Difference between revisions of "Psionics: Power List"

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Psionic powers as they are in Trinity, for the [[Class:_Psionicist|psionicist]] class.
 
Psionic powers as they are in Trinity, for the [[Class:_Psionicist|psionicist]] class.
 +
 +
There got to be too many powers, so we had to split them up over several pages.
  
 
=Power List=
 
=Power List=
* Psychokinesis
+
The following are the power lists for each discipline, sorted by grade, then alphabetically.
** Devotions
+
*** [[#Control_Air|Control Air]]
+
*** [[#Control_Flame|Control Flame]]
+
*** Control Light
+
*** Control Sound
+
*** Create Sound
+
*** [[#Debris_Field|Debris Field]]
+
*** [[#Inertial_Armor|Inertial Armor]]
+
*** [[#Inertial_Barrier|Inertial Barrier]]
+
*** [[#Telekinesis|Telekinesis]]
+
*** [[#Telekinetic_Exoskeleton|Telekinetic Exoskeleton]]
+
*** [[#Telekinetic_Field|Telekinetic Field]]
+
** Sciences
+
*** [[#Ballistic_Telekinesis|Ballistic Telekinesis]]
+
*** [[#Chemoreceptive_Telekinesis|Chemoreceptive Telekinesis]]
+
*** [[#Electrokinesis|Electrokinesis]]
+
*** [[#Fine_Manipulation_Telekinesis|Fine Manipulation Telekinesis]]
+
*** Gravitic Burst
+
*** [[#Multikinesis|Multikinesis]]
+
*** [[#Tactile_Telekinesis|Tactile Telekinesis]]
+
*** Telekinetic Maneuver
+
*** Telekinetic Sphere
+
*** [[#Thermokinesis|Thermokinesis]]
+
** Arts
+
*** Create Object
+
*** Disintegration
+
*** Magnetization
+
*** Null Gravity
+
* Psychometabolism
+
** Sciences
+
*** [[#Biofeedback|Biofeedback]]
+
* Telepathy
+
** Devotions
+
*** [[#Cloud_Mind|Cloud Mind]]
+
*** [[#Cognize_Language|Cognize Language]]
+
*** Conceal Thoughts
+
*** Daze
+
*** [[#Detect_Thoughts|Detect Thoughts]]
+
*** Distract
+
*** Empathy
+
*** [[#Id_Insinuation|Id Insinuation]]
+
*** [[#Mind_Thrust|Mind Thrust]]
+
*** Mindlink
+
*** Sense Link
+
*** [[#Thought_Shield|Thought Shield]]
+
** Sciences
+
*** [[#Brain_Lock|Brain Lock]]
+
*** Catapsi
+
*** Dominate
+
*** [[#False_Sensory_Input|False Sensory Input]]
+
*** Insanity
+
*** Instill Emotion
+
*** Mindwipe
+
*** Probe
+
*** Psychic Crush
+
*** Psychic Leech
+
*** Suggestion
+
** Arts
+
*** [[#Phantasmagoria|Phantasmagoria]]
+
*** [[#Reddopsi|Reddopsi]]
+
*** Mind Blank
+
*** Mind Switch
+
*** Overmind
+
  
==Descriptions Explanations==
+
==[[Psionics:_Psychokinesis_Power_List|Psychokinesis]]==
'''Duration: ... (S)'''
+
Psychokinesis is the discipline of movement. Exploiting the principle that brain-waves are a force that can be applied to objects, the psionicist wielding psychokinesis learns to manipulate the world around her in many varied and nuanced ways. As she progresses into the deeper mysteries of the discipline, she unlocks the ability to control gravity, molecular structures, and even the flow of time.
: This means that the power's duration is such that, if you activate it again on your next turn, the effect is seamless; that is, it is continuous from one use to the next.
+
  
'''Psychic Damage'''
+
* Devotions
: ''Psychic'' is a new energy type. It is used exclusively by psionics.
+
** [[Psionics:_Psychokinesis_Power_List#Control_Air|Control Air]]. Control air flow.
 +
** [[Psionics:_Psychokinesis_Power_List#Control_Flame|Control Flame]]. Make fires larger or smaller, move them.
 +
** [[Psionics:_Psychokinesis_Power_List#Control_Light|Control Light]]. Control ambient light.
 +
** [[Psionics:_Psychokinesis_Power_List#Control_Sound|Control Sound]]. Control existing sounds.
 +
** [[Psionics:_Psychokinesis_Power_List#Create_Sound|Create Sound]]. Create new sounds.
 +
** [[Psionics:_Psychokinesis_Power_List#Debris_Field|Debris Field]]. Surround yourself in a field of debris, granting concealment.
 +
** [[Psionics:_Psychokinesis_Power_List#Inertial_Armor|Inertial Armor]]. Surround yourself in an inertial field, improving your AC.
 +
** [[Psionics:_Psychokinesis_Power_List#Inertial_Barrier|Inertial Barrier]]. Erect a telekinetic barrier, which can block ranged attacks.
 +
** [[Psionics:_Psychokinesis_Power_List#Telekinesis|Telekinesis]]. Manipulate objects at a distance.
 +
** [[Psionics:_Psychokinesis_Power_List#Telekinetic_Exoskeleton|Telekinetic Exoskeleton]]. Improve your physical abilities.
 +
** [[Psionics:_Psychokinesis_Power_List#Telekinetic_Field|Telekinetic Field]]. Fall slower and float on surfaces that cannot support your weight.
 +
* Sciences
 +
** [[Psionics:_Psychokinesis_Power_List#Ballistic_Telekinesis|Ballistic Telekinesis]]. Hurl objects.
 +
** [[Psionics:_Psychokinesis_Power_List#Chemoreceptive_Telekinesis|Chemoreceptive Telekinesis]]. Allows you to taste and smell objects you manipulate.
 +
** [[Psionics:_Psychokinesis_Power_List#Electrokinesis|Electrokinesis]]. Electrify objects you manipulate.
 +
** [[Psionics:_Psychokinesis_Power_List#Fine_Manipulation_Telekinesis|Fine Manipulation Telekinesis]]. Manipulate objects with better control.
 +
** Gravitic Burst
 +
** [[Psionics:_Psychokinesis_Power_List#Multikinesis|Multikinesis]]. Manipulate multiple objects at once.
 +
** [[Psionics:_Psychokinesis_Power_List#Tactile_Telekinesis|Tactile Telekinesis]]. Feel objects you manipulate.
 +
** Telekinetic Maneuver
 +
** Telekinetic Sphere
 +
** [[Psionics:_Psychokinesis_Power_List#Thermokinesis|Thermokinesis]]. Modify temperature of objects you manipulate.
 +
* Arts
 +
** [[Psionics:_Psychokinesis_Power_List#Chronokinesis|Chronokinesis]]. Allows you to manipulate time instead of, or in addition to, space.
 +
** Create Object
 +
** Magnetization
 +
** [[Psionics:_Psychokinesis_Power_List#Molecular_Disintegration|Molecular Disintegration]]. Destroy objects and creatures at the molecular level.
 +
** Null Gravity
  
<div id="Tele">
+
==[[Psionics:_Psychometabolism_Power_List|Psychometabolism]]==
'''[Telekinetic]'''
+
Psychometabolism is the study of biology. Equipped with an understanding of the biological effects of meditation, the psychometabolist explores the nuances of the concept of mind-over-body.  
: ''Telekinetic'' is a new descriptor. Using a power with this descriptor does not disrupt your concentration of [[#Telekinesis|telekinesis]]; failure to manifest it does not disrupt your concentration.
+
</div>
+
  
=Power Descriptions=
+
* Devotions
<div id="Ballistic_Telekinesis">
+
** [[Psionics:_Psychometabolism_Power_List#Chameleon|Chameleon]]. You blend in with your surroundings.
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
** [[Psionics:_Psychometabolism_Power_List#Cocoon|Cocoon]]. Grant yourself natural armor.
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">BALLISTIC TELEKINESIS</font></div>
+
** [[Psionics:_Psychometabolism_Power_List#Empathic_Transfer|Empathic Transfer]]. Transfer others' wounds to yourself.
|-style="background:white;" align="left"
+
** [[Psionics:_Psychometabolism_Power_List#Hammer|Hammer]]. Imbue your unarmed attacks with extra force.
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
+
** [[Psionics:_Psychometabolism_Power_List#Monitor|Monitor]]. Gain knowledge of a creature's physical state.
|- align="left"
+
** Muscle Control. Overcome paralysis and similar effects.
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
+
** Venom. Secrete poison.
|- align="left"
+
** Vigor. You gain temporary hit points.
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
+
* Sciences
|- align="left"
+
** [[Psionics:_Psychometabolism_Power_List#Biofeedback|Biofeedback]]. Allows you to heal yourself at a greatly improved rate.
|'''Manifestation DC:''' 16
+
** [[Psionics:_Psychometabolism_Power_List#Cognition_Control|Cognition Control]]. Rewire your brain to improve your cognitive abilities.
|- align="left"
+
** [[Psionics:_Psychometabolism_Power_List#Energy_Adaptation|Energy Adaptation]]. Gain energy resist, energy immunity, or energy absorb.
|'''Manifestation Time:''' Special (see text)
+
** [[Psionics:_Psychometabolism_Power_List#Hustle|Hustle]]. Gain a move action now.
|-align="left"
+
** [[Psionics:_Psychometabolism_Power_List#Metabolic_Control|Metabolic Control]]. Improve your physical abilities, modify your body's systems, grant yourself ''haste''.
|''You use your telekinesis to hurl an object at rapid speeds.''
+
** Suspension. Put yourself into a state of suspended animation.
|-align="left"
+
** Sustenance. You do not require food or water.
|When you manifest this power, you may choose to do so as part of an attack action (either a standard or full-round attack).
+
* Arts
|-align="left"
+
** Fission. Duplicate yourself.
|When you are manipulating a creature or object with [[#Telekinesis|telekinesis]], you may - as an attack action - opt to hurl the object with enough force to cause damage. If you have multiple attacks each round, you can use ''ballistic telekinesis'' for each attack you have, as a full-round action.
+
** Fusion. Merge with another creature.
|-align="left"
+
** Genetic Control. Grant yourself [[Metamorph|metamorph]] abilities.
|Hurled objects can be launched at a target to inflict damage. You must make a ranged touch attack to do so; the attack roll suffers a -2 penalty for every 10 feet between the object's original location and your target.
+
** Living Computer. Modify your mind to function as a computational engine.
|-align="left"
+
** Revivify. Restore a dead creature to life.
|Hurled weapons deal standard damage, with your manifesting ability score modifier as a bonus. Other objects inflict 1 damage per 5 lbs if the object is breakable (such as a wooden barrel or box); hard, dense objects like boulders or bricks deal 1d6 per 5 lbs (round down). If you hit, the hurled object takes the same damage as the target. If you miss, you lose control of the object.
+
|-align="left"
+
|Hurled creatures must make a Reflex save against this power's saving throw DC or else fall prone. If the creature is hurled against a solid surface, it suffers 1d6 damage for each 10 feet traveled due to this power.
+
|}
+
</div>
+
  
&nbsp;
+
==[[Psionics:_Psychoportation_Power_List|Psychoportation]]==
 +
None yet.
  
<div id="Biofeedback">
+
==[[Psionics:_Metacreativity_Power_List|Metacreativity]]==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
None yet.
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">BIOFEEDBACK</font></div>
+
|-style="background:white;" align="left"
+
|'''Disciplines:''' Psychometabolism
+
|- align="left"
+
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
+
|- align="left"
+
|'''Manifestation DC:''' 16
+
|- align="left"
+
|'''Manifestation Time:''' Standard action
+
|- align="left"
+
|'''Range:''' Personal
+
|- align="left"
+
|'''Target:''' You
+
|- align="left"
+
|'''Duration:''' Concentration
+
|- align="left"
+
|'''Saving Throw:''' None
+
|-align="left"
+
|''You take conscious control of your body's restorative mechanisms, allowing you to heal faster.''
+
|-align="left"
+
|During your turn, you may spend a swift action to heal 1 point. You cannot use this ability more than once each turn.
+
|-align="left"
+
|'''Augmentation ('''1 PP'''):''' When you spend a swift action to heal yourself, heal 1 additional point.
+
|-align="left"
+
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
+
|-align="left"
+
|'''Augmentation ('''5 PP'''):''' Each round, you may spend a swift action to make a new saving throw against any one negative physical status effect.
+
|-align="left"
+
|'''Augmentation ('''6 PP'''):''' Each round, you may spend a swift action to gain regeneration 0 for 1 round.
+
|}
+
</div>
+
  
&nbsp;
+
==[[Psionics:_Clairsentience_Power_List|Clairsentience]]==
 +
None yet.
  
<div id="Brain_Lock">
+
==[[Psionics:_Telepathy_Power_List|Telepathy]]==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
* Devotions
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">BRAIN LOCK</font></div>
+
** [[Psionics:_Telepathy_Power_List#Cloud_Mind|Cloud Mind]]
|-style="background:white;" align="left"
+
** [[Psionics:_Telepathy_Power_List#Cognize_Language|Cognize Language]]
|'''Disciplines:''' Telepathy [Mind-affecting]
+
** Conceal Thoughts
|- align="left"
+
** Daze
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
+
** [[Psionics:_Telepathy_Power_List#Detect_Thoughts|Detect Thoughts]]
|- align="left"
+
** Distract
|'''Manifestation DC:''' 16
+
** [[Psionics:_Telepathy_Power_List#Empathy|Empathy]]
|- align="left"
+
** [[Psionics:_Telepathy_Power_List#Id_Insinuation|Id Insinuation]]
|'''Manifestation Time:''' Full-round action
+
** [[Psionics:_Telepathy_Power_List#Mind_Thrust|Mind Thrust]]
|- align="left"
+
** [[Psionics:_Telepathy_Power_List#Mindlink|Mindlink]]
|'''Range:''' Close (25 feet + 5 feet/2 power points)
+
** Sense Link
|- align="left"
+
** [[Psionics:_Telepathy_Power_List#Thought_Shield|Thought Shield]]
|'''Target:''' One creature
+
* Sciences
|- align="left"
+
** [[Psionics:_Telepathy_Power_List#Brain_Lock|Brain Lock]]
|'''Duration:''' Concentration
+
** Catapsi
|- align="left"
+
** Dominate
|'''Saving Throw:''' Will negates
+
** [[Psionics:_Telepathy_Power_List#False_Sensory_Input|False Sensory Input]]
|-align="left"
+
** Insanity
|''You overload your target's mind with psionic energy, rendering them incapable of thought.''
+
** Instill Emotion
|-align="left"
+
** Mindwipe
|The creature affected is unable to take mental actions and is paralyzed. A successful Will save negates this effect.
+
** Probe (write this one up next!)
|-align="left"
+
** [[Psionics:_Telepathy_Power_List#Psychic_Crush|Psychic Crush]]
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
+
** Psychic Leech
|-align="left"
+
** Suggestion
|'''Augmentation ('''5 PP'''):''' The creature cannot use Force abilities for the duration of the effect.
+
* Arts
|}
+
** [[Psionics:_Telepathy_Power_List#Phantasmagoria|Phantasmagoria]]
</div>
+
** [[Psionics:_Telepathy_Power_List#Reddopsi|Reddopsi]]
 +
** Mind Blank
 +
** Mind Switch
 +
** Overmind
  
&nbsp;
+
=Descriptions Explanations=
 +
'''Duration: ... (S)'''
 +
: This means that the power's duration is such that, if you activate it again on your next turn, the effect is seamless; that is, it is continuous from one use to the next.
  
<div id="Chemoreceptive_Telekinesis">
+
'''Psychic Damage'''
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
: ''Psychic'' is a new energy type. It is used exclusively by psionics.
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CHEMORECEPTIVE TELEKINESIS</font></div>
+
|-style="background:white;" align="left"
+
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
+
|- align="left"
+
|'''Prerequisites:''' [[#Tactile_Telekinesis|Tactile Telekinesis]], [[#Telekinesis|Telekinesis]]
+
|- align="left"
+
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
+
|- align="left"
+
|'''Manifestation DC:''' 16
+
|- align="left"
+
|'''Manifestation Time:''' Move action
+
|-align="left"
+
|''Your telekinetic abilities are such that you can sense chemical reactions on the surface of things you manipulate, enabling you to effectively taste and smell them.''
+
|-align="left"
+
|When you are manipulating a creature or object with [[#Telekinesis|telekinesis]], you may activate this power. If you do, you are able to taste and smell objects you manipulate with that instance of [[#Telekinesis|telekinesis]].  
+
|-align="left"
+
|With sufficient knowledge, this power can allow you to determine the edibility of foods, the quality of water, and whether or not an object has been poisoned, without subjecting yourself to the effects of these conditions.
+
|}
+
</div>
+
  
&nbsp;
+
<div id="Tele">
 
+
'''[Telekinetic]'''
<div id="Cloud_Mind">
+
: ''Telekinetic'' is a new descriptor. Using a power with this descriptor does not disrupt your concentration of [[#Telekinesis|telekinesis]]; failure to manifest it does not disrupt your concentration.
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CLOUD MIND</font></div>
+
|-style="background:white;" align="left"
+
|'''Disciplines:''' Telepathy [Mind-affecting]
+
|- align="left"
+
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
+
|- align="left"
+
|'''Manifestation DC:''' 13
+
|- align="left"
+
|'''Manifestation Time:''' Standard action
+
|- align="left"
+
|'''Range:''' Close (25 feet + 5 feet/2 power points)
+
|- align="left"
+
|'''Target:''' One creature
+
|- align="left"
+
|'''Duration:''' Concentration
+
|- align="left"
+
|'''Saving Throw:''' Will negates
+
|-align="left"
+
|''You alter the target's perceptions of the world, making yourself effectively invisible.''
+
|-align="left"
+
|You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.
+
|-align="left"
+
|First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
+
|-align="left"
+
|Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.
+
|-align="left"
+
|If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.  
+
|-align="left"
+
|'''Augmentation ('''1 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
+
|-align="left"
+
|'''Augmentation ('''1 PP'''):''' Increase the saving throw DC by +1.
+
|}
+
 
</div>
 
</div>
 
&nbsp;
 
 
<div id="Cognize_Language">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">COGNIZE LANGUAGE</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy [Mind-affecting]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Immediate action
 
|- align="left"
 
|'''Range:''' Close (25 feet + 5 feet/2 power points)
 
|- align="left"
 
|'''Target:''' One creature
 
|- align="left"
 
|'''Duration:''' 10 minutes (S)
 
|- align="left"
 
|'''Saving Throw:''' Will negates
 
|-align="left"
 
|''You listen with both your ears and your mind to a creature speaking a foreign tongue.''
 
|-align="left"
 
|You must use this power when the target is speaking the foreign language you wish to learn. You must be able to clearly hear the target.
 
|-align="left"
 
|For the duration, you gain a +2 insight bonus to Speak Language checks for the target's language.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the duration by 10 minutes.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the insight bonus by +2.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the saving throw DC by +1.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Control_Air">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CONTROL AIR</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Medium (100 feet + 10 feet/power point)
 
|- align="left"
 
|'''Area:''' 20-ft radius spread
 
|- align="left"
 
|'''Duration:''' Concentration
 
|-align="left"
 
|''You use telekinesis to modify the air in an area, affecting wind.''
 
|-align="left"
 
|You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.
 
|-align="left"
 
|In addition, you can alter wind direction up to 90 degrees.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' You can modify wind speed by up to an additional 10 miles per hour.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 minute after you stop concentrating on it.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' You can modify wind direction by up to an additional 10 degrees.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Control_Flame">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CONTROL FLAME</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [Fire]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Medium (100 feet + 10 feet/power point)
 
|- align="left"
 
|'''Area:''' One fire; see text
 
|- align="left"
 
|'''Duration:''' Concentration
 
|-align="left"
 
|''You use telekinesis to control and manipulate fire.''
 
|-align="left"
 
|You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.
 
|-align="left"
 
|This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.
 
|-align="left"
 
|An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your Int modifier if you are a psion or your Cha modifier if you are a wilder). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire’s space); see the accompanying table).
 
|-align="left"
 
|At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the first).
 
|-align="left"
 
|&nbsp;
 
|-align="left"
 
|
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:90%; font-family:verdana;"
 
! colspan="5;" style="background:#79339C;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Control Flame: Maximum Fire Size</font></div>
 
|-
 
!align="center"|Manifester Level
 
!align="center"|Fire Size
 
!align="center"|Example
 
!align="center"|Max Dmg/Round
 
!align="center"|Space
 
|-
 
| 1 - 2 || Fine || Match || 1 || 1-ft square
 
|-
 
| 3 - 4 || Diminutive || Torch || 1d4 || 1-ft square
 
|-
 
| 5 - 6 || Tiny || Small Campfire || 1d6 || 1-ft square
 
|-
 
| 7 - 8 || Small || Large Campfire || 2d6 || 1-ft square
 
|-
 
| 9 - 10 || Medium || Forge || 3d6 || 1-ft square
 
|-
 
| 11 - 12 || Large || Bonfire || 4d6 || 2-ft square
 
|-
 
| 13 - 14 || Huge || Burning Shack || 5d6 || 3-ft square
 
|-
 
| 15 - 16 || Gargantuan || Burning Tavern || 6d6 || 4-ft square
 
|-
 
| 17 - 18 || Colossal || Burning Inn || 7d6 || 5-ft square
 
|-
 
| 19 - 20 || Vast || ... || 8d6 || 7-ft square
 
|-
 
| 21 - 22 || Enormous || ... || 10d6 || 8-ft square
 
|-
 
| 23 - 24 || Immense || ... || 13d6 || 10-ft square
 
|-
 
| 25 - 26 || Titanic || ... || 16d6 || 12-ft square
 
|-
 
| 27+ || Awesome || ... || 20d6 || 15-ft square
 
|}
 
|-align="left"
 
|&nbsp;
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' You can increase the size of a fire you control by one step, to a maximum of what you can control, as per the table above.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' You can decrease the size of a fire you control by one step. You can automatically extinguish a Tiny or smaller fire.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Debris_Field">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">DEBRIS FIELD</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Special (see text)
 
|- align="left"
 
|'''Range:''' Personal
 
|- align="left"
 
|'''Effect:''' A swirling nimbus of debris around you
 
|- align="left"
 
|'''Duration:''' Concentration
 
|-align="left"
 
|''You use your telekinesis to pick up myriad tiny objects and swirl them around yourself, giving yourself a protective field.''
 
|-align="left"
 
|Attacks against you suffer a 20% miss chance.
 
|-align="left"
 
|While this power is active, you suffer a -2 penalty on all ranged attack rolls and Perception-based checks.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|-align="left"
 
|'''Augmentation ('''4 PP'''):''' Increase the miss chance granted by this power by 5%. For every additional 10% miss chance you gain, increase the penalty to ranged attack rolls and Perception-based checks by 2.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Detect_Thoughts">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">DETECT THOUGHTS</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy [Mind-affecting]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Personal
 
|- align="left"
 
|'''Area:''' 60-ft radius emanation centered on you
 
|- align="left"
 
|'''Duration:''' 10 minutes (S)
 
|- align="left"
 
|'''Saving Throw:''' Will negates
 
|-align="left"
 
|''You attune your psionic senses to the minds of creatures nearby, allowing you to hear their surface thoughts if you listen.''
 
|-align="left"
 
|For the duration of this power, you may take a standard action to listen to the surface thoughts of a creature within range; this effect lasts for 1 round, but you may sustain it on your next turn as a swift action. The creature may make a Will save to avoid this effect; if they do so, they are immune to your further uses of this power for 24 hours.
 
|-align="left"
 
|While listening to surface thoughts, you gain a +4 insight bonus to Bluff, Diplomacy, and Sense Motive checks against the creature.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the insight bonuses granted by this power by +1.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' You may listen to a creature's surface thoughts as a move action.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the duration of this effect by 10 minutes.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' When you tune into a creature's surface thoughts, that effect lasts an additional round.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Electrokinesis">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELECTROKINESIS</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]], [[#Thermokinesis|Thermokinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
 
|- align="left"
 
|'''Manifestation DC:''' 16
 
|- align="left"
 
|'''Manifestation Time:''' Move action
 
|- align="left"
 
|'''Duration:''' Concentration (see text)
 
|- align="left"
 
|'''Saving Throw:''' See text
 
|-align="left"
 
|''Your knowledge of telekinesis allows you to manipulate the movement of the constituent particles of physical objects, enabling you to modify the very structure of the constituent particles.''
 
|-align="left"
 
|When you are manipulating a creature or object with [[#Telekinesis|telekinesis]], you may activate this power. If you do, you are able to manipulate the flow of electrons in objects you are currently manipulating with that instance of [[#Telekinesis|telekinesis]].
 
|-align="left"
 
|While this power is active, you must spend expend an action concentrating on this power (in addition to the normal action spent concentrating on telekinesis).
 
|-align="left"
 
|''Initial Effect:'' A field of static builds up around the target. If the target has hair, the hair stands on end.
 
|-align="left"
 
|''Round 1:'' Sparks jump across the target's surface. Creatures or objects take 1 point of electricity damage; electronics or similar items take 1d6 points of electricity damage. Living creatures suffer a -1 penalty on all Strength- and Dexterity-based checks.
 
|-align="left"
 
|''Round 2:'' Electricity arcs across the target's surface. Electronic items suffer 1d8 points of electricity damage. Living creatures suffer 1d6 points of electricity damage, and must make a Fortitude save or else be ''dazed'' for one round. Objects or creatures touching the affected object are also affected by these effects.
 
|-align="left"
 
|''Round 3:'' The target is surrounded by a nimbus of electrical force. Electronic items suffer 1d10 points of electricity damage. Living creatures suffer 1d8 points of electricity damage, and must make a Fortitude save or else be ''stunned'' for one round. Objects or creatures touching the affected object are also affected by these effects.
 
|-align="left"
 
|Each additional round continues as per round 3, above.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase damage dealt by +1 die.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="False_Sensory_Input">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">FALSE SENSORY INPUT</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy [Mind-affecting]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
 
|- align="left"
 
|'''Manifestation DC:''' 16
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Close (25 feet + 5 feet/2 power points)
 
|- align="left"
 
|'''Target:''' One creature
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Saving Throw:''' Will negates
 
|-align="left"
 
|''You alter a creature's perceptions of the world.''
 
|-align="left"
 
|You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
 
|-align="left"
 
|You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size.
 
|-align="left"
 
|Because you override a victim’s senses, you can fool a victim who is using ''true seeing'' or some other method of gathering information, assuming you know that the victim is actively using such an effect.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' This effect can alter an additional piece of sense-data.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the saving throw DC by +1.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Fine_Manipulation_Telekinesis">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">FINE MANIPULATION TELEKINESIS</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
 
|- align="left"
 
|'''Manifestation DC:''' 16
 
|- align="left"
 
|'''Manifestation Time:''' Move action
 
|-align="left"
 
|''Your telekinetic abilities are such that you can manipulate an object with finer "motor" control.''
 
|-align="left"
 
|When you are manipulating a creature or object with [[#Telekinesis|telekinesis]], you may manipulate the object as though you were using two hands to manipulate it, rather than one. This permits you to perform physical skills, such as Craft or Open Lock, via your [[#Telekinesis|telekinesis]]; if you do, use your manifestation ability score instead of the key ability score for the skills you use. You suffer a -2 penalty to these skill checks for every 30 feet between you and the object you are manipulating.
 
|-align="left"
 
|You cannot manipulate the interior of an object with this power. You must be able to see or otherwise feel the object to use this power on it.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' You can manipulate the object as though you had an additional hand on it.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Id_Insinuation">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ID INSINUATION</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy [Mind-affecting]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Full-round action
 
|- align="left"
 
|'''Range:''' Close (25 feet + 5 feet/2 power points)
 
|- align="left"
 
|'''Target:''' One creature
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Saving Throw:''' Will negates
 
|-align="left"
 
|''You send short, sharp thoughts into the opponent's mind in a rapid volley, confusing them.''
 
|-align="left"
 
|The target is ''confused'' for the duration of this power; concentrating on this power is a standard action. A successful Will save negates this effect.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Reduce the activation time for this power to a standard action.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the duration by 1 round (the power continues to function for 1 additional round after you stop concentrating on it).
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the saving throw DC by +1.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Inertial_Armor">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">INERTIAL ARMOR</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Personal
 
|- align="left"
 
|'''Target:''' You
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Saving Throw:''' None
 
|-align="left"
 
|''You turn the air immediately around your body into a buffer.''
 
|-align="left"
 
|You gain a +2 armor bonus to AC.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the AC bonus by +1.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Inertial_Barrier">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">INERTIAL BARRIER</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Close (25 feet + 5 feet/2 power points)
 
|- align="left"
 
|'''Effect:''' One 10-foot square wall
 
|- align="left"
 
|'''Duration:''' Concentration
 
|-align="left"
 
|''You manipulate the air into a hard, deflecting surface.''
 
|-align="left"
 
|You create an immobile, invisible, 10-foot square wall. The barrier acts as a one-way barrier against attacks. It provides nine-tenths cover against any attacks coming from one direction (+10 cover bonus to AC, +4 bonus to Reflex saves, and grants ''evasion'' to those within 10 feet of its protective side), but does not hamper attacks from the other side.
 
|-align="left"
 
|Creatures attempting to pass through the barrier must make a Strength check against the Manifestation check made to produce the barrier in order to pass through it.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' Increase the dimensions of the barrier by 5 feet.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Mind_Thrust">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">MIND THRUST</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy [Mind-affecting, Psychic]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Close (25 feet + 5 feet/2 power points)
 
|- align="left"
 
|'''Target:''' One creature
 
|- align="left"
 
|'''Duration:''' Instantaneous
 
|- align="left"
 
|'''Saving Throw:''' Will negates
 
|-align="left"
 
|''You form psionic energy into a mental barb and use it to skewer a creature's mind.''
 
|-align="left"
 
|You deal 1d8 psychic damage to a single creature. A successful Will save prevents the damage.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the damage dealt by 1d8.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the saving throw DC by +1.
 
|-align="left"
 
|'''Augmentation ('''Varies'''):''' You can attach another psionic power you know with the Mind-affecting descriptor to this power. If the target fails the saving throw against this power, the target is affected by both this power and the rider power. This augmentation's cost is 3 PP if the rider is a devotion, 6 PP if the rider is a science, or 9 PP if the rider is an art. You can augment the rider power, but the sum of the augmentation for both powers must not exceed your metapsionic cap.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Multikinesis">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">MULTIKINESIS</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
 
|- align="left"
 
|'''Manifestation DC:''' 16
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|-align="left"
 
|''You use your telekinesis to levitate multiple objects.''
 
|-align="left"
 
|When you are manipulating a creature or object with [[#Telekinesis|telekinesis]], you may levitate another object per [[#Telekinesis|telekinesis]]. The total weight of the objects and/or creatures you levitate cannot exceed the total weight limitation of your [[#Telekinesis|telekinesis]] power. You maintain control of this additional object so long as you maintain concentration of your [[#Telekinesis|telekinesis]].
 
|-align="left"
 
|When you use a move action to move an object with [[#Telekinesis|telekinesis]], you may opt to move any number of objects you are levitating. The total distance you can move all objects is equal to the normal distance limitation for a single object with [[#Telekinesis|telekinesis]].
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' You may levitate an additional object with a single manifestation of this power.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Phantasmagoria">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">PHANTASMAGORIA</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy [Mind-affecting]
 
|- align="left"
 
|'''Prerequisites:''' [[#False_Sensory_Input|False Sensory Input]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Art
 
|- align="left"
 
|'''Manifestation DC:''' 19
 
|- align="left"
 
|'''Manifestation Time:''' 3 rounds
 
|- align="left"
 
|'''Range:''' Close (25 feet + 5 feet/2 power points)
 
|- align="left"
 
|'''Target:''' One creature
 
|- align="left"
 
|'''Duration:''' Permanent
 
|- align="left"
 
|'''Saving Throw:''' Will negates
 
|-align="left"
 
|''You force a creature to live in a world inside it's own mind.''
 
|-align="left"
 
|This power enables you to warp the consciousness and senses of a creature, sending the victim into a catatonic state.
 
|-align="left"
 
|The creature’s senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death.
 
|-align="left"
 
|Manifesting ''phantasmagoria'' a second time on an affected creature turns its sensory pathways outward once more.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the saving throw DC by +1.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the hit point cap of this effect by 10.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Reddopsi">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">REDDOPSI</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy [Mind-Affecting]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Art
 
|- align="left"
 
|'''Manifestation DC:''' 19
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Personal
 
|- align="left"
 
|'''Target:''' You
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Saving Throw:''' None
 
|-align="left"
 
|''You envelop your mind in a reflective psionic shield, reflecting mental intrusion.''
 
|-align="left"
 
|Mind-affecting effects that target you rebound to target the original manifester. Magic and Technology effects that target your mind can resist this effect by overcoming your Spell or Technology Resistance, as appropriate.
 
|-align="left"
 
|While this effect is active, you suffer a -3 penalty to all Manifestation checks for psionic powers.
 
|-align="left"
 
|Force effects of Forces other than Psionics that would be affected by this power simply dissipate harmlessly, rather than rebound back at their origin.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Reduce the penalty to Manifestation checks by 1 (minimum -0).
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|-align="left"
 
|'''Augmentation ('''5 PP'''):''' Reduce the activation time of this power to an immediate action. You can use it quickly enough to benefit from it in reaction to being targeted by a mind-affecting effect.
 
|-align="left"
 
|'''Augmentation ('''10 PP'''):''' Force effects of other Forces that would rebound do so if you succeed at a manifester level check against DC 8 + the original effect's origin's Force-user level.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Tactile_Telekinesis">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TACTILE TELEKINESIS</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
 
|- align="left"
 
|'''Manifestation DC:''' 16
 
|- align="left"
 
|'''Manifestation Time:''' Move action
 
|-align="left"
 
|''Your telekinetic abilities are such that you can feel the objects you manipulate.''
 
|-align="left"
 
|When you are manipulating a creature or object with [[#Telekinesis|telekinesis]], you may activate this power. If you do, you are able to feel objects you manipulate with that instance of [[#Telekinesis|telekinesis]].
 
|-align="left"
 
|While this effect is active, you can sense texture, weight, temperature, and similar sensations from objects you manipulate. The impressions you receive are three-dimensional; you feel all sides of an object simultaneously. You can feel the interior of objects with an opening (such as a lock). Small objects inside a large, open container (such as a chest) can all be felt individually and simultaneously.
 
|-align="left"
 
|The surface sensitivity of your skin or the density of sensory neurons does not limit you when you use this power. This gives you an incredible degree of sensitivity. You can feel individual particles of dust, microscopic variations in skin texture, and other tiny details. It is not necessary to exert pressure on an object to provide tactile sensations.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Telekinesis">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TELEKINESIS</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Full-round action
 
|- align="left"
 
|'''Range:''' Medium (100 feet + 10 feet/power point)
 
|- align="left"
 
|'''Target:''' One object, up to 50 lbs + 50 lbs/power point
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Saving Throw:''' Will negates (Object)
 
|-align="left"
 
|''You use the power of your mind to levitate an object.''
 
|-align="left"
 
|To levitate an object, you must first "grab" it. This requires a ranged touch attack against the object. The attack roll suffers a -2 penalty for every 50 feet between you and your target. If you hit, you successfully control the object, and can move it up to 20 feet as a move action. You cannot move an object fast enough with this power to deal damage with it.
 
|-align="left"
 
|If you cease concentrating on this power, the object immediately drops.
 
|-align="left"
 
|An object you are controlling with this power can be manipulated as though you were holding it by one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and a button pushed. Fine manipulation of an object, such as tying a knot or operating a keyboard, is not possible.
 
|-align="left"
 
|If the target object is being physically held by a creature, make a Psychokinesis manifestation check opposed by the holder's Strength check. The higher result retains control of the object for that round.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' The total distance you can move an object increases by 10 feet.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' The range of this power becomes Long (400 feet + 40 feet/power point).
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Telekinetic_Exoskeleton">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TELEKINETIC EXOSKELETON</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Range:''' Personal
 
|- align="left"
 
|'''Target:''' You
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|-align="left"
 
|''You use telekinesis to weave a web of telekinetic force around you, enhancing your physical abilities.''
 
|-align="left"
 
|You gain a +2 enhancement bonus to Strength, a +2 enhancement bonus to Jump checks, and a +10 foot enhancement bonus to your land movement rate.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|-align="left"
 
|'''Augmentation ('''4 PP'''):''' Increase the Strength bonus by +2, the Jump bonus by +2, and the movement speed bonus by +10 feet.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Telekinetic_Field">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TELEKINETIC FIELD</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Range:''' Personal
 
|- align="left"
 
|'''Target:''' You
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Manifestation Time:''' Swift action
 
|-align="left"
 
|''You use telekinesis to form a telekinetic field around yourself, which alters your inertial and gravitational mass.''
 
|-align="left"
 
|While this power is active, you fall at a rate of 60 feet per round (which is slow enough to avoid taking falling damage).
 
|-align="left"
 
|You may walk on the surface of fluids, provided that your movement begins and ends on a solid surface. If you end your turn on a liquid, you sink normally. In the case of thick mud and similar terrain, you can walk on their surface for two rounds.
 
|-align="left"
 
|You may attempt to balance on the small branches of a tree, the tips of grass, a bridge of tissue paper, or other things that normally would not be able to support your weight. This requires Balance checks, as if you were walking upon a tightrope.
 
|-align="left"
 
|While moving through any type of terrain, you leave no footprints (you still leave other signs of passage, however). Attempts to track you suffer a -10 penalty to all skill checks to do so.
 
|-align="left"
 
|While this power is active, you gain a +2 circumstance bonus to Balance and Move Silently checks.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase the bonus to Balance and Move Silently checks by +2.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Thermokinesis">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">THERMOKINESIS</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
 
|- align="left"
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]]
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Sci
 
|- align="left"
 
|'''Manifestation DC:''' 16
 
|- align="left"
 
|'''Manifestation Time:''' Move action
 
|- align="left"
 
|'''Duration:''' Concentration (see text)
 
|-align="left"
 
|''Your knowledge of telekinesis allows you to manipulate the movement of the constituent particles of physical objects, enabling you to modify their temperature.''
 
|-align="left"
 
|When you are manipulating a creature or object with [[#Telekinesis|telekinesis]], you may activate this power. If you do, you are able to modify the temperature of objects you are currently manipulating with that instance of [[#Telekinesis|telekinesis]].
 
|-align="left"
 
|When you activate this power, choose whether you are chilling or heating the object. While this power is active, you must spend expend an action concentrating on this power (in addition to the normal action spent concentrating on telekinesis).
 
|-align="left"
 
|'''Chill Object'''
 
|-align="left"
 
|''Initial Effect:'' The object or target cools noticeably.
 
|-align="left"
 
|''Round 1:'' The object is very cold. In warm environments, steam rises from the object, and condensation forms on its surfaces.
 
|-align="left"
 
|''Round 2:'' The object becomes icy cold. Living creatures take 1d6 cold damage, while constructs, undead, and inanimate objects suffer 1d4 cold damage.
 
|-align="left"
 
|''Round 3:'' The object is frozen. Living creatures suffer 1d8 cold damage, while constructs, undead, and inanimate objects suffer 1d6 cold damage. A living creature that suffers cold damage from this effect becomes ''fatigued'' due to hypothermia and frostbite.
 
|-align="left"
 
|Each additional round continues as per round 3, above.
 
|-align="left"
 
|'''Heat Object'''
 
|-align="left"
 
|''Initial Effect:'' The object or target warms noticeably.
 
|-align="left"
 
|''Round 1:'' The object is very hot. A living creature suffers 1 point of fire damage, as their skin blisters. Flammable objects smolder.
 
|-align="left"
 
|''Round 2:'' The object becomes extremely hot. The target - creature or object - suffers 1d6 fire damage. Flammable objects burst into flame, metals become red-hot, and flesh smokes and sizzles.
 
|-align="left"
 
|''Round 3:'' The object radiates extreme heat. The target - creature or object - suffers 1d10 fire damage. Metals become white-hot.
 
|-align="left"
 
|Each additional round continues as per round 3, above.
 
|-align="left"
 
|'''Augmentation ('''2 PP'''):''' Increase damage dealt by +1 die.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|}
 
</div>
 
 
&nbsp;
 
 
<div id="Thought_Shield">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">THOUGHT SHIELD</font></div>
 
|-style="background:white;" align="left"
 
|'''Disciplines:''' Telepathy
 
|- align="left"
 
|'''Level:''' [[Class:_Psionicist|Psi]] Dev
 
|- align="left"
 
|'''Manifestation DC:''' 13
 
|- align="left"
 
|'''Manifestation Time:''' Standard action
 
|- align="left"
 
|'''Range:''' Personal
 
|- align="left"
 
|'''Target:''' You
 
|- align="left"
 
|'''Duration:''' Concentration
 
|- align="left"
 
|'''Saving Throw:''' None
 
|-align="left"
 
|''You envelop your mind in a psionic shield, protecting you from mental intrusion.''
 
|-align="left"
 
|You gain PR equal to your Wisdom against mind-affecting effects and resist psychic 5.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the PR of this effect by 1.
 
|-align="left"
 
|'''Augmentation ('''1 PP'''):''' Increase the duration by 1 round after you stop concentrating on it.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' Increase the resist psychic of this effect by 5.
 
|-align="left"
 
|'''Augmentation ('''3 PP'''):''' Reduce the activation time of this power to an immediate action. You can use it quickly enough to benefit from it in reaction to being targeted by a mind-affecting effect.
 
|}
 
</div>
 
 
&nbsp;
 
  
 
=Design Notes=
 
=Design Notes=
Line 1,045: Line 128:
 
Unfortunately, it also nearly breaks the psionics system here as written. The problem with psychokinesis is that it all pretty much revolves around one power - telekinesis - and variations thereof. It makes sense, then, that the variations just improve the base power... but that's rather uninteresting, unfortunately, and definitely doesn't fit the feel of the powers system as envisioned.
 
Unfortunately, it also nearly breaks the psionics system here as written. The problem with psychokinesis is that it all pretty much revolves around one power - telekinesis - and variations thereof. It makes sense, then, that the variations just improve the base power... but that's rather uninteresting, unfortunately, and definitely doesn't fit the feel of the powers system as envisioned.
  
As of this morning, I think what we're looking at is a series of powers that expand upon telekinesis while it's active. [[#Ballistic_Telekinesis|Ballistic telekinesis]] is, I think, a pretty good preview of what the majority of psychokinesis powers will look like: they allow you to do something more with your telekinesis target, and using them specifically counts as maintaining concentration on telekinesis.
+
As of this morning, I think what we're looking at is a series of powers that expand upon telekinesis while it's active. [[Psionics:_Psychokinesis_Power_List#Ballistic_Telekinesis|Ballistic telekinesis]] is, I think, a pretty good preview of what the majority of psychokinesis powers will look like: they allow you to do something more with your telekinesis target, and using them specifically counts as maintaining concentration on telekinesis.

Latest revision as of 22:47, 2 June 2010

Psionic powers as they are in Trinity, for the psionicist class.

There got to be too many powers, so we had to split them up over several pages.

Power List

The following are the power lists for each discipline, sorted by grade, then alphabetically.

Psychokinesis

Psychokinesis is the discipline of movement. Exploiting the principle that brain-waves are a force that can be applied to objects, the psionicist wielding psychokinesis learns to manipulate the world around her in many varied and nuanced ways. As she progresses into the deeper mysteries of the discipline, she unlocks the ability to control gravity, molecular structures, and even the flow of time.

Psychometabolism

Psychometabolism is the study of biology. Equipped with an understanding of the biological effects of meditation, the psychometabolist explores the nuances of the concept of mind-over-body.

  • Devotions
    • Chameleon. You blend in with your surroundings.
    • Cocoon. Grant yourself natural armor.
    • Empathic Transfer. Transfer others' wounds to yourself.
    • Hammer. Imbue your unarmed attacks with extra force.
    • Monitor. Gain knowledge of a creature's physical state.
    • Muscle Control. Overcome paralysis and similar effects.
    • Venom. Secrete poison.
    • Vigor. You gain temporary hit points.
  • Sciences
    • Biofeedback. Allows you to heal yourself at a greatly improved rate.
    • Cognition Control. Rewire your brain to improve your cognitive abilities.
    • Energy Adaptation. Gain energy resist, energy immunity, or energy absorb.
    • Hustle. Gain a move action now.
    • Metabolic Control. Improve your physical abilities, modify your body's systems, grant yourself haste.
    • Suspension. Put yourself into a state of suspended animation.
    • Sustenance. You do not require food or water.
  • Arts
    • Fission. Duplicate yourself.
    • Fusion. Merge with another creature.
    • Genetic Control. Grant yourself metamorph abilities.
    • Living Computer. Modify your mind to function as a computational engine.
    • Revivify. Restore a dead creature to life.

Psychoportation

None yet.

Metacreativity

None yet.

Clairsentience

None yet.

Telepathy

Descriptions Explanations

Duration: ... (S)

This means that the power's duration is such that, if you activate it again on your next turn, the effect is seamless; that is, it is continuous from one use to the next.

Psychic Damage

Psychic is a new energy type. It is used exclusively by psionics.

[Telekinetic]

Telekinetic is a new descriptor. Using a power with this descriptor does not disrupt your concentration of telekinesis; failure to manifest it does not disrupt your concentration.

Design Notes

Where I talk about what the hell I'm doing.

Psychokinesis

Of all the disciplines I've contemplated up to this point (Sept 22, 09), this one is the most different from the source material.

Unfortunately, it also nearly breaks the psionics system here as written. The problem with psychokinesis is that it all pretty much revolves around one power - telekinesis - and variations thereof. It makes sense, then, that the variations just improve the base power... but that's rather uninteresting, unfortunately, and definitely doesn't fit the feel of the powers system as envisioned.

As of this morning, I think what we're looking at is a series of powers that expand upon telekinesis while it's active. Ballistic telekinesis is, I think, a pretty good preview of what the majority of psychokinesis powers will look like: they allow you to do something more with your telekinesis target, and using them specifically counts as maintaining concentration on telekinesis.