Psychokinesis: Difference between revisions
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{{Psionics}} | {{Psionics}} | ||
'''Psychokinesis''' ([[Psychokinesis Powers|tabular overview]]) provides a psion with power to move and manipulate move objects, on a scale from the huge to the molecular. A psion who specializes in this discipline is known as a ''kineticist''. | |||
<div align="right">__TOC__</div> | |||
==Animate Shadow== | ==Animate Shadow== | ||
'''Power Score:''' Wis –3<br> | '''Power Score:''' Wis –3<br> | ||
'''Cost:''' | '''Cost:''' 15<br> | ||
'''Discipline:''' Psychokinesis<br> | '''Discipline:''' Psychokinesis<br> | ||
'''Range:''' Short<br> | '''Range:''' Short<br> | ||
Line 10: | Line 12: | ||
'''Prerequisites:''' None<br> | '''Prerequisites:''' None<br> | ||
'''Required For:''' None<br> | '''Required For:''' None<br> | ||
With this power, the psionicist can animate the shadow cast by anyone and make it seem to have a life of its own. It is even imbued with some semblance of sentience, and will follow its creator tirelessly. The potency of the animated shadow depends on the level of the psionicist. Levels 1 through 9 manifest an ordinary Shadow, levels 10 through 14 manifest a Shadow Fiend, while psionicists level 15 or higher manifest a Shadow Lord<br> | With this power, the psionicist can animate the shadow cast by anyone and make it seem to have a life of its own. It is even imbued with some semblance of sentience, and will follow its creator tirelessly. The potency of the animated shadow depends on the level of the psionicist. Levels 1 through 9 manifest an ordinary Shadow, levels 10 through 14 manifest a Shadow Fiend, while psionicists level 15 or higher manifest a Shadow Lord.<br> | ||
==Ballistic Attack== | ==Ballistic Attack== | ||
'''Power Score:''' Con -2<br> | '''Power Score:''' Con -2<br> | ||
'''Cost:''' 5<br> | '''Cost:''' 5<br> | ||
'''Discipline:''' Psychokinesis<br> | |||
'''Range:''' Long<br> | |||
'''Area of Effect:''' 1 object<br> | |||
'''Duration:''' Instantaneous<br> | |||
'''Save:''' Reflex<br> | |||
'''Prerequisites:''' Telekinesis<br> | |||
'''Required For:''' None<br> | |||
This power is a special variation of the telekinesis power. Instead of applying a gentle push to an object, ballistic attack allows the psionicist to hurl a small object at a target. The small object, usually a rock, can achieve deadly speed on making contact. Following a successful ranged touch attack, the missile inflicts 2d3 damage +1 per level (+1.5 per level for epic level psions)<br> | |||
==Control Light (Power Stone only)== | |||
'''Power Score:''' Int<br> | |||
'''Cost:''' 12<br> | |||
'''Discipline:''' Psychokinesis<br> | '''Discipline:''' Psychokinesis<br> | ||
'''Range:''' Long<br> | '''Range:''' Long<br> | ||
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'''Prerequisites:''' Telekinesis<br> | '''Prerequisites:''' Telekinesis<br> | ||
'''Required For:''' None<br> | '''Required For:''' None<br> | ||
This power can make | This power allows the psionicist to manipulate existing light. They can deepen existing shadows, making them long and inky black. They can also make an area as bright as daylight.<br> | ||
==Control Wind (Power Stone Only)== | |||
'''Power Score:''' Con -4<br> | |||
'''Cost:''' 26<br> | |||
'''Discipline:''' Psychokinesis<br> | |||
'''Range:''' Medium<br> | |||
'''Area of Effect:''' Area Huge<br> | |||
'''Duration:''' Instantaneous<br> | |||
'''Save:''' Fortitude: Negates<br> | |||
'''Prerequisites:''' None<br> | |||
'''Required For:''' None<br> | |||
The psionicist gains control over the speed and direction of wind with this power. They can create gusts which will disperse clouds of gas, slam doors, or knockdown those unfortunate enough to be struck by them for 3 rounds.<br> | |||
==Detonate== | ==Detonate== | ||
Line 31: | Line 57: | ||
'''Area of Effect:''' 1 object<br> | '''Area of Effect:''' 1 object<br> | ||
'''Duration:''' Instantaneous<br> | '''Duration:''' Instantaneous<br> | ||
'''Save:''' Reflex: Half<br> | '''Save:''' Fortitude: Half. For those within 10 feet - Reflex: Half<br> | ||
'''Save DC:''' 12 + 1/2 psion level + CON modifier<br> | '''Save DC:''' 12 + 1/2 psion level + CON modifier<br> | ||
'''Prerequisites:''' Molecular Agitation<br> | '''Prerequisites:''' Molecular Agitation<br> | ||
'''Required For:''' None<br> | '''Required For:''' None<br> | ||
Some psionicists can make a bush self-destruct, or cause a zombie to explode. With the detonate power, latent energy inside inanimate objects can be harnessed, focused, and released explosively. The power even works against undead. However, it has no effect on | Some psionicists can make a bush self-destruct, or cause a zombie to explode. With the detonate power, latent energy inside inanimate objects can be harnessed, focused, and released explosively. The power even works against undead. However, it has no effect on sentient creatures of any sort. The detonation violently damages the target object, doing 1d8 damage per Psion level (max level 20) if it fails its save. All those within 10 feet suffer 1d10 points of damage from the explosion, though a reflex save reduces this to half.<br> | ||
==Disintegrate== | ==Disintegrate== | ||
'''Power Score:''' Wis -4<br> | '''Power Score:''' Wis -4<br> | ||
'''Cost:''' | '''Cost:''' 30<br> | ||
'''Discipline:''' Psychokinesis<br> | '''Discipline:''' Psychokinesis<br> | ||
'''Range:''' Medium<br> | '''Range:''' Medium<br> | ||
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'''Prerequisites:''' Telekinesis<br> | '''Prerequisites:''' Telekinesis<br> | ||
'''Required For:''' Detonate, Disintegrate<br> | '''Required For:''' Detonate, Disintegrate<br> | ||
Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, etc. In the first round 1 point of damage per 2 levels is suffered. In the second round, 1d4 damage per 2 levels is suffered. In the third and fourth rounds, 1d6 damage per 2 levels is suffered. A save is attempted every round. Success reduces the damage during that round by half. | Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, etc. In the first round 1 point of damage per 2 levels is suffered. In the second round, 1d4 damage per 2 levels is suffered. In the third and fourth rounds, 1d6 damage per 2 levels is suffered. A save is attempted every round. Success reduces the damage during that round by half. Only one instance of molecular agitation can be active on a given target at any time.<br> | ||
{| border="1" | |||
|+ | |||
'''Molecular Agitation Damage''' | |||
! Psion Levels !! Round 1 !! Round 2 !! Round 3 !! Round 4 !! Total !! Psion Levels !! Round 1 !! Round 2 !! Round 3 !! Round 4 !! Total | |||
|- | |||
! 1, 2 & 3 | |||
|1 | |||
|1d4 | |||
|1d6 | |||
|1d6 | |||
|4 to 17 | |||
!22 & 23 | |||
|11 | |||
|11d4 | |||
|11d6 | |||
|11d6 | |||
|44 to 187 | |||
|- | |||
! 4 & 5 | |||
|2 | |||
|2d4 | |||
|2d6 | |||
|2d6 | |||
|8 to 32 | |||
!24 & 25 | |||
|12 | |||
|12d4 | |||
|12d6 | |||
|12d6 | |||
|48 to 204 | |||
|- | |||
! 6 & 7 | |||
|3 | |||
|3d4 | |||
|3d6 | |||
|3d6 | |||
|12 to 51 | |||
!26 & 27 | |||
|13 | |||
|13d4 | |||
|13d6 | |||
|13d6 | |||
|52 to 221 | |||
|- | |||
! 8 & 9 | |||
|4 | |||
|4d4 | |||
|4d6 | |||
|4d6 | |||
|16 to 68 | |||
!28 & 29 | |||
|14 | |||
|14d4 | |||
|14d6 | |||
|14d6 | |||
|56 to 238 | |||
|- | |||
! 10 & 11 | |||
|5 | |||
|5d4 | |||
|5d6 | |||
|5d6 | |||
|20 to 85 | |||
!30 & 31 | |||
|15 | |||
|15d4 | |||
|15d6 | |||
|15d6 | |||
|60 to 255 | |||
|- | |||
! 12 & 13 | |||
|6 | |||
|6d4 | |||
|6d6 | |||
|6d6 | |||
|24 to 102 | |||
!32 & 33 | |||
|16 | |||
|16d4 | |||
|16d6 | |||
|16d6 | |||
|64 to 272 | |||
|- | |||
! 14 & 15 | |||
|7 | |||
|7d4 | |||
|7d6 | |||
|7d6 | |||
|28 to 119 | |||
!34 & 35 | |||
|17 | |||
|17d4 | |||
|17d6 | |||
|17d6 | |||
|68 to 289 | |||
|- | |||
! 16 & 17 | |||
|8 | |||
|8d4 | |||
|8d6 | |||
|8d6 | |||
|32 to 136 | |||
!36 & 37 | |||
|18 | |||
|18d4 | |||
|18d6 | |||
|18d6 | |||
|72 to 306 | |||
|- | |||
! 18 & 19 | |||
|9 | |||
|9d4 | |||
|9d6 | |||
|9d6 | |||
|36 to 153 | |||
!38 & 39 | |||
|19 | |||
|19d4 | |||
|19d6 | |||
|19d6 | |||
|76 to 323 | |||
|- | |||
! 20 & 21 | |||
|10 | |||
|10d4 | |||
|10d6 | |||
|10d6 | |||
|40 to 170 | |||
|- | |||
|} | |||
'''NOTE: This chart doesn't account for successful saves by the target. | |||
''' | |||
==Project Force== | ==Project Force== | ||
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'''Range:''' Medium<br> | '''Range:''' Medium<br> | ||
'''Area of Effect:''' 1 object<br> | '''Area of Effect:''' 1 object<br> | ||
'''Duration:''' Instantaneous<br> | '''Duration:''' Instantaneous or 3 rounds (vs. creature)<br> | ||
'''Save:''' Reflex: Negates<br> | '''Save:''' Reflex: Negates<br> | ||
'''Save DC:''' 12 + 1/2 psion level + CON modifier<br> | '''Save DC:''' 12 + 1/2 psion level + CON modifier<br> | ||
'''Prerequisites:''' Telekinesis<br> | '''Prerequisites:''' Telekinesis<br> | ||
'''Required For:''' None<br> | '''Required For:''' None<br> | ||
Project force allows the psionicist to focus a psychokinetic blow against a distant target. Hence, the manifester can push, shove, or otherwise bully an opponent from afar. If used against a creature they can be knocked down by the impact. This rather unsubtle blow can also be used to throw levers or open unlocked doors and chests. No save is required (however, levers that are scripted to require another approach may behave differently). Some locks can be overcome by powerful psionicists. Note that locks marked as unpickable or unbashable, or both, will not be affected by project force, even though the script may indicate a success. Some trapped containers can also be disarmed by project force, but not if project force is unable to open a lock on the container. | |||
==Telekinesis== | ==Telekinesis== | ||
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'''Duration:''' Instantaneous or 4 rounds + 1 round / 2 levels<br> | '''Duration:''' Instantaneous or 4 rounds + 1 round / 2 levels<br> | ||
'''Save:''' Reflex: Negates<br> | '''Save:''' Reflex: Negates<br> | ||
'''Save DC:''' 12 + 1/2 psion level + WIS modifier<br> | |||
'''Prerequisites:''' None<br> | '''Prerequisites:''' None<br> | ||
'''Required For:''' Molecular Agitation, Project Force, Ballistic Attack<br> | '''Required For:''' Molecular Agitation, Project Force, Ballistic Attack<br> | ||
Telekinesis is the ability to move objects through space without touching them. Small, unowned items can be snatched from the ground. Unlocked doors and chests can be opened or closed. | Telekinesis is the ability to move objects through space without touching them. This implies a wide range of uses, such as: | ||
*Small, unowned items can be snatched from the ground. Items can also be placed into another player's inventory (should the player have [[Emote_Radial#.5B8..5D_Grant_Permission|granted permission]]). | |||
*Unlocked doors and chests can be opened or closed. | |||
*A weapon can be animated and commanded as if it were a companion. | |||
**The psion must maintain constant focus during this animation. Any non-movement related activity will break this focus and the weapon will drop to the ground. | |||
**Another psion may also attempt to break telekinetic animation by targeting the same weapon with telekinesis. | |||
*A creature can be stopped in its tracks. Note though, that this does not impair their abilities in any way other than to make them unable to move. | |||
[[Category:Psionics]] | [[Category:Psionics]] |
Latest revision as of 18:02, 16 May 2023
Part of the series on Psionics |
The Psion Class Psionic Disciplines Related subjects |
Psychokinesis (tabular overview) provides a psion with power to move and manipulate move objects, on a scale from the huge to the molecular. A psion who specializes in this discipline is known as a kineticist.
Animate Shadow
Power Score: Wis –3
Cost: 15
Discipline: Psychokinesis
Range: Short
Area of Effect: 1 shadow
Duration: 1 day
Save: None
Prerequisites: None
Required For: None
With this power, the psionicist can animate the shadow cast by anyone and make it seem to have a life of its own. It is even imbued with some semblance of sentience, and will follow its creator tirelessly. The potency of the animated shadow depends on the level of the psionicist. Levels 1 through 9 manifest an ordinary Shadow, levels 10 through 14 manifest a Shadow Fiend, while psionicists level 15 or higher manifest a Shadow Lord.
Ballistic Attack
Power Score: Con -2
Cost: 5
Discipline: Psychokinesis
Range: Long
Area of Effect: 1 object
Duration: Instantaneous
Save: Reflex
Prerequisites: Telekinesis
Required For: None
This power is a special variation of the telekinesis power. Instead of applying a gentle push to an object, ballistic attack allows the psionicist to hurl a small object at a target. The small object, usually a rock, can achieve deadly speed on making contact. Following a successful ranged touch attack, the missile inflicts 2d3 damage +1 per level (+1.5 per level for epic level psions)
Control Light (Power Stone only)
Power Score: Int
Cost: 12
Discipline: Psychokinesis
Range: Long
Area of Effect: 1 object
Duration: Instantaneous
Save: None
Prerequisites: Telekinesis
Required For: None
This power allows the psionicist to manipulate existing light. They can deepen existing shadows, making them long and inky black. They can also make an area as bright as daylight.
Control Wind (Power Stone Only)
Power Score: Con -4
Cost: 26
Discipline: Psychokinesis
Range: Medium
Area of Effect: Area Huge
Duration: Instantaneous
Save: Fortitude: Negates
Prerequisites: None
Required For: None
The psionicist gains control over the speed and direction of wind with this power. They can create gusts which will disperse clouds of gas, slam doors, or knockdown those unfortunate enough to be struck by them for 3 rounds.
Detonate
Power Score: Con -3
Cost: 18
Discipline: Psychokinesis
Range: Medium
Area of Effect: 1 object
Duration: Instantaneous
Save: Fortitude: Half. For those within 10 feet - Reflex: Half
Save DC: 12 + 1/2 psion level + CON modifier
Prerequisites: Molecular Agitation
Required For: None
Some psionicists can make a bush self-destruct, or cause a zombie to explode. With the detonate power, latent energy inside inanimate objects can be harnessed, focused, and released explosively. The power even works against undead. However, it has no effect on sentient creatures of any sort. The detonation violently damages the target object, doing 1d8 damage per Psion level (max level 20) if it fails its save. All those within 10 feet suffer 1d10 points of damage from the explosion, though a reflex save reduces this to half.
Disintegrate
Power Score: Wis -4
Cost: 30
Discipline: Psychokinesis
Range: Medium
Area of Effect: 1 object
Duration: Instantaneous
Save: Fortitude: Half
Save DC: 12 + 1/2 psion level + WIS modifier
Prerequisites: Molecular Agitation
Required For: None
The disintegrate power causes massive damage to an item or creature as it's molecules are ripped apart and scattered. If the save fails then it takes d6 damage per psion level (max level 20). If it succeeds, then only half damage is taken. If the damage is enough to bring the hit points to 0, then the item or creature loses all molecular cohesion and is completely disintegrated, leaving only a fine layer of dust on the ground.
Molecular Agitation
Power Score: Wis
Cost: 19
Discipline: Psychokinesis
Range: Medium
Area of Effect: 1 object
Duration: 4 Rounds
Save: Fortitude: Half
Save DC: 12 + 1/2 psion level + WIS modifier
Prerequisites: Telekinesis
Required For: Detonate, Disintegrate
Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, etc. In the first round 1 point of damage per 2 levels is suffered. In the second round, 1d4 damage per 2 levels is suffered. In the third and fourth rounds, 1d6 damage per 2 levels is suffered. A save is attempted every round. Success reduces the damage during that round by half. Only one instance of molecular agitation can be active on a given target at any time.
Psion Levels | Round 1 | Round 2 | Round 3 | Round 4 | Total | Psion Levels | Round 1 | Round 2 | Round 3 | Round 4 | Total |
---|---|---|---|---|---|---|---|---|---|---|---|
1, 2 & 3 | 1 | 1d4 | 1d6 | 1d6 | 4 to 17 | 22 & 23 | 11 | 11d4 | 11d6 | 11d6 | 44 to 187 |
4 & 5 | 2 | 2d4 | 2d6 | 2d6 | 8 to 32 | 24 & 25 | 12 | 12d4 | 12d6 | 12d6 | 48 to 204 |
6 & 7 | 3 | 3d4 | 3d6 | 3d6 | 12 to 51 | 26 & 27 | 13 | 13d4 | 13d6 | 13d6 | 52 to 221 |
8 & 9 | 4 | 4d4 | 4d6 | 4d6 | 16 to 68 | 28 & 29 | 14 | 14d4 | 14d6 | 14d6 | 56 to 238 |
10 & 11 | 5 | 5d4 | 5d6 | 5d6 | 20 to 85 | 30 & 31 | 15 | 15d4 | 15d6 | 15d6 | 60 to 255 |
12 & 13 | 6 | 6d4 | 6d6 | 6d6 | 24 to 102 | 32 & 33 | 16 | 16d4 | 16d6 | 16d6 | 64 to 272 |
14 & 15 | 7 | 7d4 | 7d6 | 7d6 | 28 to 119 | 34 & 35 | 17 | 17d4 | 17d6 | 17d6 | 68 to 289 |
16 & 17 | 8 | 8d4 | 8d6 | 8d6 | 32 to 136 | 36 & 37 | 18 | 18d4 | 18d6 | 18d6 | 72 to 306 |
18 & 19 | 9 | 9d4 | 9d6 | 9d6 | 36 to 153 | 38 & 39 | 19 | 19d4 | 19d6 | 19d6 | 76 to 323 |
20 & 21 | 10 | 10d4 | 10d6 | 10d6 | 40 to 170 |
NOTE: This chart doesn't account for successful saves by the target.
Project Force
Power Score: Con -2
Cost: 10
Discipline: Psychokinesis
Range: Medium
Area of Effect: 1 object
Duration: Instantaneous or 3 rounds (vs. creature)
Save: Reflex: Negates
Save DC: 12 + 1/2 psion level + CON modifier
Prerequisites: Telekinesis
Required For: None
Project force allows the psionicist to focus a psychokinetic blow against a distant target. Hence, the manifester can push, shove, or otherwise bully an opponent from afar. If used against a creature they can be knocked down by the impact. This rather unsubtle blow can also be used to throw levers or open unlocked doors and chests. No save is required (however, levers that are scripted to require another approach may behave differently). Some locks can be overcome by powerful psionicists. Note that locks marked as unpickable or unbashable, or both, will not be affected by project force, even though the script may indicate a success. Some trapped containers can also be disarmed by project force, but not if project force is unable to open a lock on the container.
Telekinesis
Power Score: Wis –3
Cost: 8
Discipline: Psychokinesis
Range: Medium
Area of Effect: 1 object
Duration: Instantaneous or 4 rounds + 1 round / 2 levels
Save: Reflex: Negates
Save DC: 12 + 1/2 psion level + WIS modifier
Prerequisites: None
Required For: Molecular Agitation, Project Force, Ballistic Attack
Telekinesis is the ability to move objects through space without touching them. This implies a wide range of uses, such as:
- Small, unowned items can be snatched from the ground. Items can also be placed into another player's inventory (should the player have granted permission).
- Unlocked doors and chests can be opened or closed.
- A weapon can be animated and commanded as if it were a companion.
- The psion must maintain constant focus during this animation. Any non-movement related activity will break this focus and the weapon will drop to the ground.
- Another psion may also attempt to break telekinetic animation by targeting the same weapon with telekinesis.
- A creature can be stopped in its tracks. Note though, that this does not impair their abilities in any way other than to make them unable to move.