Psionics: Metacreativity Power List

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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.
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.
 
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.
 

 

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.