Psychoportation: Difference between revisions

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(→‎Summon Planar Energy: Easier reading on elemental effects)
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'''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 his enemies. Some planes are more useful than others for this purpose.
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 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.


== Time Shift ==
== Time Shift ==

Revision as of 20:13, 19 July 2010

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 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: 30
Discipline: Psychoportation
Range: Short
Area of Effect: 1 Object
Duration: 1 round +1 round / 2 levels
Save: Will
Save DC: 12 + 1/2 psion level + INT modifier
Prerequisites: Dimension Door
Required For: None
With this power, the psionicist teleports a creature against its will to a pocket dimension and holds it there. After 1 round, the banished creature makes a 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. 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. 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. The first round of banishment is unsaveable.

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 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.

Summon Planar Creature

Power Score: Int -4
Cost: 15
Discipline: Psychoportation
Range: Short
Area of Effect: 1 Creature
Duration: 1 turn / level
Save: None
Prerequisites: Dimension Door
Required For: None
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).

Summon Planar Energy

Power Score: Int
Cost: 16
Discipline: Psychoportation
Range: Medium
Area of Effect: Varies
Duration: Varies
Save: Fort: positive, negative and water; Reflex: fire and salt
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 his enemies. Some planes are more useful than others for this purpose.

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.

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 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.