New Psionic Powers

 

 

Psychokinetic Sciences

Kinetic Control

Power Score: Int–3

Initial Cost: 15

Maintenance Cost: 7/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: 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.

Power Score: Any object struck by the psionicist’s energy discharge is detonated. Living opponents suffer an additional 1d10 damage.

20: The psionicist must save versus spells or detonate an object he is wearing or holding, and suffer 1d10 damage.

Megakinesis (High Science)

Power Score: Wis–4

Initial Cost: 30+

Maintenance Cost: 15+/round

Range: 60 yards

Preparation Time: 1

Area of Effect: one object or creature

Prerequisites: 10th level, telekinesis

Megakinesis is simply telekinesis on a truly grand scale. The psionicist can perform incredible feats of psychokinesis, moving objects that weigh thousands of pounds with the power of his mind.

The psionicist may move an object weighing up to 500 pounds for the initial cost of 30 PSPs and the maintenance cost of 15 PSPs per round. For each 25 pounds of additional weight, the psionicist must pay 1 more PSP for the initial cost. The maintenance cost is always one-half of the initial cost. For example, if the psionicist decides to pick up a 1,500 pound half-giant, the cost will be 80 PSPs in the initial round and 40 PSPs per round thereafter. As you can see, megakinesis can he quite taxing!

Objects levitated by the psionicist can be moved at the rate of 60 feet per round—too slow to be used as weapons in combat, although heavy objects can be dropped on top of enemies who aren’t paying attention to the psionicist. Living creatures picked up by megakinesis get a saving throw versus spells to avoid the effect if they do not wish to be moved around by the psionicist.

The psychokineticist may also use these enormous forces to open doors, pin an enemy in place, or bend or break things. For these purposes, he has an effective Strength score that varies with the amount of weight he wants to be able to move.

Initial PSP Cost

Weight

Effective Strength

30

500 lb

18/00

36

650 lb

19

38

700 lb

20

43

825 lb

21

49

975 lb

22

56

1,150 lb

23

68

1,450 lb

24

80

1,750 lb

25

As noted above, megakinesis is a High Science. A character must engage in months of meditation (see Chapter Seven ) before he can select this power as one of his psychokinetic sciences.

Power Score: The psionicist only pays half the normal PSP cost for the object he was trying to move.

20: The psionicist overtaxes his brain and suffers 2d10 damage. If he fails a saving throw versus death, he falls unconscious for 2d6 days and permanently burns out his megakinesis power.

Telekinetic Barrier

Power Score: Con–3

Initial Cost: 18

Maintenance Cost: 10/round

Range: 20 yards

Preparation Time: 0

Area of Effect: special

Prerequisites: telekinesis, inertial barrier

The telekinetic barrier is an immobile field of mental force that resembles the wizard spell wall of force. The psionicist creates an invisible barrier of force up to 60 feet in length and 10 feet in height (or any other vertical surface of 600 square feet or less) at a range of up to 20 yards. The psionicist may instead create a dome of force with a 10-foot radius, centered on himself.

No physical object or any form of energy can penetrate the barrier, although it is possible to circumvent the barrier by using abilities such as teleport or dimensional door. Magical or psionic disintegration destroys the telekinetic barrier, but the power or spell is canceled in the process.

The telekinetic barrier is immobile once created. If the psionicist moves more than 20 yards from the barrier (outside the power’s range), it collapses.

Power Score: The maintenance cost is free for three rounds.

20: An uncontrolled surge of force from the psionicist knocks down anyone standing within 10 feet of him.

Telekinetic Flight

Power Score: Wis–4

Initial Cost: 15

Maintenance Cost: 4/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: telekinesis, levitation

By using this power, the psionicist can use her abilities of levitation to fly at a movement rate of 18. She can maneuver horizontally or vertically in any fashion desired, with a maneuverability class of B. Using telekinetic flight requires as much concentration as walking, so the psionicist can initiate other powers while flying and she can even attempt physical attacks.

When the psionicist fails to maintain the power or runs out of PSPs, she drops like a rock. She would be wise to land before this occurs.

Power Score: The psionicist can fly at a rate of 24 with a maneuverability class of A.

20: An abortive attempt at flight hurls the psionicist 10-40 (d4x10) feet in a random direction, including straight up.

Psychokinetic Devotions

Cryokinesis

Power Score: Wis

Initial Cost: 8

Maintenance Cost: 7/round

Range: 30 yards

Preparation Time: 0

Area of Effect: one object or creature

Prerequisites: none

Cryokinesis is the opposite of molecular 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.)

Power Score: After the first round, the rate of freezing doubles.

20: The psionicist inflicts mild hypothermia on himself and suffers 1d4 points of damage.

Deflect

Power Score: Int

Initial Cost: 4

Maintenance Cost: NA

Range: 60 yards

Preparation Time: 0

Area of Effect: one weapon

Prerequisites: telekinesis

This defensive power allows a psionicist to deflect a missile in flight or a weapon in mid-swing in order to make it miss its target. He may attempt this on a weapon targeted at himself or someone else. The psionicist must have a better initiative than the attacker and hold his action until the attacker actually fires a missile or swings a weapon. If the psionicist successfully initiates deflect, the weapon misses its target automatically.

Deflect can he used on any thrown, fired, or hand-held weapon, including giant-thrown boulders or ballista bolts. It has no effect on creatures attacking with their own natural weaponry, such as teeth or claws.

Power Score: The defense is involuntary, and the psionicist may make a separate attack of his own (psionic or physical) in the same combat round.

20: No effect.

Magnetize

Power Score: Int–1

Initial Cost: 2+

Maintenance Cost: NA

Range: 30 yards

Preparation Time: 0

Area of Effect: one object

Prerequisites: none

A psionicist using magnetize can change the magnetic orientation of a metal object, strongly magnetizing it. The initial cost is 2 PSPs per pound of metal so affected, so a four-pound long sword requires 8 PSPs to magnetize. The item remains magnetized for a number of rounds equal to the psionicist’s level before reverting to normal.

The effects of this power are simple: the psionicist can make the item attracted to other metal objects or repelled by other metal objects. Any metal objects within 20 feet of the magnetized object are within its magnetic influence. Metallic creatures gain a saving throw versus spells to avoid being magnetized.

In deciding how magnetism affects an object, remember that a heavier object remains stationary, while a lighter object moves toward or away from it. If a character’s short sword is magnetized and his friend standing beside him is wearing plate mail, the short sword will go flying over to stick to the armored fellow—not the other way around. A creature holding or wearing an object under magnetic influence may attempt a Strength check to retain control of the item.

A character wearing metal armor can be immobilized if he fails his Strength check. Other effects are left to the DM’s imagination, but small objects such as daggers can reach impressive speeds when attracted or repelled by magnetism.

Power Score: All Strength checks made by opponents to keep control of metal items fail.

20: All metal objects on the psionicist’s person are scattered 2-20 (2d10) feet in random directions.

Mass Manipulation

Power Score: Int–3

Initial Cost: 9

Maintenance Cost: 9/round

Range: 20 yards

Preparation Time: 0

Area of Effect: one object

Prerequisites: telekinesis

A psionicist with this devotion can affect the way in which gravity affects an item. The weight of the item can be increased to 200% normal or reduced to 25% normal. The effect remains as long as the psionicist maintains the power.

Creatures that are burdened by extra-heavy armor suffer a –2 penalty to attack rolls and Armor Class, and are reduced to ¼ of their normal movement. Weapons that are made heavier or lightened suffer a –2 attack penalty and inflict –2 damage.

Light objects can be thrown or fired twice as far as normal. Very heavy objects can be lightened to make them easier to move. Some objects may be drastically affected by this power—a roof doubled in weight may collapse its supports, while a lightened anchor may not hold any longer. The DM should use his best judgment in deciding the exact effects of any particular mass manipulation.

The more massive the object the power is used upon, the more difficult it is to affect. Apply the following power check modifiers for heavy objects.

Weight of Object

Power Check Penalty

20 lb or less

0

21 to 50 pounds

–2

51 to 100 pounds

–4

101 to 500 pounds

–6

501 pounds or more

–8

Power Score: The item can be reduced to 10% of its normal weight or increased to 400% normal.

20: The psionicist increases his own mass exponentially and collapses beneath his own staggering weight. He cannot move or attack for 2d10 turns.

Molecular Bonding

Power Score: Int–1

Initial Cost: 5

Maintenance Cost: 4/round

Range: 10 yards

Preparation Time: 0

Area of Effect: 6 square inches

Prerequisites: telekinesis

Molecular bonding allows the psionicist to join two surfaces together at the molecular level. An enemy’s boots can be joined to the floor, his sword to its sheath, or the joints of his armor fused together into a useless plug of metal. Molecular bonding can also be used to repair damaged items, joining two shards of a sword together or repairing a broken bowstring. The power does not affect living creatures.

The rate of joining is approximately 6 square inches per round. If used on someone’s armor, this will suffice to freeze one joint or fix one boot to the ground. A character immobilized in this fashion can usually wriggle out or tear free in one round, but a character wearing bonded plate mail is probably stuck for quite some time.

Power Score: The rate of bonding increases to 24 square inches per round.

20: The psionicist bonds his own boots to the ground and becomes stuck.

Momentum Theft

Power Score: Int–2

Initial Cost: 5+

Maintenance Cost: NA

Range: 30 yards

Preparation Time: 0

Area of Effect: one creature or object

Prerequisites: kinetic control

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 off-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. The victim is 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 PSPs it costs to arrest its movement. It requires 5 PSPs to stop a man-sized creature (200 pounds) with a movement rate of 12, which is equal to walking at about four miles per hour. Each doubling of speed or weight costs an additional 5 PSPs, so it costs 25 PSPs to stop a charging half-giant in his tracks.

Power Score: The removal of momentum immobilizes the target for one full round.

20: The psionicist knocks himself sprawling and must save versus death or be stunned 1-3 rounds.

Static Discharge

Power Score: Int–3

Initial Cost: 5

Maintenance Cost: 5/round

Range: 15 yards

Preparation Time: 0

Area of Effect: one creature

Prerequisites: magnetize

A psionicist with this ability can use his control of magnetism to accumulate a charge of static electricity and then discharge it in the form of violent electrical shocks. The longer the psionicist accumulates the charge, the more damaging the discharge will be; the attack inflicts 1d4+1 points of damage per round of accumulation.

Maintaining this power doesn’t count as an attack, but the discharge does. The psionicist must make an attack roll to hit his target, but only magical protections apply—armor and Dexterity do not.

Power Score: Damage increases to 1d6+1 per round and any metal items on the victim are magnetized.

20: The psionicist shocks himself for 1d4 damage and magnetizes any metal items he has on him.