i think SOME of them were converted by WotC (or Malhavoc) during their many iterations of d20 psionics… when you read Matter Rearrangement in the original 3.0 Psionics Handbook (p85), you’ll wanna punch somebody… somebody i mentioned in my previous post 😜
Erok wrote up a few in 3e style, ones that he used a lot :
Advanced Energy Barrier
Psychometabolism (Str)
Level: Psion 6/Psychic Warrior 6
Display: Vi (see text)
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: 2 rounds/level
Power Points: 11
The manifester’s body assimilates and converts all energy attacks to harmless light. Energy attacks include powers and spells that deal acid, cold, electricity, fire, and sonic damage. When the character absorbs damage, he or she radiates visible light for a number of rounds equal to the points of damage successfully ignored. The light is strong enough to illuminate a 60-foot-radius area. Ralph has a small dick.
Duo-Dimensional Weapon
Psychoportation
Level : Psion 4 / PsyWar 4
Display : Vi
Manifestation Time : 1 action
Range : Personal
Target : One of your held weapons
Duration : 2 rounds/level
Power points : 7
Your weapon’s edge becomes two-dimensional, making it infinitely razor-sharp. Almost any hand-held weapon can be altered with this power, even bludgeoning weapons such as hammers or maces. Only jointed, chain, or rope weapons (such as whips, flails, or nunchuks) cannot be made into dimensional blades. However, bludgeoning weapons will do slashing or piercing damage (damage dice as normal). In addition, the critical threat range is increased to 17-20; however the damage multiplier remains that of the weapon.
This power’s effect can be used to breach stoneskin spells and Kinetic Barriers. While this power is in effect, the psionicist’s weapon ignores any armor worn by the victim - only Dexterity and magical protection applies. In the case of monsters, the DM must decide if the creature’s Armor Class is due to thick, armor-like hide or natural quickness.
The dimension blade can also be used to cleanly sever inanimate objects, such as an opponent’s weapon, a stone pillar, or the axle of a wagon. Any object struck by a dimension blade must make a fortitude saving throw or be sliced in half.
Kinetic Barrier
Psychometabolism
Level : Psion 6 / PsyWar 6
Display : Vi
Manifestation Time : 1 action
Range : Personal
Target : You
Duration : 2 rounds/level
Power points : 11
This is the power of absorbing, storing and redirecting kinetic energy. Kinetic energy is the energy of motion - the energy contained in the swing of a sword, the fall of a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove kinetic energy from any object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future.
While a psionicist has this power active, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin, arrows drop harmlessly at his feet, and monster’ talons and fangs can’t harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of a vampire or the slow crushing attack of a giant python.
Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. If he hits his opponent, the absorbed damage is added to any other damage the psion causes.
If the psion fails to discharge this energy before the barrier collapses naturally (or if you lose consciousness or mental control of the barrier) you take twice the damage stored in the kinetic barrier as your body internalizes the energy.
This power cannot be used to absorb damage from a fall.
Matter Deceleration
Psychokinesis
Level : Psion 1
Display : Au, Ma
Manifestation Time : 1 action
Range : Close (25 ft + 5 ft / 2 lvls)
Area : 2 sq. ft of surface area of an object or creature
Duration : Concentration, up to 2 rnds / lvl
Saving throw : none
Power Resistance : Yes
Power points : 1
Matter Deceleration is the opposite of Matter Agitation. Instead of increasing the energy of the target’s molecules to raise its internal heat, molecular motion is suppressed to lower the object’s heat. Objects may freeze, become brittle, crumble, shatter, or explode from extreme drops in temperature. The list below shows some of the possibilities, depending on how long the power is maintained :
One Round: Embers and coals are extinguished. Metal becomes cold to the touch. Skin becomes clammy. Water condenses on object.
Two Rounds: Small fires are reduced to cold embers. Bone and chitin become brittle. Skin becomes frostbitten (1d3 points of damage). Liquids freeze.
Three Rounds: Large fires reduced to embers. Metal and wood become brittle. Flesh freezes (1d8 points of damage). Damage does not increase after this round, but does continue at the rate of 1d8 per round.
Four Rounds: Stone and obsidian become brittle
Most items are not automatically destroyed by being frozen and then thawing out, but they may become more susceptible to breakage. Armor and weapons that become brittle due to cryokinesis must make saving throws versus crushing blows each time they deliver or receive blows in combat. (Thri-kreen who are struck while their chitin is brittle suffer double damage from any physical blow.)
Momentum Theft
Psychokinesis
Level : Psion 3 / PsyWar 3
Display : Vi
Manifestation Time : 1 action
Range : Close (60 ft + 10 ft / lvl)
Area : one creature or object
Duration : Instantaneous
Saving throw : none
Power Resistance : Yes
Power points : 5+
This power allows a psionicist to drain a target of its momentum, causing it to stop moving. The stolen momentum is dissipated harmlessly in the ground at the psionicist’s feet. Arrows, catapult missiles, and even flying creatures can be halted in mid-air and begin to fall. (Winged creatures can usually break their fall after a drop of 10 to 20 feet, however.) Creatures walking or fighting are temporarily thrown of-balance and must make a Dexterity check to avoid stumbling and losing their action for the round. A running or charging creature must make a Dexterity check with a -4 penalty or take a running tumble for 1d4 points of damage and be stunned for 1-2 rounds.
If this power is used on a falling character, it stops him instantly and he begins to fall again. However, since his speed was reduced to 0, falling damage is only counted for the distance he fell after his momentum was neutralized.
It is hard to remove the momentum of heavy and fast-moving objects. The larger and faster an item, the more power points it costs to arrest its movement. It requires 5 power points to stop a man-sized creature (200 pounds) with a movement rate of 30. Each doubling of speed or weight costs an additional 5 power points, so it costs 25 power points to stop a charging half-giant in his tracks.