Post by Ares on May 5, 2015 14:17:01 GMT -5
METACREATIVITY SCIENCES
1; APPRAISE; With this power the psionicist can determine the likelihood that a specific course of action will succeed. He focuses on a course of action and examines the possibilities. He assigns probabilities. Then he mentally processes enormous calculations to arrive at an overall probability of success. No-one not even the psionicist can foresee the future with assured accuracy. After all events in life are not 100% guaranteed.
2; AURA ALTERATION; With aura alteration, a psionicist can temporarily disguise a person's alignment, disguise his age, or remove aura afflictions like curses, diseases, health.
3; EMPOWER; This is not a tool for the weak or inexperienced characters. Empower allows a psionicist to imbue an item with rudimentary intelligence and pionici ability. The process, which requires extraordinary time and effort. The item must meet two requirements before it can be empowered. First, it must be of exceptional quality-worth 250% to 500% of the normal cost for such an item of it's type. Second, it must be new. The process of empowering must begin within 48 hours after the item is manufactured. This item will have intelligence, alignment, and an ego. It is 5 step process to empower an item....if you wish I can give all 5 steps if asked..
4; PSYCHIC CLONE; When this power is initiated, a clone of the psionicist steps out of his body. It is in every way identical to the original form, except that it has no substance. The psionicist can see and hear what the clone sees and hears. The clone will do anything the psionicist wants it to (as if it were him). Furthermore, the psionicist's psyche goes with the clone, thus enabling it to perform all of his psionic powers. This power has a serious drawback. As long as the clone exists, the psionicist himself is practically a turnip. He retains only 3 senses, smell, taste, and touch. He cannont move, see, or hear. All his psionic powers are transferred to the clone. In effect, the immobile character is no longer a psionicist; not even psionic sense will reveal his true nature. He can be slain without any combat taking place if an opponent wishes to do so. This clone is impervious to all forms of attack and damage except psionic or mental attack. This clone can travel through walls and other solid objects.
5; PYSCHIC SURGERY; Psychic surgery allows a telepath to repair psychic damage. He can even operate on himself if need be. Phobias, aversions, idiocy, coma's, seizures all these psychic ailments can be treated and cured, as well as several others. This power cannot cure possesion. However, psychic surgery can confirm that the problem really is possesion.
6; SPLIT PERSONALITY; This is not a psychosis, it's the power to divide one's mind in two independent part. Each part functions in complete autonomy, like two characters in one body. Both parts communicate fully. Both can use psionic powers, even at the same time. That means a split personality is capable of twice the amount of attacks per round. Alternately, one personality can use psionic powers, while the other does something else--ie..converse, ponder a puzzle, or control the body while in combat. Thus, split personality allows a character to fight physically and psionically at the same time, or to use both and attack psionically. Mental attacks directed against the psionicist affect only half of the mind. Contact must be established separately with each half. If one half is destroyed, controlled, or subdued somehow, the other half can continue fighting independently and retains control of the body.
7; MIND STORE; This power makes a storage crystal containing the essence of the psions living mind (this power can't be used on a dead subject). Untill such time as the psion perishes, the storage crystal is utterly inert. If the psion is slain at some later date, your soul transfers into the storage crystal, which begins to dimly glow. Upon Upon Transference, your phsyical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the storage crystal works over any distance, physical or extradimensional, unless some sort of special planar geomety supersedes the transfer.
Once the storage crystal is activated by the psions physical body's demise, the psion then has the abilities of a psicrystal of the appropiate level, plus all the powers the psion knew and the PSP's the psion possessed when the mind store was manifested. The psion now has 30 days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn't entered a new body by that time frame.
To grow a body, the psion must spend ten days in uninterrupted solitude. The body's constituent parts are pulled as ectoplasm from the Astral Plane, and slowly molded and transformed into a living, breathing body that is an exact duplicate of your body, at the time the psion manifested mind store. The crystal breaks down and becomes part of the new organic body. If the growing body is struck for any amount of damage, it is destroyed and your soul passes on.
8; SUBJECTIVE REALITY; Belief is a powerful thing. With this power, the psionicist can ignore the reality of an object or category of objects and make them have no existence for him. He could convince himself that an enemy's sword could not harm him-and the sword would simply pass through his body without effect. The psionicist can only disbelieve inanimate objects or effects with this power, since he finds it impossible to ignore living creatures. Some possible uses of the power include: ยท Disbelieving a type of weapon, such as hand-held weapons, bows and crossbows, or hurled weapons. No weapon of that type can harm the psionicist while he maintains the power.
9; SUPPRESS MAGIC; Very powerful psionicists can draw upon their command of psychic energy to create a field that dampens magic of all types. Within the field, no spells function, weapons lose their enchantments, creatures with magical powers (such as a basilisk's gaze) cannot use them, magically animated monsters (golems etc.) stop dead in their tracks and other magical items do not function. The field only functions while the psionicist maintains it (so it does nothing the round it is erected). The base cost is 1 PSP/Round, however this tends to rise quickly; Each spell level cast in (or into) the area costs 1 PSP/level to suppress, this cost must be paid each round the spell lasts, it costs 1 PSP/Round/Plus to suppress weapons or armor, creatures/automatons use either the cost of a spell similar to their effect, or 1 PSP/HD/Round to suppress it's abilities.
10; ULTRABLAST; A character using psionic ultrablast can overwhelm and damage nearby psyches. To do this, he casts thought waves in all directions. In laymen's terms, the psionicist "grumbles" psychically for three rounds. Then his consciousness bursts forth and a horrid, psychic scream penetrates all minds within 50 feet. Victims may never be the same again. All characters within 50 feet of the psionic ultrablast must save vs. paralyzation. Failure means they pass out for 2d6 turns. Those who pass out must immediately save vs. paralyzation again. If they fail a second time, they lose all psionic power. Only psychic surgery can help them recover this loss. Although the blast does not affect the initiator, the risks are great. If the power check fails, he becomes comatose for ld1O days. Some characters may think he's dead.
METACREATIVITY DEVOTIONS
1; CANNABALIZE; This power allows the psionicist to cannibalize his own body for extra PSP's.
2; CONVERGENCE; When psionicists put their heads together, the results can be impressive. Convergence allows psionicists to link their minds together into one synergetic being--an entity more powerful than the sum of the individual parts. Each participant can use psionic powers at the normal rate; if the group is attacked psionically, the attack must overcome every working defense.
3; ENHANCEMENT; When a psionicist learns this power, he selects one discipline to enhance. All abilities within this discipline increases in effectiveness and strength.
4; GIRD; Each time a psionicis girds another power, he can maintain that power automatically-i.e. without mental concentration. Thus a psionicist who is maintaining only girded powers can sleep without disrupting those powers. To gird a power the psionicist must first initiate and maintain the power he intends to affect. He must pay twice the PSP's when initiating that power, then 1 psp per hour that power is girded.
5; INTENSIFY; Intensify allows the psionicist to improve either his Constitution, his intelligence, or his wisdom for psionic applications. To improve one-for psionic purposes only- he must weaken the other two.
6: MAGNIFY; Magnify allows the psionicist to magnify the effects or another power in all conceivable ways-e.g double damage, double range, double modifiers, and so on. The psionicist initiates the magnify power first. At the same time, he must designate which power he intends to improve...the higher the level psionicist..the more the magnification works..up to 4 x times initial damage.
7; MARTIAL TRANCE; In some situations, the psionicist may find it useful to enter a trance before engaging in psionic combat. This trance focuses the characters complete attention on his psionic activity and tunes out all other distractions. This trance is not deep, he can come out at any time he wishes. Any phsyical blow, shake, slap will bring him out of such trance.
8; PROLONG; When this power is in effect, the range of all powers is increased by 50%, as is the radius of their areas of effect. It alters powers that affect a quantity of stuff, prolonged disintegration, for example destroys up to 12 cubic feet of material instead of 8.
9; PSIONIC INFLATION; When the psionicist starts this power it starts about an inch from his aura so it surrounds his body, within that bubble of space it is extremely peaceful. This ring that starts is a ring of powerful psionic activity out to about 100 feet. Other psionicists will not notice this untill they try to use their powers. It costs any psionicist within that ring, double to initiate and to maintain any psionic power.
10; PSIONIC SENSE; With psionic sense, a character can detect psionic activity anywhere within 200 yards. Any expenditure of PSP's constitutes psionic activity, even if it is only to maintain a power. Use of the mind blank power is psionic activity, too even though it expends no PSP's. Each subsequent use of this power he learns where it is coming from, and how much PSP's that other psionicist is expending.
11; PSYCHIC DRAIN; Psychic drain enables the psionicist to tap into personal, psychic energy of other people to augment his own psionic strength. Up to six people can be tapped at one time. Each one that gets tapped falls into a trance. While the host is in the trance, the psionicist can siphon psychic energy. Just as a vampire draws blood to grow strong, after being siphoned the host will, fall asleep for some time, and will be groggy upon awakenning not remembering what happened.
12: RECEPTACLE; This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon enery later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at it's maximum. However, he can keep the stored PSP's on hand untill he's running low on psionic energy, and then use them immediately. Like a vampire keeping a pint of blood on hand for when his BP's run low and he needs to feed. These are stored either in a vessel, or a valuable gem.
13; RETROSPECTION; Retrospection is a kind of a psionic seance. It allows psionicists to delve into the past and locate memories that have been loosed from other minds. A psionicist must join at least two other psionicists in a convergence before he can use this power.
14; SPLICE; Splicing psionic powers is tremendously useful. In effect, the psionicist is splicing together two or more separate powers into one psionic release. Very useful for a contact ability and an attack at the same time.
15; STASIS FIELD; A stasis field is a region in which time slows to a crawl and energy is reduced to a meaningless fizzle. When created, the stasis field surrounds the psionicist like a bubble. It can have any radius he desires up to 10 yards. From the outside the stasis field looks like a slightly shimmering, completely smooth silver globe. When something presses against the edge, it gives slight resistance, but the object passes through. Inside the field, all is murky and dim. Light filters through from the outside, but it turns gray. A light source inside is only about one 6th bright as usual. Time is 60 times slower in a stasis field. That is for every second that passes on the outside a full minute passes inside. (this dilation isn't apparent to those inside the field,) Energy and motion also change inside a stasis field. Energy magicks--eg..fireballs, magic missiles, electricity attacks, cold attacks..any type of energy attack- have no effect, the spells appear and then fizzle in midair. Movement is slowed down more visibly, and swift objects are affected more then slow objects. Character and creature movements are also affected. A dagger can easily be pushed through someone, but lightning like attacks with a sword are slowed down to slow graceful arcs and movements. Missile weapons are useless as the bolts or arrows drift lazily through the field, only to bounce off of the target or be avoided if the target is watching. The stasis field can move with the psionicist as he moves. Or he can place the field on a focal point. Then he can move freely outside of the field, however if he wishes it to move he must go back inside and move it.
16; WRENCH; This power affects those creatures who exist on the prime material plane and another plane of existence at the same time. This includes the undead, when wrenched the undead lose the ability to drain life energies. When wrenched the creature is forced entirely into one plane or another at the psionicists option. After being wrenched the creature loses one turn (post due to being dazed at a new surrounding). If forced from the prime material plane the creatuer can't return for at last 2 turns (posts), if forced to the prime material plane the creature stays untill the psionicist lets him go back.
17; FINGER OF FIRE; A ray of unstable, burning ectoplasm projects from your pointing finger. Used for close attacks, within 25 feet.
18; FIREFALL; Motes of unstable ectoplasm flare and dissipate explosevely within the area you designate. Any creature within that area is engulfed in flames.
19; FLAMING SHROUD; The psionicist draws writhing strands of unstable ectoplasm from the Astral Plane and then wraps up the subject in a shroud of hellish fire. Which will burn untill the victim puts it out.
20; WHITE FIRE; The psionicist draws unstable ectoplasm from the Astral Plane that ignites with a hellish, white-hot fury. It covers everything that you designate within an area. White fire sets fire to combustibles and damages all objects within that area. It melts all metals. And is extremely effective against creatures of a dark nature (daemons, demons, devils, undead [both with free will and without free will; ie..vampires, zombies], wraiths, spectres, ghosts).
21; ECTOPLASMIC SHAMBLER; The psionicist fashions an ephemeral, many-legged mass of pseudoliving ectoplasm called an ectoplasmic shambler. The shambler moves directly onto the target it completely surrounds the target and area over which it has manifested. It has the consistency of a thick mist. Those within the mist has their vision reduced down to about 10 feet. Once inside the shambler casting any and all types of magic becomes impossible, the shambler abosrbs all magic that is cast.
22; ASTRAL CONSTRUCT; This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where the psion designate and acts immediately, on your turn. It attacks your enemies to the best of it's abilities. The psion can mentally direct it not to attack, to attack particular enemies, or to preform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of it's turn. It takes one full turn to manifest and appear (ie you "cast" it on one post and the second post it takes affect) There are 9 different levels of astral construct:
astral construct I; creates 1 1st level
astral construct II; one or more astral constructs that are 1st level and can be no more then 30feet apart, or you can create 1 2nd level astral construct
astral construct III; same as above yet can create 1 3rd level construct, 1-3 2nd level and 1-5 1st level constructs
astral construct IV; same as above 1 4th level, 1-3 3rd level, 1-3 second level, 1-5 1st level
astral construct V; same as above, 1 5th level, 1-3 4th level, and 1-5 all lower levels
astral construct VI; same as above 1 6th level construct, 1-3 5th level construct, 1-5 constructs for all lower levels
astral construct VII; same as above 1 7th level, 1-3 6th level, 1-5 all other levels
astral construct VIII; same as above 1 8th level, 1-3 7th level, 1-5 all lower levels
astral construct IX; same as above 1 9th level construct, 1-3 8th level constructs, 1-5 constructs of all lower levels.
23; DISMISS ECTOPLASM; The psion dismisses creatures or objects composed of ectoplasm, (such as astral constructs, ectoplasmic shambler.) or that were formly composed of ectoplasm. The power affects everything within a 30 foot radius of the psion. If a character is in ectoplasmic form when the psion does this, one of two things happen to the character, he is either displaced to the astral plane along with the ectoplasm, or he is destroyed, to observers it looks lethal either way.
24; ECTOPLASMIC ARMOR; The psion is dressed in a suit of shimmering ectoplasmic armor. Other armor cannot be worn with this or at the same time, if the psion takes off the armor it dissipates immediately into the astral plane. Because the armor is composed of astral ectoplasm, incorporeal creatures can't bypass it the way they do normal armor. For normal striking purposes think of this armor as the same structure and protection level of Adamantine.
25; ECTOPLASMIC COCOON; The psion draws writhing strands of ectoplasm from the Astral plane that wrap up the target like a mummy. The subject can still breathe but is otherwise helpless, being unable to see or take any phsyical actions. The subject cannot speak because the ectoplasmic strands muffle sounds. The subject can execute purely mental actions. The writhing regenerating nature of the cocoon prevents it's occupant from making a phsyical bid for escape. However it is possible for another to cut through the cocoon and free the target.
26; TIME FLUX; Using this devotion, the psionicist can cause time to speed up or slow down for himself only. Thus, the psionicist can exist at twice the speed of the rest of the world, or half the speed, effectively hasting or slowing himself. Because the increase or decrease in speed is time oriented instead of biologically oriented, the psionicist can perform ALL actions at either twice or half normal speed. For example, a psionicist can make two psionic actions per round, use two magic items per round, etc; a slowed psionicist could take only one action every two rounds. There are some other unique qualities of this ability. There is no metabolic change, like the aging associated with haste. Spells and psionic powers are affected, so if the psionicist increases his speed, spell duration is only half of what it would be in normal time, but an initiative bonus of 3 is gained while the power is in effect. For example, a protection from evil spell cast on the psionicist that would last 8 rounds of real time will now last only 4 rounds. On the other hand, if a psionicist slows himself, spells last twice as long as they would in real time, but there is an initiative penalty of 3 while being slowed down. For example, a slow poison cast on a slowed psionicist would last twice as long as normal. The PSP cost in real time for any psionic abilities outside the Time Flux (ie, not affecting the psionicist) does not change, but the cost for those abilities affecting the caster is increased or decreased appropriately. Numerous applications exist for this power. If a psionicist wants to "burn off" a harmful spell (like slow or hold person), the speeding up usage would help greatly. Likewise, if the psionicist wants a spell to remain longer than normal (in real time), then the slowing use is best.
1; APPRAISE; With this power the psionicist can determine the likelihood that a specific course of action will succeed. He focuses on a course of action and examines the possibilities. He assigns probabilities. Then he mentally processes enormous calculations to arrive at an overall probability of success. No-one not even the psionicist can foresee the future with assured accuracy. After all events in life are not 100% guaranteed.
2; AURA ALTERATION; With aura alteration, a psionicist can temporarily disguise a person's alignment, disguise his age, or remove aura afflictions like curses, diseases, health.
3; EMPOWER; This is not a tool for the weak or inexperienced characters. Empower allows a psionicist to imbue an item with rudimentary intelligence and pionici ability. The process, which requires extraordinary time and effort. The item must meet two requirements before it can be empowered. First, it must be of exceptional quality-worth 250% to 500% of the normal cost for such an item of it's type. Second, it must be new. The process of empowering must begin within 48 hours after the item is manufactured. This item will have intelligence, alignment, and an ego. It is 5 step process to empower an item....if you wish I can give all 5 steps if asked..
4; PSYCHIC CLONE; When this power is initiated, a clone of the psionicist steps out of his body. It is in every way identical to the original form, except that it has no substance. The psionicist can see and hear what the clone sees and hears. The clone will do anything the psionicist wants it to (as if it were him). Furthermore, the psionicist's psyche goes with the clone, thus enabling it to perform all of his psionic powers. This power has a serious drawback. As long as the clone exists, the psionicist himself is practically a turnip. He retains only 3 senses, smell, taste, and touch. He cannont move, see, or hear. All his psionic powers are transferred to the clone. In effect, the immobile character is no longer a psionicist; not even psionic sense will reveal his true nature. He can be slain without any combat taking place if an opponent wishes to do so. This clone is impervious to all forms of attack and damage except psionic or mental attack. This clone can travel through walls and other solid objects.
5; PYSCHIC SURGERY; Psychic surgery allows a telepath to repair psychic damage. He can even operate on himself if need be. Phobias, aversions, idiocy, coma's, seizures all these psychic ailments can be treated and cured, as well as several others. This power cannot cure possesion. However, psychic surgery can confirm that the problem really is possesion.
6; SPLIT PERSONALITY; This is not a psychosis, it's the power to divide one's mind in two independent part. Each part functions in complete autonomy, like two characters in one body. Both parts communicate fully. Both can use psionic powers, even at the same time. That means a split personality is capable of twice the amount of attacks per round. Alternately, one personality can use psionic powers, while the other does something else--ie..converse, ponder a puzzle, or control the body while in combat. Thus, split personality allows a character to fight physically and psionically at the same time, or to use both and attack psionically. Mental attacks directed against the psionicist affect only half of the mind. Contact must be established separately with each half. If one half is destroyed, controlled, or subdued somehow, the other half can continue fighting independently and retains control of the body.
7; MIND STORE; This power makes a storage crystal containing the essence of the psions living mind (this power can't be used on a dead subject). Untill such time as the psion perishes, the storage crystal is utterly inert. If the psion is slain at some later date, your soul transfers into the storage crystal, which begins to dimly glow. Upon Upon Transference, your phsyical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the storage crystal works over any distance, physical or extradimensional, unless some sort of special planar geomety supersedes the transfer.
Once the storage crystal is activated by the psions physical body's demise, the psion then has the abilities of a psicrystal of the appropiate level, plus all the powers the psion knew and the PSP's the psion possessed when the mind store was manifested. The psion now has 30 days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn't entered a new body by that time frame.
To grow a body, the psion must spend ten days in uninterrupted solitude. The body's constituent parts are pulled as ectoplasm from the Astral Plane, and slowly molded and transformed into a living, breathing body that is an exact duplicate of your body, at the time the psion manifested mind store. The crystal breaks down and becomes part of the new organic body. If the growing body is struck for any amount of damage, it is destroyed and your soul passes on.
8; SUBJECTIVE REALITY; Belief is a powerful thing. With this power, the psionicist can ignore the reality of an object or category of objects and make them have no existence for him. He could convince himself that an enemy's sword could not harm him-and the sword would simply pass through his body without effect. The psionicist can only disbelieve inanimate objects or effects with this power, since he finds it impossible to ignore living creatures. Some possible uses of the power include: ยท Disbelieving a type of weapon, such as hand-held weapons, bows and crossbows, or hurled weapons. No weapon of that type can harm the psionicist while he maintains the power.
9; SUPPRESS MAGIC; Very powerful psionicists can draw upon their command of psychic energy to create a field that dampens magic of all types. Within the field, no spells function, weapons lose their enchantments, creatures with magical powers (such as a basilisk's gaze) cannot use them, magically animated monsters (golems etc.) stop dead in their tracks and other magical items do not function. The field only functions while the psionicist maintains it (so it does nothing the round it is erected). The base cost is 1 PSP/Round, however this tends to rise quickly; Each spell level cast in (or into) the area costs 1 PSP/level to suppress, this cost must be paid each round the spell lasts, it costs 1 PSP/Round/Plus to suppress weapons or armor, creatures/automatons use either the cost of a spell similar to their effect, or 1 PSP/HD/Round to suppress it's abilities.
10; ULTRABLAST; A character using psionic ultrablast can overwhelm and damage nearby psyches. To do this, he casts thought waves in all directions. In laymen's terms, the psionicist "grumbles" psychically for three rounds. Then his consciousness bursts forth and a horrid, psychic scream penetrates all minds within 50 feet. Victims may never be the same again. All characters within 50 feet of the psionic ultrablast must save vs. paralyzation. Failure means they pass out for 2d6 turns. Those who pass out must immediately save vs. paralyzation again. If they fail a second time, they lose all psionic power. Only psychic surgery can help them recover this loss. Although the blast does not affect the initiator, the risks are great. If the power check fails, he becomes comatose for ld1O days. Some characters may think he's dead.
METACREATIVITY DEVOTIONS
1; CANNABALIZE; This power allows the psionicist to cannibalize his own body for extra PSP's.
2; CONVERGENCE; When psionicists put their heads together, the results can be impressive. Convergence allows psionicists to link their minds together into one synergetic being--an entity more powerful than the sum of the individual parts. Each participant can use psionic powers at the normal rate; if the group is attacked psionically, the attack must overcome every working defense.
3; ENHANCEMENT; When a psionicist learns this power, he selects one discipline to enhance. All abilities within this discipline increases in effectiveness and strength.
4; GIRD; Each time a psionicis girds another power, he can maintain that power automatically-i.e. without mental concentration. Thus a psionicist who is maintaining only girded powers can sleep without disrupting those powers. To gird a power the psionicist must first initiate and maintain the power he intends to affect. He must pay twice the PSP's when initiating that power, then 1 psp per hour that power is girded.
5; INTENSIFY; Intensify allows the psionicist to improve either his Constitution, his intelligence, or his wisdom for psionic applications. To improve one-for psionic purposes only- he must weaken the other two.
6: MAGNIFY; Magnify allows the psionicist to magnify the effects or another power in all conceivable ways-e.g double damage, double range, double modifiers, and so on. The psionicist initiates the magnify power first. At the same time, he must designate which power he intends to improve...the higher the level psionicist..the more the magnification works..up to 4 x times initial damage.
7; MARTIAL TRANCE; In some situations, the psionicist may find it useful to enter a trance before engaging in psionic combat. This trance focuses the characters complete attention on his psionic activity and tunes out all other distractions. This trance is not deep, he can come out at any time he wishes. Any phsyical blow, shake, slap will bring him out of such trance.
8; PROLONG; When this power is in effect, the range of all powers is increased by 50%, as is the radius of their areas of effect. It alters powers that affect a quantity of stuff, prolonged disintegration, for example destroys up to 12 cubic feet of material instead of 8.
9; PSIONIC INFLATION; When the psionicist starts this power it starts about an inch from his aura so it surrounds his body, within that bubble of space it is extremely peaceful. This ring that starts is a ring of powerful psionic activity out to about 100 feet. Other psionicists will not notice this untill they try to use their powers. It costs any psionicist within that ring, double to initiate and to maintain any psionic power.
10; PSIONIC SENSE; With psionic sense, a character can detect psionic activity anywhere within 200 yards. Any expenditure of PSP's constitutes psionic activity, even if it is only to maintain a power. Use of the mind blank power is psionic activity, too even though it expends no PSP's. Each subsequent use of this power he learns where it is coming from, and how much PSP's that other psionicist is expending.
11; PSYCHIC DRAIN; Psychic drain enables the psionicist to tap into personal, psychic energy of other people to augment his own psionic strength. Up to six people can be tapped at one time. Each one that gets tapped falls into a trance. While the host is in the trance, the psionicist can siphon psychic energy. Just as a vampire draws blood to grow strong, after being siphoned the host will, fall asleep for some time, and will be groggy upon awakenning not remembering what happened.
12: RECEPTACLE; This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon enery later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at it's maximum. However, he can keep the stored PSP's on hand untill he's running low on psionic energy, and then use them immediately. Like a vampire keeping a pint of blood on hand for when his BP's run low and he needs to feed. These are stored either in a vessel, or a valuable gem.
13; RETROSPECTION; Retrospection is a kind of a psionic seance. It allows psionicists to delve into the past and locate memories that have been loosed from other minds. A psionicist must join at least two other psionicists in a convergence before he can use this power.
14; SPLICE; Splicing psionic powers is tremendously useful. In effect, the psionicist is splicing together two or more separate powers into one psionic release. Very useful for a contact ability and an attack at the same time.
15; STASIS FIELD; A stasis field is a region in which time slows to a crawl and energy is reduced to a meaningless fizzle. When created, the stasis field surrounds the psionicist like a bubble. It can have any radius he desires up to 10 yards. From the outside the stasis field looks like a slightly shimmering, completely smooth silver globe. When something presses against the edge, it gives slight resistance, but the object passes through. Inside the field, all is murky and dim. Light filters through from the outside, but it turns gray. A light source inside is only about one 6th bright as usual. Time is 60 times slower in a stasis field. That is for every second that passes on the outside a full minute passes inside. (this dilation isn't apparent to those inside the field,) Energy and motion also change inside a stasis field. Energy magicks--eg..fireballs, magic missiles, electricity attacks, cold attacks..any type of energy attack- have no effect, the spells appear and then fizzle in midair. Movement is slowed down more visibly, and swift objects are affected more then slow objects. Character and creature movements are also affected. A dagger can easily be pushed through someone, but lightning like attacks with a sword are slowed down to slow graceful arcs and movements. Missile weapons are useless as the bolts or arrows drift lazily through the field, only to bounce off of the target or be avoided if the target is watching. The stasis field can move with the psionicist as he moves. Or he can place the field on a focal point. Then he can move freely outside of the field, however if he wishes it to move he must go back inside and move it.
16; WRENCH; This power affects those creatures who exist on the prime material plane and another plane of existence at the same time. This includes the undead, when wrenched the undead lose the ability to drain life energies. When wrenched the creature is forced entirely into one plane or another at the psionicists option. After being wrenched the creature loses one turn (post due to being dazed at a new surrounding). If forced from the prime material plane the creatuer can't return for at last 2 turns (posts), if forced to the prime material plane the creature stays untill the psionicist lets him go back.
17; FINGER OF FIRE; A ray of unstable, burning ectoplasm projects from your pointing finger. Used for close attacks, within 25 feet.
18; FIREFALL; Motes of unstable ectoplasm flare and dissipate explosevely within the area you designate. Any creature within that area is engulfed in flames.
19; FLAMING SHROUD; The psionicist draws writhing strands of unstable ectoplasm from the Astral Plane and then wraps up the subject in a shroud of hellish fire. Which will burn untill the victim puts it out.
20; WHITE FIRE; The psionicist draws unstable ectoplasm from the Astral Plane that ignites with a hellish, white-hot fury. It covers everything that you designate within an area. White fire sets fire to combustibles and damages all objects within that area. It melts all metals. And is extremely effective against creatures of a dark nature (daemons, demons, devils, undead [both with free will and without free will; ie..vampires, zombies], wraiths, spectres, ghosts).
21; ECTOPLASMIC SHAMBLER; The psionicist fashions an ephemeral, many-legged mass of pseudoliving ectoplasm called an ectoplasmic shambler. The shambler moves directly onto the target it completely surrounds the target and area over which it has manifested. It has the consistency of a thick mist. Those within the mist has their vision reduced down to about 10 feet. Once inside the shambler casting any and all types of magic becomes impossible, the shambler abosrbs all magic that is cast.
22; ASTRAL CONSTRUCT; This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where the psion designate and acts immediately, on your turn. It attacks your enemies to the best of it's abilities. The psion can mentally direct it not to attack, to attack particular enemies, or to preform other actions. The astral construct acts normally on the last round of the power and dissipates at the end of it's turn. It takes one full turn to manifest and appear (ie you "cast" it on one post and the second post it takes affect) There are 9 different levels of astral construct:
astral construct I; creates 1 1st level
astral construct II; one or more astral constructs that are 1st level and can be no more then 30feet apart, or you can create 1 2nd level astral construct
astral construct III; same as above yet can create 1 3rd level construct, 1-3 2nd level and 1-5 1st level constructs
astral construct IV; same as above 1 4th level, 1-3 3rd level, 1-3 second level, 1-5 1st level
astral construct V; same as above, 1 5th level, 1-3 4th level, and 1-5 all lower levels
astral construct VI; same as above 1 6th level construct, 1-3 5th level construct, 1-5 constructs for all lower levels
astral construct VII; same as above 1 7th level, 1-3 6th level, 1-5 all other levels
astral construct VIII; same as above 1 8th level, 1-3 7th level, 1-5 all lower levels
astral construct IX; same as above 1 9th level construct, 1-3 8th level constructs, 1-5 constructs of all lower levels.
23; DISMISS ECTOPLASM; The psion dismisses creatures or objects composed of ectoplasm, (such as astral constructs, ectoplasmic shambler.) or that were formly composed of ectoplasm. The power affects everything within a 30 foot radius of the psion. If a character is in ectoplasmic form when the psion does this, one of two things happen to the character, he is either displaced to the astral plane along with the ectoplasm, or he is destroyed, to observers it looks lethal either way.
24; ECTOPLASMIC ARMOR; The psion is dressed in a suit of shimmering ectoplasmic armor. Other armor cannot be worn with this or at the same time, if the psion takes off the armor it dissipates immediately into the astral plane. Because the armor is composed of astral ectoplasm, incorporeal creatures can't bypass it the way they do normal armor. For normal striking purposes think of this armor as the same structure and protection level of Adamantine.
25; ECTOPLASMIC COCOON; The psion draws writhing strands of ectoplasm from the Astral plane that wrap up the target like a mummy. The subject can still breathe but is otherwise helpless, being unable to see or take any phsyical actions. The subject cannot speak because the ectoplasmic strands muffle sounds. The subject can execute purely mental actions. The writhing regenerating nature of the cocoon prevents it's occupant from making a phsyical bid for escape. However it is possible for another to cut through the cocoon and free the target.
26; TIME FLUX; Using this devotion, the psionicist can cause time to speed up or slow down for himself only. Thus, the psionicist can exist at twice the speed of the rest of the world, or half the speed, effectively hasting or slowing himself. Because the increase or decrease in speed is time oriented instead of biologically oriented, the psionicist can perform ALL actions at either twice or half normal speed. For example, a psionicist can make two psionic actions per round, use two magic items per round, etc; a slowed psionicist could take only one action every two rounds. There are some other unique qualities of this ability. There is no metabolic change, like the aging associated with haste. Spells and psionic powers are affected, so if the psionicist increases his speed, spell duration is only half of what it would be in normal time, but an initiative bonus of 3 is gained while the power is in effect. For example, a protection from evil spell cast on the psionicist that would last 8 rounds of real time will now last only 4 rounds. On the other hand, if a psionicist slows himself, spells last twice as long as they would in real time, but there is an initiative penalty of 3 while being slowed down. For example, a slow poison cast on a slowed psionicist would last twice as long as normal. The PSP cost in real time for any psionic abilities outside the Time Flux (ie, not affecting the psionicist) does not change, but the cost for those abilities affecting the caster is increased or decreased appropriately. Numerous applications exist for this power. If a psionicist wants to "burn off" a harmful spell (like slow or hold person), the speeding up usage would help greatly. Likewise, if the psionicist wants a spell to remain longer than normal (in real time), then the slowing use is best.