Psionic PowersFrostburn
ENERGY EMANATIONPsychokinesis [see text]Level: Psion/wilder 2, psychic warrior 2 Display: Visual Manifesting Time: 1 standard action Range: 5 ft. Target: 5-ft.-radius emanation, centered on you Duration: 1 round/level Saving Throw: Fortitude half Power Resistance: Yes Power Points: 3 You expel concentrated energy from your body, dealing 1d6 points of energy damage to all creatures within the area every round. Creatures in the area must make a new Fortitude save each round. The energy is the type you choose: cold, electricity, fire, or sonic. Once chosen, you emanate the same energy type for the power’s duration. Cold: This energy type deals +1 point of damage per die. Electricity: This energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: This energy type deals +1 point of damage per die. Sonic: This energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every 3 additional power points you spend, this power’s damage increases by one die (d6). For each extra die of damage, this power’s save DC increases by 1. ENERGY FLASHPsychokinesis [see text]Level: Psion/wilder 4 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: Touched creature, or up to 1 cu. ft. of water/level Duration: Instantaneous Saving Throw: Fortitude half Power Resistance: Yes Power Points: 7 On a successful touch attack, you deal 7d6 points of damage to the creature touched, doing either cold, electricity, fire, or sonic damage. In addition to the energy damage, on a failed Fortitude save (the same save that determines full or half damage), a target is dazed for 1 round. Cold: This energy type deals +1 point of damage per die. Electricity: This energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: This energy type deals +1 point of damage per die. Sonic: This energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. ENERGY NULLIFICATION FIELDPsychokinesis [see text]Level: Kineticist 5 Display: Visual and auditory Manifesting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Power Resistance: See text Power Points: 9 An invisible field of energy surrounds you. This power functions like null psionics field, but applies only to powers with the energy descriptor you choose when you first manifest this power: cold, electricity, fire, or sonic. MIND OVER ENERGYPsychometabolismLevel: Psion/wilder 6, psychic warrior 6 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 11 You mentally reinforce your living tissue with pure psionic will, gaining immunity to the energy type you choose for the duration of the power: cold, electricity, fire, or sonic. SLOW BREATHINGPsychometabolismLevel: Psion/wilder 1, psychic warrior 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Saving Throw: None (harmless) Power Resistance: No (harmless) Power Points: 1 You reduce the need for oxygen in your body, increasing your ability to become acclimated to the thin air of high altitude. You gain a +4 competence bonus on saving throws against altitude sickness (see page 90 of the Dungeon Master’s Guide). Augmentation: For
every additional power point you spend, the competence bonus increases by 2. |