Kargin - Psionic Notes


  • PC

    Molecular Rearrangement (psychokinetic science)
    MAC: 14
    PSP Cost: 12/hour/6
    Range: 2 yards
    Area of Effect: one item
    Prerequisite: telekinesis, molecular manipulation

    Molecular rearrangement is the psionic equivalent of alchemy. By toying with an object’s molecular structure, the psionicist can change its fundamental nature or properties. This power cannot create matter or mass from nothing, however. Nor can it change a material’s state from
    liquid to solid, gas to liquid, and so on. It is best suited to converting one sort of element into another, but it can also be used for more complex operations-neutralizing a poison, for example. Converting one element to another is usually a simple operation, in which one ounce of
    material can be changed each hour. Typical conversions of this type include steel to lead, or any metal to gold. More complex rearrangements like changing a metal to glass or changing a wooden goblet to a ruby goblet, take four times longer.

    The creation of gold coins from other metals is possible, but it’s no way to get rich quick. At the rate of one ounce per hour, it would take 16 hours-about two work days-to change 10 copper pieces into 10 gold pieces, for a net profit of 9 gold pieces.

    Molecular rearrangement is often used to create superior weapons. A psionically tempered weapon may receive a +1 on damage rolls. The process is time-consuming, however. For example, a typical short sword takes at least 40 hours to temper psionically. (The average short sword
    weighs 3 pounds, or 48 ounces, most of which is the blade.) A psionically tempered weapon does not automatically offer a +1 attack-roll bonus. In order to receive that bonus, the psionicist must make a successful Int check when he fashions the weapon.

    The psionicist makes his MtH roll when the process is complete. If it fails, he did not waste all his effort. The difference between the character’s MtH roll and power’s MAC, multiplied by 10, equals the percentage of work which must be redone. If the roll is 1, the item seems perfect but contains a hidden flaw which will cause it to break, or fail, or simply look wrong when it is put to use (the ruby goblet might leak, for example, or the
    sword might contain a soft portion which causes it to bend).

    This power has no effect against living creatures weighing more than one ounce. Creatures weighing one ounce or less are killed if their molecules are rearranged.


  • PC

    Magnify (psychometabolic devotion)
    MAC: 12
    PSP Cost: varies
    Range: 0
    Area of Effect: personal
    Prerequisites: 6th level

    Magnify allows the psionicist to magnify the effects of another power in all conceivable ways–double damage, double range, double modifiers, and so on. However, the affected power’s PSP cost is proportionately magnified.

    The psionicist initiates the magnify power first. At the same time, he must designate which power he intends to improve. Unless he maintains the magnification, he must immediately use the power he wishes to improve (in the same round). Otherwise he can maintain the magnification until he uses the affected power (a costly endeavor). Once the power has been
    performed, magnify must be reinitiated to perform again.

    The amount of magnification depends upon the psionicist’s level, as follows:
    Levels 6-10 x2
    Levels 11-15 x3
    Levels 16-20 x4


  • PC

    Energy Containment (psychometabolic science)
    MAC: 14
    PSP Cost: 9/3
    Range: 0
    Area of Effect: personal
    Prerequisite: none

    A psionicist with this power has trained himself to safely absorb and assimilate energy from electricity, fire, cold, heat, and sound- energy that would fry, freeze, or otherwise harm a normal character. Any physical assault based on these energy types can be drawn into the psionicist’s body. The character transforms the energy, and safely releases it as visible radiance (light). In effect, this protects the psionicist against energy attacks. If the psionicist makes a successful MAC roll, he can double the result of his die roll when saving against an energy attack.

    If the character makes a successful saving throw, he suffers no damage from the attack. If he fails, he suffers only half damage, regardless of what the spell description (if applicable) states. When the character absorbs energy, he radiates visible light for a number of rounds equal to
    the points of damage he absorbed. If he suffered half damage, he radiates for that many rounds.

    If he suffered no damage, roll for damage anyway to see how long he glows. This glow is definitely noticeable, but it is soft, and illuminates no more than an area with a 2 yard radius.


  • PC

    Kinetic Control (psychokinetic science)
    MAC: 13
    PSP Cost: 8/3
    Range: 0
    Area of Effect: personal
    Prerequisite: none

    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 one object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future.

    While a psionicist maintains this power, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin. Arrows drop harmlessly at his feet and monsters’ 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 an undead creature or the slow crushing attack of a giant python constricting its coils.

    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
    psionicist causes.

    If the psionicist ceases to maintain kinetic control while he still has energy to dissipate, he immediately suffers 2 hit points of damage for every point of absorbed damage he did not expend. (The psionicist can make attacks on rocks, cacti, dead foes, or whatever to dissipate this energy.
    Item saving throws versus normal or crushing blows may apply.)

    This power can’t be used to absorb damage from a fall. To do so, the psionicist would have to absorb his own kinetic energy (in this case, he is the moving object) which is something that the power is not capable of doing. This might be a valid subject for psionic meditation and research,
    however.


  • PC

    Time/Space Anchor (psychoportive devotion)
    MAC: 12
    PSP Cost: 3/1
    Range: 0
    Area of Effect: 3 yards
    Prerequisite: none

    This power protects psionicists against unwanted teleportation. When a time/space anchor is in effect, the psionicist cannot be teleported against his will unless he loses a psychic contest.

    Anyone and anything else inside the 3 yard radius is also protected using the psionicist’s MtH roll. Items are protected automatically, but living creatures or characters are protected only if the psionicist wants them to be. Each additional creature protected costs another PSP per round. This power cannot prevent someone from teleporting himself away; it only prevents teleporting
    from an outside source.


  • PC

    Wormhole (psychoportive science)
    MAC: 13
    PSP Cost: 12+/6+
    Range: 20 yards
    Area of Effect: special
    Prerequisite: dimensional door

    With this power, a psionicist can open a door between two points, no matter how far apart they may happen to be (at least theoretically). It resembles the devotion dimensional door, but on a much larger scale. The psionicist must open one end within 20 yards of himself, although the
    portal may have any orientation and be any size up to 10 feet by 10 feet square. If the psionicist wishes to, he can try to make the wormhole larger; each doubling in portal size adds an additional -2 penalty to the MtH roll.

    The other end of the wormhole will be of identical size and can be placed at any point the psionicist has ever seen. It can also be positioned at any place he can reference from where he currently is, for example “10 miles east of where I am now,” whether or not he has ever actually
    been there.

    The distance spanned by the wormhole will affect its PSP cost as shown below.

    Distance PSP Cost
    100 yards 12
    1,000 yards 24
    10 miles 36
    100 miles 48
    1,000 miles 60
    10,000 miles 72
    Interplanetary 84

    Once created, the wormhole’s entrances remain motionless. Anything can pass through, to be instantly transported to the other side. The psionicist could conceivably transport an entire army or a mekillot wagon by spending enough PSPs. If an object cannot fit entirely within the
    wormhole’s mouth, it cannot be transported. If the psionicist tries to use this power to transport an unwilling creature, the victim gains an
    Int save to avoid being affected.


  • PC

    Compact (psychokinetic devotion)
    MAC: 11
    PSP Cost: 4/1
    Range: 10 yards
    Area of Effect: special
    Prerequisite: none

    With this power a psionicist can take any nonliving material and compact it into a smaller size. The material retains its original mass, but its substance is compressed. Each use of this power can compact 10 cubic feet of material into one cubic foot of space (volumes smaller than 10 cubic
    feet are reduced by nine tenths). The material can be gaseous, liquid, or solid, and reacts to temperature changes normally while compacted. It will remain compact for 24 hours. Then it quickly expands to its original size, exerting tremendous force.

    When expanding, the material forces its way around existing things. For instance, an expanding boulder on a surface of sand causes no damage, but compacted water poured into the cracks of stone severely damages the stone when it expands. If carefully applied, each cubic foot
    of compacted materials can cause as much as 25 structural points of damage on expansion. A creature that ingests compacted materials takes 1d20 points of damage per ounce taken in when the material re-expands. Expansion is quick, but not explosive.

    As a side effect of compaction, the material receives a +4 bonus to all item saving throws.


  • PC

    Time Dilation (psychoportive devotion)
    MAC: 12
    PSP Cost: varies
    Range: 0
    Area of Effect: personal
    Prerequisite: time travel

    This power allows the psionicist to affect the timestream itself, speeding up or slowing down its flow relative to herself. Slowing down the flow of time effectively hastes the psionicist, while speeding the time flow slows the psionicist. The amount of the dilation affects the initial cost of
    the power, as shown below.

    Haste Slow Cost
    ×2 ×1/10 18
    ×3 ×1/20 36
    ×4 ×1/50 54

    If the psionicist hastes herself by slowing down the timestream, she can maintain the power for a number of rounds (her own, not everyone else’s) equal to her level. Movement, physical attack rates, and even spellcasting and psionic powers increase as well.

    However, any spell or psionic power that leaves the psionicist’s accelerated timestream (for example, casting magic missile at or attempting to contact a nontime-dilated target) stands a chance of being disrupted. Each time the psionicist tries to do this, she must make an Int save to successfully use her spell or devotion in the normal timestream.

    If the psionicist slows herself by speeding up the timestream, the power lasts a number of her own turns equal to her level, so a 6th-level psionicist with a 1/20 factor of dilation can make 6 of her own turns stretch out for 120 turns (20 hours!) in the outside world. She can end the power at anytime, but her perceptions are slowed so much that she is automatically surprised by any enemy that approaches. Note that the psionicist consumes food and water and is affected by things like poison at her own pace, so this power can be used to reduce water consumption to
    zero or to slow poison.

    If the psionicist is maintaining any other psionic powers, they are paid for only on her subjective rounds. If a psionicist was on a ship that sank, she could use levitation and time dilation to hover over the sea until another ship came along since she is only paying the maintenance cost for levitation in her own creeping time frame.


  • PC

    Dimension Blade (psychoportive devotion)
    MAC: 13
    PSP Cost: 5/2
    Range: 0
    Area of Effect: one weapon
    Prerequisites: duo-dimension

    A psychoporter can use her control of dimensions to make her sword into an infinitely sharp blade by making it two-dimensional. 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.

    While this power is in effect, the psionicist’s weapon ignores any armor worn by the victim. Only Dexterity and magical protection apply. For example, a gladiator with an 18 Dexterity in hide armor is AC 13 instead of AC 16. 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. In addition, the
    blade gains a +2 to hit and a +2 to damage rolls.

    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 an item saving throw versus disintegration or be sliced in half.


  • PC

    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 ;p

    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.


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