Encyclopaedia Psionica: World Shapers
| Author | Shannon Kalvar |
| Publisher | Mongoose Publishing |
| Publish date | 2004 |
| OGL Section 15 | epws |
The material below is designated as Open Game Content.
This chapter contains a focused list of psionic disciplines for both psions and psychic warriors. These disciplines directly relate to the metacreativity, psychokinesis and psychoportation psionic disciplines. The entries follow the format established in the SRD.
Abbreviations
Discipline descriptions commonly use the following abbreviations:
Au – for auditory manifestations (a deep hum audible within 100 feet).
Ma – for material manifestations (ectoplasm covers the subject).
Me – for mental manifestations (all living creatures within 30 feet hear a ringing sound in their minds).
Metcre – for metacreativity (the discipline of creating objects from the material of the astral plane).
Ol – for olfactory manifestations (a unique scent familiar to each individual fills a 20 foot area).
Psykin – for psychokinesis (the discipline of manipulating and transforming physical properties).
Psyport – for psychoportation (the discipline of manipulating space and time).
Vi – for visual manifestations (the manifester’s eyes glow with silver fire and rainbow light emanates from him in a 5 foot radius).
Psion Powers
1st-Level Psion Powers
| Metcre | Brace. | Increase the hit points and hardness of a touched object. |
|---|---|---|
| Ectoplasmic Lash. | Creates a weapon that does 1d4 damage with a touch attack. | |
| Mind Sphere. | Creates a floating globe of silvery light. | |
| Psykin | Metaphysical Weapon Transformation. | Cause a weapon to do damage as if made of silver. |
| Psyport | Between Blinks. | You may take one move action as a free action. |
| Object Recall. | Creates a standing boomerang effect. |
2nd-Level Psion Powers
| Metcre | Prismatic Mantle. | Ranged attacks have a chance to miss you equal to 5% per level. |
|---|---|---|
| Sudden Shield. | Absorbs 2 hp/level of damage from one attack directed at a specific target. | |
| Silver Skin. | Create silver armour that halves bludgeoning and slashing damage. | |
| Psykin | Cut the Light. | Deal 3d8 damage to all celestials in a 10 ft. radius. |
| Bear Hand. | Touch attack sends target flying away. | |
| Metapsychic Lens. | Thin the barrier between the Material and Astral planes. | |
| Psyport | Compress Range. | Your ranged attacks are always in point blank range. |
3rd-Level Psion Powers
| Metcre | Embody Thought. | Create a long-lived astral construct to serve you. |
|---|---|---|
| Sphere Storm. | Create 1 glowing sphere per level. | |
| Psykin | Weakening. | Your touch damages the hardness of objects of Medium or smaller size. |
| Indwelling Sphere of Power. | You concentrate your savant powers into a glowing golden ball. | |
| Metaphysical Weapon Infusion. | Change the damage type of a weapon. | |
| Psyport | Displace Attacks. | Attacks aimed at you have a tendency to miss completely. |
4th-Level Psion Powers
| Metcre | Major Sudden Shield. | Creates a shield that absorbs 4 hp/level from an attack. |
|---|---|---|
| Mask of Air. | You create a bubble of ectoplasm that acts as breathable air. | |
| Psykin | Deny Light. | Create a sphere of darkness that absorbs light. |
| Telekinetic Pulse. | You generate a pulse that pushes things back from you. | |
| Psyport | Replay Action. | Force another person to replay their last action. |
5th-Level Psion Powers
| Metcre | Create Seed. | Store a power in a living creature that releases on death. |
|---|---|---|
| Enflesh Thought. | As embody thought but with a stronger construct. | |
| Psykin | Greater Weakening. | You can weaken an object of up to Huge size. |
| Ignite Blade. | You transform a weapon into a shining pilum of fire. | |
| Psyport | Distort Space. | You create a distortion around your targets freezing them in place. |
| Time Rift. | You bring an area of effect attack spell back from the past. |
6th-Level Psion Powers
| Metcre | Astral Structure. | Create a fairly large construction that requires concentration. |
|---|---|---|
| Ectoplasmic Solvent. | Creates a powerful acid that you shape with your mind. | |
| Psykin | Arrow of the Gods. | You generate a bolt of stultifying force that deals 8d6 damage. |
| Burning Gaze. | You may make a gaze attack (2d6 fire damage) each round. | |
| Psyport | Combat Teleportation. | You teleport about the battlefield. |
7th-Level Psion Powers
| Metcre | Ennoble Thought. | As enflesh thought but with a yet stronger construct. |
|---|---|---|
| Psykin | Supreme Weakening. | You can weaken an object of up to Colossal size. |
| Psyport | Deny Action. | You delete a single target’s round from the time stream. |
8th-Level Psion Powers
| Metcre | Tower of the Mind’s Eye. | Creates a substantial dwelling where you command. |
|---|---|---|
| Psykin | Crush Heart. | You reach into the target’s body and squeeze. |
| Psyport | Shear. | You cut something in half by distorting space within it. |
9th-Level Psion Powers
| Metcre | Incarnate Thought. | As ennoble thought but with a massively powerful construct. |
|---|---|---|
| Psykin | Shatter Planar Barrier. | You temporarily remove the distinctions between two planes. |
| Psyport | Negate Actions. | You remove 1d4 rounds of the target’s actions from the time stream. |
| Wrinkle Space. | You create a teleport zone between two familiar places. |
Psychic Warrior Powers
1st-Level Psychic Warrior Powers
| Between Blinks. | You may take one move action as a free action. (Dex) |
|---|---|
| Ectoplasm Lash. | Creates a weapon that does 1d4 damage with a touch attack. (Int) |
| Metaphysical Weapon Transformation. | Cause a weapon to do damage as if made of alchemical silver. (Con) |
| Mind Sphere. | Creates a floating globe of silvery light. (Int) |
| Object Recall. | Creates a standing boomerang effect. (Dex) |
2nd-Level Psychic Warrior Powers
| Compress Range. | Your ranged attacks are always in point blank range. (Dex) |
|---|---|
| Grasp Weapon. | Psychokinetically wrestle for a weapon. (Con) |
| Prismatic Mantle. | Ranged attacks have a chance to miss you equal to 5% per level. (Int) |
| Silver Skin. | Create silver armour that halves bludgeoning and slashing damage. (Int) |
3rd-Level Psychic Warrior Powers
| Displace Attacks. | Attacks aimed at you have a tendency to miss completely. (Dex) |
|---|---|
| Metaphysical Weapon Infusion. | Change the damage type of a weapon. (Con) |
| Sphere Storm. | Create 1 glowing sphere per level. (Int) |
4th-Level Psychic Warrior Powers
| Replay Action. | Force another person to replay their last action. (Dex) |
|---|---|
| Deny Light. | Create a sphere of darkness that absorbs light. (Con) |
| Mask of Air. | You create a bubble of ectoplasm that acts as breathable air. (Int) |
| Telekinetic Pulse. | You generate a pulse that pushes things back from you. (Con) |
5th-Level Psychic Warrior Powers
| Ignite Blade. | You transform a weapon into a shining star of fire that does 4d6 fire damage per hit. (Con) |
|---|---|
| Third Hand. | You cause a weapon to wield itself for a time. (Con) |
6th-Level Psychic Warrior Powers
| Arrow of the Gods. | You generate a bolt of movement-nullifying force that deals 8d6 damage. (Con) |
|---|---|
| Burning Gaze. | You may make a free 2d6 fire damage gaze attack each round. (Con) |
| Combat Teleportation. | You teleport about the battlefield. (Dex) |
Power Descriptions
Arrow of the Gods
Psychokinesis (Con) [Force]
Level: Psion 6/Psychic Warrior 6
Display: Me, Ol
Manifestation Time: 1 action
Range: Long (400 ft.+40 ft./level)
Area: One target
Duration: Instant
Saving Throw: Reflex half (see text)
Power Resistance: Yes
Power Points: 11
You concentrate your psychokinetic powers into a glowing, foot-long bolt of force. The bolt deals 8d6 force damage to its target. The target may make a Reflex save to take half damage. If the target fails the Reflex save, it must make a Fortitude save or be stunned for 2d4 rounds.
Astral Structure
Metacreativity (Int)
Level: Psion 6
Display: Ma, Me, Vi
Manifestation Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: 10 ft. cube/level of astral material in the shape the caster desires
Duration: Concentration
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 11
You channel vast amounts of ectoplasm from the Astral Plane, shaping it into a solid structure fashioned from your thoughts. The structure possesses whatever decorative or functional features you desire. You can create anything you imagine that does not possess complex moving parts or require some kind of chemical reaction to fuel it.
The surface of an astral structure appears opaque from the outside. It glitters faintly with an ever-changing mixture of gold and silver light. If the structure has an interior space, the walls appear translucent allowing those inside to foggily make out approaching objects. Anyone within the structure has a –5 penalty to Spot checks to see anything outside of the structure.
Astral structures last for as long as you maintain concentration. If any part of the structure takes more than 10 points of damage from any single source, you must make a Concentration check (DC 20); failure results in the structure immediately dissolving. The ectoplasm making up the structure has a hardness of 10 along its surface and effectively infinite hit points.
Bear Hand
Psychokinesis (Con)
Level: Psion 2
Display: Ma
Manifestation Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round/level until discharged
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You generate a wave of psychokinetic power focused through your hand. The next Medium-size target you touch must make a Will save or be thrown back 5 feet per manifester level. If the target fails its Will save, it must make an additional Reflex save to avoid being knocked prone and stunned for one round. The touch counts as an unarmed attack that does not provokes an attack of opportunity.
If the target impacts a solid fixed object (like a wall) it takes 1d4 points of nonlethal damage per manifester level (maximum 10d4 damage). The object takes half of that damage.
Any living creature along the line of travel of the original target must make a Reflex save or be struck by the target. If the second creature fails then both it and the original target take 1 point of nonlethal damage per manifester level. Both creatures now occupy the space originally occupied by the second creature. Both creatures are prone and must take a move action to stand up.
Between Blinks
Psychoportation (Dex)
Level: Psion 1/Psychic Warrior 1
Display: Me
Manifestation Time: 1 action
Effect: Take one move action as a free action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Power Resistance: No
Power Points: 3
You create a slight ‘glitch’ in the time stream, a small bubble of ‘no-time’ that you can enter at will. Any time during the duration of the power, you can spend one power point and slip into that bubble. Doing so allows you to take one move action as a free action.
Manifesting this power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.
If something interrupts between blinks during manifestation , or cancels between blinks during the round that you use the effect, you must make a Will save (DC 20) . If you succeed, you come out of the zone of notime with no negative repercussions and the effect is cancelled a normal. If you fail then you may only take either a standard action or a move action each round, for three rounds.
Brace
Metacreativity (Int)
Level: Psion 1
Display: Ma, Vi
Manifestation Time: 1 action
Range: Touch
Target: One object
Duration: Concentration
Saving Throw: None
Power Resistance: No
Power Points: 1
You create a thin running stream of ectoplasm that covers any single inanimate object of up to Medium-size you touch. So long as you remain in contact with the object, the ectoplasm continues to stream forth. As soon as you lose physical contact, the ectoplasm vanishes.
An object covered in ectoplasm by the brace power gains +2 hardness and +10 temporary hit points for the duration of the effect. It also adds +5 to its break DC.
A braced object does not lose any flexibility. Although covered in ectoplasm, it does not become slick to the touch.
Burning Gaze
Psychokinesis (Con) [Fire]
Level: Psion 6/Psychic Warrior 6
Display: Me, Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One target per round
Duration: 1 round/level
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 11
By force of will, you manifest a mobile psychokinetic field that ignites any object entrapped within. During the first round of manifestation, you choose one target that takes 2d6 fire damage. That target may make a Reflex save for half damage. Each round after the first you may, as a free action, switch from the initial target to any other target in range. If you select a new target it takes 2d6 fire damage. If you continue focusing on the same target, it takes 2d6 damage plus 2 points of damage for every round beyond the first that you maintain your focus on the creature. For example, on the third round of focusing on a creature it takes 2d6+4 points of fire damage.
Burning gaze’s standing psychokinetic field appears as a slight shimmering in the air. Detecting it requires a Spot check (DC 20).
Unattended objects targeted by burning gaze do not get a saving throw against the damage.
Combat Teleportation
Psychoportation (Dex) [Teleportation]
Level: Psion 6/Psychic Warrior 6
Display: Au
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 11
You use your mastery of space and time to perform ‘teleportation skips’ around a small area. Once per round as a free action you may teleport to any location you can see within range. This teleportation occurs instantly. As with any free action, you may take this action and take a full-attack action. You do not provoke attacks of opportunity for entering or exiting a threatened area using combat teleportation.
Compress Range
Psychoportation (Dex)
Level: Psion 2/Psychic Warrior 2
Display: Me, Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One target
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You create a minor distortion in space between you and a single target of your choosing. Any ranged weapon or ammunition from a ranged weapon passing through the distortion acts as if it only has to pass through 10 feet of space before impacting its target. You also have a sense of the target’s immediacy; as if it were standing right next to you. This allows you to use feats and special abilities like Point Blank Shot or sneak attack normally. Any ranged weapon you fire at the target suffers from no range penalties out to the power’s range for the duration. If the target moves out of the power’s range, calculate the range penalty for the shot as if it originated from the last point at which the target was within range. You many not shift the target of this ability once the power activates.
Create Seed
Metacreativity (Int)
Level: Psion 5
Display: Ma, Me
Manifestation Time: 1 action
Range: Touch
Target: One creature
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9
At your command the ectoplasm of the Astral Plane forms into a small silver seed. This seed burrows into the flesh of any living target you touch. The life force of that creature holds the seed together, preventing it from releasing its contents. If the creature containing the seed dies, the seed bursts forth.
When you create the seed, you may manifest any psionic power you possess. You must pay the cost for any power you choose to manifest in addition to the power point cost for create seed. The seed traps that manifestation and holds it until either it has a chance to expand or the duration of the power elapses.
A seed lasts for one day per manifester level. If the duration of the power elapses without the seed expanding then it vanishes back into the Astral Plane harmlessly. The seed cannot be detected with the detect psionics power.
If the carrier of the seed enters a null psionics field then the seed vanishes harmlessly. If the carrier of the seed falls within the area of a negate psionics power then the seed resists normally. If the negate psionics power cancels the seed then the power stored in the seed goes off normally with no chance of negation by the negate psionics power.
Crush Heart
Psychokinesis (Con)
Level: Psion 8
Display: Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: One target
Duration: Instant
Saving Throw: Fortitude half (see text)
Power Resistance: Yes
Power Points: 15
Using your psychokinetic powers you reach into the target’s body and reduce its beating heart to a pulped mass. If the target fails his Fortitude save, it immediately takes 4d6 damage and must make a Fortitude save DC (10 + damage dealt) or die. Should the target succeed its Fortitude save, it takes half damage from the effect but must still make the second Fortitude save to avoid death (DC 5 + damage dealt). Crush heart does not work on creatures immune to coup-de-grace attacks, critical hits, or that the Games Master rules have no heart.
Cut the Light
Psychokinesis (Con)
Level: Psion 2
Display: Au, Ma
Manifestation Time: 1 action
Range: Touch
Area: One or more celestials within a 10 ft. radius emanation of the touched target
Duration: Instant
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3
You twist reality slightly; causing all creatures within a 10 foot radius of a creature or object you touch to momentarily lose their connection with the Positive Energy Plane. This disruption causes mild discomfort in mortals who can channel positive energy. It deals 3d8 damage to all celestial beings within the area of effect. Celestials brought to zero hit points by cut the light must make a Will save (DC 20) or return to their home plane.
Deny Action
Psychoportation (Dex)
Level: Psion 7
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instant
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
Deny action represents an advanced form of the replay action power. The two powers share many of the same attributes. However, deny action removes a creature’s round of action entirely rather than forcing it to replay it. The denied round vanishes forever, eventually fading from the awareness of the witnesses. Only you remember that it ever happened.
Deny Light
Psychokinesis (Con)
Level: Psion 4/Psychic Warrior 4
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. radius darkness, 300 ft. radius low light
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 7
You create a sphere that absorbs all light within its radius anywhere within range. Everyone within the sphere becomes effectively blind so long as they remain within the area. The area within a 300 foot radius of the sphere immediately dims to low light conditions as well. Furthermore, any spell or power with the words ‘searing’ or ‘light’ in their title cannot target anyone within the sphere at all, and have a –1 penalty to all damage rolls made against targets in the area of the low light effect.
Displace Attacks
Psychoportation (Dex)
Level: Psion 3/Psychic Warrior 3
Display: Me, Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: Will negates (see below)
Power Resistance: No
Power Points: 5
You have the power to twist space around yourself in an active fashion, causing directed attacks of any sort (even targeted spells) to miss you completely. Every person that succeeds in hitting you with a melee, ranged or magical attack must make a Will save. Those that succeed strike you without difficulty. Those that fail find that their attack misses by no more than a quarter of an inch. This power has no effect on attacks that do not target you specifically, such as an area of effect blast.
Unlike many powers, breaking through displace attacks the first time does not necessarily guarantee success in following efforts. The attacker must make a separate Will save for each specific attack.
Distort Space
Psychoportation (Dex)
Level: Psion 5
Display: Ol, Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to one target/level, no two of which can be more than 10 ft. apart
Duration: Concentration
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 9
You create a sliding distortion in space that surrounds your target. Each target may make a Reflex save to avoid the distortion. If the target succeeds then it avoids capture. If it fails then it is bound in place, unable to move, although it can take other actions normally. By taking a full-round run action, a target affected by distort space can move 5 feet.
From the perspective of an affected target, the ground seems to stretch out in odd angles before them. Although the target can reach other creatures, every time it puts a foot out to move, the surface twitches away. From the outside, the target appears to be running in place, never making any progress towards its unknown goal.
Ectoplasmic Lash
Metacreativity (Int) [Force]
Level: Psion 1/Psychic Warrior 1
Display: Ma
Manifestation Time: 1 action
Range: Personal
Target: One target
Duration: 2 rounds/level
Saving Throw: None
Power Resistance: No
Power Points: 1
You channel a single strand of ectoplasm from the Astral Plane, tying it off into a lash. The whip changes length and width from moment to moment but is never longer than 20 feet in length, nor thinner than one-quarter of an inch in diameter. It has a braided texture and a faintly luminescent silver colouration.
This faintly luminescent silver lash strikes at your command. As a standard action, the manifester may order it to strike one creature within 20 feet. The attack counts as a ranged touch attack that does not provoke an attack of opportunity. A creature struck by the whip takes 1d4 force damage and is covered in ectoplasm for one round. The ectoplasm has no effect on the target other than to make it slimy to the touch.
You have only partial control of the lash. When not attacking a target, the lash whips about randomly avoiding living things. It does no damage to any item or object it may hit.
If you wish to ‘wrap’ the lash around an object you must make both a successful ranged touch attack and a Concentration skill check (DC 20). Even if the lash wraps around an object, it does not count as a grapple attack. Furthermore, the lash can only tug five pounds of weight per manifester level.
The ectoplasmic lash has hardness 1 and 2 hit points. If something severs the lash before the duration of the power expires, you may manifest it again as a free action.
Ectoplasmic Solvent
Metacreativity (Int) [Acid]
Level: Psion 6
Display: Au, Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft/level)
Area: 5 ft. square per round
Duration: Concentration (up to 2 rounds/level)
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 11
You open a path to the Astral Plane, channelling out a mass of translucent, glowing, caustic silver ectoplasm. The first round the ectoplasm covers a 5 foot square. For each round that you maintain concentration, the ectoplasm grows to cover another 5 foot square. Any creature in the area of effect at the start of a round takes 4d6 acid damage. Creatures can make a Reflex save for half damage. Unattended objects take 4d6 acid damage per round.
For the duration of the effect, the ectoplasm remains under your limited control. You can not prevent it from doing any damage in a round, or cause it to gather itself into a 5 foot square as a free action that does not provoke an attack of opportunity. The command only lasts for a round, then the ectoplasm returns to its previous configuration.
Ectoplasmic solvent does not have any real substance outside of your will. It vanishes at the end of the maximum duration, when you stop concentrating on it or when you move out of range. The solvent can climb vertically over (or eventually dissolve) physical obstructions. It cannot manifest or move into an area that you cannot see.
Embody Thought
Metacreativity (Int)
Level: Psion 3
Display: Ma, Vi
Manifestation Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One created astral construct
Duration: See below
Saving Throw: None
Power Resistance: No
Power Points: 5 (see below)
You concentrate a portion of your power into a minor astral construct that takes on some semblance of independent life. In truth, its existence depends entirely on your powers and fragments of your personality dedicated to its maintenance and care. You choose the construct’s basic appearance, although it can never appear like anything drawn from the natural world.
This power creates a ‘permanent’ 2nd level astral construct to satisfy your desires. This construct possesses native intelligence equal to your positive Intelligence modifier. It can follow complex orders to the letter. In unknown or unanticipated situations, the construct uses whatever native cunning it possesses to cope.
The construct maintains constant telepathic contact with you so long as it remains within 1 mile. It communicates basic information back along the length in phrases no longer than three words each. Despite its limited intelligence, the construct can receive complex orders; it supplements its native intellect with knowledge from your subconscious mind.
When casting this spell, only your own base power points may be used (not bonus power points or points from crystal capacitors or the like). You may dally with the construct as long as you wish. While the construct exists, you do not regenerate the power points invested in its creation. When the construct finally vanishes (either by dismissal or more violent means) the invested power points return normally.
Enflesh Thought
Metacreativity (Int)
Level: Psion 5
Display: Ma, Vi
Manifestation Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See below
Saving Throw: None
Power Resistance: No
Power Points: 9
Enflesh thought represents an advanced version of embody thought. The powers share identical characteristics except you create a 4th level astral construct using enflesh thought rather than the weaker 2nd level construct of embody thought.
Ennoble Thought
Metacreativity (Int)
Level: Psion 7
Display: Ma, Vi
Manifestation Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See below
Saving Throw: None
Power Resistance: No
Power Points: 13
Ennoble thought represents an even more advanced version of embody thought. The powers share identical characteristics except you create a 6th level astral construct using ennoble thought rather than the weaker 2nd level construct of embody thought.
Grasp Weapon
Psychokinesis (Con)
Level: Psychic Warrior 2
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One object
Duration: Concentration
Saving Throw: Will negates (see below)
Power Resistance: Yes
Power Points: 3
You reach out with your psychokinetic powers, grasping an object no larger than Medium-size that another intelligent creature holds. As long as you maintain concentration, the target must make a Will save every round or be unable to either move or release the object.
Grasp weapon lasts for as long as you maintain your concentration. Whenever the creature carrying the targeted object wishes to act (i.e. at its initiative point in a combat round) it must make a Will save. If it succeeds it can move the target object freely. If it fails, it not only cannot move the object, but it also cannot release the object. This effectively ‘sticks’ the creature in one spot until its next chance to resist.
Fighting with a weapon under the total effect of grasp weapon presents numerous difficulties. Melee weapons cannot attack. Bows and thrown weapons suffer a similar effect. A loaded crossbow can fire, but cannot be reloaded and is has a –6 penalty on attack rolls. On the other hand, it is impossible to disarm the weapon too.
A character within 5 feet of the targeted object may assist the wielder in any attempts to wrestle the object free as a standard action.
Greater Weakening
Psychokinesis (Con)
Level: Psion 5
Display: Ma
Manifestation Time: 1 action
Range: Touch
Target: One object up to Huge size
Duration: 1 round/level until discharged
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9
As weakening, but the power affects an object of up to Huge size. Additionally, this power deals 3d4 damage to the object’s hardness rather than 2d4.
Incarnate Thought
Metacreativity (Int)
Level: Psion 9
Display: Ma, Vi
Manifestation Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See below
Saving Throw: None
Power Resistance: No
Power Points: 17
Incarnate thought represents the ultimate version of embody thought. The powers share identical characteristics except you create an 8th level astral construct using incarnate thought rather than the weaker 2nd level construct of embody thought.
Ignite Blade
Psychokinesis (Con) [Fire]
Level: Psion 5/Psychic Warrior 5
Display: Me, Vi
Manifestation Time: 1 action
Range: Touch
Target: One weapon
Duration: 1 round per point of hardness
Saving Throw: None (see below)
Power Resistance: No
Power Points: 9
By focusing your psychokinetic powers into a weapon you hold you transform it from normal metal into a substance that burns on contact with air. The weapon burns with a blue-white flame that radiates tremendous heat. As the weapon burns, you use your psychokinetic powers to provide stability and strength to the slowly crumbling material until the object finally falls away into ash.
The ignited weapon deals 4d6 fire damage to any creature it strikes. The flame’s intensity allows it to burn through any normal material; objects with hardness 7 or below struck by the weapon must make an immediate Fortitude save or be destroyed. Furthermore, the wielder of the blade takes 1 point of fire damage every round that he holds it.
The wielder’s psychokinetic powers support the weapon for the duration of the effect allowing the weapon’s hardness and hit points to remain unchanged for the duration. Ignite blade lasts for one round per point of the ignited weapon’s hardness. At the end of that time, the weapon dissolves into silvery powder.
While it burns, the weapon gives off sufficient light to illuminate a 100 foot radius. Any light sensitive creature within 10 feet of the weapon must make a Reflex save or be blinded for 1d4 rounds. The light is sufficiently bright to count as sunlight for the purposes of determining damage to undead creatures.
Indwelling Sphere of Power
Psychokinesis (Con)
Level: Psion 3
Display: Me, Vi
Manifestation Time: 1 full round action
Range: Medium (100 ft. + 10 ft./level)
Effect: Extended range on psychokinetic abilities
Duration: 2 rounds
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 5
You concentrate your psychokinetic power into a glowing golden sphere that appears between your palms. The round after, you can charge the indwelling sphere with any psychokinetic power of 1st or 2nd level and release it at the target. The indwelling sphere covers the distance in a blade of golden light, then strikes the target delivering the psionic power directly to the target. The target may make a Reflex save to negate the effect. It may also make any save normally allowed to it by the power carried by the indwelling sphere.
If the psionic power within the indwelling sphere has an area of effect, that area centres on the target struck by the sphere. The sphere may target objects as well as creatures.
Major Sudden Shield
Metacreativity (Int) [Force]
Level: Psion 4
Display: Ma, Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One target
Duration: Instant
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7
As sudden shield, except you create a shield that absorbs 4 hit points per manifester level.
Mask of Air
Metacreativity (Int)
Level: Psion 4/Psychic Warrior 4
Display: Ol, Vi
Manifestation Time: 1 action
Range: Touch
Target: One target
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7
You create a shimmering mass of ectoplasm that has the properties of a gel membrane and evaporates slowly into breathable air. If you place this mass over the head of a creature that needs to breathe, you allow it to move freely through otherwise hostile atmospheres (i.e. underwater or through a burning building) with a supply of pure air that lasts for one hour per manifester level. Anyone wearing the mask of air gets a +10 circumstance bonus to all saving throws to resist gaseous attacks requiring inhalation.
Metaphysical Weapon Infusion
Psychokinesis (Con)
Level: Psion 3/Psychic Warrior 3
Display: Me
Manifestation Time: 1 action
Range: Touch
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of manifestation)
Duration: 1 hour/level
Saving Throw: None
Power Resistance: No
Power Points: 5
This startling application of psychokinetic power allows you to blur the distinction between matter and energy. With it, you transform the damage type of one weapon or fifty projectiles from their physical damage type (bludgeoning, piercing or slashing) to one of the base energy damage types. Each transformation renders a slightly different effect.
Cold: The weapon takes on a slightly white hue. Wisps of cold fog fall off of it and frost forms on any exposed surface. The weapon deals cold damage rather than its normal physical damage type. Any fire subtype creature struck by the weapon takes double damage.
Electrical: The weapon takes on a slightly blue/white colouration. Sparks dance along its length. Anyone wielding the weapon also finds his hair standing on end. The weapon deals electrical damage.
Force: The weapon emanates a silver glow from within. Any sharp edges on the weapon begin to shine with a light equal to that of a candle. The weapon deals force damage and therefore can hit incorporeal creatures without suffering from the standard 50% chance to miss that purely physical weapons suffer from. Additionally the weapon has a hardness of 100 for the power's duration.
Fire: The weapon appears to have flames burning within it. It radiates sufficient heat to cause discomfort but not damage to everyone within 10 feet when drawn. It deals fire damage to any struck creature. Any cold subtype creature struck by the weapon takes double damage.
Sonic: The weapon appears normal. When drawn it emanates a whine audible in a 30 feet radius. The weapon deals sonic damage.
Metaphysical weapon infusion does not allow for a transformation into the acid damage type. Each manifestation of this power affects one weapon or up to fifty arrows, bolts, or bullets. All projectiles affected by the power must be bound in some kind of container (i.e. a quiver or bullet pouch). Any object affected by the power takes on a slight sheen from the ectoplasm covering it.
This power may stack with the lesser metaphysical weapon and metaphysical weapon powers. It may be applied to magical weapons, although intelligent magical weapons are allowed a Will save to resist the effect.
Metaphysical Weapon Transformation
Psychokinesis (Con)
Level: Psion 1/Psychic Warrior 1
Display: Ma, Me
Manifestation Time: 1 action
Range: Touch
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of manifestation)
Duration: 4 rounds/level
Saving Throw: None
Power Resistance: No
Power Points: 1
You exert your psychokinetic power to subtly alter the material make up of one weapon you touch. The object’s hardness and hit points do not change. However it counts as a weapon made of alchemical silver when addressing damage resistance for creatures like lycanthropes and some kinds of outsiders. This transformation does not affect magical weapons. The transformation does not interfere with the bonus to hit from a masterpiece weapon.
Each manifestation of this power affects one weapon or up to fifty arrows, bolts, or bullets. All projectiles affected by the power must be bound in some kind of container (i.e. a quiver or bullet pouch). Any object affected by the power takes on a slight sheen from the ectoplasm covering it.
In worlds where materials other than alchemical silver have an effect on specific creatures, the Games Master may rule that this power allows for the ‘transformation’ of a weapon into other substances.
Metapsychic Lens
Psychokinesis (Con)
Level: Psion 2
Display: Au, Ma
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. emanation
Duration: 2 rounds/level
Saving Throw: None
Power Resistance: No
Power Points: 3
You exert your psychokinetic powers to thin the barrier between the Material and Astral planes. Although you do not create a complete breach, you do manage to create a kind of conjunction between the two planes that strengthens metacreativity powers.
All metacreativity powers manifested within the area of the metapsychic lens gain the following bonuses:
† +1 effective manifester level
† +1 DC
† Additionally any astral construct in the area gains a +1 circumstance bonus to damage rolls.
Mind Sphere
Metacreativity (Int)
Level: Psion 1/Psychic Warrior 1
Display: Vi
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 1
You create a fist-sized sphere of silvery light. The sphere radiates enough light to clearly illuminate a 10 foot radius. When created, the sphere appears in your palm. As a free action, you may command it to move to any place within the area of effect. It remains where directed unless ordered otherwise; should it become out of range from yourself, it will disappear. You may command the sphere to follow a moving object or creature you can see; in this case it will pursue the creature until the creature gets to a point beyond the power’s range from you.
You may direct the mind sphere to smash itself against a living creature. This counts as a ranged touch attack that does not provoke an attack of opportunity. The target creature may make a Reflex save to negate the effect. If the target succeeds in the save then the sphere vanishes harmlessly. If it fails the save, it is outlined in white light for 1 round per manifester level. The light negates concealment bonuses normally granted by darkness, blur, displacement, invisibility or similar effects. It is not sufficiently bright to cause harm to undead or creatures sensitive to light.
The sphere possesses AC 20, hardness 1 and 2 hit points.
Negate Actions
Psychoportation (Dex)
Level: Psion 9
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instant
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17, XP cost
Negate actions represents the ultimate form of the deny action power. The two powers share many of the same attributes. However negate actions reaches back into the time stream removing 1d4 rounds of the target's actions from the universe. All effects of the target’s actions during those rounds vanish forever. Reactions to the vanished actions are not revoked so all resources expended and abilities used continue as normal.
XP Cost: By invoking this power you drastically alter the fabric of space/time. Such terrible power carries with it a strong price. For every round beyond the 1st cut out from the time stream you must pay 200 XP. Thus you pay 200 XP for banishing 2 rounds, 400 XP for banishing 3 rounds and 600 XP for banishing 4 rounds.
Object Recall
Psychoportation (Con)
Level: Psion 1/Psychic Warrior 1
Display: Vi
Manifestation Time: 1 action
Range: Touch
Target: One weapon
Duration: 1 drop/level for 1 day
Saving Throw: None
Power Resistance: No
Power Points: 1
You create a physical affinity between your hand and a single object weighting no more than 4 pounds. If you drop the object, it instantly reappears in your hand, up to a number of times equal to your manifester level. The affinity disappears after 1 day whether the object was dropped or not. It cannot pass a physical barrier, so a blockage or wall will prevent it from returning. The object will fly in a straight line towards your hand so long as you are within 100 feet of it at the beginning of the next combat round. It does not return with sufficient force to do damage to any object or creature that gets in its way.
If the object comes in contact with another living creature (i.e. strikes it or is picked up) it does not return to you. Thus a thrown weapon affected by object recall returns to you if you miss the target, but not if it hits.
Prismatic Mantle
Metacreativity (Int)
Level: Psion 2/Psychic Warrior 2
Display: Au, Vi
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 3
You draw forth strands of ectoplasm from the Astral Plane and weave them into a cloak. This cloak scatters light creating a rainbow effect around you. The cloak also acts as a magnifier for light, increasing its intensity. This cloak lasts for one minute per manifester level. It has hardness 0 and 5 hit points. The power ends when the duration ends, something destroys the cloak or you take the cloak off for any reason.
While wearing the cloak, ranged attacks targeting you have a 5% chance to miss per manifester level (to a maximum of 50%). Furthermore you radiate light in a 5 feet radius that causes creatures sensitive to light to have a -1 penalty to melee attack rolls.
Replay Action
Psychoportation (Dex)
Level: Psion 4/Psychic Warrior 4
Display: Au
Manifestation Time: 1 full-round action
Range: Close (25 ft. + 5 ft./level)
Target: One creature
Duration: 3d4 rounds
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
You create a fold in space and time, forcing a single creature to replay its last round all over again. This power must be manifested on your action that immediately follows from the target’s action. Whatever actions the target creature took vanish from the world, along with their consequences. The target then must replay the exact actions that they previously took, but must make all rolls and checks anew. Hence the target may now succeed where he once failed, or vice versa. This re-rolling is entirely in retrospect; once the ‘new’ results are figured out, it is the end of your turn as normal. No-one retains memory of this re-editing of time other than yourself and you may not target yourself with this spell.
Even though one creature will have had replayed its round, other creatures interacting with it in the reedited round do not get to re-roll attacks of opportunity or anything else that reacts to his stated actions; only the creature affected makes new rolls.
Shatter Planar Barrier
Psychokinesis (Con)
Level: Psion 9
Display: Me, Vi
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. emanation
Duration: 2 rounds/level
Saving Throw: None
Power Resistance: No
Power Points: 17
With a tremendous exertion of your psychokinetic powers, you rip aside the barriers between planes in a 20 foot radius around the point you choose. The material world and whatever other dimension you choose merge together. This merge lasts for 2 rounds per manifester level. The landscape of the two planes seems to blend together, sharing features of both. Sights, sounds and smells also pass over.
All outsiders from the plane you choose to merge with the Material Plane with gain +2 Hit Dice, +2 on the effective level of all their special abilities and a +2 circumstance bonus on all attack and damage rolls. Furthermore they gain Fast Heal 1 as a supernatural ability for as long as they remain in the merged area.
Anyone passing through the area of shatter planar barrier must decide which dimension he wishes to pass into, as a free action. He may choose to stay in his own world. This choice requires a Concentration check skill check (DC 20) if he selects to pass into a plane that is not his home plane.
Shear
Psychoportation (Dex)
Level: Psion 8
Display: Au
Manifestation Time: 1 action
Range: 20 ft.
Area: Semicircular plane of shearing, 20 ft. long, centred on your hands
Duration: Instant
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 15
You use your nearly absolute mastery over space to slip two formerly contiguous pieces of the world apart. This slip manifests as a flat plane extending outwards from your hands. Everything in the area of effect has the part above the plane shifted half an inch to the right of everything below the plane. This shift inflicts 15d6 damage to everything in the area of effect, ignoring hardness in the case of objects. Living creatures killed by the effect literally fall into two disconnected pieces. Creatures that survive the assault are not deformed although they may have lingering physical complaints from the injury.
Silver Skin
Metacreativity (Int) (Force)
Level: Psion 2/Psychic Warrior 2
Display: Au, Ma
Manifestation Time: 1 action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 3
You call forth thin streams of ectoplasm that flow across your body. This ectoplasm covers you entirely, including your armour and equipment, with a thin layer of silvery material. This material does not make you any more difficult to grapple although it does feel slick to the touch.
While under the influence of the silver skin power, you take half damage from bludgeoning and slashing attacks. Furthermore the ectoplasm provides a thin layer of force that impedes attacks by incorporeal creatures. Any incorporeal creature attacking you must account for your armour bonus when it attempts to hit you.
So long as the silver skin covers you, any piercing attack that threatens a critical automatically becomes a critical hit. This power does not stack with the ectoplasmic armour power.
Sphere Storm
Metacreativity (Int)
Level: Psion 3/Psychic Warrior 3
Display: Vi
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature/level
Duration: 10 minutes/level
Saving Throw: Reflex negates (see below)
Power Resistance: Yes
Power Points: 3
As the mind sphere power but sphere storm manifests one sphere per manifester level. Furthermore sphere storm can maintain spheres out to a range of 100 feet plus 10 feet per level.
When a sphere in the sphere storm strikes an opponent, you may choose to spend an additional power point as a free action. If you do so the target must make a second Reflex save or go blind for 1d4 rounds.
As with mind sphere, each sphere in a sphere storm vanishes after executing an attack regardless of whether it connected or not.
Sudden Shield
Metacreativity (Int) (Force)
Level: Psion 2
Display: Ma, Me
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One target
Duration: Instant
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3
You can channel ectoplasm into a silvery shield that protects a single target from a specific attack. This shield absorbs 2 hit points per manifester level of damage from a single attack or spell. The shield can absorb damage from physical attacks, incorporeal attacks and direct energy attacks (i.e. magic missile or flame arrow). It does not absorb damage from area of effect attacks like a red dragon’s cone of fire breath or a fireball spell.
If the sudden shield completely blocks a successful attack, the target of the attack suffers no secondary effects (i.e. ability drain, negative levels, or poison) from the blocked attack.
The sudden shield appears and disappears in the blink of an eye. In order to effectively counter an attack the psion must ready the sudden shield power then wait for the attack on his target.
Supreme Weakening
Psychokinesis (Con)
Level: Psion 7
Display: Ma
Manifestation Time: 1 action
Range: Touch
Target: One object up to Colossal size
Duration: 1 round/level until discharged
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9
As greater weakening, but the power affects an object up to Colossal size. Additionally the power deals 4d4 damage to the object’s hardness rather than 3d4.
Telekinetic Pulse
Psychokinesis (Con) [Force]
Level: Psion 4/Psychic Warrior 4
Display: Me, Vi
Manifestation Time: 1 action
Range: Touch
Area: 30 ft. emanation
Duration: Instant
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 7
Through sheer force of will you create a rippling pulse of psychokinetic power. This energy flashes out of you in all directions dealing 3d6 points of nonlethal damage to all targets in the area except you. The effect throws any creature of Medium-size or smaller 10 feet in a straight line away from you as well. All creatures in the area may make a Reflex save to negate both the damage and the backwards movement.
Third Hand
Psychokinesis (Con)
Level: Psychic Warrior 5
Display: Me
Manifestation Time: 1 action
Range: Touch
Target: One object
Duration: Concentration
Saving Throw: None
Power Resistance: No
Power Points: 9
You infuse a weapon you possess with psychokinetic power. That weapon becomes an extension of you, acting as you direct for the duration of the power. As a free action every round, you may choose one of three actions for a weapon wielded in your third hand to take: Attack a target, defend you or defend an ally.
Attack a Target: The weapon may move up to 30 feet and attack one target of your choosing with your base attack bonus and any bonuses you have from feats such as Weapon Focus or Weapon Specialisation. The weapon does not get any bonuses for your attributes but does receive bonuses to attack and damage rolls based on its own innate abilities (such as magical enhancements). The weapon may take a 5 foot step and execute a full attack action as well.
Defend You: The weapon enters your space and attempts to block any blows directed at you. You gain a deflection bonus to your Armour Class equal to your base attack bonus.
Defend an Ally: The weapon enters the ally’s space and attempts to block any blows directed at the ally. The ally gains a bonus to his Armour Class equal to one-half (rounded down) your base attack bonus.
A weapon wielded in your third hand suffers attacks according to the rules for attacking a wielded weapon.
Time Rift
Psychoportation (Dex)
Level: Psion 5
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: See text
Duration: Instant
Saving Throw: None (see text)
Power Resistance: No (see text)
Power Points: 9
You tear a hole in time at a single point within the range of the time rift power. You can reach back through that hole and drag back any energy-based area of effect attack (acid, cold, fire, electrical or sonic) that occurred in that area within the last few rounds (equal to the manifester’s level). Everyone within the attack’s area of effect is once again subject to the assault, as if they were in the effect of the original power or spell. The saving throw type, DC and resistance numbers derive from the original effect, not from the time rift.
Tower of the Mind’s Eye
Metacreativity (Int)
Level: Psion 8
Display: Au, Me, Vi
Manifestation Time: 5 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Fortress up to four 10 ft. cubes/level
Duration: See below
Saving Throw: None
Power Resistance: No
Power Points: 15
By channelling a great stream of ectoplasm, you create a massive tower and surrounding walls. This fortification takes on any floor plan you imagine. This power also creates thick curtain walls (20 feet high) around the tower, pierced by a single gatehouse located where you wish.
The curtain walls are 6 feet thick. They have a stonelike appearance, although closer inspection reveals that they are in fact not stone, but a strange shimmering material. Each 10 foot section has hardness 8 and 1080 hit points. The slick surface of the walls gives a –2 penalty to anyone attempting to scale them.
The tower itself has outer walls 3 feet thick. Each 10 foot section has hardness 8 and 540 hit points. The interior of the tower contains sparse furnishings based on your desire. Any furnishing or other object created by this power taken more than 100 feet from the tower vanishes instantly.
All of the created objects within the tower as well as the walls regenerate at a rate of 3 hit points per round (600 hit points an hour). Any damaged portions of the object fill in with new materials. Debris simply vanishes into the air.
Once created, the tower of the mind’s eye remains in existence until you command it to vanish. When casting this spell, only your own base power points may be used (not bonus power points or points from crystal capacitors or the like. While the tower exists, you do not regenerate the power points invested in its creation. When the tower finally vanishes (either by dismissal or more violent means) the invested power points return normally.
Weakening
Psychokinesis (Con)
Level: Psion 3
Display: Ma
Manifestation Time : 1 action
Range: Touch
Target: One object up to Medium-size
Duration: 1 round/level until discharged
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
By touching an object and exerting your psychokinetic powers, you cause an object of up to Medium-size to become brittle. The object permanently takes 2d4 damage directly to its hardness. If this power reduces the object’s hardness below 0, each additional point of damage inflicted by this power inflicts 5 hit points of damage to the object.
Unattended objects do not get a saving throw against this power. Objects carried by another person get a Will save to negate the effect. Touching an object carried by another person is a touch attack that does not provoke an attack of opportunity.
Wrinkle Space
Psychoportation (Dex)
Level: Psion 9
Display: Au
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft. wide ‘door’
Duration: Concentration
Saving Throw: None
Power Resistance: No
Power Points: 17, continued drain
Using your psychoportation discipline, you bring two parts of a plane into close contact. This contact manifests as a shimmering curtain approximately 10 feet high and 20 feet long. Intelligent creatures may pass through the curtain by making a Concentration check (DC 10). Unattended objects and constructs do not pass through the curtain, lacking the will to make the final connection between the two locations. Creatures that fail the Concentration check pass harmlessly though the curtain in a straight line. Those that succeed teleport without error to the location you chose when creating the wrinkle.
The wrinkle space power connects the space within range with a similar space on the other side of the curtain. Once created, you may not change the destination, although other psions can hijack individual passengers using powers like divert teleport.
If you create a wrinkle that leads into a dissimilar space (i.e. from a plane to under an ocean) no one can pass through the curtain. The spaces simply possess too many distinctions to join together.
Every round that you hold the wrinkle together after the first round, it drains 3 power points. You may dismiss the wrinkle by ceasing to concentrate on it.
