Difference between revisions of "Psionics: Power List"

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! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELECTROKINESIS</font></div>
 
! style="background:#68228B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELECTROKINESIS</font></div>
 
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|'''Disciplines:''' Psychokinesis [ [[#Tele|Telekinetic]] ]
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|'''Disciplines:''' Psychokinesis [Electricity, [[#Tele|Telekinetic]] ]
 
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|- align="left"  
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]], [[#Thermokinesis|Thermokinesis]]
 
|'''Prerequisites:''' [[#Telekinesis|Telekinesis]], [[#Thermokinesis|Thermokinesis]]

Revision as of 03:32, 5 February 2010

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

Power List

Descriptions Explanations

Duration: ... (S)

This means that the power's duration is such that, if you activate it again on your next turn, the effect is seamless; that is, it is continuous from one use to the next.

Psychic Damage

Psychic is a new energy type. It is used exclusively by psionics.

[Telekinetic]

Telekinetic is a new descriptor. Using a power with this descriptor does not disrupt your concentration of telekinesis; failure to manifest it does not disrupt your concentration.

Power Descriptions

BALLISTIC TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Special (see text)
You use your telekinesis to hurl an object at rapid speeds.
When you manifest this power, you may choose to do so as part of an attack action (either a standard or full-round attack).
When you are manipulating a creature or object with telekinesis, you may - as an attack action - opt to hurl the object with enough force to cause damage. If you have multiple attacks each round, you can use ballistic telekinesis for each attack you have, as a full-round action.
Hurled objects can be launched at a target to inflict damage. You must make a ranged touch attack to do so; the attack roll suffers a -2 penalty for every 10 feet between the object's original location and your target.
Hurled weapons deal standard damage, with your manifesting ability score modifier as a bonus. Other objects inflict 1 damage per 5 lbs if the object is breakable (such as a wooden barrel or box); hard, dense objects like boulders or bricks deal 1d6 per 5 lbs (round down). If you hit, the hurled object takes the same damage as the target. If you miss, you lose control of the object.
Hurled creatures must make a Reflex save against this power's saving throw DC or else fall prone. If the creature is hurled against a solid surface, it suffers 1d6 damage for each 10 feet traveled due to this power.

 

BIOFEEDBACK
Disciplines: Psychometabolism
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
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 after you stop concentrating on it.
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
Manifestation DC: 16
Manifestation Time: Full-round action
Range: Close (25 feet + 5 feet/2 power points)
Target: One creature
Duration: Concentration
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 after you stop concentrating on it.
Augmentation (5 PP): The creature cannot use Force abilities for the duration of the effect.

 

CHEMORECEPTIVE TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Tactile Telekinesis, Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Your telekinetic abilities are such that you can sense chemical reactions on the surface of things you manipulate, enabling you to effectively taste and smell them.
When you are manipulating a creature or object with telekinesis, you may activate this power. If you do, you are able to taste and smell objects you manipulate with that instance of telekinesis.
With sufficient knowledge, this power can allow you to determine the edibility of foods, the quality of water, and whether or not an object has been poisoned, without subjecting yourself to the effects of these conditions.

 

CLOUD MIND
Disciplines: Telepathy [Mind-affecting]
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Close (25 feet + 5 feet/2 power points)
Target: One creature
Duration: Concentration
Saving Throw: Will negates
You alter the target's perceptions of the world, making yourself effectively invisible.
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.
First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (1 PP): Increase the saving throw DC by +1.

 

COGNIZE LANGUAGE
Disciplines: Telepathy [Mind-affecting]
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Immediate action
Range: Close (25 feet + 5 feet/2 power points)
Target: One creature
Duration: 10 minutes (S)
Saving Throw: Will negates
You listen with both your ears and your mind to a creature speaking a foreign tongue.
You must use this power when the target is speaking the foreign language you wish to learn. You must be able to clearly hear the target.
For the duration, you gain a +2 insight bonus to Speak Language checks for the target's language.
Augmentation (1 PP): Increase the duration by 10 minutes.
Augmentation (1 PP): Increase the insight bonus by +2.
Augmentation (1 PP): Increase the saving throw DC by +1.

 

CONTROL AIR
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Area: 20-ft radius spread
Duration: Concentration
You use telekinesis to modify the air in an area, affecting wind.
You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.
In addition, you can alter wind direction up to 90 degrees.
Augmentation (2 PP): You can modify wind speed by up to an additional 10 miles per hour.
Augmentation (2 PP): Increase the duration by 1 minute after you stop concentrating on it.
Augmentation (3 PP): You can modify wind direction by up to an additional 10 degrees.

 

CONTROL FLAME
Disciplines: Psychokinesis [Fire]
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Area: One fire; see text
Duration: Concentration
You use telekinesis to control and manipulate fire.
You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.
This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.
An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your Int modifier). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire’s space); see the accompanying table).
At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the first).
 
Control Flame: Maximum Fire Size
Manifester Level Fire Size Example Max Dmg/Round Space
1 - 2 Fine Match 1 1-ft square
3 - 4 Diminutive Torch 1d4 1-ft square
5 - 6 Tiny Small Campfire 1d6 1-ft square
7 - 8 Small Large Campfire 2d6 1-ft square
9 - 10 Medium Forge 3d6 1-ft square
11 - 12 Large Bonfire 4d6 2-ft square
13 - 14 Huge Burning Shack 5d6 3-ft square
15 - 16 Gargantuan Burning Tavern 6d6 4-ft square
17 - 18 Colossal Burning Inn 7d6 5-ft square
19 - 20 Vast ... 8d6 7-ft square
21 - 22 Enormous ... 10d6 8-ft square
23 - 24 Immense ... 13d6 10-ft square
25 - 26 Titanic ... 16d6 12-ft square
27+ Awesome ... 20d6 15-ft square
 
Augmentation (2 PP): You can increase the size of a fire you control by one step, to a maximum of what you can control, as per the table above.
Augmentation (2 PP): You can decrease the size of a fire you control by one step. You can automatically extinguish a Tiny or smaller fire.
Augmentation (3 PP): Increase the duration by 1 round after you stop concentrating on it.

 

CONTROL LIGHT
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Area: 20-ft radius spread
Duration: Concentration
You use telekinesis to modify the ambient light in a small area.
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration.
Decrease Light
You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly.If you decrease the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).
Increase Light
You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.
You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the power’s duration ends at the end of your turn on which you do so.
Augmentation (1 PP): Increase the duration by 1 minute after you stop concentrating on it.

 

CONTROL SOUND
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Target: One sound or mixture of related sounds
Duration: Concentration
You use telekinesis to modify sound.
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Mimic Voice check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters non-Force, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area. If you do so, the power ends.
Augmentation (1 PP): Increase the duration by 1 minute after you stop concentrating on it.

 

CREATE SOUND
Disciplines: Psychokinesis
Prerequisites: Control Sound, Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Medium (100 feet + 10 feet/power point)
Effect: Sounds; see below
Duration: Concentration
You use telekinesis to modify the air, creating sound.
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans. Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Mimic Voice check with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing suspicion.
This power can be used to bring sounds into existence that you later manipulate by manifesting control sound.
Augmentation (1 PP): Increase the duration by 1 minute after you stop concentrating on it.
Augmentation (2 PP): Increase the sound equivalence you can create by four normal humans' worth.

 

DEBRIS FIELD
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Special (see text)
Range: Personal
Effect: A swirling nimbus of debris around you
Duration: Concentration
You use your telekinesis to pick up myriad tiny objects and swirl them around yourself, giving yourself a protective field.
Attacks against you suffer a 20% miss chance.
While this power is active, you suffer a -2 penalty on all ranged attack rolls and Perception-based checks.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (4 PP): Increase the miss chance granted by this power by 5%. For every additional 10% miss chance you gain, increase the penalty to ranged attack rolls and Perception-based checks by 2.

 

DETECT THOUGHTS
Disciplines: Telepathy [Mind-affecting]
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Personal
Area: 60-ft radius emanation centered on you
Duration: 10 minutes (S)
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.

 

ELECTROKINESIS
Disciplines: Psychokinesis [Electricity, Telekinetic ]
Prerequisites: Telekinesis, Thermokinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Duration: Concentration (see text)
Saving Throw: See text
Your knowledge of telekinesis allows you to manipulate the movement of the constituent particles of physical objects, enabling you to modify the very structure of the constituent particles.
When you are manipulating a creature or object with telekinesis, you may activate this power. If you do, you are able to manipulate the flow of electrons in objects you are currently manipulating with that instance of telekinesis.
While this power is active, you must spend expend an action concentrating on this power (in addition to the normal action spent concentrating on telekinesis).
Initial Effect: A field of static builds up around the target. If the target has hair, the hair stands on end.
Round 1: Sparks jump across the target's surface. Creatures or objects take 1 point of electricity damage; electronics or similar items take 1d6 points of electricity damage. Living creatures suffer a -1 penalty on all Strength- and Dexterity-based checks.
Round 2: Electricity arcs across the target's surface. Electronic items suffer 1d8 points of electricity damage. Living creatures suffer 1d6 points of electricity damage, and must make a Fortitude save or else be dazed for one round. Objects or creatures touching the affected object are also affected by these effects.
Round 3: The target is surrounded by a nimbus of electrical force. Electronic items suffer 1d10 points of electricity damage. Living creatures suffer 1d8 points of electricity damage, and must make a Fortitude save or else be stunned for one round. Objects or creatures touching the affected object are also affected by these effects.
Round 4: The target is surrounded by a nimbus of crackling electricity. As per round 3, but in addition, if the target is metallic or magnetic, the target functions as an electromagnet device, with a 5-foot radius.
Each additional round continues as per round 4, above. The radius of the electromagnet effect increases by 5 feet each round, to a maximum of 10 feet.
Augmentation (2 PP): Increase damage dealt by +1 die.
Augmentation (2 PP): Increase the maximum radius of the electromagnet effect by 5 feet.
Augmentation (3 PP): Increase the duration by 1 round after you stop concentrating on it.

 

FALSE SENSORY INPUT
Disciplines: Telepathy [Mind-affecting]
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Standard action
Range: Close (25 feet + 5 feet/2 power points)
Target: One creature
Duration: Concentration
Saving Throw: Will negates
You alter a creature's perceptions of the world.
You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size.
Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect.
Augmentation (1 PP): This effect can alter an additional piece of sense-data.
Augmentation (1 PP): Increase the saving throw DC by +1.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.

 

FINE MANIPULATION TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Your telekinetic abilities are such that you can manipulate an object with finer "motor" control.
When you are manipulating a creature or object with telekinesis, you may manipulate the object as though you were using two hands to manipulate it, rather than one. This permits you to perform physical skills, such as Craft or Open Lock, via your telekinesis; if you do, use your manifestation ability score instead of the key ability score for the skills you use. You suffer a -2 penalty to these skill checks for every 30 feet between you and the object you are manipulating.
You cannot manipulate the interior of an object with this power. You must be able to see or otherwise feel the object to use this power on it.
Augmentation (3 PP): You can manipulate the object as though you had an additional hand on it.

 

ID INSINUATION
Disciplines: Telepathy [Mind-affecting]
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Full-round action
Range: Close (25 feet + 5 feet/2 power points)
Target: One creature
Duration: Concentration
Saving Throw: Will negates
You send short, sharp thoughts into the opponent's mind in a rapid volley, confusing them.
The target is confused for the duration of this power; concentrating on this power is a standard action. A successful Will save negates this effect.
Augmentation (1 PP): Reduce the activation time for this power to a standard action.
Augmentation (1 PP): Increase the duration by 1 round (the power continues to function for 1 additional round after you stop concentrating on it).
Augmentation (1 PP): Increase the saving throw DC by +1.

 

INERTIAL ARMOR
Disciplines: Psychokinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
You turn the air immediately around your body into a buffer.
You gain a +2 armor bonus to AC.
Augmentation (1 PP): Increase the AC bonus by +1.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.

 

INERTIAL BARRIER
Disciplines: Psychokinesis
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Close (25 feet + 5 feet/2 power points)
Effect: One 10-foot square wall
Duration: Concentration
You manipulate the air into a hard, deflecting surface.
You create an immobile, invisible, 10-foot square wall. The barrier acts as a one-way barrier against attacks. It provides nine-tenths cover against any attacks coming from one direction (+10 cover bonus to AC, +4 bonus to Reflex saves, and grants evasion to those within 10 feet of its protective side), but does not hamper attacks from the other side.
Creatures attempting to pass through the barrier must make a Strength check against the Manifestation check made to produce the barrier in order to pass through it.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (3 PP): Increase the dimensions of the barrier by 5 feet.

 

MIND THRUST
Disciplines: Telepathy [Mind-affecting, Psychic]
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Close (25 feet + 5 feet/2 power points)
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.
Augmentation (Varies): You can attach another psionic power you know with the Mind-affecting descriptor to this power. If the target fails the saving throw against this power, the target is affected by both this power and the rider power. This augmentation's cost is 3 PP if the rider is a devotion, 6 PP if the rider is a science, or 9 PP if the rider is an art. You can augment the rider power, but the sum of the augmentation for both powers must not exceed your metapsionic cap.

 

MULTIKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Standard action
You use your telekinesis to levitate multiple objects.
When you are manipulating a creature or object with telekinesis, you may levitate another object per telekinesis. The total weight of the objects and/or creatures you levitate cannot exceed the total weight limitation of your telekinesis power. You maintain control of this additional object so long as you maintain concentration of your telekinesis.
When you use a move action to move an object with telekinesis, you may opt to move any number of objects you are levitating. The total distance you can move all objects is equal to the normal distance limitation for a single object with telekinesis.
Augmentation (3 PP): You may levitate an additional object with a single manifestation of this power.

 

PHANTASMAGORIA
Disciplines: Telepathy [Mind-affecting]
Prerequisites: False Sensory Input
Level: Psi Art
Manifestation DC: 19
Manifestation Time: 3 rounds
Range: Close (25 feet + 5 feet/2 power points)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
You force a creature to live in a world inside it's own mind.
This power enables you to warp the consciousness and senses of a creature, sending the victim into a catatonic state.
The creature’s senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death.
Manifesting phantasmagoria a second time on an affected creature turns its sensory pathways outward once more.
Augmentation (2 PP): Increase the saving throw DC by +1.
Augmentation (2 PP): Increase the hit point cap of this effect by 10.

 

REDDOPSI
Disciplines: Telepathy [Mind-Affecting]
Level: Psi Art
Manifestation DC: 19
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
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 Manifestation 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 Manifestation checks by 1 (minimum -0).
Augmentation (3 PP): Increase the duration by 1 round after you stop concentrating on it.
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.

 

TACTILE TELEKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Your telekinetic abilities are such that you can feel the objects you manipulate.
When you are manipulating a creature or object with telekinesis, you may activate this power. If you do, you are able to feel objects you manipulate with that instance of telekinesis.
While this effect is active, you can sense texture, weight, temperature, and similar sensations from objects you manipulate. The impressions you receive are three-dimensional; you feel all sides of an object simultaneously. You can feel the interior of objects with an opening (such as a lock). Small objects inside a large, open container (such as a chest) can all be felt individually and simultaneously.
The surface sensitivity of your skin or the density of sensory neurons does not limit you when you use this power. This gives you an incredible degree of sensitivity. You can feel individual particles of dust, microscopic variations in skin texture, and other tiny details. It is not necessary to exert pressure on an object to provide tactile sensations.

 

TELEKINESIS
Disciplines: Psychokinesis
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Full-round action
Range: Medium (100 feet + 10 feet/power point)
Target: One object, up to 50 lbs + 50 lbs/power point
Duration: Concentration
Saving Throw: Will negates (Object)
You use the power of your mind to levitate an object.
To levitate an object, you must first "grab" it. This requires a ranged touch attack against the object; use Intelligence, rather than Dexterity, as the key ability modifier for this attack roll. The attack roll suffers a -2 penalty for every 50 feet between you and your target. If you hit, you successfully control the object, and can move it up to 20 feet as a move action. You cannot move an object fast enough with this power to deal damage with it.
If you cease concentrating on this power, the object immediately drops or otherwise obeys local gravity.
An object you are controlling with this power can be manipulated as though you were holding it by one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and a button pushed. Fine manipulation of an object, such as tying a knot or operating a keyboard, is not possible.
If the target object is being physically held by a creature, make a Psychokinesis manifestation check opposed by the holder's Strength check. The higher result retains control of the object for that round.
Augmentation (1 PP): The total distance you can move an object increases by 10 feet.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (3 PP): The range of this power becomes Long (400 feet + 40 feet/power point).

 

TELEKINETIC EXOSKELETON
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Range: Personal
Target: You
Duration: Concentration
Manifestation Time: Standard action
You use telekinesis to weave a web of telekinetic force around you, enhancing your physical abilities.
You gain a +2 enhancement bonus to Strength, a +2 enhancement bonus to Jump checks, and a +10 foot enhancement bonus to your land movement rate.
Augmentation (2 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (4 PP): Increase the Strength bonus by +2, the Jump bonus by +2, and the movement speed bonus by +10 feet.

 

TELEKINETIC FIELD
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Dev
Manifestation DC: 13
Range: Personal
Target: You
Duration: Concentration
Manifestation Time: Swift action
You use telekinesis to form a telekinetic field around yourself, which alters your inertial and gravitational mass.
While this power is active, you fall at a rate of 60 feet per round (which is slow enough to avoid taking falling damage).
You may walk on the surface of fluids, provided that your movement begins and ends on a solid surface. If you end your turn on a liquid, you sink normally. In the case of thick mud and similar terrain, you can walk on their surface for two rounds.
You may attempt to balance on the small branches of a tree, the tips of grass, a bridge of tissue paper, or other things that normally would not be able to support your weight. This requires Balance checks, as if you were walking upon a tightrope.
While moving through any type of terrain, you leave no footprints (you still leave other signs of passage, however). Attempts to track you suffer a -10 penalty to all skill checks to do so.
While this power is active, you gain a +2 circumstance bonus to Balance and Move Silently checks.
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (2 PP): Increase the bonus to Balance and Move Silently checks by +2.

 

THERMOKINESIS
Disciplines: Psychokinesis [ Telekinetic ]
Prerequisites: Telekinesis
Level: Psi Sci
Manifestation DC: 16
Manifestation Time: Move action
Duration: Concentration (see text)
Your knowledge of telekinesis allows you to manipulate the movement of the constituent particles of physical objects, enabling you to modify their temperature.
When you are manipulating a creature or object with telekinesis, you may activate this power. If you do, you are able to modify the temperature of objects you are currently manipulating with that instance of telekinesis.
When you activate this power, choose whether you are chilling or heating the object. While this power is active, you must spend expend an action concentrating on this power (in addition to the normal action spent concentrating on telekinesis).
Chill Object
Initial Effect: The object or target cools noticeably.
Round 1: The object is very cold. In warm environments, steam rises from the object, and condensation forms on its surfaces.
Round 2: The object becomes icy cold. Living creatures take 1d6 cold damage, while constructs, undead, and inanimate objects suffer 1d4 cold damage.
Round 3: The object is frozen. Living creatures suffer 1d8 cold damage, while constructs, undead, and inanimate objects suffer 1d6 cold damage. A living creature that suffers cold damage from this effect becomes fatigued due to hypothermia and frostbite.
Each additional round continues as per round 3, above.
Heat Object
Initial Effect: The object or target warms noticeably.
Round 1: The object is very hot. A living creature suffers 1 point of fire damage, as their skin blisters. Flammable objects smolder.
Round 2: The object becomes extremely hot. The target - creature or object - suffers 1d6 fire damage. Flammable objects burst into flame, metals become red-hot, and flesh smokes and sizzles.
Round 3: The object radiates extreme heat. The target - creature or object - suffers 1d10 fire damage. Metals become white-hot.
Each additional round continues as per round 3, above.
Augmentation (2 PP): Increase damage dealt by +1 die.
Augmentation (3 PP): Increase the duration by 1 round after you stop concentrating on it.

 

THOUGHT SHIELD
Disciplines: Telepathy
Level: Psi Dev
Manifestation DC: 13
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
You envelop your mind in a psionic shield, protecting you from mental intrusion.
You gain PR equal to your Wisdom against mind-affecting effects and resist psychic 5.
Augmentation (1 PP): Increase the PR of this effect by 1.
Augmentation (1 PP): Increase the duration by 1 round after you stop concentrating on it.
Augmentation (3 PP): Increase the resist psychic of this effect by 5.
Augmentation (3 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.

 

Design Notes

Where I talk about what the hell I'm doing.

Psychokinesis

Of all the disciplines I've contemplated up to this point (Sept 22, 09), this one is the most different from the source material.

Unfortunately, it also nearly breaks the psionics system here as written. The problem with psychokinesis is that it all pretty much revolves around one power - telekinesis - and variations thereof. It makes sense, then, that the variations just improve the base power... but that's rather uninteresting, unfortunately, and definitely doesn't fit the feel of the powers system as envisioned.

As of this morning, I think what we're looking at is a series of powers that expand upon telekinesis while it's active. Ballistic telekinesis is, I think, a pretty good preview of what the majority of psychokinesis powers will look like: they allow you to do something more with your telekinesis target, and using them specifically counts as maintaining concentration on telekinesis.