Psionics: Psychokinesis Power List

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A list of psychokinesis powers for the psionicist class. The list got too long, so it's split into five pages now.

The power index includes a full index of all powers in all disciplines, as well as an explanation of some of the terms used in these descriptions.

Power Index | Psychokinesis | Psychometabolism | Telepathy | Psychoportation | Metacreativity | Clairsentience

Psychokinesis Power Descriptions

The following are the psychokinesis powers in alphabetical order.

BALLISTIC TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Special (see text)
You use your telekinesis to hurl an object at rapid speeds.
When you manifest this power, you may choose to do so as part of an attack action (either a standard or full-round attack).
When you are manipulating a creature or object with 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.
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.
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.
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.

 

CHEMORECEPTIVE TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Tactile Telekinesis, Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
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.
When you are manipulating a creature or object with telekinesis, you may activate this power. If you do, you are able to taste and smell objects you manipulate with that instance of telekinesis.
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.

 

CHRONOKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis, Knowledge (Quantum Mechanics) - 5 ranks
Level: Psi Art
Manifestation DC: 19
Manifestation Time: Standard action
Duration: Concentration
Your understanding of manipulating space and knowledge of time leads you to an epiphany - time is space, and what can be used to manipulate one can manipulate the other.
When you manifest this power, you fundamentally alter your telekinetic abilities to modify time, rather than space. Maintaining concentration on this power requires expending 1 PP and a swift action each turn; using another power with the [telekinetic] descriptor counts as spending an action to maintain this power, but you must still spend the PP (as a non-action).
While this power is active, you enjoy two benefits. You gain access to a number of additional augmentations you can use for any [telekinetic] power you manifest, and [telekinetic] powers you use affect their targets temporally rather than spatially.
While this power is active, you may choose to use the modifications it makes on powers you manifest; that is, they are additional options when you use affected powers, rather than direct changes to the powers themselves.
This power can be negated by a synchronize jikuu or similar effect that stops temporal effects.
While this power is active, you may - as part of a power's manifestation - choose one of the following ways to modify a [telekinetic] power.
Delay Power (1 PP): You manifest the power, but delay its effect for up to 2 rounds. Each time you augment a power with this effect, you can delay the power's effect by an additional 2 rounds.
Repeat Power (4 PP): You cause the power to take affect again next turn, on the same initiative count, as per the repeat jikuu feat.
Speed Manifestation (5 PP): You reduce the power's manifestation time by one step, as per the temporal call feat.
The following is the list of powers affected by chronokinesis.
Ballistic Telekinesis: When you use this power, the creature or object instead is affected as though by the time hop jikuu, for a number of rounds equal to one-quarter the damage it would deal if it this power were being used normally on the object. If the target of the power is a creature, you may instead choose to affect it as though by the temporal shove jikuu, reducing its initiative by the damage that would have been dealt.
Inertial Armor: While chronokinesis is active, this power's manifestation time becomes 1 immediate action, and has a duration of instantaneous. When you manifest it, you instead gain the benefits of the temporal dodge jikuu.
Molecular Disintegration: When you use this power, you may choose to cause the creature or object to be stopped, as per the stop jikuu; or, you may choose to cause the creature or object to enjoy the benefits of the time stop jikuu; or, you may choose to cause the creature or object to be affected as by the temporal stasis jikuu.
Tactile Telekinesis: While chronokinesis is active, this power also informs you of age, initiative (if relevant), temporal-based conditions (such as slow and haste), and time-error (if any) of objects you manipulate with [telekinetic] powers.
Telekinesis: When you use this power on a creature or object, you instead inflict the slow or haste condition, your choice, on the target. Objects that are affected by slow deal one-quarter damage in collisions, and count as double their weight for purposes of carrying and lifting. Objects affected by haste deal half again as much damage in collisions, and count as half their weight for purposes of carrying and lifting. You can modify the effect you impart on a creature or object by one step each round: that is, if you want to haste a slowed creature, you must shift its condition from slow to normal on one round, then to haste on the next.
Telekinetic Field: When you use this power, you instead gain the benefits of the bullet time jikuu.
Thermokinesis: When you use this power to heat a creature, it instead increases its initiative by 2 each round the power is maintained. When you use this power to chill a creature, it instead decreases its initiative by 3 each round the power is maintained.

 

CONTROL AIR
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Area: 20-ft radius spread
Duration: Concentration
You use telekinesis to modify the air in an area, affecting wind.
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.
In addition, you can alter wind direction up to 90 degrees.
Augmentation (2 PP): You can modify wind speed by up to an additional 10 miles per hour.
Augmentation (2 PP): Increase the duration by 1 minute after you stop concentrating on it.
Augmentation (3 PP): You can modify wind direction by up to an additional 10 degrees.

 

CONTROL FLAME
Disciplines: Psychokinesis [Fire]
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Area: One fire; see text
Duration: Concentration
You use telekinesis to control and manipulate fire.
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.
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.
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). 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).
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).
 
Control Flame: Maximum Fire Size
Manifester Level Fire Size Example Max Dmg/Round 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
 
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.
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.
Augmentation (3 PP): Increase the duration by 1 round after you stop concentrating on it.

 

CONTROL LIGHT
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Area: 20-ft radius spread
Duration: Concentration
You use telekinesis to modify the ambient light in a small area.
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration.
Decrease Light
You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly.If you decrease the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).
Increase Light
You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.
You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the power’s duration ends at the end of your turn on which you do so.
Augmentation (1 PP): Increase the duration by 1 minute after you stop concentrating on it.

 

CONTROL SOUND
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Target: One sound or mixture of related sounds
Duration: Concentration
You use telekinesis to modify sound.
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Mimic Voice check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters non-Force, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area. If you do so, the power ends.
Augmentation (1 PP): Increase the duration by 1 minute after you stop concentrating on it.

 

CREATE SOUND
Disciplines: Psychokinesis
Prerequisites: Control Sound, Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Effect: Sounds; see below
Duration: Concentration
You use telekinesis to modify the air, creating sound.
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Mimic Voice check with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing suspicion.
This power can be used to bring sounds into existence that you later manipulate by manifesting control sound.
Augmentation (1 PP): Increase the duration by 1 minute after you stop concentrating on it.
Augmentation (2 PP): Increase the sound equivalence you can create by four normal humans' worth.

 

DEBRIS FIELD
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Special (see text)
Range: Personal
Effect: A swirling nimbus of debris around you
Duration: Concentration
You use your telekinesis to pick up myriad tiny objects and swirl them around yourself, giving yourself a protective field.
Attacks against you suffer a 20% miss chance.
While this power is active, you suffer a -2 penalty on all ranged attack rolls and Perception-based checks.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
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.

 

ELECTROKINESIS
Disciplines: Psychokinesis [Electricity, Telekinetic ]
Prerequisites: Telekinesis, Thermokinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Duration: Concentration (see text)
Saving Throw: See text
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.
When you are manipulating a creature or object with 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.
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).
Initial Effect: A field of static builds up around the target. If the target has hair, the hair stands on end.
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.
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.
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.
Round 4: The target is surrounded by a nimbus of crackling electricity. As per round 3, but in addition, if the target is metallic or magnetic, the target functions as an electromagnet device, with a 5-foot radius.
Each additional round continues as per round 4, above. The radius of the electromagnet effect increases by 5 feet each round, to a maximum of 10 feet.
Augmentation (2 PP): Increase damage dealt by +1 die.
Augmentation (2 PP): Increase the maximum radius of the electromagnet effect by 5 feet.
Augmentation (3 PP): Increase the duration by 1 round after you stop concentrating on it.

 

FINE MANIPULATION TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Your telekinetic abilities are such that you can manipulate an object with finer "motor" control.
When you are manipulating a creature or object with 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; 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.
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.
Augmentation (3 PP): You can manipulate the object as though you had an additional hand on it.

 

INERTIAL ARMOR
Disciplines: Psychokinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
You turn the air immediately around your body into a buffer.
You gain a +2 armor bonus to AC.
Augmentation (1 PP): Increase the AC bonus by +1.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.

 

INERTIAL BARRIER
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Close (25 feet + 5 feet/2 power points)
Effect: One 10-foot square wall
Duration: Concentration
You manipulate the air into a hard, deflecting surface.
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.
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.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (3 PP): Increase the dimensions of the barrier by 5 feet.

 

MOLECULAR DISINTEGRATION
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Art
Manifestation DC: 19
Manifestation Time: Full-round action
Range: Close (25 feet + 5 feet/2 power points)
Target: One creature or object
Duration: Varies (see text)
Your ability to manipulate objects extends now to the molecular level. With your knowledge, you can rip objects and creatures apart at the molecular level, or even cause nuclear fission.
When you manifest this power, you may choose one of the options below.
Disintegrate Object
You can target a single object, or area of an object, which occupies no more than a 5-ft cube.
Upon manifesting this power, and each round you concentrate on this power (a standard action), you reduce the object's hardness by 1d4. This reduction in the object's hardness is permanent, but can be undone by other abilities that restore an object's hardness (such as create object). A successful Fortitude save negates this damage; only attended objects are allowed such a save.
If the object has 0 hardness, you instead deal 2d6 + your Intelligence modifier damage to it. A successful Fortitude save halves this damage; only attended objects are allowed such a save.
As you deal damage to the object, the material that is removed due to damage is reduced to a fine, inert, grey dust. If the dust is scattered, the object cannot be restored by any means (even temporal or blue means cannot recreate an object reduced to this state).
Augmentation (2 PP): The maximum object size you can affect increases by one 5-ft cube.
Augmentation (3 PP): The damage you deal to hardness increases by 1d4, and the hit point damage you deal increases by 2d6.
Augmentation (4 PP): Increase the duration by 1 round after you stop concentrating on it.
Disintegrate Creature
You can target a single creature of Medium size or smaller.
Upon manifesting this power, and each round you concentrate on this power (a standard action), you deal 1 point of Strength, Dexterity, and Constitution disintegration damage to the creature, as well as 3d6 points of hit point damage. A successful Fortitude save negates the ability score damage, but not the hit point damage.
Ability disintegration cannot be restored by means that undo ability damage or ability drain. Instead, a living creature recovers from 1 point of ability disintegration per week. Constructs can be repaired with a DC 35 Repair check, which restores 1 point of ability disintegration, and consumes 5 charges from a repair kit. Undead or similar such creatures cannot recover from ability disintegration.
A creature that is reduced to a Constitution of 0 due to ability disintegration, or 0 hit points through damage dealt by this power, is reduced to a fine, inert, grey dust. If this dust is scattered, the creature is irrevocably destroyed, and cannot be restored by any means short of a wish or similar Force effect.
Augmentation (2 PP): The maximum creature size you can affect increases by one size category.
Augmentation (4 PP): The ability disintegration damage you deal increases by 1 point, and the hit point damage increases by 2d6.
Augmentation (5 PP): Increase the duration by 1 round after you stop concentrating on it.
Fission
You can use this power to manipulate the nuclear forces within an atom, creating a small instance of nuclear fission.
This use of this power is instantaneous, and cannot be maintained. You affect a 10-ft radius sphere, inside of which all creatures and objects suffer 10d6 fire damage; a successful Fortitude save halves this damage. In addition, all creatures in the area are immediately exposed to light radiation, and must make an additional Fortitude save against it or begin suffering radiation poisoning.
All creatures and objects in the area are blown back by the force of the atomic blast, each being subject to a bull rush attempt with a base bonus of +10, plus your Intelligence modifier.
This use of this power also produces an EMP with a 20-ft radius around the blast point.
Augmentation (1 PP): Increase the damage dealt by this effect by 2d6.
Augmentation (1 PP): Increase the bull rush bonus by +2.
Augmentation (2 PP): Increase the radiation severity inflicted by this power by one step.
Augmentation (3 PP): Increase the radius of this effect by 10 feet, and the EMP radius by 20 feet.

 

MULTIKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Standard action
You use your telekinesis to levitate multiple objects.
When you are manipulating a creature or object with telekinesis, you may levitate another object per telekinesis. The total weight of the objects and/or creatures you levitate cannot exceed the total weight limitation of your telekinesis power. You maintain control of this additional object so long as you maintain concentration of your telekinesis.
When you use a move action to move an object with 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.
Augmentation (3 PP): You may levitate an additional object with a single manifestation of this power.

 

TACTILE TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Your telekinetic abilities are such that you can feel the objects you manipulate.
When you are manipulating a creature or object with telekinesis, you may activate this power. If you do, you are able to feel objects you manipulate with that instance of telekinesis.
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.
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.

 

TELEKINESIS
Disciplines: Psychokinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Full-round action
Range: Medium (100 feet + 10 feet/power point)
Target: One object, up to 50 lbs + 50 lbs/power point
Duration: Concentration
Saving Throw: Will negates (Object)
You use the power of your mind to levitate an object.
To levitate an object, you must first "grab" it. This requires a ranged touch attack against the object; use Intelligence, rather than Dexterity, as the key ability modifier for this attack roll. 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.
If you cease concentrating on this power, the object immediately drops or otherwise obeys local gravity.
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.
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.
Augmentation (1 PP): The total distance you can move an object increases by 10 feet.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (3 PP): The range of this power becomes Long (400 feet + 40 feet/power point).

 

TELEKINETIC EXOSKELETON
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Range: Personal
Target: You
Duration: Concentration
Manifestation Time: Standard action
You use telekinesis to weave a web of telekinetic force around you, enhancing your physical abilities.
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.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (4 PP): Increase the Strength bonus by +2, the Jump bonus by +2, and the movement speed bonus by +10 feet.

 

TELEKINETIC FIELD
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Range: Personal
Target: You
Duration: Concentration
Manifestation Time: Swift action
You use telekinesis to form a telekinetic field around yourself, which alters your inertial and gravitational mass.
While this power is active, you fall at a rate of 60 feet per round (which is slow enough to avoid taking falling damage).
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.
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.
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.
While this power is active, you gain a +2 circumstance bonus to Balance and Move Silently checks.
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (2 PP): Increase the bonus to Balance and Move Silently checks by +2.

 

THERMOKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Duration: Concentration (see text)
Your knowledge of telekinesis allows you to manipulate the movement of the constituent particles of physical objects, enabling you to modify their temperature.
When you are manipulating a creature or object with 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.
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).
Chill Object
Initial Effect: The object or target cools noticeably.
Round 1: The object is very cold. In warm environments, steam rises from the object, and condensation forms on its surfaces.
Round 2: The object becomes icy cold. Living creatures take 1d6 cold damage, while constructs, undead, and inanimate objects suffer 1d4 cold damage.
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.
Each additional round continues as per round 3, above.
Heat Object
Initial Effect: The object or target warms noticeably.
Round 1: The object is very hot. A living creature suffers 1 point of fire damage, as their skin blisters. Flammable objects smolder.
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.
Round 3: The object radiates extreme heat. The target - creature or object - suffers 1d10 fire damage. Metals become white-hot.
Each additional round continues as per round 3, above.
Augmentation (2 PP): Increase damage dealt by +1 die.
Augmentation (3 PP): Increase the duration by 1 round after you stop concentrating on it.