Difference between revisions of "Psionics: Power List"

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Revision as of 10:23, 17 September 2009

Psionic powers as they are in Trinity, for the psionicist class.

Power List

They exist!

Power Descriptions

BIOFEEDBACK
Disciplines: Psychometabolism
Level: Psi Sci
Activation DC: 16
Activation Time: Standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
You take conscious control of your body's restorative mechanisms, allowing you to heal faster.
During your turn, you may spend a swift action to heal 1 point. You cannot use this ability more than once each turn.
Augmentation (1 PP): When you spend a swift action to heal yourself, heal 1 additional point.
Augmentation (2 PP): Increase the duration by 1 round.
Augmentation (5 PP): Each round, you may spend a swift action to make a new saving throw against any one negative physical status effect.
Augmentation (6 PP): Each round, you may spend a swift action to gain regeneration 0 for 1 round.

 

BRAIN LOCK
Disciplines: Telepathy [Mind-affecting]
Level: Psi Sci
Activation DC: 16
Activation Time: Full-round action
Range: Close (25 feet + 5 feet/power point)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
You overload your target's mind with psionic energy, rendering them incapable of thought.
The creature affected is unable to take mental actions and is paralyzed. A successful Will save negates this effect.
Augmentation (2 PP): Increase the duration by 1 round.
Augmentation (5 PP): The creature cannot use Force abilities for the duration of the effect.

 

DETECT THOUGHTS
Disciplines: Telepathy [Mind-affecting]
Level: Psi Dev
Activation DC: 13
Activation Time: Standard action
Range: Personal
Area: 60-ft radius emanation centered on you
Duration: 10 minutes
Saving Throw: Will negates
You attune your psionic senses to the minds of creatures nearby, allowing you to hear their surface thoughts if you listen.
For the duration of this power, you may take a standard action to listen to the surface thoughts of a creature within range; this effect lasts for 1 round, but you may sustain it on your next turn as a swift action. The creature may make a Will save to avoid this effect; if they do so, they are immune to your further uses of this power for 24 hours.
While listening to surface thoughts, you gain a +4 insight bonus to Bluff, Diplomacy, and Sense Motive checks against the creature.
Augmentation (1 PP): Increase the insight bonuses granted by this power by +1.
Augmentation (2 PP): You may listen to a creature's surface thoughts as a move action.
Augmentation (2 PP): Increase the duration of this effect by 10 minutes.
Augmentation (2 PP): When you tune into a creature's surface thoughts, that effect lasts an additional round.

 

MIND THRUST
Disciplines: Telepathy [Mind-affecting, Psychic]
Level: Psi Dev
Activation DC: 13
Activation Time: Standard action
Range: Close (25 feet + 5 feet/power point)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
You form psionic energy into a mental barb and use it to skewer a creature's mind.
You deal 1d8 psychic damage to a single creature. A successful Will save prevents the damage.
Augmentation (1 PP): Increase the damage dealt by 1d8.
Augmentation (2 PP): Increase the saving throw DC by +1.

 

REDDOPSI
Disciplines: Telepathy [Mind-Affecting]
Level: Psi Art
Activation DC: 19
Activation Time: Standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
You envelop your mind in a reflective psionic shield, reflecting mental intrusion.
Mind-affecting effects that target you rebound to target the original manifester. Magic and Technology effects that target your mind can resist this effect by overcoming your Spell or Technology Resistance, as appropriate.
While this effect is active, you suffer a -3 penalty to all Activation checks for psionic powers.
Force effects of Forces other than Psionics that would be affected by this power simply dissipate harmlessly, rather than rebound back at their origin.
Augmentation (1 PP): Reduce the penalty to Activation checks by 1 (minimum -0).
Augmentation (3 PP): Increase the duration by 1 round.
Augmentation (5 PP): Reduce the activation time of this power to an immediate action. You can use it quickly enough to benefit from it in reaction to being targeted by a mind-affecting effect.
Augmentation (10 PP): Force effects of other Forces that would rebound do so if you succeed at a manifester level check against DC 8 + the original effect's origin's Force-user level.