants psionic creatures an equal chance to resist
spells, using the same mechanism.
A psionic power’s Power Resistance
line and descriptive text tell whether power resistance protects creatures from
it. In many cases, power resistance applies only when a resistant creature is
targeted by the power, not when a resistant creature encounters a power that is
already in place.
The terms “object” and “harmless”
mean the same as for saving throws. A creature with power resistance must
voluntarily drop the resistance in order to receive the effects of a power noted
as harmless without the manifester level check described above.
The Power’s Result
Once the character knows which creatures (or objects or areas) are
affected, and whether those creatures have made successful saving throws (if
any), the character can apply whatever results a power entails, as defined in
the descriptive text.
Duration
A power’s Duration line tells how long the energy of the power
lasts.
Timed Durations: Many durations are measured in rounds, minutes,
hours, or some other increment. When the time is up, the magic goes away and the
spell ends. If a power's duration is variable the DM rolls it
secretly.
Instantaneous: The power’s energy comes and goes the
instant the power is manifest, though the consequences of the power might be
long-lasting.
Permanent: The energy remains as long as the effect does.
This means the power is vulnerable to dispel psionics.
Concentration: The
power lasts as long as the character concentrates on it. Concentrating to
maintain a power is a standard action that doesn't provoke attacks of
opportunity.
Anything that could break the character's concentration
when manifesting a power can also break the character's concentration while the
character is maintaining one, causing the power to end (see Concentration,
below). The character can't manifest a power while concentrating on another one.
Sometimes a power lasts for a short time after the character ceases
concentrating. In these cases, the power keeps going for the stated length of
time after the character stops concentrating. Otherwise, the character must
concentrate to maintain the power, but the character can't maintain it for more
than a stated duration in any event.
Subjects, Effects, and Areas: If the
power affects creatures directly, the result travels with the subjects for the
spell's duration. If the power creates an effect, the effect lasts for the
duration. The effect might move or remain still. Such effects can be destroyed
prior to when their durations end. If the power affects an area, then the power
stays with that area for the power's duration. Creatures become subject to the
power when they enter the area and become no longer subject to it when they
leave.
Touch Spells and Holding the Charge: If the character doesn't
discharge a touch power on the round the character manifests the power, the
character can hold the discharge of the power (hold the charge) indefinitely.
The character can make touch attacks round after round. The character
can touch one friend (or the character can touch his or her self) as a standard
action or up to six friends as a full-round action. If the character touches
anything with the character's hand while holding a charge, the power discharges.
If the character manifests another power, the touch power
dissipates.
Discharge: A few powers last for a set duration or until
triggered or discharged.
(D): If the Duration line ends with "(D)," the
character can dismiss the power at will. The character must be within range of
the power's effect. Dismissing a power is a standard action that does not
provoke attacks of opportunity. A power that depends on concentration is
dismissible by its very nature, and dismissing it does not require an action
(since all the character has to do to end the spell is to stop
concentrating).
XP Cost
Some high-level powers entail an experience point (XP) cost to the
manifester. No power can restore the lost XP. The manifester cannot spend so
much XP that he or she loses a level, so a character cannot manifest the power
unless he or she has enough XP to spare. However, the character may, on gaining
enough XP to achieve a new level, immediately spend the XP on manifesting the
power rather than keeping it to advance a level.
The Power Points line for a
power includes a notation when an XP cost must be paid.
Display
When psionic powers are manifested, secondary displays usually accompany
the primary effect. The psionic display may be auditory, material, mental,
olfactory, or visual. No power’s secondary display is significant enough
to create consequences for the psionic creatures, allies, or opponents during
combat. The secondary effects for a power only occur if the power’s
description indicates it.
If multiple powers with similar displays are in
effect simultaneously, the displays do not necessary become more intense.
Instead, the general display remains much the same, though with minute spikes in
intensity. A Psicraft check (DC 10 + 1 per additional power in use) reveals the
exact number of simultaneous powers in play.
Auditory (Au): From the
manifester's vicinity or in the vicinity of the power's subject (manifester's
choice), a bass-pitched hum issues, eerily akin to many deep-pitched voices. The
sound grows in a heartbeat from hardly noticeable to as loud as a shout, which
can be heard within 100 feet. At the manifester's option, the instantaneous
sound can be so soft that it can be heard within 15 feet only with a successful
Listen check (DC 10). Some powers describe unique auditory
displays.
Material (Ma): The subject or the area is briefly slicked with
a harmless ectoplasmic goo. The slime evaporates after 1 round regardless of the
power’s duration.
Mental (Me): A subtle chime rings in the minds of
creatures within 15 feet of either the manifester or the subject (at the
manifester's option) for the space of 1 second (or lasts for the duration, at
the manifester's option). Some powers describe unique mental
displays.
Olfactory (Ol): An odd but familiar odor brings to mind a brief
mental flash of a memory long buried. The scent is difficult to pin down, and no
two individuals ever describe it the same way. The odor originates from the
manifester and spreads to a distance of 20 feet, then fades in less than 1
second (or lasts for the duration, at the manifester's option).
Visual
(Vi): The manifester’s eyes burn like points of fire while the power
remains in effect, and an instantaneous flash of light sweeps away from the
manifester to a distance of 5 feet, unless the power has a unique visual
secondary effect.
Concentration
To manifest a power, a manifester must concentrate. If something interrupts
the character’s concentration while he or she is manifesting a power, the
character must make a Concentration check or lose the power points, with the
power unmanifested. The more distracting the interruption and the higher the
level of the power that the character is trying to manifest, the higher the DC
is. If the character fails the check, he or she loses the power points just as
if the character had manifested the power to no effect.
Psionics are
spell-like abilities. In most cases, a spell-like ability (and manifesting a
power) works just like a spell, and casting a spell works much like manifesting
a power for the purposes of the restrictions that apply. Those restrictions are
the same as those on casting a spell, except for one important difference: Armor
does not hinder the manifestation of a power. In all other cases, manifesting a
power follows the rules for casting a spell.
Situations (other than armor)
that interrupt a spell also interrupt the manifestation of a psionic power. When
a power manifestation is interrupted, the manifester loses the power points he
or she would have spent to successfully manifest the power. If the manifester
was using a free 0-level power, the power fails, but the manifester does not use
up a free manifestation. See the Concentration skill for details on
interruptions.
Manifesting Defensively: If a character wants to manifest
a power without provoking any attacks of opportunity, he or she needs to dodge
and weave. To manifest the power, the character must succeed at a Concentration
check (DC 15 + the level of the power being manifested). The power fails and the
character still loses the power points if he or she fails the
check.
Manifester Level
A power’s effect and duration often depend on its manifester level,
which is equal to the character’s psionic class level.
If desired, a
character can manifest a power at a lower manifester level than normal, but the
manifester level must be high enough for the character to manifest the power in
question, and all level-dependent features must be based on the same manifester
level.
Power Failure
If a character tries to manifest a power in conditions where the
characteristics of the power (range, area, etc.) cannot be made to conform, the
manifestation fails and power points are wasted.
Powers also fail if the
character’s concentration is broken (see Concentration,
above).
Special Power Effects
Certain special power features apply to all powers.
Attacks: Some
powers refer to attacking. All offensive combat actions, even those that
don’t damage opponents are attacks. All powers that opponents resist with
saving throws, that deal damage, or that otherwise harm or hamper subjects are
attacks.
Bonus Types: Many powers give creatures bonuses to various
scores. Each bonus has a type that indicates how the power grants the bonus. The
important aspect of bonus types is that two bonuses of the same type don’t
generally stack. With the exception of dodge bonuses, most circumstance bonuses,
and bonuses granted by a suit of armor and a shield used in conjunction by a
creature, only the better bonus works. The same principle applies to
penalties—a character suffering two or more penalties of the same type
applies only the worst one.
Bonus types include armor, competence,
deflection, enhancement, enlargement, haste, inherent, insight, luck, morale,
natural armor, profane, resistance, sacred, and synergy.
Descriptors:
Some powers have descriptors indicating something about how the power functions.
Most of these descriptors have no game effect by themselves, but they govern how
the power interacts with other powers, with spells, with special abilities, with
unusual creatures, with alignment, and so on.
The descriptors are acid,
chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good,
language-dependent, lawful, light, mind-affecting, sonic, and
teleportation.
Psionics-Magic Transparency
The default rule for psionics and magic is that psionic powers interact
with spells and spells interact with psionic powers in the same way a spell or
normal spell-like ability interacts with another spell or spell-like ability.
This is known as transparency.
Though not explicitly called out in spell
descriptions or magic item descriptions, follow this rule: Spells, spell-like
abilities, and magic items that could potentially affect psionics do affect
psionics.
Spell resistance functions against powers and vice versa.
All
spells that negate or dispel magic are equally effective against psionic powers
of the same level using the same mechanics, and vice versa.
The spell detect
magic detects psionic powers, their number, and their strength and location
within 3 rounds (though a Psicraft check is necessary to determine the
discipline of the psionic aura).
“Dead magic” areas are also
“dead psionics” areas.
Enchantment Resistance: Races and classes
with resistance to spells of the Enchantment school receive the same bonus to
resist all psionic powers with the compulsion descriptor.
Spells and Powers
follow the same rules for multiple effects and bonus stacking.
Psionic Powers
Psions and psychic warriors manifest psionic powers. Psionic powers involve
the direct manipulation of personal mental energy. These manipulations require
natural talent and personal meditation.
Psions and Psychic Warriors
A
psionic character’s level limits the number of power points available for
manifesting powers (see the class description). A psion’s most important
ability score is determined by his or her primary discipline, which if high
enough grants additional power points per level. Members of either class must
have a key ability score equal to at least 10 + the power’s level to
manifest that power.
Daily Power Point Acquisition: Each day, a psion or
psychic warrior needs 8 hours of rest, after which he or she spends 15 minutes
concentrating. During this period, the psionic character’s mind is charged
anew with power points, reaching the maximum allowed for the character based on
level, key ability score (for psion only), and feat acquisition. Without such a
period of refreshment, the psionic character does not regain power points used
up the day before. A psionic character can only refresh his or her power points
once every twenty-four hours.
0-Level Powers: Also called talents,
0-level powers are an exception to the normal rules governing the payment of
power points. Psionic characters can manifest 0-level powers a number of times
per day equal to their class bonus (three for psions, two for psychic warriors)
+ manifester level. After that, they must pay 1 power point each time they wish
to manifest a 0-level power, until the next day.
Adding Powers to a
Psionic Character’s Repertoire: Psions and psychic warriors gain powers
and power points each time they achieve new experience levels; they never gain
powers any other way. When a psionic character gains a new level, consult the
appropriate table in the class description to learn how many powers that
character now knows. Refer also to the appropriate class table to learn the
number of power points the character now has. The new powers must come from the
appropriate class’s power list.
Using Stored Power Points
A variety of psionic items exist that store power points for later use,
chiefly the storage device called the crystal capacitor. Regardless of what sort
of item stores the power points, psionic characters all must follow strict rules
when tapping stored power points.
The Bottleneck: When using power points
from a storage item to manifest a power or a psionic attack/defense mode, a
psionic character may not supplement the power’s cost with power points
stored in other items or from his own personal power point reserve. The points
required to manifest a power must be supplied entirely by the manifester or the
storage item.
Recharging: Most power point storage devices allow psionic
characters to “recharge” the item with their own power points. This
depletes the character’s pool on a 1-for-1 basis as if he or she had
manifested a power; however, those power points remain indefinitely
stored.
The opposite is not true—psionic characters may not use power
points stored in a storage item to replenish their own power point
reserve.
Psychometabolism Powers and Attacks
The Psychometabolism discipline includes powers that give a manifester the
ability to turn unarmed attacks (or bites) into standard melee attacks. However,
the total number of attacks the manifester can make in the round does not
change. The manifester does now have an off-hand weapon in the form of a second
claw (or a claw attack in addition to a held weapon or even a bite, if
manifesting another power) and can use the standard rules for making off-hand
attacks described in the Player’s Handbook, treating all claw and bite
attacks as light weapons. A manifester wielding a weapon could use such a claw
or bite attack as an off-hand attack or as the primary attack in the round, as
desired. Additionally, the Two-Weapon Fighting and Ambidexterity feats reduce
attack roll penalties when using these enhanced attacks with the off
hand.
Psionic Disciplines
Every power belongs to one of six psionic disciplines. A discipline is a
group of related psionic powers that work in similar ways.
Clairsentience
Clairsentience powers enable the manifester to learn secrets long
forgotten, to glimpse the immediate future and predict the far future, to find
hidden things, and to generally know what is normally unknowable. Many
Clairsentience powers have cone-shaped areas. These move with the manifester and
extend in the direction he or she looks. The cone defines the area that the
manifester can sweep each round. If the manifester studies the same area for
multiple rounds, he or she can often gain addition
Metacreativity
Metacreativity powers create objects, creatures, or some form of matter.
Creatures the manifester creates usually, but not always, obeys his or her
commands.
A creature or object brought into being cannot appear inside
another creature or object, nor can it appear floating in an empty space. It
must arrive in an open location on a surface capable of supporting it. The
creature or object must appear within the power’s range, but it does not
have to remain within the range.
The power draws raw ectoplasm from the
Astral Plane to create an object or creature in the place the psionic character
designates (subject to the limits noted above). Objects created in this fashion
are generally as solid and durable as a normal object, despite their originally
diaphanous substance. If the power has a duration other than instantaneous,
psionic energy holds the creation together, and when the power ends or is
negated, the created creature or object vanishes without a trace. Some
metacreative powers have instantaneous durations. In these cases, the created
object or creature is merely assembled through psionics. It lasts indefinitely
and does not depend on psionics for its existence.
Psychokinesis
Psychokinesis powers manipulate energy or tap the power of the mind to
produce a desired end. Many of these powers produce interesting visual effects
above and beyond the standard secondary display, such as moving, melting,
transforming, or blasting a target. Psychokinesis powers can deal large amounts
of damage.
Psychometabolism
Psychometabolic powers change the physical properties of the psionic
character.
Psychoportation
Psychoportation powers move the manifester, an object, or another creature
through space and time.
Telepathy
Telepathy powers can spy on and affect the minds of others, influencing or
controlling their behavior.
Most telepathic powers are mind-affecting. Two
types of powers grant the manifester influence over a subject
creature:
Charm: The power changes the way the subject views the manifester,
typically making the subject see him or her as a good friend.
Compulsion: The
power forces the subject to act in some manner or changes the way his or her
mind works. Some powers determine the subject’s actions (or the effects on
the subject), some allow the manifester to determine the subject’s actions
when the manifester manifests them, and others give the manifester ongoing
control over the subject.
Special Abilities
Psionic creatures can create psionic effects without taking a psionic class
(although many do). Characters using psionic items can also create psionic
effects. These effects come in two types: spell-like and
supernatural.
Spell-Like Psionic Abilities: Spell-like abilities resemble
spells. The manifestation of psionic powers by a psion or psychic warrior is
considered a spell-like ability, as is the free manifestation of powers by
creatures without a psionic class (creatures that have psionic abilities). In
most cases, a creature’s innate psionic ability works just like the power
of the same name. A few such abilities are unique, and their details are
explained in the text where the ability is described.
Regardless of the
manifester, psionic powers and abilities have no verbal, somatic, or material
components. The user activates the power mentally. Armor never affects a
power’s use. Psionic abilities have a manifestation time of 1 action
unless noted otherwise in the ability description.
Creatures’ psionic
abilities are treated the same as psionic powers with regard to spell resistance
and suppression by dispel magic. They do not function in areas where psionics
are suppressed or negated.
As noted above, some creatures do take levels in
psionic character classes. They manifest psionic powers just as psions or
psychic warriors do. An individual creature could have some freely manifested
psionic abilities and other powers that must be paid for with power
points.
Psionic Disease
A character with psionic powers is subject to afflictions that specifically
target their source of power.
As with any disease, a psionic character who is
injured or attacked by a creature carrying a disease or parasite, or who
otherwise comes in contact with contaminated material, must make an immediate
Fortitude save. On a success, the disease fails to gain a foothold. On a
failure, the character takes damage (or suffers the specified effect) after an
incubation period. Once per day afterward, the afflicted character must make a
successful Fortitude save to avoid repeating the damage. Two successful saving
throws in a row indicate he or she has fought off the disease.
Cascade
Flu: Spread by vermin (injury); DC 13; Incubation: one day; Damage: psionic
cascade.
A psionic cascade is a loss of control over psionic faculties.
Following the incubation period, using power points becomes dangerous. Every
time the afflicted character manifests a power, he or she must make a
Concentration check (DC 16). On a failed check, a psionic cascade is triggered.
The power operates normally, but during the following round, without the
character’s volition, two additional powers he or she knows manifest
randomly, debiting their power cost from the character’s reserve. During
the third round, three additional powers manifest, and so on, until all the
psionic character’s power points are drained. (A psionic character who
only knows a few powers but has many power points could run through his or her
repertoire many times.) Powers activated by the cascade target randomly. Roll
d%: On a 01–50 result, the power affects the character, and 51–00
indicates that the power targets other creatures in the vicinity (powers with
personal and touch range always affect only the psionic character). Psionic
creatures (who manifest their powers freely) cascade until all the powers they
know have manifested at least twice.
Cerebral Parasites: Spread by
contact with infected psionic creatures (contact); DC 15; Incubation: 1d4 days;
Damage: drains 1d8 power points.
Cerebral parasites are tiny organisms,
undetectable to normal sight. An afflicted character may not even know he or she
carries the parasites. Psionic creatures with cerebral parasites are limited to
using each of their known powers only once per day (instead of freely
manifesting them).
Power Format
Each power description follows the same format.
Name
This is the name by which the power is generally known. Powers might be
known by other names in some locales, and psionic characters often have
different names for their powers.
Discipline and Descriptors
This is the discipline to which the power belongs. Any descriptors that
apply are given here [in brackets].
Disciplines: Clairsentience,
Metacreativity, Psycho kinesis, Psychometabolism, Psychoportation, and
Telepathy. The key ability score for each discipline is given (in parentheses)
for ease of calculating target DCs.
Descriptors: Acid, chaotic, cold,
compulsion*, darkness, death, electricity, evil, fear, fire, force, good,
language-dependent, lawful, light, mind-affecting, sonic, and
teleportation.
*Compulsion is treated as a subschool of the Enchantment
school of magic, but is used as a descriptor here to the same
effect.
Level
This is the strength level of the power, ranging from 0-level (talents)
through 9th level (the most powerful). This entry notes which classes can
manifest this power. A power’s level affects the DC for any saving throw
allowed against the power.
Display
This gives the type of display that accompanies manifestation of the
power.
Displays: Au (Audible), Ma (Material), Me (Mental), Ol (Olfactory),
and Vi (Visible).
Manifestation Time
The time required to manifest the power.
Range
The maximum distance from the manifester at which the power can affect a
target.
Target or Targets/Effect/Area
The number of creatures, dimensions, volume, weight, and so on, that the
power affects.
Duration
How long the power
lasts.
Saving Throw
Whether a power allows a saving throw, what type of saving throw it is, and
the effect of a successful saving throw.
Power Resistance
Whether power resistance (PR) resists the power.
Power Points
The power’s cost to manifest. Talents (0-level powers) cost 1 power
point to manifest after a character uses up his or her allotted free
manifestations per day.
Descriptive Text
This portion of the power description details what the power does and how
it works. If one of the previous portions of the description included
“(see text),” this is where the explanation is found.