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Psionic Powers (D-F) 

Standard Reference Document 3.5

 Psionic Powers (Q-W)

Psionic Powers (G-P)

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Genesis

Metacreativity (Creation)

Level:

Shaper 9

Display:

Material

Manifesting Time:

One week (8 hours/day)

Range:

180 ft.; see text

Effect:

A demiplane coterminous with the Astral Plane, centered on your location

Duration:

Instantaneous

Saving Throw:

None

Power Resistance:

No

Power Points:

17, XP

You create a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes. This power works best when manifested while you are on the Astral Plane. Manifestation of this power creates a local density fluctuation that precipitates the creation of a demiplane. At first, the fledgling plane grows in radius at a rate of 1 foot per day to an initial maximum radius of 180 feet as it rapidly draws substance from the surrounding astral ectoplasm. Once the new demiplane reaches its maximum size, it doesn't really stop growing, but its growth rate decreases to only 1 foot per week (approximately a 50-foot increase in radius per year). Once your demiplane is created, you can travel to it using astral caravan, plane shift, or some other power or permanent link that you arrange for separately.

You determine the environment within the demiplane when you manifest genesis, reflecting most any desire you can visualize. You determine factors such as atmosphere, water, temperature, and the general shape of the terrain. This power cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). You must add these details in some other fashion if you desire. You can't create lingering psionic effects with this power; you have to add those separately, if desired. Similarly, you can't create a demiplane out of esoteric material, such as silver or uranium; you're limited to stone and dirt. You can't manipulate the time trait on your demiplane; its time trait is as the Material Plane. Once your demiplane reaches 180 feet in radius, you can manifest this power again to gradually add another 180 feet of radius to it, and so on.

Antigenesis: If genesis is manifested on the Material Plane, the power takes effect and the demiplane begins to grow at the rate noted above, but it gets no larger than a radius of 1 foot per level. The energies of the new plane are exactly canceled by the energies of the original plane, creating a dead spot like a limited cancer on the original plane. The expanding boundary of the dead spot wipes away all construction, crumbles natural land forms, and evaporates water, leaving behind a uniformly level area of inert dust. Living creatures that pass the boundary of the growing dead spot are not directly affected, but plants can find no sustenance in the dust of the dead spot, water-breathing creatures die quickly when water turns to dust, and mobile animals know enough to leave the area alone. Once the wave of change passes, no special essence remains in the dead spot, and it may be colonized naturally over the course of several years by bacteria, plants, and animals.

XP Cost: 1,000 XP.

Graft Weapon

Psychometabolism

Level:

Psychic warrior 3

Display:

Olfactory

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

24 hours (D)

Power Points:

5

You attach any melee weapon you can use in one hand-mundane, psionic, or magical-onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon.

The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.

For a psychic warrior under the effect of the claws of the beast power, grafting a weapon means that attacks with this hand deal the base damage of the weapon, instead of the claw upon which a psychic warrior normally relies.

While your hand is grafted to a weapon, you lose the use of that hand and take a -2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph or metamorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability drain persists until you can restore your natural anatomy (by means of regenerate or a similar effect).

When this power's duration expires, the grafted weapon falls to the ground and your hand returns.

Grease, Psionic

Metacreativity (Creation)

Level:

Psion/wilder 1

Display:

Visual and olfactory

Manifesting Time:

1 standard action

Range:

Close (25 ft. + 5 ft./2 levels)

Target or Area:

One object or a 10-ft. square

Duration:

1 round/level (D)

Saving Throw:

See spell text

Power Resistance:

No

Power Points:

1

As the grease spell, except as noted here.

Sometimes this power is referred to as ectoplasmic sheen.

Grip of Iron

Psychometabolism

Level:

Psychic warrior 1

Display:

Visual

Manifesting Time:

1 immediate action

Range:

Personal

Target:

You

Duration:

1 round/level

Power Points:

1

You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action. You can manifest this power when it isn't your turn (if you are grappled).

Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.

Hail of Crystals

Metacreativity (Creation)

Level:

Shaper 5

Display:

Auditory and visual

Manifesting Time:

1 standard action

Range:

Medium (100 ft. + 10 ft./level)

Area:

20-ft. -radius burst

Duration:

Instantaneous

Saving Throw:

Reflex half

Power Resistance:

No

Power Points:

9

A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection).

If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage.

Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth.

Augment: For every additional power point you spend, this power's damage from the explosion of the crystal increases by 1d4 points.

Hammer
Psychometabolism

Level:

Psion/wilder 1, psychic warrior 1

Display:Auditory and material
Manifesting Time:1 swift action

Range:

Touch

Target:

One creature touched

Duration:

1 round

Saving Throw:

None

Power Resistance:

Yes

Power Points:

1

This power charges your touch with the force of a sledgehammer. A successful melee touch attack deals 1d8 points of bludgeoning damage. This damage is not increased or decreased by your Strength modifier.

Augment: For every additional power point you spend, this power's duration increases by 1 round.

Hustle

Psychometabolism

Level:

Egoist 3, psychic warrior 2

Display:

Auditory

Manifesting Time:

1 swift action

Range:

Personal

Target:

You

Effect:

1 extra move action

Power Points:

Egoist 5, psychic warrior 3

You gain an additional move action in the current round. Taking a full round's worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.

Hypercognition

Clairsentience

Level:

Seer 8

Display:

Mental

Manifesting Time:

1 standard action or 1 immediate action; see text

Range:

Personal

Target:

You

Duration:

Instantaneous

Power Points:

15

You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane).

The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.

An Intelligence check may be required to obtain the desired information. If so, you can manifest hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so.

Id Insinuation

Telepathy (Compulsion) [Mind-Affecting]

Level:

Psion/wilder 2

Display:

Auditory

Manifesting Time:

1 standard action

Range:

Close (25 ft. +5 ft./2 levels)

Target:

One creature

Duration:

Concentration + 1 round

Saving Throw:

Will negates

Power Resistance:

Yes

Power Points:

3

As the confusion spell, except as noted here.

Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the manifester remains concentrating fully on this power, the subject is confused, making it unable to independently determine it will do. Roll on the following table at the beginning of each of the subject's turns to see what the subject does in that round.

d% Behavior

01-10

Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).

11-20

Act normally.

21-50

Do nothing but babble incoherently.

51-70

Flee from manifester at top possible speed.

71-100

Attack nearest creature (for this purpose, a psicrystal counts as part of the subject's self).

Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Identify, Psionic

Clairsentience

Level:

Psion/wilder 2

Display:

Material and mental

Manifesting Time:

One day

Range:

Touch

Target:

One touched object

Duration:

Instantaneous

Saving Throw:

None

Power Resistance:

No

Power Points:

3

As the identify spell, except as noted here.

This power is used to identify the abilities of psionic items.

Immovability

Psychometabolism

Level:

Psychic warrior 4

Display:

Visual

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

Concentration

Power Points:

7

You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check. You can't voluntarily move to a new location unless you stop concentrating, which ends the power.

You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 15/-.

You cannot make physical attacks or perform any other large-scale movements (you can make smallscale movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.

Augment: If you spend 8 additional power points, you can manifest this power as an immediate action.

Incarnate

Metacreativity

Level:

Psion/wilder 5

Display:

Material

Manifesting Time:

2 rounds

Range:

See text

Target, Effect, or Area:

See text

Duration:

Permanent; see text

Saving Throw:

None

Power Resistance:

No

Power Points:

9, XP

This power makes certain other powers permanent. Depending on the power to be affected, you must be of a minimum manifester level and must expend a number of XP.

You can make the following powers permanent only in regard to yourself.

Power Minimum Manifester Level XP Cost

Aura sight

15th

2,000 XP

Conceal thoughts

9th

500 XP

Danger sense

13th

1,500 XP

Detect psionics

9th

500 XP

Detect remote viewing

15th

2,000 XP

Detect teleportation

9th

500 XP

elfsight

11th

1,000 XP

Know direction and location

9th

500 XP

My light

9th

500 XP

Psionic darkvision

13th

1,500 XP

Psionic tongues

11th

1,000 XP

Ubiquitous vision

13th

1,500 XP

You manifest the desired power and then follow it with the incarnate manifestation.

Inertial Armor

Psychokinesis

Level:

Psion/wilder 1, psychic warrior 1

Display:

Visual; see text

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

1 hour/level (D)

Power Points:

1; see text

Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can't bypass it the way they do normal armor.

Your inertial armor can be invisible or can appear as a colored glow, at your option.

The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

Inertial Barrier

Psychokinesis

Level:

Kineticist 4, psychic warrior 4

Display:

Auditory and mental

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

10 min./level

Power Points:

7

You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/-. Inertial barrier also absorbs half the damage you take from any fall.

Inflict Pain

Telepathy [Mind-Affecting]

Level:

Psion/wilder 2

Display:

Mental

Manifesting Time:

1 standard action

Range:

Close (25 ft. + 5 ft./2 levels)

Target:

One creature

Duration:

1 round/level

Saving Throw:

Will partial; see text

Power Resistance:

Yes

Power Points:

3

You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a -2 penalty.

Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Insanity

Telepathy (Compulsion) [Mind-Affecting]

Level:

Psion/wilder 7

Display:

Mental

Manifesting Time:

1 standardaction

Range:

Medium (100 ft. + 10 ft./level)

Target:

One creature

Duration:

Instantaneous

Saving Throw:

Will negates

Power Resistance:

Yes

Power Points:

13

As the confusion spell, except as noted here.

Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject's turn each round to see what the subject does in that round.

d% Behavior

01-10

Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).

11-20

Act normally.

21-50

Do nothing but babble incoherently.

51-70

Flee from manifester at top possible speed.

71-100

Attack nearest creature (for this purpose, a psicrystal counts as part of the subject's self).

Only psychic chirurgery, reality revision, and other similarly extreme measures can restore the subject's sanity.

Augment: For every 2 additional power points you spend, this power's save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Intellect Fortress

Psychokinesis

Level:

Psion/wilder 4

Display:

Auditory

Manifesting Time:

1 immediate action

Range:

20 ft.

Area:

20-ft. -radius spread centered on you

Duration:

1 round

Saving Throw:

None

Power Resistance:

Yes

Power Points:

7

You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion.

Powers that are not subject to power resistance are not affected by an intellect fortress.

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn.

Augment: For every additional power point you spend, this power's duration increases by 1 round.

Iron Body, Psionic

Metacreativity (Creation)

Level:

Psion/wilder 8

Display:

Auditory

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

1 min./level (D)

Power Points:

15

As the iron body spell, except as noted here.

Keen Edge, Psionic

Metacreativity

Level:

Psion/wilder 3, psychic warrior 3

Display:

Visual

Manifesting Time:

1 standard action

Range:

Close (25 ft. + 5 ft./2 levels)

Targets:

One weapon or fifty projectiles, all of which must be in contact with each other at the time of manifestation

Duration:

10 min./level

Saving Throw:

Will negates (harmless, object)

Power Resistance:

Yes (harmless, object)

Power Points:

5

As the keen edge spell, except as noted here.

Knock, Psionic

Psychoportation

Level:

Psion/wilder 2

Display:

Material

Manifesting Time:

1 standard action

Range:

Medium (100 ft. + 10 ft./level)

Target:

One door, box, or chest with an area of up to 10 sq. ft./level

Duration:

Instantaneous; see spell text

Saving Throw:

None

Power Resistance:

No

Power Points:

3

As the knock spell, except as noted here.

Know Direction and Location

Clairsentience

Level:

Psion/wilder 1

Display:

Mental

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

Instantaneous

Power Points:

1

You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.

Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the check.

Leech Field

Psychometabolism

Level:

Psion/wilder 5

Display:

Visual; see text

Manifesting Time:

1 standard action

Range:

Personal; see text

Target:

You

Duration:

1 min.

Power Points:

9

You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you succeed on a saving throw to negate the effect of a foe's power on you, and the power is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved against (to a maximum number of points equal to your manifester level). You cannot gain power points that would cause you to exceed your normal daily maximum.

This power is effective against any power that targets a single creature and allows the target a saving throw to negate it, except those that are delivered by a touch attack or a ranged touch attack (including a ray).

Augment: For every 2 additional power points you spend, this power's duration increases by 1 minute.

Levitate, Psionic

Psychoportation

Level:

Nomad 2, psion/wilder 2, psychic warrior 2

Display:

Olfactory

Manifesting Time:

1 standard action

Range:

Personal or close (25 ft. + 5 ft./2 levels)

Target:

You or one willing creature or one object (total weight up to 100 lb./level)

Duration:

10 min./level (D)

Saving Throw:

None

Power Resistance:

Yes (harmless, object)

Power Points:

3

As the levitate spell, except as noted here.

Special: When a psion, wilder, or a psychic warrior manifests this power, the target is the manifester (not a willing creature or an object).

Major Creation, Psionic

Metacreativity (Creation)

Level:

Psion/wilder 5

Manifesting Time:

10 minutes

Range:

Close (25 ft. + 5 ft./2 levels)

Duration:

See spell text

Power Points:

9

As the major creation spell, except as noted here.

Matter Agitation

Psychokinesis

Level:

Psion/wilder 1

Display:

Auditory and material

Manifesting Time:

1 standard action

Range:

Close (25 ft. + 5 ft./2 levels)

Area:

2 sq. ft. of surface area of an object or creature

Duration:

Concentration, up to 1 min./level

Saving Throw:

None

Power Resistance:

Yes

Power Points:

1

You can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below.

1st Round: Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of damage).

2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels, water boils.

3rd and Subsequent Rounds: Wood ignites, metal scorches (1d4 points of damage for those holding metallic objects). Skin burns and hair ignites (1d6 points of damage), lead melts.

Matter Manipulation

Metacreativity

Level:

Psion/wilder 8

Display:

Auditory and mental

Manifesting Time:

1 standard action

Range:

Close (25 ft. + 5 ft./2 levels)

Area:

1 cu. ft./level of inanimate material

Duration:

Instantaneous

Saving Throw:

None

Power Resistance:

Yes

Power Points:

15, XP

You can weaken or strengthen the substance of an object or structure. You can affect both mundane and magical inanimate material. Weakening an object's substance decreases its hardness and hit points, and strengthening it increases its hardness and hit points. You can increase or decrease an object's hardness by up to 5 from its original hardness. When hardness increases, the object (or portion of an object) gains 3 hit points per inch of thickness for every point of increased hardness. When hardness decreases, the object (or portion of an object) loses 2 hit points per inch of thickness for every point of decreased hardness (to a minimum of 1 hit point per inch of thickness).

You can't decrease the hardness of an object that already has hardness 0.

Working Manipulated Metals: An object or portion thereof whose hardness is decreased or increased is permanently changed. Even hardening adamantine to 25 is possible. You can also harden or weaken a preforged weapon, a suit of armor, or some other finished item.

XP Cost: 250 XP for each point by which the object's hardness is altered.

Mental Barrier

Clairsentience

Level:

Psion/wilder 3, psychic warrior 3

Display:

Auditory

Manifesting Time:

1 immediate action

Range:

Personal

Target:

You

Duration:

1 round

Power Points:

5

You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class.

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action. You can use this power even when it's not your turn; however, you must manifest it prior to an opponent's attack roll in order to gain this power's benefit against that attack.

Augment: You can augment this power in one or both of the following ways.

1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.

2. For every additional power point you spend, this power's duration increases by 1 round.

Mental Disruption

Telepathy [Mind-Affecting]

Level:

Psion/wilder 2

Display:

Mental

Manifesting Time:

1 standard action

Range:

10 ft.

Area:

10-ft. -radius spread centered on you

Duration:

Instantaneous

Saving Throw:

Will negates

Power Resistance:

Yes

Power Points:

3

You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.

Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, this power's save DC increases by 1.

2. For every 2 additional power points you spend, this power's range and the radius of its area both increase by 5 feet.

Metaconcert

Telepathy [Mind-Affecting]

Level:

Psychic warrior 5, telepath 5

Display:

Visual; see text

Manifesting Time:

1 minute

Range:

20 ft.

Target:

You and up to nine other willing psionic creatures in range

Duration:

1 min./level (D)

Power Points:

9

You link your psychic might with other psionic creatures, creating an entity more powerful than the sum of its parts.

When you manifest this power, a number of power points you designate flows from each participant into a collective pool. One individual is chosen as the metaconcert conductor by mutual consent of the other participants (this is usually the manifester, but doesn't have to be). Until the power ends, this conductor directs the efforts of the group. Misty strands of glowing power link the brows of all the participants in a complex and shifting pattern.

All the powers of each participant are known to the mental entity ccreated with metaconcert (which is under the conductor's command). This entity can't take any more actions than a normal individual, but it manifests all its powers more effectively. Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply when manifesting a power or using a psi-like ability. Likewise, each individual provides a cumulative +1 bonus when the entity makes its own saving throws in response to powers or psi-like abilities.

If the psionic entity takes ability damage from a psionic attack the total is divided among all the members as determined by the conductor.

If the entity manifests a power that has an XP cost, all the participants pay an equal share (the conductor pays the remainder if the cost can't be divided evenly).

Once linked, the participants must remain within a 20-foot-radius area, and as a group can move at a speed of 10 feet. If a participant moves outside the 20-foot-radius area occupied by the others (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of the metaconcert is instantly recalculated.

All participants who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.

When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can't be divided evenly).

Augment: For every additional power point you spend, this power's duration increases by 1 minute.

Metafaculty

Clairsentience

Level:

Seer 9

Display:

Mental, olfactory, and visual

Manifesting Time:

1 hour

Range:

Personal

Target:

You

Duration:

Instantaneous and 1 min./level (D); see text

Power Points:

17, XP

You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before, whether personally or by means of another power such as remote viewing.

This process gives you an uncannily accurate vision of the creature's nature, activities, and whereabouts. When you manifest the power, you learn the following facts about the creature.

  • Its name, race, alignment, and character class.

  • A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

  • Its location (including place of residence, town, country, world, and plane of existence).

  • Significant items currently in its possession.

  • Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items).

  • A current mental view of the creature, as described in the remote viewing power, which you can maintain for up to 1 minute per level.

metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell) that normally obscure clairsentience powers. You can attempt a caster level check (DC 6 + caster level of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses.

metafaculty is defeated by epic powers, epic spells, and epic special abilities that obscure divinations and clairsentience powers.

XP Cost: 1,000.

Metamorphosis

Psychometabolism

Level:

Egoist 4

Display:

Material and olfactory

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

1 min./level (D) for a creature; 1 hour/level (D) for an object

Power Points:

7

You assume the form of a creature of the same type as your normal form, or any other type except construct, elemental, outsider, and undead. The assumed form can have as many Hit Dice as your manifester level, to a maximum of 15.

You can't assume a form smaller than Fine, nor can you assume an incorporeal, ectoplasmic, or gaseous form. You cannot take the form of any creature that has a template. Your type and subtype (if applicable) change to match the new form.

Upon changing, you regain lost hit points as if you had rested for a night (though this healing does not restore ability damage and provide other benefits of resting; and changing back does not heal you further). If you are slain while under the effect of this power, you revert to your original form, though you remain dead. You gain the Strength, Dexterity, and Constitution scores of the new form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but do not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural, psionic, or spelllike abilities.

You retain all supernatural and spell-like special attacks and special qualities of your normal form, except for those requiring a body part that the new form does not have, if any. You keep all extraordinary special attacks and special qualities derived from class levels, but you lose any benefits of the racial traits of your normal form. If you have a template, special abilities it provides are likewise not retained. If the assumed form is capable of speech, you can communicate normally. You retain any manifesting ability you had in your original form.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws or a bite), racial bonuses on skill checks, racial bonus feats, and any anatomical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's species. You are effectively disguised as an average member of the new form's race. If you use this power to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional. When you revert to your normal form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.

You can also use this power to assume the form of an inanimate object. You gain the object's hardness and retain your own hit points. You can take the shape of almost any simple object you can think of. If you attempt to take the form of a complex object, you must make an appropriate skill check.. If you fail the check, your manifestation of the power does not succeed. Likewise, you cannot take the form of a complex mechanical mechanism unless you have some sort of skill associated with the object. You cannot use this power to assume the form of a psionic item or a magic item, or any object with a hardness of 15 or higher. You also cannot take the form of a psionically animated mechanism or any object formed of ectoplasm.

As an inanimate object, you lose all mobility. You retain your normal senses and your ability to speak. You can manifest a power if you make a Concentration check (DC 20 + power level); however, doing so ends the duration of this power. If you take damage while in the form of an object, your actual body also takes damage (but the object's hardness, if any, protects you).

Metamorphosis, Greater

Psychometabolism

Level:

Egoist 9

Display:

Material and visual

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

1 min./level (D) for a creature; 1 hour/level (D) for an object

Power Points:

17, XP

As metamorphosis, except that this power enables you to assume the form of any single nonunique object or creature (of any type) from Fine to Colossal size. The assumed form cannot have more Hit Dice than your manifester level (to a maximum of 25 HD). Unlike metamorphosis, this power allows incorporeal, ectoplasmic, or gaseous forms to be assumed.

You gain all extraordinary and supernatural abilities (both special attacks and special qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form (for example, dragon or magical beast) in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original form.

You can become just about anything you are familiar with. You can change form once each round as a swift action.

The change takes place either immediately before your regular action or immediately after it, but not during the action.

If you use this power to create a disguise, you get a +10 bonus on your Disguise check.

As an inanimate object, you lose all mobility; however, you retain your ability to manifest powers normally.

XP Cost: 200 XP.

Metaphysical Claw

Psychometabolism

Level:

Psychic warrior 1

Display:

Auditory

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

1 min./level

Power Points:

1

If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf ), you can use this power to provide one of your natural weapons a +1 enhancement bonus on attack rolls and damage rolls.

Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level.

In addition, for every 4 additional power points you spend, this power improves the natural weapon's enhancement bonus on attack rolls and damage rolls by 1.

Metaphysical Weapon

Metacreativity

Level:

Psychic warrior 1

Display:

Auditory

Manifesting Time:

1 standard action

Range:

Touch

Target:

Weapon touched

Duration:

1 min./level

Saving Throw:

Will negates (harmless, object)

Power Resistance:

Yes (harmless, object)

Power Points:

1

Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)

Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.)

You can't manifest this power on most natural weapons, including a psychic warrior's claw strike. This power does work on a weapon brought into being by the graft weapon power.

Augment: If you spend 4 additional power points, this power's duration increases to 1 hour per level.

In addition, for every 4 additional power points you spend, this power improves the weapon's enhancement bonus on attack rolls and damage rolls by 1.

Microcosm

Telepathy (Compulsion) [Mind-Affecting]

Level:

Psion/wilder 9

Display:

Material

Manifesting Time:

1 standard action

Range:

Close (25 ft. + 5 ft./2 levels)

Target or Area:

One creature; or one or more creatures within a 15-ft. -radius sphere

Duration:

Instantaneous

Saving Throw:

None

Power Resistance:

Yes

Power Points:

17

This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power's area.

Single Target: If microcosm targets a single creature, that creature's senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject's senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death.

Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.)

Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. Otherwise, only very potent powers (such as psychic chirurgery or reality revision) or similar effects (such as miracle or wish) can undo the mental crosswiring that this power brings about.

Augment: For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10.

Mind Blank, Personal

Telepathy [Mind-Affecting]

Level:

Psion/wilder 7, psychic warrior 6

Display:

Olfactory

Manifesting Time:

1 standard action

Range:

Personal

Target:

You

Duration:

One day

Power Points:

Psion/wilder 13, psychic warrior 11

As Psionic mind blank (see below), except as noted here.

Mind Blank, Psionic

Telepathy [Mind-Affecting]

Level:

Psion/wilder 8

Display:

Olfactory

Manifesting Time:

1 standard action

Range:

Close (25 ft. + 5 ft./2 levels)

Target:

One creature

Duration:

One day

Saving Throw:

Will negates (harmless)

Power Resistance:

Yes (harmless)

Power Points:

15

The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject's mind or to gain information about it (however, metafaculty can pierce the protective quality of psionic mind blank). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn't detected. remote viewin