Psionic Powers


Frostburn


PSION/WILDER POWERS

1st level

Slow Breathing: Gain a +4 competence bonus on saving throws against altitude sickness.

2nd level

Energy Emanation: Deals 1d6 points of chosen energy damage to creatures surrounding you.

4th level

Energy Flash: Touch deals 7d6 of chosen energy damage to foe.

6th level

Mind over Energy: Gain brief immunity to chosen energy type.

PSYCHIC WARRIOR POWERS

1st level

Slow Breathing: Gain a +4 competence bonus on saving throws against altitude sickness.

2nd level

Energy Emanation: Deals 1d6 points of chosen energy damage to creatures surrounding you.

6th level

Mind over Energy: Gain brief immunity to chosen energy type.

ENERGY EMANATION
Psychokinesis [see text]
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: 5 ft.
Target: 5-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 3

You expel concentrated energy from your body, dealing 1d6 points of energy damage to all creatures within the area every round. Creatures in the area must make a new Fortitude save each round. The energy is the type you choose: cold, electricity, fire, or sonic. Once chosen, you emanate the same energy type for the power’s duration.

Cold: This energy type deals +1 point of damage per die. Electricity: This energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: This energy type deals +1 point of damage per die.

Sonic: This energy type deals –1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every 3 additional power points you spend, this power’s damage increases by one die (d6). For each extra die of damage, this power’s save DC increases by 1.

ENERGY FLASH
Psychokinesis [see text]
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Touched creature, or up to 1 cu. ft. of water/level
Duration: Instantaneous
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 7

On a successful touch attack, you deal 7d6 points of damage to the creature touched, doing either cold, electricity, fire, or sonic damage. In addition to the energy damage, on a failed Fortitude save (the same save that determines full or half damage), a target is dazed for 1 round.

Cold: This energy type deals +1 point of damage per die.

Electricity: This energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: This energy type deals +1 point of damage per die.

Sonic: This energy type deals –1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

ENERGY NULLIFICATION FIELD
Psychokinesis [see text]
Level: Kineticist 5
Display: Visual and auditory
Manifesting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: See text
Power Points: 9

An invisible field of energy surrounds you. This power functions like null psionics field, but applies only to powers with the energy descriptor you choose when you first manifest this power: cold, electricity, fire, or sonic.

MIND OVER ENERGY
Psychometabolism
Level: Psion/wilder 6, psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 11

You mentally reinforce your living tissue with pure psionic will, gaining immunity to the energy type you choose for the duration of the power: cold, electricity, fire, or sonic.

SLOW BREATHING
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None (harmless)
Power Resistance: No (harmless)
Power Points: 1

You reduce the need for oxygen in your body, increasing your ability to become acclimated to the thin air of high altitude.

You gain a +4 competence bonus on saving throws against altitude sickness (see page 90 of the Dungeon Master’s Guide). Augmentation: For every additional power point you spend, the competence bonus increases by 2.