Habololy Books > Guide to Psionics

Powers

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Asinjin:
This thread is to list 3rd edition powers and whether or not we will use them.

A strike through indicates a power we are getting rid of.

Green will indicate a power we have placed in a discipline as a devotion or science.

Blue will indicate a power we are using as a discipline concentration effect.

Orange will indicate a power that exists, but is not in a discipline.  Not sure how we will fit these into the scheme of things.

Asinjin:
1st Level Powers:

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Attraction: Subject has an attraction you specify.
Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Catfall: Instantly save yourself from a fall.
Conceal Thoughts: You conceal your motives.
Control Flames: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
Crystal Shard: Ranged touch attack for 1d6 points of piercing damage.
Daze, Psionic: Humanoid creature of 4 HD or less loses next action.
Deceleration: Target’s speed is halved.
Déjà Vu: Your target repeats his last action.
Demoralize: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Disable: Subjects incorrectly believe they are disabled.
Dissipating Touch: Touch deals 1d6 damage.
Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
Ecto Protection: An astral construct gains bonus against dismiss ectoplasm.
Empathy: You know the subject’s surface emotions.
Empty Mind: You gain +2 on Will saves until your next action.
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far Hand: Move small objects at a limited distance.
Float: You buoy yourself in water or other liquid.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Grease, Psionic: Makes 10-ft. square or one object slippery.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Know Direction and Location: You discover where you are and what direction you face.
Matter Agitation: You heat a creature or object.
Mind Thrust: Deal 1d10 damage.
Missive: Send a one-way telepathic message to subject.
My Light: Your eyes emit 20-ft. cone of light.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Sense Link: You sense what the subject senses (single sense).
Skate: Subject slides skillfully along the ground.
Synesthete: You receive one kind of sense when another sense is stimulated.
Telempathic Projection: Alter the subject’s mood.
Vigor: Gain 5 temporary hit points.

Asinjin:
2nd level

Bestow Power: Subject receives 2 power points.
Biofeedback: Gain damage reduction 2/-.
Body Equilibrium: You can walk on nonsolid surfaces.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Concussion Blast: Deal 1d6 force damage to target.
Control Sound: Create very specific sounds.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Energy Adaptation, Specified A: Gain resistance 10 against one energy type.
Energy Push: Deal 2d6 damage and knock subject back.
Energy Stun: Deal 1d6 damage and stun target if it fails both saves.
Feat Leech: Borrow another’s psionic or metapsionic feats.
Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
Identify, Psionic: Learn the properties of a psionic item.
Inflict Pain: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Knock, Psionic: Opens locked or psionically sealed door.
Levitate, Psionic: Subject moves up and down at your direction.
Mental Disruption: Daze creatures within 10 feet for 1 round.
Missive, Mass: You send a one-way telepathic message to an area.
Psionic Lock: Secure a door, chest, or portal.
Recall Agony: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Sustenance: Go without food and water for one day.
Swarm of Crystals: Crystal shards are sprayed forth doing 3d4 slashing damage.
Thought Shield: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.

Asinjin:
3rd level:

Body Adjustment A: You heal 1d12 damage.
Body Purification: You restore 2 points of ability damage.
Danger Sense: You gain +4 bonus against traps.
Darkvision, Psionic: See 60 ft. in total darkness.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel Psionics: Cancels psionic powers and effects.
Energy Bolt: Deal 5d6 energy damage in 120-ft. line.
Energy Burst: Deal 5d6 energy damage in 40-ft. burst.
Energy Retort: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Eradicate Invisibility A: Negate invisibility in 50-ft. burst.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mental Barrier: Gain +4 deflection bonus to AC until your next action.
Mind Trap: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Share Pain, Forced: Unwilling subject takes some of your damage.
Solicit Psicrystal: Your psicrystal takes over your concentration power.
Telekinetic Force: Move an object with the sustained force of your mind.
Telekinetic Thrust: Hurl objects with the force of your mind.
Time Hop: Subject hops forward in time 1 round/level.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.

Asinjin:
4th level:

Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Death Urge: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on you remotely.
Dimension Door, Psionic: Teleports you short distance.
Divination, Psionic: Provides useful advice for specific proposed action.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Energy Adaptation: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Mindwipe: Subject’s recent experiences wiped away, bestowing negative levels.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic Reformation X: Subject can choose skills, feats, and powers anew for previous levels.
Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target.
Trace Teleport: Learn destination of subject’s teleport.
Wall of Ectoplasm: You create a protective barrier.

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