Psychokinesis

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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


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Classes | Monk
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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: None
Prerequisites: Telekinesis
Required For: None
This power can make any psionicist a “David" when he’s facing “Goliath". It’s a special variation of the telekinesis power. Instead of applying a gentle push to an object, ballistic attack allows the character to hurl small objects at a target. The small object, usually a rock, can achieve deadly speed. The missile inflicts 1d6 damage +1 per level.

Detonate

Power Score: Con -3
Cost: 18
Discipline: Psychokinesis
Range: Medium
Area of Effect: 1 object
Duration: Instantaneous
Save: 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 animals of any sort, including intelligent creatures such as humans. 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: 25
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. This power only causes damage to those items or creatures that are vulnerable to fire. Only one instance of molecular agitation can be active on a given target at any time.

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

Power Score: Con -2
Cost: 10
Discipline: Psychokinesis
Range: Medium
Area of Effect: 1 object
Duration: Instantaneous
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 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.