Psionics: Power List

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

Power List

They exist!

Power Descriptions

BRAIN LOCK
Disciplines: Telepathy [Mind-Affecting]
Level: Psi Sci
Activation DC: 16
Activation Time: Full-round action
Range: Close (25 feet + 5 feet/power point)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
You overload your target's mind with psionic energy, rendering them incapable of thought.
The creature affected is unable to take mental actions and is paralyzed. A successful Will save negates this effect.
Augmentation (2 PP): Increase the duration by 1 round.
Augmentation (5 PP): The creature cannot use Force abilities for the duration of the effect.

 

MIND THRUST
Disciplines: Telepathy [Mind-Affecting, Psychic]
Level: Psi Dev
Activation DC: 13
Activation Time: Standard action
Range: Close (25 feet + 5 feet/power point)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
You form psionic energy into a mental barb and skewer a creature's mind.
You deal 1d6 psychic damage to a single creature. A successful Will save prevents the damage.
Augmentation (1 PP): Increase the damage dealt by 1d6.

 

REDDOPSI
Disciplines: Telepathy [Mind-Affecting]
Level: Psi Art
Activation DC: 19
Activation Time: Standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
You envelop your mind in a reflective psionic shield, reflecting mental intrusion.
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.
While this effect is active, you suffer a -1 penalty to all Activation checks for psionic powers.
Force effects of Forces other than Psionics that would be affected by this power simply dissipate harmlessly, rather than rebound back at their origin.
Augmentation (1 PP): Reduce the penalty to Activation checks by 1 (minimum -0).
Augmentation (3 PP): Increase the duration by 1 round.
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.
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.