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PSIONIC POWERS (Q-W)
Quintessence
Metacreativity (Int)
Level: Psion 4
Display: Ma (see
Text)
Manifestation Time: 1 round
Range: Close (25 ft. + 5 ft./2
levels)
Effect: 1 ounce dollop of quintessence (see text)
Duration:
Instantaneous
Saving Throw: None
Power Resistance: No
Power Points:
7
The manifester collapses a bit of time from the continuum, forming a
1-inch-diameter dollop of thick, gooey material called quintessence. A
character can smooth a dollop of quintessence around any small object, such as a
key, a ring, a seal, or an insignia.
Objects sealed within quintessence are
protected from the effects of time; in practical terms, they enter a state of
stasis. Living flesh with only partial contact with quintessence is also
partially pulled out of the timestream. This disruption deals 1 point of damage
per round beginning 10 rounds after partial contact begins.
Quintessence can
be manually scraped away from a protected object, freeing it to rejoin the time
stream. Removing the protective film is 75% likely to force the quintessence to
evaporate back into the continuum. Otherwise, it coalesces again into a
1-inch-diameter bead, available for later usage.
Large quantities of
quintessence could theoretically be gathered to preserve large items or
structures (or even a complete living creature, which would prevent the damage
taken from partial contact). However, psionic characters and creatures are
generally loath to do so because accumulations of quintessence weighing 1 pound
or more generate a half-strength catapsi effect (DC 16, radius 5 feet, all are
affected, including caster).
Recall Agony
Clairsentience (Wis)
Level: Psion 5
Display: Ma
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living
creature
Duration: Instantaneous
Saving Throw: Will half
Power
Resistance: Yes
Power Points: 9
The target takes 9d6 points of damage as
past (or future) wounds impinge briefly on the present.
Recall Death
Clairsentience (Wis) [Death]
Level: Psion 8
Display:
Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will partial
Power Resistance: Yes
Power Points: 15
The target
dies, suffering mortal wounds from his or her past (or future). The target is
entitled to a Will save to survive the attack. If she succeeds, she instead
sustains 3d6+15 points of damage.
Recall Pain
Clairsentience (Wis)
Level: Psion 2
Display: Ma
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living
creature
Duration: Instantaneous
Saving Throw: Will half
Power
Resistance: Yes
Power Points: 3
The target takes 3d6 points of damage as
past (or future) wounds impinge briefly on the present.
Reddopsi
Psychokinesis (Con)
Level: Psion 7
Display: Au, Ol,
Me
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: Until expended or 10 minutes/level
Power Points: 13
When
manifesting reddopsi, psionic powers (excluding attack modes) targeted against
the manifester rebound on the original manifester. This reverses only powers
that have the manifester as a target. Area powers and those that target effects
are not affected. Reddopsi also fails to reflect touch range powers.
Reddopsi
can reverse any power, but ends as soon as it has done so, no matter how minor
the power. Should reddopsi reverse a power back on a manifester who also is
affected by reddopsi, the power rebounds once more upon the
target.
Rejuvenation
Psychometabolism (Str)
Level: Psion 3
Display: Au
Manifestation
Time: 1 minute
Range: Personal
Target: You
Duration: 10 hours
Power
Points: 5
Rejuvenation cures 1 point of temporary ability damage per hour, up
to a maximum of 10 points. It does not restore permanent ability
drain.
Remote Viewing
Clairsentience (Wis)
Level: Psion 3
Display: Au, Vi (see
text)
Manifestation Time: 1 hour
Range: See text
Effect: Psionic
sensor
Duration: 1 minute/level
Saving Throw: None
Power Resistance:
No
Power Points: 5
The manifester can see and hear some creature, who may
be at any distance. The manifester must succeed at a Remote View check to do so.
The difficulty of the task depends on how well the manifester knows the subject
and what sort of physical connection (if any) he or she has to that creature.
Furthermore, if the subject is on another plane, the manifester gets a –5
penalty on the Remote View check.
Remote View
Knowledge Check
DC
None* 20
Secondhand (Have heard of the subject) 15
Firsthand
(Have met the subject) 10
Familiar (Know the subject well) 5
*A
manifester must have some sort of connection to a creature whom he or she has no
knowledge of.
Remote View
Connection Check Bonus
Likeness or
picture +5
Possession or garment +8
Body part, lock of hair, +10
nail
clippings, and so on
This power creates a barely detectable translucent
image (roughly similar to the manifester’s own, but not enough to allow
recognition) located near the subject. Any creature with an Intelligence score
of 12 or higher can notice the image with a successful Remote View check (or
Intelligence check) against DC 20.
Missive and darkvision can be manifested
through remote viewing. Aura sight can be manifested through remote viewing, but
with only a 5% chance per manifester level of operating correctly.
Remote View Trap
Clairsentience (Wis)
Level: Psion 6
Display: Vi, Me
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 24 hours + 1
hour/level
Saving Throw: None
Power Resistance: No
Power Points:
11
When others use power, spells, or other means of observing the manifester
from afar, this prepared trap gives them a nasty surprise. Prior to an attempt
to view the manifester from afar, he or she and the remote viewer immediately
make opposed Remote View checks, but the manifester gains a +10 insight bonus on
his or her check. (A Remote View check is the same as an Intelligence check for
a creature without the Remote View skill. If opposing a magical scrying, the
Remote View check is opposed by the opponent’s Scry check.) If the
manifester meets or beats the remote viewer’s result, the manifester is
undetected. Moreover, the would-be observer takes 4d4 points of electricity
damage. The manifester is aware of the attempt to view him or her, but not of
the perpetrator or the perpetrator’s location.
Retrieve
Psychoportation (Dex) [Teleportation]
Level: Psion 6
Display:
Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One object you could hold in one hand, weighing up to 10
lb./level
Duration: Instantaneous
Saving Throw: None (see text)
Power
Resistance: No
Power Points: 11
The manifester can teleport an item he or
she can see within range directly to his or her hand. If the object is in the
possession of or held by an opponent, the manifester makes a disarm attempt
using a ranged attack, as if with a weapon the same size as the
opponent’s. This does not draw an attack of opportunity. The manifester
gains a +12 competence bonus on this attack roll.
Schism
Telepathy (Cha)
Level: Psion 3
Display: Vi, Au
Manifestation Time:
1 action
Range: Personal
Target: You
Duration: 1 round/level
(D)
Power Points: 5
The manifester’s mind splits into two
independent parts. Each part functions in complete autonomy, like two characters
in one body. The newly partitioned mind does not control the body physically but
is free to take one partial action each round that is completely mental (such as
manifesting a power). Both minds communicate with each other telepathically.
Both can use psionic powers, even at the same time, although both draw from the
same power point pool. All powers manifested by the newly partitioned
personality cost a number of power points equal to their standard cost
+2.
This effect allows the character to take an extra partial action each
round, either before or after his or her regular action, as long as that action
is the manifestation of a power or some other nonphysical activity. Manifesting
powers in threatened areas still provokes attacks of opportunity.
If the
manifester is subjected to a compulsion or charm effect while of two minds, make
a second saving throw if the manifester fails the first. If both fail, then
schism ends and the character is affected normally by the power. If one fails,
the other part of the character’s mind is still free to act
normally.
Note: The spell haste does not function on a
“split-minded” creature due to its fragmented consciousness. Other
spells and powers designated by the DM are likewise unlikely to function, or at
the very best, to affect only one of the personalities.
See Invisibility
Clairsentience (Wis)
Level: Psion 2
Display: Vi
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area:
Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Power
Resistance: No
Power Points: 3
The manifester sees any objects or beings
that are invisible, as well as any that are astral or ethereal, as if they were
normally visible.
The power does not reveal the method used to obtain
invisibility, although an astral traveler is easy to identify if he or she has a
silver cord. It does not reveal illusions or enable the character to see through
opaque objects. It does not reveal creatures that are simply hiding, concealed,
or otherwise hard to see.
See Sound
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 10 minutes/level (D)
Power Points: 1
The manifester
experiences sound translated through visual sensation (by sight). The manifester
must be able to see normally or also have feel light active. The
manifester’s eyes convert sound to light: he or she can see sound even in
darkness, as long as some noise is present to give objects shape. The manifester
is “blinded” in complete silence. The character’s range of
sight does not change.
If the manifester’s ears are working normally,
the expanded reception gives a +1 enhancement bonus on all Listen checks. If
used in conjunction with feel light, the bonus is +2.
Sending
Psychoportation (Dex)
Level: Psion 5
Display: Me
Manifestation
Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round
(see text)
Saving Throw: None
Power Resistance: No
Power Points:
9
The manifester contacts a particular creature with whom he or she is
familiar and sends a short message of twenty-five words or less to the subject.
The subject recognizes the manifester if it knows him or her. It can answer in
like manner immediately. Creatures with Intelligence scores as low as 1 can
understand the sending, though the subject’s ability to react is limited
normally by its Intelligence. Even if the sending is received, the subject
creature is not obligated to act upon it in any manner.
If the creature in
question is not on the same plane of existence as the manifester is, there is a
5% chance that the sending does not arrive. (Local conditions on other planes
may worsen this chance considerably, at the DM’s option.)
Sense Link
Telepathy (Cha) [Mind-Affecting]
Level: Psion 1
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:
1
The manifester senses what the subject creature 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 subject creature’s senses could be enhanced by other powers or
items, if desired, allowing the manifester the same enhanced sense. The
manifester is subject to any gaze attack met by the subject creature (if the
linked sense is sight). A successful negate psionics manifested on the
manifester or the linked creature ends the power. With respect to the
manifester’s own blindness, deafness, and so on, the linked creature is an
independent sensory organ. When linked to a subject, the manifester make his or
her own perception checks, such as Spot and Listen, regardless of the
subject’s Spot and Listen results, if any.
Sense Psionics
Telepathy (Cha)
Level: Psion 5
Display: Vi
Manifestation Time: 1
action
Range: 1 mile/level
Area: 1 mile/level radius emanation centered on
you
Duration: 1 hour/level
Saving Throw: None
Power Resistance: Yes
(see text)
Power Points: 9
The manifester detects all psionic activity
anywhere within range. He or she knows direction and distance from him or her to
within 60 feet and the discipline of the power being used, but no other
information is revealed. All powers of 8th level or less are ineffectual in
preventing sense psionics from detecting psionic activity.
Sense Psychoportation
Psychoportation (Dex)
Level: Psion 2
Display: Vi
Manifestation
Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: A circle,
centered on you, with a radius of 100 ft. + 10 ft./level
Duration: 1
hour/level (D)
Saving Throw: No
Power Resistance: No
Power Points:
3
The manifester senses the use of various Psychoportation powers and similar
spells within the area. The manifester senses the use of these powers whether or
not he or she can directly see them. When the manifester senses the use of a
specified effect, he or she knows exactly where the creature is using the power.
Sensitivity to Psychic Impressions
Clairsentience (Wis)
Level: Psion 2
Display: Au, Ma
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Area within
a 25-ft. + 5 ft./2 levels-radius spread, centered on you
Duration:
Concentration, up to 10 minutes/level (D)
Saving Throw: None
Power
Resistance: No
Power Points: 2
The manifester gains historical vision in a
given location.
The types of events most likely to leave psychic impressions
are those that elicited strong emotions: battles and betrayals, marriages and
murders, births and great pain, or any other event where one emotion dominates.
Everyday occurrences leave no residue for the manifester to detect.
The
vision of the event is dreamlike and shadowy. The manifester does not gain
special knowledge of those involved in the vision, though he or she might be
able to read large banners or other writing if they are in an understood
language.
The manifester can sense one distinct event per round of
concentration, if any exist at all. This sensitivity extends into the past a
number of years equal to 100 x the manifester’s level.
Sequester
Clairsentience (Wis)
Level: Psion 7
Display: None
Manifestation
Time: 1 action
Range: Touch
Target: One creature or one object (up to a
2-ft. cube/level) touched
Duration: 1 day/level (D)
Saving Throw: Will
negates (object)
Power Resistance: Yes (object)
Power Points: 13
This
power not only prevents Clairsentience powers from working to detect or locate
the creature or object affected by sequester, it also renders the affected
creature or object invisible to any form of sight or seeing. The power does not
prevent the subject from being discovered through tactile means or through the
use of devices. Living creatures (and even undead creatures) affected by
sequester become comatose and are effectively in a state of suspended animation
until the power wears off or is negated.
Note: The Will save prevents a
character from being sequestered. There is no saving throw to see the
sequestered creature or object or to detect it with a Clairsentience
power.
Sever the Tie
Psychokinesis (Con)
Level: Psion 2
Display: Au, Ma
Manifestation
Time: 1action
Range: Medium (100 ft. + 10 ft./level)
Area: Several undead
creatures within a 10-ft.-radius burst
Duration: Instantaneous
Saving
Throw: Will half
Power Resistance: Yes
Power Points: 3
This power
disrupts an undead creature’s tie to the Negative Energy Plane, damaging
or destroying the creature. The power deals 3d8 points of damage to all undead
within the area. Undead that are brought to 0 hit points or below by use of the
power fall limply and molder into dust (if corporeal), or slowly disperse (if
incorporeal).
Shadow Body
Psychometabolism (Str)
Level: Psion 8
Display: Au
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
(D)
Power Points: 15
The manifester’s body and all equipment are
subsumed by his or her shadow, which grants the character several powerful
resistances and abilities.
As a living shadow, the character blends perfectly
into any other shadow and vanish in darkness. The character appears as an
unattached shadow in areas of full light. He or she can move at his or her
normal speed, but can move on any surface, including walls and ceilings, as well
as across the surfaces of liquids—even up the face of a
waterfall.
While in shadow form, the character can be detected by powers that
detect thoughts, life, or presences (including true seeing), or by suspicious
movements in lighted areas. The character cannot harm anyone physically or
manipulate any object, but can use psionic powers normally. Using psionic powers
may attract notice, but if the character remains in a shadowed area, he or she
adds +15 to Hide checks. The character is nearly undetectable in darkness
(although certain power displays could briefly pinpoint the exact
location).
The character gains damage reduction 50/+5. 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.
Shapechange
Psychometabolism (Str)
Level: Psion 9
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 10 minutes/level
Power Points: 17
The manifester change
his or her form to that of any single creature of less than deity status
(including unique dragon types, or the like) or any single object. The assumed
form can be no smaller than a flea and no larger than 200 feet in its largest
dimension. This power allows incorporeal forms to be assumed. The character can
become just about anything he or she is familiar with. The character can change
form once each round as a free action. The change takes place either immediately
before the character’s regular action or immediately after it, but not
during the action.
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 supernatural abilities), and similar gross physical
qualities. The character also gains the extraordinary abilities of the new form.
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 that 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 does not revert to its original form, thus a
creature’s poison is effective.
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 gains the new form’s type in place of his or her
own.
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 extraordinary
abilities, psionics, spells, and spell-like abilities, but not supernatural
abilities.
The character does not gain the supernatural 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.
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.
A
natural shapeshifter (a lycanthrope, doppelganger, experienced druid, etc.) can
take its natural form as a standard action.
Shield of Prudence
Clairsentience (Wis)
Level: Psion 6/Psychic Warrior 6
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 11
The manifester’s awareness extends a few
fractions of a second into the future. The character gains a +6 insight bonus to
AC. If the character is caught flat-footed, shield of prudence still grants a +4
insight bonus to AC.
Skate
Psychoportation (Dex)
Level: Psion 1/Psychic Warrior 1
Display: Vi,
Ma
Manifestation Time: 1 action
Range: Touch
Target: You or one willing
creature or one object (total weight up to 100 lb./level)
Duration: 1
minute/level (D)
Saving Throw: None
Power Resistance: No
Power Points:
1
The manifester, another willing creature, or an unattended object can slide
along solid ground as if on smooth ice. If skate is manifested on the manifester
or another creature, the subject of the power retains equilibrium by mental
desire alone, allowing him or her to skate along the ground, turn, or stop
suddenly as desired. The subject’s base speed is equal to his or her
normal speed +15 while the duration lasts. The subject can skate up or down any
incline or decline he or she could normally walk upon without mishap, though
skating up an incline reduces the subject’s speed to the normal rate,
while skating down a decline adds +30 to the skater’s normal speed. This
benefit counts as an enhancement bonus.
If manifested on an object, treat the
object as weighing only one-tenth of its normal weight for purposes of dragging
it along the ground.
Spider Climb
Psychoportation (Dex)
Level: Psion 1
Display: Ma
Manifestation
Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10
minutes/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes
(harmless)
Power Points: 1
The subject can climb and travel on vertical
surfaces or even traverse ceilings as well as a spider does. The affected
creature must have bare hands and feet to climb in this manner. The subject
climbs at half its speed. A creature with a Strength score of at least 20 +1 per
manifester level can pull the subject off a wall.
Steadfast Gaze
Clairsentience (Wis)
Level: Psion 1
Display: Vi
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
(D)
Power Points: 1
The manifester gains immunity to all gaze attacks
while the duration lasts.
Steadfast Perception
Clairsentience (Wis)
Level: Psychic Warrior 4
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 7
The manifester gains a
+4 enhancement bonus on saving throw to resist all figments, glamers, and other
illusory effects. Moreover, the manifester’s Spot and Search skills
receive a +2 enhancement bonus while this power remains in effect.
Stomp
Psychokinesis (Con)
Level: Psion 1
Display: Au, Vi
Manifestation
Time: 1 action
Range: 20 ft.
Area: Two-dimensional “cone” (see
text)
Duration: Instantaneous
Saving Throw: Reflex negates
Power
Resistance: No
Power Points: 1
This power creates a shock wave that
travels along the ground, toppling creatures and loose objects. The area is
conelike but extends in only two dimensions, flat along the ground (creatures in
the air above the shock wave are not affected). All creatures standing in the
area who fail their Reflex saves are thrown to the ground and take 1d4 subdual
damage in the process. Rising from a prone position is a move-equivalent
action.
Sudden Minor Creation
Metacreativity (Int)
Level: Psion 2/Psychic Warrior 2
Display:
Ma
Manifestation Time: 1 action
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:
3
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.
Suggestion
Telepathy (Cha) [Compulsion, Mind-Affecting, Language-Dependent]
Level:
Psion 2
Display: Au
Manifestation Time: 1 action
Range: Close (25 ft. +
5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or
until completed
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 3
The manifester influences the actions of the subject creature 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 creature 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 subject finishes what he or she was 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.
Suspend Life
Psychometabolism (Str)
Level: Psion 6/Psychic Warrior 6
Display:
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: Instantaneous
Power Points: 11
The manifester can place
him or herself into a trance so deep that all his or her life functions are
essentially halted. Even powers that detect life or thought are incapable of
determining that the character yet lives. While suspended, the character feels
the passage of one day for every year that actually passes. Though on a slower
schedule, the character grows hungry after a “day” without food
(though a year may pass in actuality) and begins to suffer the effects of thirst
and starvation as appropriate. The character is also aware of his or her
surroundings, though events that take less time than 10 minutes occur too
quickly for the character to note them. If the character takes damage, he or she
comes out of the trance in 4 rounds. If the character chooses to come out of the
trance voluntarily, it takes 10 rounds. Once the character leaves the trance, he
or she must manifest this power once more to return to a state of
suspension.
Sustenance
Psychometabolism (Str)
Level: Psion 2
Display: Ma
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration:
Instantaneous
Power Points: 3
The manifester can go without food and water
for one day.
Tailor Memory
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 4
Display:
Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One humanoid of Medium-size or smaller
Duration:
Instantaneous
Saving Throw: Will negates (see text)
Power Resistance:
Yes
Power Points: 7
The manifester inserts a memory of his or her own
choosing in your subject’s mind. A manifester can insert a memory of up to
1 round duration per four manifester levels. The manifester chooses when the
fake event occurred any time within the last week. The manifester can’t
read the subject’s memory with this power.
Tailoring a memory is
tricky, because if it is not done right, the subject’s mind recognizes the
“memory” as false. Dissonance occurs if the manifester inserts a
memory that is out of context with the subject’s past experience. The
subject gains a bonus of +1 to +4 to his or her saving throw, depending on the
magnitude of dissonance created by specifying an out-of-context memory, as
determined by the DM. Likewise, inserting a memory of the subject taking an
action against his or her nature grants a +1 to +4 bonus, depending on the type
of memory inserted. Inserting a memory that couldn’t possibly be true
causes the power to fail automatically.
Talons
Psychometabolism (Str)
Level: Psion 0/Psychic Warrior 0
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute
Power Points: 1
The manifester’s unarmed
attacks deal +1 damage (normal instead of subdual damage). Equally important,
the character is considered armed and thus does not draw an attack of
opportunity for an unarmed attack. The +1 damage bonus stacks with the base
damage granted by the various claw powers.
Telekinesis
Psychokinesis (Con)
Level: Psion 4/Psychic Warrior 4
Display: Vi
Manifestation Time: 1 action
Range: Long (400 ft. + 40
ft./level)
Target or Targets: See text
Duration: Concentration, up to 1
round/level, or instantaneous (see text)
Saving Throw: Will negates (object)
(see text)
Power Resistance: Yes (object) (see text)
Power Points:
7
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 25 pounds per manifester level up to 20 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 10 feet (1d6 points).
Telekinetic Sphere
Psychokinesis (Con) [Force]
Level: Psion 8
Display:
Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: 1-ft.-diameter/level sphere, centered on creatures or
objects
Duration: 1 minute/level (D)
Saving Throw: Reflex negates
(object)
Power Resistance: Yes (object)
Power Points: 15
A globe of
force encloses a creature or object, provided it is small enough to fit within
the diameter of the sphere. The sphere contains its subject for the
power’s duration. The sphere is not subject to damage of any sort except
from a third eye negate (or similar magical items), disintegrate, or a targeted
negate psionics power. These destroy the sphere without harm to the subject.
Nothing can pass through the sphere, inside or out, though the subjects can
breathe normally.
Creatures or objects inside the globe are nearly
weightless. Anything contained within a telekinetic sphere weighs only
one-sixteenth of its normal weight. The manifester can telekinetically lift
anything in the sphere that normally weighs up to 5,000 pounds. Telekinetic
control extends to a maximum distance of medium range from the manifester (100
feet + 10 feet per manifester level) after the sphere has actually encapsulated
its contents.
The manifester moves objects or creatures in the sphere by
concentrating on them. The sphere begins moving the round after manifesting the
power. A round’s concentration (a standard action) moves the sphere up to
30 feet. If the manifester ceases concentrating, the sphere does not move that
round (if on a level surface) or descends at its falling rate (if aloft) until
it reaches a level surface, the power’s duration ends, or the manifester
begins concentrating again. Because of the reduced weight, the sphere falls at a
rate of only 60 feet per round, which is not fast enough to cause damage to its
contents. If the manifester ceases concentrating (voluntarily or due to failing
a Concentration check), he or she can resume concentrating on his or her next
turn or any later turn during the power’s duration. The manifester can
move the sphere telekinetically even if he or she is in it.
Note that even if
more than 5,000 pounds of weight is englobed, the perceived weight is only
one-sixteenth of the actual weight, so the sphere can be rolled without
exceptional effort.
Telempathic Projection
Telepathy (Cha) [Charm, Mind-Affecting]
Level: Psion 0
Display:
Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Area: One living creature
Duration: 1 minute/level
Saving
Throw: Will negates
Power Resistance: Yes
Power Points: 1
The
manifester can alter the subject’s mood. An affected creature feels the
new emotion, but telempathic projection cannot radically change its emotional
state. Instead, the power adjusts its emotions by one step. The manifester can
grant up to a +1 bonus on his or her own (or others’) attempts at Bluff,
Diplomacy, Intimidate, and Perform actions with affected creatures, assuming the
manifester adjusts the subject’s emotions in the proper direction (the
manifester could also inflict a –1 penalty on similar
interactions).
Teleport
Psychoportation (Dex) [Teleportation]
Level: Psion 5
Display:
Vi
Manifestation Time: 1 action
Range: Personal and touch
Target: You
and touched objects or other touched willing creatures weighing up to 50
lb./level
Duration: Instantaneous
Saving Throw: None and Will negates
(object)
Power Resistance: No and Yes (object)
Power Points: 9
This
power instantly transports the manifester to a designated destination. Distance
is not a factor, but interplanar travel is not possible. The manifester can
bring along objects and willing creatures totaling up to 50 pounds per
manifester level. Only objects held or in use (attended) by another person
receive saving throws and power resistance.
The manifester must have some
clear idea of the location and layout of the destination. The clearer the mental
image, the more likely the teleportation works. Areas of strong physical,
psionic, or magical energies may make teleportation more hazardous or even
impossible.
Note: Teleportation is instantaneous travel through the Astral
Plane. Anything that blocks astral travel also blocks teleportation.
To see
how well the teleportation works, roll d% and consult the table
below.
On Off Similar
Familiarity Target Target Area Mishap
Very
familiar 01–97 98–99 100 —
Studied
carefully 01–94 95–97 98–99 100
Seen
casually 01–88 89–94 95–98 99–100
Viewed
once 01–76 77–88 89–96 97–100
Description 01–52 53–76 77–92 93–100
False
destination — — 81–92 93–100
(1d20+80)
Familiarity: “Very familiar” is a place where the
manifester has been very often and where he or she feels at home. “Studied
carefully” is a place known well, either because the manifester has been
there often or has used other means to study the place. “Seen
casually” is a place that the manifester has seen more than once but with
which he or she is not very familiar. “Viewed once” is a place that
the manifester has seen once, possibly using psionics. “Description”
is a place whose location and appearance are know through someone else’s
description, perhaps even from a precise map.
“False destination”
is a place that doesn’t exist. When traveling to a false destination, roll
1d20+80 to obtain results on the table, rather than rolling d%, since there is
no real destination for the manifester to arrive at or even be off target
from.
On Target: The manifester appears where he or she wants to be.
Off
Target: The manifester appears safely a random distance away from the
destination in a random direction. Distance off target is 1d10x1d10% of the
distance that was to be traveled.
Similar Area: The manifester winds up in an
area that’s visually or thematically similar to the target area.
Generally, the manifester appears in the closest similar place, but since the
power has no range limit, he or she could conceivably wind up somewhere else
across the globe.
Mishap: The manifester and anyone else teleporting with him
or her have gotten “scrambled.” Each character suffers 1d10 points
of damage, and reroll on the chart to see where the characters wind up. For
these rerolls, roll 1d20+80. Each time “Mishap” comes up, the
characters suffer more damage and must reroll.
Teleportation Circle
Psychoportation (Dex) [Teleportation]
Level: Psion 8
Display:
Me
Manifestation Time: 10 minutes
Range: Touch
Effect: A circle up to 5
ft. in radius that teleports those who activate it
Duration: 10 minutes/level
(D)
Saving Throw: None
Power Resistance: Yes
Power Points: 15
This
power creates a circle on the floor or other horizontal surface that teleports
(with no chance for error) any creature who stands on it to a designated spot.
Once the manifester designates the destination for the circle, it can’t be
changed. The power fails if the manifester attempts to set the circle to
teleport creatures into a solid object, to a place with which the manifester is
not familiar and have no clear description, or to another plane.
The circle
itself is subtle and nearly impossible to notice. If the manifester intends to
keep creatures from activating it accidentally, he or she needs to mark the
circle in some way.
The DC for a rogue (only) to use the Search skill to find
the circle and thwart it with Disable Device is 34.
Teleport Trigger
Psychoportation (Dex) [Teleportation]
Level: Psion 5
Display:
Ma
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level (D)
Power Points: 9
The manifester specifies
a situation whereby he or she automatically manifests a teleport power to a
predetermined location (the manifester must know the teleport power and have
sufficient power points to pay its cost). The teleport occurs on the initiative
count immediately after the specified situation, even if the manifester is
flat-footed or if he or she has already taken a normal action. Specified
situations can be general or specific. Otherwise, rules for teleportation work
normally.
Teleport without Error
Psychoportation (Dex) [Teleportation]
Level: Psion 7
Display:
Vi
Manifestation Time: 1 action
Range: Personal and touch
Target: You
and touched objects or other touched willing creatures weighing up to 50
lb./level
Duration: Instantaneous
Saving Throw: None and Will negates
(object)
Power Resistance: No and Yes (object)
Power Points: 13
This
power instantly transports the manifester to a designated destination. Distance
is not a factor, but interplanar travel is not possible. The manifester can
bring along objects and willing creatures totaling up to 50 pounds per
manifester level. Only objects held or in use (attended) by another person
receive saving throws and power resistance.
The manifester must have at least
a reliable description of the place to which he or she is teleporting. If the
manifester attempts to teleport with insufficient information (or with
misleading information), he or she disappears and simply reappear in the
original location. Areas of strong physical, psionic, or magical energies may
make teleportation more hazardous or even impossible.
Note: Teleportation is
instantaneous travel through the Astral Plane. Anything that blocks astral
travel also blocks teleportation.
Temporal Acceleration
Psychoportation (Dex)
Level: Psion 8
Display: None
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 2 rounds (apparent
time)
Power Points: 15
The manifester speeds up so greatly that all other
creatures seem frozen, though they are actually still moving at their normal
speeds. The manifester is free to act for 2 rounds of apparent time. Normal and
magical fire, cold, acid, and the like can still harm the manifester. While
temporal acceleration is in effect, other creatures are invulnerable to the
manifester’s at tacks and powers; however, he or she can manifest powers
and leave their effects to appear when the temporal velocity power ends. (The
powers’ durations do not begin until the temporal velocity duration is
over.)
The manifester cannot move or harm items held, carried, or worn by a
creature stuck in the standard time frame, but can affect any item that is not
in another creature’s possession.
The manifester is undetectable while
temporal velocity lasts. He or she cannot enter an area protected by a null
psionics field or by powers or spells that neutralize high-level powers or
spells.
When temporal acceleration lapses, the manifester is disoriented on
his or her return to the standard time frame. He or she suffers a –2
penalty on all attack rolls, saving throws, and skill checks for 1
round.
Temporal Velocity
Psychoportation (Dex)
Level: Psion 9
Display: None
Manifestation
Time: 1 action
Range: Personal
Target: You
Duration: 3d4 rounds
(apparent time)
Power Points: 17
The manifester speeds up so greatly that
all other creatures seem frozen, though they are actually still moving at their
normal speeds. The manifester is free to act for 3d4 rounds of apparent time.
Normal and magical fire, cold, acid, and the like can still harm the manifester.
While temporal velocity is in effect, other creatures are invulnerable to the
manifester’s at tacks and powers; however, he or she can manifest powers
and leave their effects to appear when the temporal velocity power ends. (The
powers’ durations do not begin until the temporal velocity duration is
over.)
The manifester cannot move or harm items held, carried, or worn by a
creature stuck in the standard time frame, but can affect any item that is not
in another creature’s possession.
The manifester is undetectable while
temporal velocity lasts. He or she cannot enter an area protected by a null
psionics field or by powers or spells that neutralize high-level powers or
spells.
When temporal velocity lapses, the manifester is disoriented on his
or her return to the standard time frame. He or she suffers a –2 penalty
on all attack rolls, saving throws, and skill checks for half the number of
rounds (round down) he or she was accelerated.
Thrall
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 9
Display:
Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Target: One humanoid of Medium-size or smaller
Duration:
Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power
Points: 17, XP cost
The manifester permanently controls the actions of any
humanoid of Medium-size or smaller. The manifester establishes a telepathic link
with the subject’s mind. If the manifester and the subject share a common
language, the manifester can generally force the subject to perform as he or she
desires, within the limits of the subject’s abilities. If no common
language is shared, the manifester can only communicate basic commands. The
manifester knows what the subject is experiencing but does not receive direct
sensory input from him or her.
Subjects resist this control, and those forced
to take actions against their natures receive a new saving throw with a penalty
of -10. If the subject succeeds at the save, the action is not taken, but the
subject remains under the manifester’s control. Once a subject of thrall
makes a successful saving throw to resist a specific order, it makes all future
saving throws to resist taking that specific action without a penalty.
Obviously self-destructive orders may be carried out if the above save is
failed. 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.
The only way to
dissolve thralldom is through the successful manifestation of another thrall
power, manifested with the intention of freeing the thrall, or the successful
use of the spell disjunction.
XP Cost: 5,000 XP.
Time Hop
Psychoportation (Dex)
Level: Psion 3
Display: Vi, Au (see
text)
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Any object or creature whose weight is 600 lb. or
less
Duration: Instantaneous
Saving Throw: Will negates
Power
Resistance: Yes
Power Points: 5
The subject of the power hops forward in
time 3d6 rounds (always into the future, never into the past). In effect, the
subject seems to disappear, then reappear after 3d6 rounds. The subject
reappears in exactly the same orientation and condition as before. For the
subject, no time has passed at all.
If the space from which the subject
departed is occupied upon his or her return to the time stream, he or she
appears in the closest unoccupied space, still in his or her original
orientation. Determine the closest space randomly if necessary.
Time Regression
Psychoportation (Dex)
Level: Psion 9
Display: None
Manifestation
Time: 1d4+1 rounds
Range: Personal
Target: You
Duration:
Instantaneous
Power Points: 17, XP cost
The manifester can regress
apparent time 1d4+1 rounds into the past. The power regresses time to the point
along the timestream when the manifester first began manifesting the power (the
manifester still has to pay the XP cost of the power, however). Once the
manifester has regressed, only he or she retains knowledge of the next 1d4+1
rounds; however, the manifester can communicate that knowledge verbally to
companions, if desired. During the rounds that the manifester lives through a
second time, he or she can act on knowledge gained by living through the
immediate future.
XP Cost: Each manifestation costs 500 XP.
Trace Teleport
Psychoportation (Dex) [Teleportation]
Level: Psion 6
Display:
Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10
ft./level)
Area: Circle, centered on you, with a radius of 100 ft. + 10
ft./level
Effect: Traces the teleportation of any object or creature whose
weight does not total more than 300 lb./level
Duration: 1 hour/level
(D)
Saving Throw: Will negates (foils trace)
Power Resistance: Yes (foils
trace)
Power Points: 11
The manifester can trace the origination or
destination of any teleportation made by others within the area. He or she can
trace both psionic and magical teleportations. The manifester must pierce the
power resistance of creatures that possess it for a successful trace, but the
creature conducting the teleportation can make a Will save to foil the
trace.
For purposes of this power, “trace” means the manifester
could teleport to the location him or herself if so desired (and knew the
teleport power), as if he or she had “seen casually” the trace
location. This power does not grant any information on the conditions at the
other end of the trace beyond mental
coordinates.
Trinket
Metacreativity (Int)
Level: Psion
0
Display: Ma
Manifestation Time: 1 round
Range: 0
Effect: One
unattended, nonmagical object of nonliving plant matter, up to 1 cu.
in.
Duration: 1 minute
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 inch. 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 manifester cannot create a dried herb,
poison, or other distillate of dead plant matter that has a special secondary
effect.
True Concussion
Psychokinesis (Con)
Level: Psion
7
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: 13
The target is
pummeled with for 13d6 points of damage. The manifester may choose to have the
power deal an equal amount of subdual damage instead.
True 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.
True Creation
Metacreativity
(Int)
Level: Psion 8
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:
Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 15,
XP cost
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.
Items created are permanent
and cannot be negated by dispelling magic or negating powers. For all intents
and purposes, these items are completely real.
XP Cost: The XP cost equals
10 times the cost of the item in gold pieces, or a minimum of 1
XP.
True Domination
Telepathy (Cha) [Compulsion, Mind-Affecting]
Level: Psion 8
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: 15
The manifester can control the actions of any humanoid of
Medium-size or smaller. The manifester establishes a telepathic link with the
subject’s mind. If the manifester and the subject share a common language,
the manifester can generally force the subject to perform as he or she desires,
within the limits of the subject’s abilities. If no common language is
shared, the manifester can only communicate basic commands. The manifester knows
what the subject is experiencing but does not receive direct sensory input from
him or her.
Subjects resist this control, and those forced to take actions
against their natures receive a new saving throw with a penalty of -10. If the
subject fails the save, the action is carried out, but on a success the power is
broken. Obviously self-destructive orders may be carried out if the above save
is failed. 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.
True Metabolism
Psychometabolism (Str)
Level: Psion 9
Display: Ma
Manifestation
Time: 1 full round
Range: Personal
Target: You
Duration: 1
minute
Power Points: 17
The manifester regenerates 10 hit points every
round for 1 minute.
True Seeing
Clairsentience (Wis)
Level: Psion 5
Display: 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 confers on the subject the ability
to see all things as they actually are. The subject sees through normal and
magical or psionic darkness, notices secret doors hidden by magic or psionics,
sees the exact locations of creatures or objects under blur or displacement
effects, sees invisible creatures or objects normally, sees through illusions,
sees through falsified sensory input, and sees the true form of polymorphed,
changed, or transmuted things. Further, the subject can focus his or her vision
to see into the Ethereal Plane. The range of true seeing conferred is 120
feet.
True seeing, however, does not penetrate solid objects. It in no way
confers X-ray vision or its equivalent. It does not cancel concealment,
including that caused by fog and the like. True seeing does not help the viewer
see through mundane disguises, spot creatures that are simply hiding, or notice
secret doors hidden by mundane means. In addition, the power effects cannot be
further enhanced with known psionics or magic.
True
Telekinesis
Psychokinesis (Con)
Level: Psion 9
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: 17
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 500 pounds per manifester level
up to 100 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 160 feet (16d6 points).
Ubiquitous Vision
Clairsentience (Wis)
Level: Psion 3/Psychic Warrior 3
Display:
Vi
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 2 rounds/level (D)
Saving Throw: None
Power Resistance:
No
Power Points: 5
This power grants the manifester reduced penalties and
bonuses in specific situations. In effect, the manifester has a 360-degree
sphere of sight, allowing him or her perfect view of creatures that might
otherwise flank the manifester. Thus, flanking opponents gain no bonus on their
attack rolls instead of +2, and rogues are denied their sneak attack because the
character does not lose his or her bonus to Dexterity (but they may still sneak
attack if the character is caught flat-footed). The character’s Spot
checks gain a +3 enhancement bonus, and his or her Search checks gain a +1
enhancement bonus. Concurrently, the character suffers a –4 enhancement
penalty on saves against all gaze attacks during the power’s
duration.
Ultrablast
Telepathy (Cha) [Mind-Affecting]
Level: Psion 7
Display: Au (see
text)
Manifestation Time: 1 round
Range: Medium (100 ft. + 10
ft./level)
Area: Several living creatures within a 15-ft.-radius
burst
Duration: Instantaneous
Saving Throw: Will half
Power Resistance:
Yes
Power Points: 13
The manifester “grumbles” psychically for
1 round (which both psionic and nonpsionic creatures can detect), then release a
shriek that deals 13d4 points of damage.
Undead Sense
Clairsentience (Wis)
Level: Psion 3
Display: Vi
Manifestation
Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Spread of
25-ft.-radius + 5 ft./2 levels, centered on you
Duration: 10 minutes/level
(D)
Saving Throw: None
Power Resistance: No
Power Points: 5
The
manifester senses the presence of undead. While the duration lasts, the
manifester becomes aware of the presence of undead within the affected space and
their general location. The type of undead is not revealed, but numbers
are.
Valor
Psychometabolism (Str)
Level: Psychic Warrior 0
Display:
Au
Manifestation Time: See text
Range: Personal
Target: You
Power
Points: 1
The manifester can immediately apply a +1 morale bonus on a saving
throw.
A character can manifest this power instantly, quickly enough to gain
the +1 morale bonus on a saving throw 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.
Verve
Psychometabolism (Str)
Level: Psion 0/Psychic Warrior 0
Display: Ma,
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute (D)
Power Points: 1
The manifester gains 1
temporary hit point. This hit point does not stack with temporary hit points
from other sources or with additional uses of verve.
Vigilance
Clairsentience (Wis)
Level: Psychic Warrior 2
Display:
Me
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 hour/level
Saving Throw: None
Power Resistance:
No
Power Points: 3
The manifester gains the ability to see 30 feet in
total darkness, fog, silty water, dust-laden air, and similar vision-impairing
media. Vision is black and white only but otherwise like normal sight. In
magically obscured regions, such as magical darkness or fog, vigilance allows
the character to see only 10 feet. The power does not grant the ability to see
through solid objects.
Vigor
Psychometabolism (Str)
Level: Psion 1/Psychic Warrior 1
Display: Ma,
Ol
Manifestation Time: 1 action
Range: Personal
Target:
You
Duration: 1 minute/level (D)
Power Points: 1
The manifester gains 3
temporary hit points per manifester level (maximum 18 hit points). These hit
points do not stack with temporary hit points from other sources or with
additional uses of vigor.
Wall of Ectoplasm
Metacreativity (Int)
Level: Psion 4
Display: Vi (see
text)
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Wall whose area is up to one 10-ft. square/level or a sphere
or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level
(D)
Saving Throw: None
Power Resistance: No
Power Points: 7
The
manifester fashions a wall of ectoplasm, imbuing it with solidity. The wall
cannot move and is immune to damage of all kinds. Wall of ectoplasm is
susceptible to powers that negate psionics, but it gains a +4 bonus on any check
to determine if the wall is negated. Spells, powers, and breath weapons cannot
pass through the wall in either direction, although psychoportive travel can
bypass the barrier. It blocks ethereal creatures as well as material creatures
(though ethereal creatures can usually get around the wall by floating under or
over it through material floors and ceilings). The wall is opaque, so neither
vision nor gaze attacks operate through it.
The manifester can form the wall
into a flat, vertical plane whose area is up to one 10-foot square per level or
into a sphere or hemisphere with a radius of up to 1 foot per level.
The wall
of ectoplasm must be continuous and unbroken when formed. If its surface is
broken by any object or creature, the power fails.
Whitefire
Metacreativity (Int) [Fire]
Level: Psion 3
Display: Vi (see
text)
Manifestation Time: 1 action
Range: Long (400 ft. + 40
ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving
Throw: Reflex half
Power Resistance: Yes
Power Points: 5
Whitefire
deals 5d4 points of fire damage to all creatures within the area the manifester
designates (he or she must be able to see the target area or a portion of it).
Unattended objects also take damage.
Whitefire sets fire to combustibles and
damages objects in the area. It can melt metals with a low melting
point