Psionic Powers


Dragon Magic


PSION/WILDER POWERS

1st level

Channel the Psychic Dragon: Gain bonus on skill checks and resistance based on chosen gem dragon.

2nd Level

Amethyst Burst: Deal 2d6 force damage in 20-ft.-radius spread.

4th Level

Gemstone Breath: Gain breath weapon usable each round based on chosen gem dragon.

5th Level

Crystal Body: Your body becomes living crystal.

PSYCHIC WARRIOR POWERS

1st level

Channel the Psychic Dragon: Gain bonus on skill checks and resistance based on chosen gem dragon.

AMETHYST BURST
Metacreativity (Creation) [Force]
Level: Psion/wilder 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: No
Power Points: 3

You form a mole of psionic energy in your chest, wrapping lairs of crystalline ectoplasm around it.

When the crystal is large enough, yon let it burst forth from your chest and fly toward your enemies. Upon manifesting this power, you propel a violet crystalline pellet out to a chosen point, where it explodes with concussive force. The explosion deals 2d6 points of damage to every creature hit.

Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points, and the power’s save DC increases by 1.

CRYSTAL BODY
Metacreativity (Creation)
Level: Psion/wilder 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 13

You visualize your heart pumping blood through your body, then slowing, then stopping, and finally turning into a cut diamond. You channel energy into that diamond, feeling a cool shiver as your body turns to clear, hard crystal.

Upon manifesting this power, your body turns into living crystal, which grants you the following resistances and abilities.

  • You gain damage reduction 5/adamantine.
  • You gain immunity to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, sleep and paralysis effects, and all spells or attacks that affect your physiology or respiration (because you have no physiology or respiration while crystal body is in effect).
  • You take only half damage from acid, cold and sonic attacks.
  • Your unarmed attacks deal slashing damage equal to a short sword sized for you (1d4 points for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks. You also gain the following vulnerabilities and conditions:
  • You become vulnerable to all special attacks that affect crystalline creatures.
  • You cannot drink (and thus can’t use potions) or play wind instruments.
  • Your weight increases by a factor of five, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the duration of crystal body expires.
GEMSTONE BREATH
Psychokinesis
Level: Psion/wilder 4
Display: Auditory
Manifesting Time: 1 swift action
Range: 30 ft. or 60 ft.
Area: Cone-shaped burst or line-shaped burst; see text
Duration: 1 round/level or until expended
Saving Throw: See text
Power Resistance: Yes
Power Points: 7

You channel mental power into your lungs, feeling it swirl and radiate as you transform the air inside you into a powerful psionic force, struggling to burst forth from your lips.

Upon manifesting this power, you gain a breath weapon similar to that of a crystal dragon (Monster Manual II 81)—a 30-foot cone of brilliant light that deals 2d6 points of damage and blinds each creature within its area for 1 round. A successful Reflex save halves the damage and negates the blinding effect. You can use this breath weapon as a standard action, but you can’t use it in consecutive rounds. Once you have used the breath weapon a number of times equal to 1/2 your manifester level, the power is expended.

Augment: if you spend an additional 2 power points, you instead gain a breath weapon similar to that of a sapphire dragon (Monster Manual II 84), and the save DC increases by 1. This breath weapon takes the form of a 30-foot cone that deals 4d6 points of sonic damage and renders each creature within its area shaken for 1 round. A successful Reflex save halves the damage, and a successful Will save negates the shaken effect.

If you spend an additional 4 power points, you instead gain a breath weapon similar to that of an amethyst dragon (Monster Manual II 79), and the save DC increases by 2. This breath weapon takes the form of a 60-foot line that deals 6d6 points of damage. The breath weapon is a force effect. A successful Reflex save halves the damage.

If you spend an additional 6 power points, you instead gain a breath weapon similar to that of an emerald dragon (Monster Manual II 82), and the save DC increases by 3. This breath weapon takes the form of a 30-foot cone that deals 8d6 points of sonic damage and deafens each creature within the area for 1 minute. A successful Reflex save halves the damage, and a successful Fortitude save negates the deafness.

If you spend an additional 8 power points, you instead gain a breath weapon similar to that of a topaz dragon (Monster Manual II 85), and the save DC increases by 4. This breath weapon takes the form of a 30-foot cone that dehydrates living creatures within the area, dealing 10d6 points of damage. A successful Reflex save halves the damage.

CHANNELTHE PSYCHIC DRAGON
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Power Points: 1

In your mind’s eye, you picture a dragon made of gemstone. You pour psionic energy into this image, constantly refining its every detail. Then you allow the image to fade from your mind, feeling the energy you poured into it seep into your own body.

Upon manifesting this power, your body gains abilities drawn from the collective subconscious of crystal dragons (Monster Manual II 81). You gain a +5 competence bonus on Diplomacy checks and resistance to cold 5.

Augment: If you spend an additional 2 power points, you instead draw upon the powers of sapphire dragons (Monster Manual II 84). Instead of gaining the abilities noted above, you gain a +5 competence bonus on Climb checks and resistance to electricity 10.

If you spend an additional 4 power points, you instead draw upon the abilities of amethyst dragons (Monster Manual II 79). Instead of gaining the abilities noted above, you gain a +5 competence bonus on Balance and Escape Artist checks, immunity to magic missile spells, and a +5 bonus on saves against spells and powers with the force descriptor.

If you spend an additional 6 power points, you instead draw upon the abilities of emerald dragons (Monster Manual II 82). Instead of gaining the abilities noted above, you gain a +5 competence bonus on Bluff and Sense Motive checks and resistance to sonic 20.

If you spend an additional 8 power points, you instead draw upon the abilities of topaz dragons (Monster Manual II 85). Instead of gaining the abilities noted above, you gain a +10 competence bonus on Intimidate and Swim checks and resistance to cold 30. You also gain the ability to breathe water (as if under the effect of a water breathing spell).