MSRD:Psionics by class level

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Please note that none of this is written by myself, i just copied and pasted it because i missed a sort by level function... i hope the maker of "Psionics" can forgive me :D - MSRD:Psionics - if you see any mistakes, please leave a note on the discussion page or edit it yourself :D

Level 0[edit]

Telepath[edit]

Burst[edit]

Dexterity

Level: Telepath 0\Psionic Agent 0; Display: Audible; Manifestation Time: See text; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round; Power Point Cost: 1

The target increases his or her base speed by +10 feet on his or her next turn.

The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round. Manifesting the power is a free action. If manifested on another creature, the manifestation time is an attack action.

Daze[edit]

Charisma [Compulsion, Mind-Affecting]

Level: Telepath 0; Display: Mental, Material; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 round; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1

This power clouds the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.

Detect Psionics[edit]

Wisdom

Level: Telepath 0/Battle Mind 0/Psionic Agent 0; Display: Visual, Audible; Manifestation Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/_level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1

The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the strongest aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)

Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.

Functioning Power Level Item Manifester Level Aura Power
0-level or lingering aura Lingering aura Dim
1st–3rd 1st–5th Faint
4th–5th Moderate

If an aura falls into more than one category, detect psionics indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the aura’s original strength.

Original Aura Power Duration
Dim 1 minute
Faint 1d6 minutes
Moderate 1d6 x 10 minutes

Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Distract[edit]

Charisma [Mind-Affecting]

Level: Telepath 0; Display: Audible; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Concentration, up to 1 minute/level (D); Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1

The manifester causes the target’s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.

Far Hand[edit]

Constitution

Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: An unattended object weighing up to 5 pounds; Duration: Concentration; Saving Throw: None; Power Resistance: No; Power Point Cost: 1

The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power’s range.

Finger of Fire[edit]

Intelligence [Fire]

Level: Telepath 0/ Battle Mind 0/Psionic agent 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1

A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d3 points of fire damage. This flame isn’t powerful enough to cause combustion.

Missive[edit]

Charisma [Language-Dependent]

Level: Telepath 0/Psionic Agent 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1

The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.

Telempathic Projection[edit]

Charisma [Mind-Affecting]

Level: Telepath 0; Display: Visual; Manifestation Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Area: One living creature; Duration: 1 minute/level; Saving Throw: Will negates; Power Resistance: Yes; Power Points: 1

You can alter the subject’s mood. An affected creature feels the new emotion, but telempathic projection cannot radically change its emotional state. Instead, you adjust its emotions by one step. For instance, an unfriendly creature might be made indifferent, or a hostile creature simply unfriendly. You can grant up to a +1 bonus on your own (or others’) attempts at Bluff, Diplomacy, Intimidate, and Perform actions with affected creatures, assuming you adjust the subject’s emotions in the proper direction (you could also cause a –1 penalty on similar interactions, if you so choose).

Verve[edit]

Strength

Level: Telepath 0/Battle Mind 0/Psionic Agent 0; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 1

The manifester gains 1 temporary hit point for the duration of the power.

Battle Mind[edit]

Detect Psionics[edit]

Wisdom

Level: Telepath 0/Battle Mind 0/Psionic Agent 0; Display: Visual, Audible; Manifestation Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/_level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1

The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the strongest aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)

Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.

Functioning Power Level Item Manifester Level Aura Power
0-level or lingering aura Lingering aura Dim
1st–3rd 1st–5th Faint
4th–5th Moderate

If an aura falls into more than one category, detect psionics indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the aura’s original strength.

Original Aura Power Duration
Dim 1 minute
Faint 1d6 minutes
Moderate 1d6 x 10 minutes

Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Far Punch[edit]

Constitution

Level: Battle Mind 0/Psionic Agent 0; Display: Visual, Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One individual; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1

The manifester strikes the target with a telekinetic punch that deals 1 point of damage. Inanimate objects can’t be damaged by this power.

Finger of Fire[edit]

Intelligence [Fire]

Level: Telepath 0/ Battle Mind 0/Psionic Agent 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1

A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d3 points of fire damage. This flame isn’t powerful enough to cause combustion.

Lesser Natural Armor[edit]

Strength

Level: Battle Mind 0; Display: Material, Olefactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute; Power Points: 1

Your skin grows thick ridges, providing a +1 natural armor bonus to your Defense. Unlike mundane armor, natural armor entails no armor penalty or speed reduction.

Valor[edit]

Strength

Level: Battle Mind 0; Display: Audible; Manifestation Time: See text; Range: Personal; Target: You; Power Point Cost: 1

The manifester can immediately apply a +1 morale bonus on a saving throw.

A manifester can manifest this power instantly, quickly enough to gain the +1 morale bonus on a saving throw in the same round. Manifesting the power is a free action.

Verve[edit]

Strength

Level: Telepath 0/Battle Mind 0/Psionic Agent 0; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 1

The manifester gains 1 temporary hit point for the duration of the power.

Psionic Agent[edit]

Burst[edit]

Dexterity

Level: Telepath 0\Psionic Agent 0; Display: Audible; Manifestation Time: See text; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round; Power Point Cost: 1

The target increases his or her base speed by +10 feet on his or her next turn.

The manifester can manifest this power instantly on his or herself, gaining the benefit of the speed increase in the same round. Manifesting the power is a free action. If manifested on another creature, the manifestation time is an attack action.

Detect Poison[edit]

Wisdom

Level: Psionic Agent 0; Display: Olfactory; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target or Area: One creature, one object, or a 5-foot cube; Duration: Instantaneous; Saving Throw: None; Power Resistance: No; Power Points: 1

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Craft (chemical) skill may additionally try an Craft (chemical) check, DC 20.

Note: The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Psionics[edit]

Wisdom

Level: Telepath 0/Battle Mind 0/Psionic Agent 0; Display: Visual, Audible; Manifestation Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/_level (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1

The manifester detects psionic auras. The amount of information revealed depends on how long the manifester studies a particular area or subject.

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the strongest aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)

Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.

Functioning Power Level Item Manifester Level Aura Power
0-level or lingering aura Lingering aura Dim
1st–3rd 1st–5th Faint
4th–5th Moderate

If an aura falls into more than one category, detect psionics indicates the stronger of the two.

Length Aura Lingers: How long the aura lingers after the source has vacated the area depends on the aura’s original strength.

Original Aura Power Duration
Dim 1 minute
Faint 1d6 minutes
Moderate 1d6 x 10 minutes

Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Far Punch[edit]

Constitution

Level: Battle Mind 0/Psionic Agent 0; Display: Visual, Mental; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One individual; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1

The manifester strikes the target with a telekinetic punch that deals 1 point of damage. Inanimate objects can’t be damaged by this power.

Finger of Fire[edit]

Intelligence [Fire]

Level: Telepath 0/ Battle Mind 0/Psionic Agent 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Ray; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1

A ray of flame projects from the manifester. The manifester must succeed at a ranged touch attack to deal damage to a target. The flame deals 1d3 points of fire damage. This flame isn’t powerful enough to cause combustion.

Missive[edit]

Charisma [Language-Dependent]

Level: Telepath 0/Psionic Agent 0; Display: Visual; Manifestation Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: Instantaneous; Saving Throw: Will negates; Power Resistance: Yes; Power Point Cost: 1

The manifester sends a telepathic message of up to ten words to any living creature within range. This is strictly a one-way exchange from the manifester to the target. The manifester and the target must share a common language for the communication to be meaningful.

Verve[edit]

Strength

Level: Telepath 0/Battle Mind 0/Psionic Agent 0; Display: Material, Olfactory; Manifestation Time: Attack action; Range: Personal; Target: You; Duration: 1 minute (D); Power Point Cost: 1

The manifester gains 1 temporary hit point for the duration of the power.

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