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{{Psionics}}
{{Psionics}}
'''Psychoportation''' ([[Psychoportation Powers|tabular overview]]) powers influence time and space, allowing the psion, and others, to travel using the power of the mind alone. A psion who specializes in this discipline is known as a ''nomad''.
<div align="right">__TOC__</div>
== Banishment ==
== Banishment ==


'''Power Score:''' Int -1<br/>
'''Power Score:''' Int -1<br/>
'''Cost:''' 30<br/>
'''Cost:''' 20<br/>
'''Discipline:''' Psychoportation<br/>
'''Discipline:''' Psychoportation<br/>
'''Range:''' Short<br/>
'''Range:''' Short<br/>
'''Area of Effect:''' 1 Object<br/>
'''Area of Effect:''' 1 Object<br/>
'''Duration:''' 1 round +1 round / 2 levels<br/>
'''Duration:''' 1 Round + 1 Round/2 Levels<br/>
'''Save:''' Reflex: Negates<br/>
'''Save:''' Reflex Negates, Will Breaks (see text)<br/>
'''Save DC:''' 12 + 1/2 psion level + INT modifier<br>
'''Save DC:''' 12 + 1/2 Psion Level + INT Modifier<br>
'''Prerequisites:''' Dimension Door<br/>
'''Prerequisites:''' Dimension Door<br/>
'''Required For:''' None<br/>
'''Required For:''' None<br/>
With this power, the psionicist can teleport a creature against its will to a pocket dimension and hold it there. The pocket dimension is a featureless area with a benign environment – it may be hot or cold, dark or light, but not so much that it will cause injury. After 2 rounds, the banished creature makes saving throw each round to determine if it returns from banishment. The creature does this until it passes the save, or until the duration expires. Friendly creatures are banished for the entire duration. If the psion logs out or crashes while the target is Banished, the target may leave through a transition to the start tent to the north.
With this power the psionicist attempts to teleport a creature to a pocket dimension and hold it there. The target creature gets a reflex save to avoid the effects entirely. On a failed save, the target is teleported to a pocket dimension. After one round, the banished creature makes a will saving throw each round to determine if it returns from banishment. The creature does this until it passes the save, or until the duration expires. Friendly creatures: a targeted member of the psion's party is 'banished' for the entire duration if it's an NPC, or indefinitely if it's a PC. Such targets can be returned to their original locations by the psion using this power while within the pocket dimension themself, the duration ending, or PCs searching for another means of exit: Entering a pocket dimension creates an instability - a planar tear. The location of any tear is effectively random, but a PC trapped in the pocket dimension can use it as an exit - if they can find it.
*The pocket dimension is a featureless area with a benign environment. 
 
== Convocation (Power Stone Only) ==
 
'''Power Score:''' Wis - 2<br/>
'''Cost:''' 10<br/>
'''Discipline:''' Psychoportation<br/>
'''Range:''' Long<br/>
'''Area of Effect:''' 1 creature<br/>
'''Duration:''' Instantaneous<br/>
'''Save:''' Reflex: Negates<br/>
'''Prerequisites:''' N/A<br/>
'''Required For:''' N/A<br/>
With this power, the psionicist is able to aggressively use dimension door to bring a distant creature directly in front of them them. Friendly creatures do not get a saving throw.


== Dimension Door ==
== Dimension Door ==
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'''Prerequisites:''' None<br/>
'''Prerequisites:''' None<br/>
'''Required For:''' Banishment, Summon Planar Creature, Summon Planar Energy<br/>
'''Required For:''' Banishment, Summon Planar Creature, Summon Planar Energy<br/>
With dimension door, the psionicist temporarily bends spatial dimensions to allow him to move from one location to another nearly instantaneously. The Psion is also able to hold open the gate, as long as he has the power to do so, allowing others to use it. This is a constant drain on his reserves as long as the gate is open.
With dimension door, the psionicist temporarily bends spatial dimensions to allow them to move from one location to another nearly instantaneously. The Psion is also able to [[Avlis_Command_Prompt#Psionics|hold open the gate]], as long as they have the power to do so, allowing others to use it. This is a constant drain on their reserves as long as the gate is open.
* The command to toggle between these two forms of dimension door can be achieved typing '/psi ddoor' in chat.
 


== Summon Planar Creature ==
== Summon Planar Creature ==
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'''Range:''' Short<br/>
'''Range:''' Short<br/>
'''Area of Effect:''' 1 Creature<br/>
'''Area of Effect:''' 1 Creature<br/>
'''Duration:''' 1 turn / level<br/>
'''Duration:''' 1 Minute/Level<br/>
'''Save:''' None<br/>
'''Save:''' None<br/>
'''Prerequisites:''' Dimension Door<br/>
'''Prerequisites:''' Dimension Door<br/>
'''Required For:''' None<br/>
'''Required For:''' None<br/>
This power allows the psionicist to reach into another plane, grab whatever he happens to find there, and teleport it to his own plane. If the creature is intelligent, the psionicist might reason with it. However, the creature may fly into a murderous rage when it discovers its plight. Once a creature has been summoned any subsequent manifestation of this power will not bring a second creature, rather it will immediately remove the existing one (no saving throw).
This power allows the psionicist to reach into another plane, grab whatever they happens to find there, and teleport it to their plane. The summoned creature is, therefore, unpredictable. However, the power of the summoned creature is influenced by the psion's level. The psion can choose to reach into either good, neutral or evil-aligned planes, and grab a creature of corresponding alignment (preference set via the [[http://wiki.avlis.org/Avlis_Command_Prompt#Psionics| Avlis Command Prompt]]). If the creature is intelligent, the psionicist might [[NWN:Persuade|persuade]], [[NWN:Intimidate|intimidate]], or [[NWN:Bluff|bluff]] it into providing assistance. However, the creature may fly into a murderous rage when it discovers its plight.
* The command to choose your preferred alignment is '/psi summon good/neutral/evil/none'
* Once a creature has been summoned any subsequent manifestation of this power will not bring a second creature, rather it will immediately return the existing one with no saving throw.


== Summon Planar Energy ==
== Summon Planar Energy ==
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'''Area of Effect:''' Varies<br/>
'''Area of Effect:''' Varies<br/>
'''Duration:''' Varies<br/>
'''Duration:''' Varies<br/>
'''Save:''' Fort: positive, negative and water; Reflex: fire and salt<br/>
'''Save:''' Variest<br/>
'''Save DC:''' 12 + 1/2 psion level + INT modifier<br>
'''Save DC:''' 12 + 1/2 Psion Level + INT Modifier<br>
'''Prerequisites:''' Dimension Door<br/>
'''Prerequisites:''' Dimension Door<br/>
'''Required For:''' None<br/>
'''Required For:''' None<br/>
A character with this ability can summon energy from the inner planes and use it to attack his enemies. Some planes are more useful than others for this purpose.
A character with this ability can summon energy from the inner planes and use it to attack their enemies. Energies from different planes have different uses and purposes.
Fire opens a portal to the elemental plane of fire itself, scorching everything within 12 feet for 3d8 points of damage (reflex save for half). Negative energy inflicts 3d12 points of damage on a single target that then must make a fortitude save or also be drained of 1 level. Positive energy inflicts 3d12 points of damage to a single target. If it is used against undead they take double damage. Salt creates a 10-foot radius area of utter dehydration. It inflicts 4d4 points of damage (save for half) on all creatures within who must also make a reflex save or lose 4 points of strength. Water fills the lungs of one target with water. They begin to drown and will die within 4 rounds if they fail a saving throw at the beginning of each round.
*'''Fire''' opens a portal to the elemental plane of fire itself, scorching everything within 12 feet of the target location for 1d8 - 6d8 points of damage (reflex save for half; d8 damage per odd level - 1, 3, 5, etc.).  
*'''Negative''' energy inflicts 1d12 - 5d12 points of damage on a single target (fortitude save for half; 2d12 @ 3rd, 3d12 @ 6th, 4d12 @ 11th, 5d12 @ 15th) that then must make a fortitude save or also be drained of 1 level (or 2 levels if psion is level 11+). 'Damage' has a healing effect on undead.
*'''Positive''' energy inflicts 1d12 - 5d12 points of damage to a single target (fortitude save for half, same progression as "Negative"). If it is used against undead, they take double damage without a save.  
*'''Salt''' creates a 10-foot radius area of utter dehydration. It inflicts 2d4 - 8d4 points of acid damage (reflex save for half; 4d4 @ 5th, 6d4 @ 10th, 8d4 @ 15th) on all creatures within, who must also make a fortitude save or lose 1-4 points of strength (1 @ 1st, 2 @ 5th, 3 @ 10th, 4 @ 15th). Strength drain is temporary, lasting 5 round plus 1 per psion level.
*'''Water''' fills the lungs of one target with water. They begin to drown and will die within 4 rounds if they fail a fortitude saving throw at the beginning of each round. Constructs, Undead, Oozes & Elementals are immune to drowning, but take 1 point of damage per psion level from the impact of water from the elemental plane.


== Time Shift ==
== Time Shift ==
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'''Prerequisites:''' None<br/>
'''Prerequisites:''' None<br/>
'''Required For:''' Stasis Field<br/>
'''Required For:''' Stasis Field<br/>
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. Upon returning to normal time, the psionicist receives +4 AB for 1 round as a result of this tactical advantage. From an outside perspective he ceases to exist for up to three rounds at which point he suddenly reappears. The Psionicist is unable to do anything except move during this period. You may use the Escape key to exit Time Shift before the duration ends.
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with them. From an outside perspective they cease to exist for up to three rounds at which point they suddenly reappears. The psionicist is unable to do anything except move during this period. Upon returning to normal time, they receive +4 AB for 1 round as a result of this tactical advantage.
*Movement occurs via a dialogue through which the player may issue movement instructions.
*You may use the escape key to exit Time Shift before the duration ends.
[[Category:Psionics]]
[[Category:Psionics]]

Latest revision as of 18:34, 25 May 2023

Part of the series on
Psionics

The Psion Class
Telepathy Guide
Psychic Combat


Psionic Disciplines
Table of all Powers
Clairsentience (Table)
Metapsionics (Table)
Psychokinesis (Table)
Psychometabolism (Table)
Psychoportation (Table)
Telepathy (Table)
Specializations


Related subjects
Dreamscape
Classes | Monk
ACP: Psionics
Forum Page

Psychoportation (tabular overview) powers influence time and space, allowing the psion, and others, to travel using the power of the mind alone. A psion who specializes in this discipline is known as a nomad.

Banishment

Power Score: Int -1
Cost: 20
Discipline: Psychoportation
Range: Short
Area of Effect: 1 Object
Duration: 1 Round + 1 Round/2 Levels
Save: Reflex Negates, Will Breaks (see text)
Save DC: 12 + 1/2 Psion Level + INT Modifier
Prerequisites: Dimension Door
Required For: None
With this power the psionicist attempts to teleport a creature to a pocket dimension and hold it there. The target creature gets a reflex save to avoid the effects entirely. On a failed save, the target is teleported to a pocket dimension. After one round, the banished creature makes a will saving throw each round to determine if it returns from banishment. The creature does this until it passes the save, or until the duration expires. Friendly creatures: a targeted member of the psion's party is 'banished' for the entire duration if it's an NPC, or indefinitely if it's a PC. Such targets can be returned to their original locations by the psion using this power while within the pocket dimension themself, the duration ending, or PCs searching for another means of exit: Entering a pocket dimension creates an instability - a planar tear. The location of any tear is effectively random, but a PC trapped in the pocket dimension can use it as an exit - if they can find it.

  • The pocket dimension is a featureless area with a benign environment.

Convocation (Power Stone Only)

Power Score: Wis - 2
Cost: 10
Discipline: Psychoportation
Range: Long
Area of Effect: 1 creature
Duration: Instantaneous
Save: Reflex: Negates
Prerequisites: N/A
Required For: N/A
With this power, the psionicist is able to aggressively use dimension door to bring a distant creature directly in front of them them. Friendly creatures do not get a saving throw.

Dimension Door

Power Score: Con -1
Cost: 6 (6/round)
Discipline: Psychoportation
Range: Long
Area of Effect: Personal
Duration: Instantaneous
Save: None
Prerequisites: None
Required For: Banishment, Summon Planar Creature, Summon Planar Energy
With dimension door, the psionicist temporarily bends spatial dimensions to allow them to move from one location to another nearly instantaneously. The Psion is also able to hold open the gate, as long as they have the power to do so, allowing others to use it. This is a constant drain on their reserves as long as the gate is open.

  • The command to toggle between these two forms of dimension door can be achieved typing '/psi ddoor' in chat.


Summon Planar Creature

Power Score: Int -4
Cost: 15
Discipline: Psychoportation
Range: Short
Area of Effect: 1 Creature
Duration: 1 Minute/Level
Save: None
Prerequisites: Dimension Door
Required For: None
This power allows the psionicist to reach into another plane, grab whatever they happens to find there, and teleport it to their plane. The summoned creature is, therefore, unpredictable. However, the power of the summoned creature is influenced by the psion's level. The psion can choose to reach into either good, neutral or evil-aligned planes, and grab a creature of corresponding alignment (preference set via the [Avlis Command Prompt]). If the creature is intelligent, the psionicist might persuade, intimidate, or bluff it into providing assistance. However, the creature may fly into a murderous rage when it discovers its plight.

  • The command to choose your preferred alignment is '/psi summon good/neutral/evil/none'
  • Once a creature has been summoned any subsequent manifestation of this power will not bring a second creature, rather it will immediately return the existing one with no saving throw.

Summon Planar Energy

Power Score: Int
Cost: 16
Discipline: Psychoportation
Range: Medium
Area of Effect: Varies
Duration: Varies
Save: Variest
Save DC: 12 + 1/2 Psion Level + INT Modifier
Prerequisites: Dimension Door
Required For: None
A character with this ability can summon energy from the inner planes and use it to attack their enemies. Energies from different planes have different uses and purposes.

  • Fire opens a portal to the elemental plane of fire itself, scorching everything within 12 feet of the target location for 1d8 - 6d8 points of damage (reflex save for half; d8 damage per odd level - 1, 3, 5, etc.).
  • Negative energy inflicts 1d12 - 5d12 points of damage on a single target (fortitude save for half; 2d12 @ 3rd, 3d12 @ 6th, 4d12 @ 11th, 5d12 @ 15th) that then must make a fortitude save or also be drained of 1 level (or 2 levels if psion is level 11+). 'Damage' has a healing effect on undead.
  • Positive energy inflicts 1d12 - 5d12 points of damage to a single target (fortitude save for half, same progression as "Negative"). If it is used against undead, they take double damage without a save.
  • Salt creates a 10-foot radius area of utter dehydration. It inflicts 2d4 - 8d4 points of acid damage (reflex save for half; 4d4 @ 5th, 6d4 @ 10th, 8d4 @ 15th) on all creatures within, who must also make a fortitude save or lose 1-4 points of strength (1 @ 1st, 2 @ 5th, 3 @ 10th, 4 @ 15th). Strength drain is temporary, lasting 5 round plus 1 per psion level.
  • Water fills the lungs of one target with water. They begin to drown and will die within 4 rounds if they fail a fortitude saving throw at the beginning of each round. Constructs, Undead, Oozes & Elementals are immune to drowning, but take 1 point of damage per psion level from the impact of water from the elemental plane.

Time Shift

Power Score: Int
Cost: 16
Discipline: Psychoportation
Range: 0
Area of Effect: Personal
Duration: 3 Rounds
Save: None
Prerequisites: None
Required For: Stasis Field
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with them. From an outside perspective they cease to exist for up to three rounds at which point they suddenly reappears. The psionicist is unable to do anything except move during this period. Upon returning to normal time, they receive +4 AB for 1 round as a result of this tactical advantage.

  • Movement occurs via a dialogue through which the player may issue movement instructions.
  • You may use the escape key to exit Time Shift before the duration ends.