Psychoportation: Difference between revisions
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Banishment | |||
== Banishment == | |||
Power Score: Int -1 | Power Score: Int -1 | ||
Cost: 30 | Cost: 30 | ||
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Required For: None | Required For: None | ||
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. Banishment has a boomerang feature. At the end of the duration, the banished creature automatically returns to its original location. | 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. Banishment has a boomerang feature. At the end of the duration, the banished creature automatically returns to its original location. | ||
Dimension Door | |||
== Dimension Door == | |||
Power Score: Con -1 | Power Score: Con -1 | ||
Cost: 6 | Cost: 6 | ||
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Required For: Banishment, Summon Planar Creature, Summon Planar Energy | 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. | With dimension door, the psionicist temporarily bends spatial dimensions to allow him to move from one location to another nearly instantaneously. | ||
Summon Planar Creature | |||
== Summon Planar Creature == | |||
Power Score: Int -4 | Power Score: Int -4 | ||
Cost: 15 | Cost: 15 | ||
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Required For: None | 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. | This power allows the psionicist to reach into another plane, grab whatever he happens to find there, and teleport it to his own plane. | ||
Summon Planar Energy | |||
== Summon Planar Energy == | |||
Power Score: Int | Power Score: Int | ||
Cost: 16 | Cost: 16 | ||
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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 must make a fortitude save or be destroyed. 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 must make a fortitude save or be destroyed. 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 == | |||
Power Score: Int | Power Score: Int | ||
Cost: 16 | Cost: 16 |
Revision as of 18:59, 14 July 2005
Banishment
Power Score: Int -1 Cost: 30 Discipline: Psychoportation Range: Short Area of Effect: 1 Object Duration: 1 round +1 round / 2 levels Save: Reflex: Negates Prerequisites: Dimension Door Required For: None 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. Banishment has a boomerang feature. At the end of the duration, the banished creature automatically returns to its original location.
Dimension Door
Power Score: Con -1 Cost: 6 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.
Summon Planar Creature
Power Score: Int -4 Cost: 15 Discipline: Psychoportation Range: Short Area of Effect: 1 Creature Duration: 1 Day Save: None 13 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.
Summon Planar Energy
Power Score: Int Cost: 16 Discipline: Psychoportation Range: Medium Area of Effect: Varies Duration: Varies Save: Varies 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 must make a fortitude save or be destroyed. 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. From an outside perspective he ceases to exist for up to three rounds at which point he suddenly reappears.