Psionics: Power List
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Revision as of 08:21, 17 September 2009 by GnomeWorks (Talk | contribs)
Psionic powers as they are in Trinity, for the psionicist class.
Power List
They exist!
Power Descriptions
BRAIN LOCK
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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
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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
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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. |