Difference between revisions of "Psionics: Metacreativity Power List"

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|Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
 
|Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
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|You can only have one astral construct at a time.
 
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|'''Augmentation ('''1 PP'''):''' The astral construct gains one additional ability from Menu A.
 
|'''Augmentation ('''1 PP'''):''' The astral construct gains one additional ability from Menu A.
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|'''Augmentation ('''2 PP'''):''' The astral construct gains one additional ability from Menu B.
 
|'''Augmentation ('''2 PP'''):''' The astral construct gains one additional ability from Menu B.
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|'''Augmentation ('''6 PP'''):''' When you manifest this power, you create one additional construct; you can only maintain one instance of this power. All of the constructs you create are identical.
 
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Revision as of 18:12, 8 August 2015

A list of metacreativity powers for the psionicist class. The list got too long, so it's split into a number of 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.

 

Psionic Powers
Power Index | Clairsentience · Imagiportation · Metacreativity · Psychokinesis · Ratiovitality · Telepathy

 

Metacreativity Power Descriptions

The following are the metacreativity powers in alphabetical order.

Base Power

This is the base power of the metacreativity discipline.

 

TELEFAB
Classes: Psi
Discipline: Metacreativity
Activation Time: Standard action
Range: 0 ft.
Effect: Unattended object of nonliving matter, up to Tiny size (see text)
Duration: Concentration (Swift)
Saving Throw: None
Psionic Resistance: No
You reach into the ethereal with your mind, and bring forth an object from nothing.
You can manifest powers with the [Telefab] descriptor without disrupting your concentration on this power, even if you fail the Manifestation check. Powers with the [Telefab] descriptor with a duration of "Concentration" are maintained when you concentrate on maintaining this power.
 
DEVOTION
You can shape raw ectoplasm into a nonmagical, unattended object of nonliving, organic matter, such as wood. The maximum size of an object you can make is Tiny, with an additional size category for every three manifester levels (so Small at 3rd, Medium at 6th, and so forth). You must succeed on an appropriate Craft skill check to make a complex item.
You can have only one such item in existence at a time.
Augmentation (2 PP): You can have an additional item in existence. Creating another object while this power is active requires a standard action, but does not require another Manifestation check.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, except you can now create an object of mineral nature: stone, crystal, metal, or the like. You cannot use this power to create items out of special materials, like adamantine, orichalcum, or mox.
Augmentation (2 PP): Each object you create with this power lasts for an additional round after you cease concentrating on this power.
 
ART
In addition to the benefits gained from this power as a devotion and science, you can grant items you create supernatural strength. Normal objects, such as chairs and the like, increase their Hardness by one-half your manifester level. Weapons and armor you create can have an enhancement bonus up to one-fifth your manifester level, but cannot have special qualities.
Augmentation (10 PP): Increase the enhancement bonus to object hardness, weapons, and armor by +1.
 

 

Other Powers

Other powers of the metacreativity discipline.

 

ASTRAL CONSTRUCT
Classes: Psi
Discipline: Metacreativity [Telefab]
Activation Time: Standard action
Range: Close (25 feet + 5 feet/2 manifester levels)
Effect: One created astral construct
Duration: Concentration (Swift)
Saving Throw: None
Psionic Resistance: No
You forge a creature out of raw ectoplasm, then send it to do your bidding.
When you are using telefab, you may activate this power. If you do, you create an astral construct, a creature forged out of the force of your will. As your knowledge of this power increases, you can create more powerful, more varied constructs.
 
DEVOTION
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of this power’s duration and dissipates at the end of its turn.
Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
You can only have one astral construct at a time.
Augmentation (1 PP): The astral construct gains one additional ability from Menu A.
Augmentation (4 PP): The level of the astral construct you create is one higher.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, except you create a 4th-level astral construct instead.
Augmentation (2 PP): The astral construct gains one additional ability from Menu B.
Augmentation (6 PP): When you manifest this power, you create one additional construct; you can only maintain one instance of this power. All of the constructs you create are identical.
 
ART
In addition to the benefits gained from this power as a devotion, except you create a 7th-level astral construct instead.
Augmentation (4 PP): The astral construct gains one additional ability from Menu C.
 

 

CONCEALING AMORPHA
Classes: Psi
Discipline: Metacreativity [Telefab]
Activation Time: Standard action
Range: Close (25 feet + 5 feet/2 manifester levels)
Effect: Quasi-real amorphous film (see text)
Duration: Concentration (Swift)
Saving Throw: None
Psionic Resistance: No
You bring forth thin ectoplasm, weaving it through the air, concealing the area.
When you are using telefab, you may activate this power. If you do, you create a concealing amorpha, hindering creatures' ability to see. As your knowledge of this power grows, you can manipulate the ectoplasm, granting yourself cover and eventually concealment.
 
DEVOTION
A misty vapor arises around the targeted point. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. Creatures within 5 feet of each other have concealment against each other (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the amorpha in 4 rounds. A strong wind (21+ mph) disperses the amorpha in 1 round. Any effect which deals fire damage can be used to burn away the amorpha; single-target effects can burn away a single square, while effects that affect an area burn away the amorpha within the area they effect.
This power does not function underwater or in a vacuum.
This power affects a 10-foot radius.
Augmentation (1 PP): Increase the radius affected by 5 feet.
Augmentation (2 PP): The amorpha becomes resistant to fire. Effects that deal fire damage must deal an amount of fire damage equal to one-half your manifester level to disperse the amorpha; each time you take this augmentation, increase the amount of fire damage required by one-half your manifester level.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you and all allies within the amorpha always gain concealment against other creatures, but other creatures do not gain the benefits of concealment, though they do gain the benefits of total concealment (so enemies next to you lose concealment, but any further than that are treated as normal).
 
ART
In addition to the benefits gained from this power as a devotion and a science, except you and all allies within the amorpha always gain total concealment, even when adjacent to another creature, and other creatures gain no benefit from being within the amorpha.
 

 

CRYSTALLIZE
Classes: Psi
Discipline: Metacreativity [Telefab]
Activation Time: Standard action
Range: Close (25 feet + 5 feet/2 manifester levels)
Target: Varies (see text)
Duration: Concentration (Swift)
Saving Throw: Fortitude negates (see text)
Psionic Resistance: Yes
You pull forth ectoplasm from the ethereal, meld it with the flesh of a creature, and force it to crystallize.
When you are using telefab, you may activate this power. If you do, you can attempt to force creatures to become crystallized, either to their benefit or detriment.
 
DEVOTION
You weave ectoplasmic crystals into the target's musculature, hindering their ability to move. The target is slowed; at the beginning of the target's turn, he can make another saving throw against this effect.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, the target is also afflicted with gradual petrify, with a duration equal to 12 rounds minus the amount by which the target failed the initial saving throw. The target is allowed a new saving throw at the beginning of each of their turns. If the duration of this status ends, the creature turns into inert crystal, rather than stone.
Augmentation (2 PP): Reduce the base duration of the gradual petrify by 1 round.
 
ART
This power's duration is now instantaneous.
You seed the subject’s flesh with supersaturated crystal. In the blink of an eye, the subject’s form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers or spells that detect such). The target is only allowed a single saving throw against this effect.
This power has a chance of being nullified only by a spark of a higher level than you when you manifested this power. When the power is nullified, crystal melts back into flesh, and the subject is in exactly the state he was prior to being affected by crystallize.
Once a given creature has successfully made the saving throw against this power, it is immune to your further uses of it until you increase your manifester level.
 

 

DIAMONDIZE
Classes: Psi
Discipline: Metacreativity [Telefab]
Activation Time: Standard action
Range: Close (25 feet + 5 feet/2 manifester levels)
Target: One creature
Duration: Concentration (Swift)
Saving Throw: Fortitude negates (harmless)
Psionic Resistance: Yes
You pull forth crystalline ectoplasm and intertwine it with the flesh of a creature, granting it strength.
When you are using telefab, you may activate this power. If you do, you can integrate ectoplasmic diamond with creatures' skins, strengthening them against harm.
 
DEVOTION
You weave ectoplasmic crystal into the target's skin, hardening them against damage for a short time. The target gains temporary hit points equal to 1d8 + 1d8/3 manifester levels. These temporary hit points last until they are lost or until you cease concentrating on this power.
Augmentation (3 PP): The target gains an additional 1d8 temporary hit points.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you can utilize the aspected nature of crystalline structures to render the creature resistant to an energy type. When you manifest this power, select an energy type, plus an additional energy type for every five manifester levels; the target gains barrier against those energy types.
Augmentation (3 PP): Choose another energy type; the target gains barrier against that energy type as well.
 
ART
In addition to the benefits gained from this power as a devotion and science, you can utilize the reflective nature of crystals to grant the target reflect. (A creature with the reflect status automatically turns any Force effect they are targeted by back upon their origin. If affected by an area effect with an instantaneous duration, the creature's area is unaffected, and the area of the origin - if it has an area - is affected instead. This effect is automatic and not controlled by the creature with the status, and thus affects beneficial effects as well as harmful ones.)
Each time the target would be affected by a Force effect, make a manifester level check. If the check result is higher than the Force-user level of the effect, it is affected by your reflect status from this power. If it is not, the target is affected by the effect and the reflect status is lost. (If your manifester level is higher than the Force-user level of the effect, this check is automatic and is not rolled.)
Magic- and Technology-aligned effects are considered to be at +5 to their effective Force-user levels for purposes of this power's application of this status.
The reflect status created by this effect can reflect effects whose total Force-user level is triple your manifester level. If you make your manifester level check against an effect whose Force-user level would exceed this total, it is partially reflected, affecting the original target at a fraction of its power equal to the amount it exceeds the remaining reflection divided by its Force-user level (thus, if you have 4 levels of reflection remaining and are affected by an effect made by a 16th-level Force-user, you suffer 75% of the effect), with the remainder affecting the origin of the effect.
 

 

ECTOWEB
Classes: Psi
Discipline: Metacreativity [Telefab]
Activation Time: Standard action
Range: Close (25 feet + 5 feet/2 manifester levels)
Effect: Webs in a 20-foot radius area
Duration: Concentration (Swift)
Saving Throw: Reflex negates (see text)
Psionic Resistance: No
You pull strands of ectoplasm from the ethereal, trapping creatures.
When you are using telefab, you may activate this power. If you do, you create a mass of webs that constrict your foes. As your knowledge of this power grows, you can encase your foes in this webbing.
 
DEVOTION
This power creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled.
Anyone in the effect's area when the power is manifested must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making an Escape Artist check as a standard action against the DC of this power. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make an Escape Artist check as part of their move action, with a DC equal to the power's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
 
SCIENCE
When you manifest this power as a science, it no longer affects an area, but instead affects "Target: One Medium or smaller creature."
You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).
Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel effects psionics, but it can otherwise be destroyed by extreme measures or items.
The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).
A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.
Augmentation (2 PP): This power can affect a target one size larger.
 
ART
When you manifest this power as an art, it functions as though it were a science, but instead affects "Area: 20-ft.-radius burst."
Targets entirely within the area who fail their save are caught and cocooned. If a creature’s body is only partially within the area, this power does not affect that creature.
The remainder of the area affected by this power is affected as though you had used this power as a devotion; if at least one creature in the area is affected by this power, that is considered a sufficient anchor for the webbing to persist, even if there are no other anchor points available.
Augmentation (2 PP): Increase the radius of this power by 5 feet.
 

 

RECONSTRUCTION
Classes: Psi
Discipline: Metacreativity [Telefab]
Activation Time: Standard action
Range: Touch
Target: One object or construct
Duration: Instantaneous
Saving Throw: Fortitude negates (object, harmless)
Psionic Resistance: Yes
You touch an object, gaining an understanding of its structure, and rebuild it.
When you are using telefab, you may activate this power. If you do, you can restore an object to its original state. As your knowledge of this power grows, your ability to repair items improves, eventually reaching the point that you can make it sturdier than it originally was.
 
DEVOTION
This power repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this power to function.
This power does not function on a destroyed object, or one that has 0 or fewer hit points.
You can use this power to heal a construct.
 
SCIENCE
When you manifest this power as a science, it functions as though it were a devotion, but restores 1d6 hit points, plus an additional 1d6 hit points for every two manifester levels. This power can function on an object that is missing pieces, but at least 75% of the original item must be present.
This power can function on a destroyed object.
Augmentation (1 PP): Increase the hit points restored by 1d6.
 
ART
In addition to the benefits gained from this power as a science, if you restore an object to full hit points (or use it on an item that already has full hit points), it permanently becomes a masterwork item.