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DATE: March 13, 2003

.Bonus Powers!
A Web Enhancement for Mindscapes: A Psion's Guide

Illus. Alan PollackMindscapes: A Psion's Guide by Bruce R. Cordell offers 59 new and converted powers for psionicist characters, in addition to more than 30 new feats and psionic items, a dozen new prestige classes, and a whole new alternate psionic combat system. For a free preview, check out the cerebral rager prestige class.

Still want more? As a special web enhancement to the product, here are four bonus powers to offer psionics-using characters.

Compulsory Plea
Telepathy (Charisma) [Mind-Affecting, Language-Dependent]
Level: Psion 7
Display: Audible
Manifesting Time: One standard action
Range: 30 feet
Area: Enemy creatures in a 30-foot-radius spread centered on you
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 13

Any creature you designate within the area that hears the psionically charged audible plea suffers the following ill effects:

Hit Dice

Effect

Equal to manifester level

Dazed

Up to manifester level -1

Blinded, dazed

Up to manifester level -5

Wounded, blinded, dazed

Up to manifester level -10

Disabled, wounded, blinded, dazed

The effects are cumulative and concurrent.

Dazed: The creature is dazed for 1 round.
Blinded: The creature is blinded for 2d4 rounds.
Wounded: The creature begins to bleed at 4 hit points per round, and continues to bleed until it receives any type of curing magic or a Heal check (DC 17).
Disabled: Living creatures go to 0 hit points; since they are also dazed and wounded, they often bleed to death in 3 rounds.
Undead creatures are destroyed.

Creatures whose Hit Dice exceed your caster level are unaffected by compulsory plea.

Dismissing Infusion
Metacreativity (Intelligence)
Level: Psion 3
Display: Audible
Manifesting Time: One standard action
Range: Touch
Targets: One melee weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object) and see text
Power Resistance: Yes (harmless, object)
Power Points: 5

You infuse a weapon with a property utterly at odds with creatures composed of ectoplasm. Any creature composed of ectoplasm (with Hit Dice equal to or less than the manifester level +2) that this weapon strikes in combat must succeed at a Will save or instantly dissipate, evaporating completely over the course of the following round. Power resistance does not apply against the dismissing effect.

Plasma Storm
Metacreativity (Intelligence) [Fire, Electricity]
Level: Psion 8
Display: Visual, audible
Casting Time: Full round
Range: Medium (100 feet + 10 feet/level)
Area: Two 10-foot cubes/level (all cubes adjacent to each other) (S)
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 15

You weave together the essence of fire and electricity, forming white-hot energy of sunlike intensity in an area you designate. Creatures and objects within the area take 1d6 points of the combined fire and electricity damage per manifester level (maximum 20d6). As a specially woven mix of fire and electricity, the energy interacts with a creature's energy resistance (if any) in a nonstandard way. A creature completely susceptible to at least one of these standard energy types is subject to the full brunt of plasma storm (that is, fire and electricity damage are not computed separately). A creature with protection, resistance, or immunity against both the fire and electricity energy types gains some degree of protection against this power: The protection or resistance type that provides the least amount of protection in a single round dictates the maximum protection that can be applied against plasma storm damage. Choose either the relevant fire or electricity protection to absorb all the damage that round.

Scatter Arcanism
Clairsentience (Wisdom)
Level: Psion 5
Display: Visual
Manifesting Time: One standard action
Range: Touch
Target or Targets: You
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Power Resistance: See text
Power Points: 9

Iridescent light surrounds you. This mentally channeled power has three effects:

1. You gain a +4 deflection bonus to Armor Class against attacks by creatures that use arcane spells or spell-like abilities (but not psionic abilities that are classified as spell-like, nor merely magically enchanted equipment).

2. On making a successful melee touch attack against a creature that uses arcane spells or spell-like abilities (but not psionic abilities classified as spell-like), you can affect the creature as with the brain lock power. The creature negates the effects with a Will save (power resistance applies) as against a 5th-level power. This use discharges and ends the power.

3. With a touch, you can automatically dispel any one enchantment cast by a spell-using creature or any one spell. Exception: Psionic powers specifically are not affected. Spells that can't be dispelled by dispel magic also can't be dispelled by this power. Saving throws, power resistance, and spell resistance do not apply to this effect. This use discharges and ends the power.

 

 

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"Bonus Powers " web enhancement ©2003 Bruce R. Cordell. All rights reserved.

 
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