Psychoportation
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. After 1 round, the banished creature makes saving throw each round to determine if it returns from banishment. The creture does this until it passes the save, or until the duration expires. Friendly creatures are banished for the entire duration.
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 turn / level
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.