Psionics

Twinkle

Powers are presented as they are in the Psionics Handbook. You can choose which powers to view, and in what order they will be presented.

You can choose to sort by name, level, discipline, or descriptor (Fire, Compulsion, Chaos, etc.) Powers are sorted according to your primary choice below. If two powers have the same discipline/level/whatever, they are sorted according to your secondary method.

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NameLevelDisciplineDescriptorPower Points
Metacreativity [Fire]
Level:
Psion 0
Display:
Auditory
Manifestation Time:
1 standard action
Range:
Touch (see text)
Area:
A 6-inch radius burst centered 6 inches from your pointed finger
Duration:
Instantaneous
Saving Throw:
Reflex half, Fortitude negates (object)
Power Resistance:
Yes, Yes (object)
Power Points:
1

You momentarily create a small globe of rapidly moving sparks of ectoplasmic flame. You may make a touch attack to hit a creature with the globe for 1d3 points of fire damage, however, this is not a classic "touch" power; if you fail the attack roll, you were not able to catch your target in the triggered globe. You cannot "hold the charge".

The sparks may be used to set unattended, mundane paper, dry leaves, cloth, parchment, thin wood, or similar combustable materials aflame. Psionic or attended objects receive a save to negate damage.

All or part of this power is open game content, as described here.

Psionic Sparks0x0MetacreativityFire1
Psychometabolism
Level:
Psion 3
Display:
Auditory (see below)
Manifestation Time:
1 standard action
Range:
Personal
Target:
Object held (see below)
Duration:
See below
Saving Throw:
Will negates (object)
Power Resistance:
Yes (object)
Power Points:
5

This power allows you to absorb any item you're holding into your body. The item must be less than 10% your weight, and less than ¼ your height. The item remains absorbed until you decide to harmlessly expell it (a standard action).

After one hour, whenever you take damage of any sort, you have to make a will save vs. an initial DC of 15, with a bonus to the roll equal to your manifester level. However, starting in the second hour, you take a -2 pentalty to this save, which increases by -2 every hour thereafter. (After six hours, the save is at a -10 penalty. At twelve hours, it's a -14 penalty.) If a save is failed, or if you fall unconcious, the item is forcefully expelled. This causes you to suffer 2d4 damage and forces the item to make a fortitude save vs. DC 20 with a bonus equal to your manifester level. Failure on this save means the item was damaged, or possibly even destroyed.

A successful negate power used on you causes the item to be forcefully expelled. Any teleportation of you forces a will save vs. DC 10, with failure indicating that the item is expelled en route, disintegrating the item and causing 3d6 damage to you. Magical items may make a fortitude save vs. DC 10 to avoid disintegration (generally leaving them intact on the Astral Plane).

You may absorb (through extra uses of this power) multiple items, so long as their combined mass does not exceed 10% of your weight. Items absorbed via the arcane Absorb spell do not count against this limit.

The auditory display happens when you initially manifest the power, when you expel the object, and every time you succeed on a will save to keep the object. You can make a Concentration check when you first manifest the power (DC 15 + power level) to mute the initial display and all subsequent displays.

All or part of this power is open game content, as described here.

Ooze Mimicry3x3Psychometabolism 5
Psychoportation (Teleportation)
Level:
Nomad 7
Display:
Visual
Manifestation Time:
1 standard action
Range:
Touch
Target:
You and touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw:
No and Will negates (object)
Power Resistance:
No and Yes (object)
Power Points:
13

This power works against teleportations as mundane as Dimension Door and as exotic as a Dryad's ability to teleport to her home tree.

You must stand within five feet of the last position of the teleporter while manifesting the power. It fails under three conditions. First, it cannot track someone who teleported away more than five rounds ago. Second, it cannot be used to follow someone who has teleported to another plane or dimension (such as with Plane Shift, Ethereal Jaunt, Shadow Walk, or Maze). Finally, the teleporter to be chased may make a will save vs. a DC of 15 + the teleportation power's level (spell level + 2 if magical, 0 if the teleportation was a supernatural ability, -5 if it was an extraordinary ability) + your intelligence modifier + 5 if the teleportation went awry and the teleporter ended up somewhere he didn't intend. If this save is successful, then the teleporter did not leave enough cross-dimentional ruptures for Chase to track. The teleporter may voluntarily fail this save if he is aware that someone will be tracking him and he wishes the other to follow.

You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all powers where the range is personal and the target is you, you need not make a saving throw, nor is power resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and power resistance.

If the power is successful, then you (and any other targets) are instantly teleported, in a manner similar to Psionic Teleport, by rolling d% on the table below. There is no limit to how far away you can teleport.

Rounds AgoMishap Similar AreaOff TargetOn Target
1 01 02-03 04-100
2 01 02-03 04-06 07-100
3 01-02 03-06 07-12 13-100
4 01-04 05-12 13-24 25-100
5 01-08 09-24 25-48 49-100

On Target: You appear where the previous teleporter ended up.

Off Target: You appear safely a random distance away, and in a random direction, from where the previous teleporter ended up. Distance off target is 100% - d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that's visually or thematically similar to where the previous teleporter ended up. Generally, you appear in the closest similar place on the same plane. If no such area exists within 100 miles per your caster level, the power simply fails instead.

Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. Each time Mishap comes up, the characters take more damage and must reroll.

All or part of this power is open game content, as described here.

Chase, Psionic7x7Psychoportation (Teleportation) 13
Psychokinesis
Level:
Kineticist 6
Display:
Visual
Manifestation Time:
1 standard action
Range:
Touch
Area:
A 10-foot emanation centered on the point you specify
Duration:
10 minutes/level (D)
Saving Throw:
None
Power Resistance:
No
Power Points:
11

You create an area where psionic effects can not be initiated. The emanation is fixed with relation to the planet or plane it is cast on; it cannot be manifested on an object so that it can be moved about.

Any psionic ability triggered by someone or something in the damp, or that creates a non-instantaneous effect within the damp, automatically fails with no saving throw or power resistance roll allowed. However, permanent effects, previously-existing effects, or effects that are created outside the damp can be brought within it.

A Null Psionics Field or another Psychic Damp power that overlaps the area of an existing Psychic Damp causes no extra effect in the overlapping area.

If you are not using the "Psionics are Different" option, this power also blocks spells, spell-like abilities and supernatural abilities.

All or part of this power is open game content, as described here.

Psychic Damp6x6Psychokinesis 11
Telepathy (Compulsion) [Mind-Affecting, Sonic]
Level:
Psion 4
Display:
Mental (see text)
Manifestation Time:
1 standard action
Range:
Personal
Targets:
Chosen creatures within 50 ft. of you
Duration:
Concentration, up to 1 round/level
Saving Throw:
Will negates
Power Resistance:
Yes
Power Points:
7

You manifest a continuous battle cry that prevents you from talking, but does not interfere with your breathing. This battle cry boosts the morale of some while filling others with dread.

You are given one negative point and one positive point for every level you possess. You may give a target in range no more than two points. This represents the effect of the cry on the chosen subject. Each positive point bestows a +1 morale bonus on their attack rolls, ability checks and saving throws, and each negative point bestows a -1 morale penalty to the same rolls. These points stack with each other, but not with other morale bonuses or penalties, not even those from another howl. You may choose yourself as a recipient of points.

Targets receiving points hear the pounding of drums in their head for the duration of the power. Unaffected people in range hear the drums, but only softly. This latter effect is the mental display, and it persists for the duration of the power.

Once a round, as a swift action, you may change the recipients of up to a number of points equal to half your level, rounded down. You can redistribute more at the cost of a move action. All points need not be expended each round. New recipients must be within 50 ft. of you.

Targets that move more than 50 ft. from you lose any bonus/penalty from points they carry. If they come back into range, their points become active again. You may reassign points away from them while they are out of range.

If you are silenced by a gas attack, magical silence, etc, or if you decide to close your mouth, the howl ends, but its echoes persist until the end of the round.

Points have no effect on deaf creatures. Unwilling recipients may make a will save for each point as it is assigned to them. Such points have no effect on the target, though they still count towards the two-point limit. They may be reassigned to different creatures, or even the same creature again. Points that fail due to power resistance are wasted and cannot be reassigned, though they do not count towards the two-point limit.

The power ends after the duration expires, if you are silenced by a gas attack, magical silence, etc, or when you close your mouth or cease concentration.

Augment

For every two additional power points you spend, this power can last one round more.

All or part of this power is open game content, as described here.

Psionic Howl4x4Telepathy (Compulsion)Mind-Affecting, Sonic7
Psychoportation (Teleportation)
Level:
Psychic Warrior 4
Display:
Mental
Manifestation Time:
1 standard action
Range:
Close (25 ft. + 5 ft/2 levels)
Target:
You
Duration:
1 round/level
Power Points:
7

Once per round, before making your first attack, you may choose to teleport momentarily to a position opposite you opponent and attack from there. Immediately after, you return to your original position. This first attack gains a +2 flanking bonus, and if you have at least two attacks, your second attack gets a +2 flanking bonus, too. Any further attacks that round are treated normally.

Alternately, you may use this power defensively. During one attack per round, you may choose to momentarily teleport away and back, giving your opponent a 50% miss chance.

The offensive use of the power has no benefit if a friend of yours is already flanking your opponent, since that already gives you a +2 flanking bonus on every attack.

All or part of this power is open game content, as described here.

Flickeringx44Psychoportation (Teleportation) 7