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Psiónicos

DESCRIPCIÓN GENERAL DE LOS PODERES PSIÓNICOS

Psionic powers spring from sentient minds. Even an undead creature or a being that has no physical form can create a reserve of inner strength necessary to manifest powers, as long as it has an Intelligence score of at least 1. Vermin possessed of a hive mind ability are an exception to this rule.

Un poder psiónico es un efecto psiónico de una sola vez. Psiónico Los personajes y las criaturas no necesitan preparar sus poderes para su uso Adelantado. Tienen suficientes puntos de poder para manifiestan un poder o no lo hacen.

Un poder se manifiesta cuando un personaje psiónico paga su poder costo en puntos. Algunas criaturas psiónicas manifiestan automáticamente poderes, llamadas habilidades similares a las psi, sin pagar un costo de Power Point. Otras criaturas pagan puntos de poder para manifestar sus poderes, solo como lo hacen los personajes.

Cada poder tiene un efecto específico. Un poder conocido por un psiónico El personaje se puede usar siempre que tenga puntos de poder para pagar para ello.

PODERES MANIFESTANTES
Psionic characters and creatures manifest powers. Whether they cost power points when manifest by a psionic character, or are manifested as psi-like abilities, powers’ effects remain the same. The process of manifesting a power is akin to casting a spell, but with significant differences.
ELEGIR UNA POTENCIA
First you must choose which power to manifest. You can select any power you know, provided you are capable of manifesting powers of that level or higher. To manifest a power, you must pay power points, which count against your daily total. You can manifest the same power multiple times if you have points left to pay for it.
CONCENTRACIÓN
To manifest a power, you must concentrate. If something threatens to interrupt your concentration while you’re manifesting a power, you must succeed on a Concentración check or lose the power points without manifesting the power. The more distracting the interruption and the higher the level of the power that you are trying to manifest, the higher the DC. (Higher-level powers require more mental effort.)

Herida: Getting hurt or being affected by hostile psionics while trying to manifest a power can break your concentration and ruin a power. If you take damage while trying to manifest a power, you must make a Concentración check (DC 10 + points of damage taken + the level of the power you’re manifesting). The interrupting event strikes during manifestation if it occurs between when you start and when you complete manifesting a power (for a power with a manifesting time of 1 round or longer) or if it comes in response to your manifesting the power (such as an attack of opportunity provoked by the manifesting of the power or a contingent attack from a readied action).
If you are taking continuous damage half the damage is considered to take place while you are manifesting a power. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the power you’re manifesting).
If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.
Repeated damage does not count as continuous damage.

Poder: If you are affected by a power while attempting to manifest a power of your own, you must make a Concentración check or lose the power you are manifesting. If the power affecting you deals damage, the Concentration DC is 10 + points of damage + the level of the power you’re manifesting. If the power interferes with you or distracts you in some other way, the Concentration DC is the power’s save DC + the level of the power you’re manifesting. For a power with no saving throw, it’s the DC that the power’s saving throw would have if a save were allowed.

Grappling o inmovilizado: To manifest a power while grappling or pinned, you must make a Concentración check (DC 20 + the level of the power you’re manifesting) or lose the power.

Movimiento vigoroso: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentración check (DC 10 + the level of the power you’re manifesting) or lose the power.

Movimiento violento: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentración check (DC 15 + the level of the power you’re manifesting) or lose the power.

Clima violento: If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the power you’re manifesting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the power you’re manifesting. In either case, you lose the power if you fail the Concentración check. If the weather is caused by a power, use the rules in the Power subsection above.

Manifestando poderes en el Defensivo: If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentración check (DC 15 + the level of the power you’re manifesting) to succeed. You lose the power points without successful manifestation if you fail.

Enredado: If you want to manifest a power while Enredado in a net or while affected by a power with similar effects you must make a DC 15 Concentración check to manifest the power. You lose the power if you fail.

NIVEL DE MANIFESTADOR
The variables of a power’s effect often depend on its manifester level, which is equal to your psionic class level. A power that can be augmented for additional effect is also limited by your manifester level (you can’t spend more power points on a power than your manifester level). See Augment under Descriptive Text, below.
You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same manifester level.
In the event that a class feature or other special ability provides an adjustment to your manifester level, this adjustment applies not only to all effects based on manifester level (such as range, duration, and augmentation potential) but also to your manifester level check to overcome your target’s power resistance and to the manifester level used in dispel checks (both the dispel check and the DC of the check).
CORTE DE ENERGÍA
If you try to manifest a power in conditions where the characteristics of the power (range, area, and so on) cannot be made to conform, the manifestation fails and the power points are wasted.
Powers also fail if your concentration is broken (see Concentration, above).
EL RESULTADO DEL PODER
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a power entails.
EFECTOS ESPECIALES DE PODER
Certain special features apply to all powers.

Ataques: Some powers refer to attacking. All offensive combat actions, even those that don’t damage opponents, such as desarmar and Fiebre alcista, se consideran Ataques. Todos los poderes a los que los oponentes pueden resistir con tiradas de salvación, que causen daño, o que de otro modo dañen u obstaculicen a los sujetos considerados ataques. La construcción astral y poderes similares no son ataques considerados porque los poderes mismos no dañan nadie.

Tipos de bonificación: Many powers give creatures bonuses to ability scores, Armor Class, attacks, and other attributes. Each bonus has a type that indicates how the power grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Psionic and Magical Effects, below). The same principle applies to penalties - a character taking two or more penalties of the same type applies only the worst one.

Recuperando el Muerto: Various psionic powers, such as Revisión de la realidad and Revivificar psiónico, Tienen la capacidad de devolver la vida a los personajes asesinados. Cuando un criatura viviente muere, su alma abandona el cuerpo, abandona el Plano Material, viaja a través del Plano Astral y se dirige a Permanece en el plano donde reside la deidad de la criatura. Si La criatura no adoraba a una deidad, su alma se va al plano correspondiente a su alineación. Traer a alguien de vuelta de El muerto significa recuperar su alma y devolverla a su o su cuerpo.

Pérdida de nivel: The passage from life to death and back again is a wrenching journey for a being’s soul. Consequently, any creature brought back to life usually loses one level of experience. The character’s new experience point total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of Constitution instead of losing a level. This level loss or Constitution loss cannot be repaired by any mortal means, even the spells deseo or milagro. Un personaje revivido puede recupera un nivel perdido ganando XP a través de más aventuras. Un El personaje revivido que era de 1er nivel en el momento de la muerte puede recuperar los puntos perdidos de Constitución mejorando su Puntuación de Constitución cuando alcanza un nivel que le permite una Aumento de la puntuación de habilidad.

Prevención Revivificación: Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using a single manifestation of Revisión de la realidad to restore the slain character to life.

Revivificación contra Voluntad de uno: A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.

COMBINACIÓN DE EFECTOS PSIÓNICOS Y MÁGICOS
The default rule for the interaction of psionics and magic is simple: Powers interact with spells and spells interact with powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics-magic transparency.

Psiónica-Magia Transparencia: Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics.
When the rule about psionics-magic transparency is in effect, it has the following ramifications.
Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)
All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.
The spell Detectar magia detects powers, their number, and their strength and location within 3 rounds (though a Psicraft check is necessary to identify the discipline of the psionic aura).
Dead magic areas are also dead psionics areas.

Efectos múltiples: Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect (and vice versa for spells that affect powers). Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place.

Efectos de acumulación: Powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different powers, or one from a power and one from a spell. You use whichever bonus gives you the better result.

Bono diferente Tipos: The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus.

Mismo efecto más de una vez en Diferentes Fortalezas: In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect (assuming its duration has not yet expired).

Mismo efecto con diferentes Resultados: The same power or spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts.

Un efecto hace otro Irrelevante: Sometimes, a power can render another power irrelevant.

Control Mental Múltiple Efectos: Sometimes psionic or magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

Poderes y Hechizos con Efectos opuestos: Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. This is a special effect that is noted in a power’s or spell’s description.

Efectos instantáneos: Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.

POTENCIAS Y POWER POINTS

Psionic characters manifest powers, which involve the direct manipulation of personal mental energy. These manipulations require natural talent and personal meditation. A psionic character’s level limits the number of power points available to manifest powers. A psionic character’s relevant high score might allow him to gain extra power points. He can manifest the same power more than once, but each manifestation subtracts power points from his daily limit. Manifesting a power is an arduous mental task. To do so, a psionic character must have a key ability score of at least 10 + the power’s level.

Punto de Poder Diario Adquisición: To regain used daily power points, a psionic character must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points.

Límite/reposo de manifestación reciente Interrupciones: If a psionic character has manifested powers recently, the drain on his resources reduces his capacity to regain power points. When he regains power points for the coming day, all power points he has used within the last 8 hours count against his daily limit.

Ambiente tranquilo: To regain power points, a psionic character must have enough peace, quiet, and comfort to allow for proper concentration. The psionic character’s surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might incur while concentrating on regaining power points.

Recuperar el poder Puntos: Once the character has rested in a suitable environment, it takes only an act of concentration spanning 1 full round to regain all power points of the psionic character’s daily limit.

Muerte y poder Puntos: If a character dies, all daily power points stored in his mind are wiped away. A potent effect (such as Revisión de la realidad) puede recuperar el Pierde puntos de poder cuando recupera al personaje.

ADICIÓN DE PODERES
Psionic characters can learn new powers when they attain a new level. A psion can learn any power from the Lista de Psion/Wilder and powers from his chosen Lista de disciplinas. A wilder can learn any power from the psion/wilder list. A psychic warrior can learn any power from the Lista de guerreros psíquicos.

Poderes adquiridos en un nuevo Nivel: Psions and other psionic characters perform a certain amount of personal meditation between adventures in an attempt to unlock latent mental abilities. Each time a psionic character attains a new level, he or she learns additional powers according to his class description. Psions, psychic warriors, and wilders learn new powers of their choice in this fashion. These powers represent abilities unlocked from latency. The powers must be of levels the characters can manifest.

Investigación independiente: A psion also can research a power independently, duplicating an existing power or creating an entirely new one. If characters are allowed to develop new powers, use these guidelines to handle the situation.
Any kind of manifester can create a new power. The research involved requires access to a retreat conducive to uninterrupted meditation. Research involves an expenditure of 200 XP per week and takes one week per level of the power. At the end of that time, the character makes a Psicraft check (DC 10 + spell level). If that check succeeds, the character learns the new power if her research produced a viable power. If the check fails, the character must go through the research process again if she wants to keep trying.

Manifest an Unknown Power from Another’s Powers Known
A psionic character can attempt to manifest a power from a source other than his own knowledge (usually a power stone or another willing psionic character). To do so, the character must first make contact (a process similar to addressing a power stone, requiring a Psicraft check against a DC of 15+ the highest level power in the power stone or repertorie). A psionic character can make contact with only a willing psionic character or creature (unconscious creatures are considered willing, but not psionic characters under the effects of other immobilizing conditions). Characters who can’t use power stones for any reason are also banned from attempting to manifest powers from the knowledge of other psionic characters. Mental contact requires 1 full round of physical contact, which can provoke attacks of opportunity. Once contact is achieved, the character becomes aware of all the powers stored in the power stone or all the powers the other character knows up to the highest level of power the contactor knows himself.
Next, the psionic character must choose one of the powers and make a second Psicraft check (DC 15 + the power’s level) to see if he understands it. If the power is not on his class list, he automatically fails this check.
Upon successfully making contact with another willing psionic character or creature and learning what he can of one power in particular, the character can immediately attempt to manifest that power even if he doesn’t know it (and assuming he has power points left for the day). He can attempt to manifest the power normally on his next turn, and he succeeds if he makes one additional Psicraft check (DC 15 + the power’s level). He retains the ability to manifest the selected power for only 1 round. If he doesn’t manifest the power, fails the Psicraft check, or manifests a different power, he loses his chance to manifest that power for the day.
USO DE POWER POINTS ALMACENADOS

Existe una variedad de artículos psiónicos para almacenar tomas de corriente para su uso posterior, en particular un dispositivo de almacenamiento denominado un cristal de conocimiento. Independientemente del tipo de artículo que almacene el puntos de poder, todos los personajes psiónicos deben seguir reglas estrictas Al tocar las tomas de corriente almacenadas.

Una sola fuente: When using power points from a storage item to manifest a power, a psionic character may not pay the power’s cost with power points from more than one source. He must either use an item, his own power point reserve, or some other discrete power point source to pay the manifestation cost.

Recarga: Most power point storage devices allow psionic characters to “recharge” the item with their own power points. Doing this depletes the character’s power point reserve on a 1-for-1 basis as if he had manifested a power; however, those power points remain indefinitely stored. The opposite is not true-psionic characters may not use power points stored in a storage item to replenish their own power point reserves.

HABILIDADES ESPECIALES

Las criaturas psiónicas pueden crear efectos psiónicos sin tener niveles en una clase psiónica (aunque pueden tomar una clase psiónica para mejorar aún más sus habilidades); tal Las criaturas tienen el subtipo psiónico.

Personajes que usan dorjes, cristales de conocimiento y otros Los objetos psiónicos también pueden crear efectos psiónicos. Además de habilidades sobrenaturales y mágicas existentes, las criaturas pueden también tienen habilidades similares a las de los psi. (Las criaturas psiónicas también pueden tener habilidades extraordinarias y naturales).

Habilidades similares a las de Psi (Ps): The manifestation of powers by a psionic character is considered a psi-like ability, as is the manifestation of powers by creatures without a psionic class (creatures with the psionic subtype, also simply called psionic creatures). Usually, a psionic creature’s psi-like ability works just like the power of that name. A few psi-like abilities are unique; these are explained in the text where they are described.
Psi-like abilities have no verbal, somatic, or material components, nor do they require a focus or have an XP cost (even if the equivalent power has an XP cost). The user activates them mentally. Armor never affects a psi-like ability’s use. A psi-like ability has a manifesting time of 1 standard action unless noted otherwise in the ability description. In all other ways, a psi-like ability functions just like a power. However, a psionic creature does not have to pay a psi-like ability’s power point cost.
Psi-like abilities are subject to power resistance and to being dispelled by Disipar psiónicos. Lo hacen no funcionan en áreas donde se suprime la psiónica o Negado.

Sobrenatural Habilidades: Some creatures have psionic abilities that are considered supernatural. Psionic feats are also supernatural abilities. These abilities cannot be disrupted in combat, as powers can be, and do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be negated or dispelled; however, they do not function in areas where psionics is suppressed.

ENFERMEDADES PSIÓNICAS

Quemadura de habilidad: This is a special form of Daño de habilidad that cannot be magically or psionically healed. It is caused by the use of certain psionic feats and powers. It returns only through natural healing.

Enfermedad de la gripe en cascada: Spread by brain moles and other vermin; Herida; DC 13; Incubación one day; daño psionic cascade.

A psionic cascade is a loss of control over psionic abilities. Using power points becomes dangerous for a character infected by cascade flu, once the incubation period has run its course. Every time an afflicted character manifests a power, she must make a DC 16 Concentración check. On a failed check, a psionic cascade is triggered. The power operates normally, but during the following round, without the character’s volition, two additional powers she knows manifest randomly, and their power cost is deducted from the character’s reserve. During the next round, three additional powers manifest, and so on, until all the psionic character’s power points are drained. Powers with a range of personal or touch always affect the diseased character. For other powers that affect targets, roll d%: On a 01-50 result, the power affects the diseased character, and 51-00 indicates that the power targets other creatures in the vicinity. Psionic creatures (those that manifest their powers without paying points) cascade until all the powers they know have manifested at least twice.

Al igual que con cualquier enfermedad, un personaje psiónico que está herido o atacado por una criatura portadora de una enfermedad o parásito, o que de otro modo tenga contacto con material contaminado, debe Guardado inmediato de Fortaleza. En un éxito, la enfermedad no logra ganar un punto de apoyo. En caso de fallo, el personaje recibe daño (o incurre en el efecto especificado) después del período de incubación. Una vez al día Después, el personaje afligido debe hacer una Guarda fortaleza para evitar repetir el daño. Dos exitosos Las tiradas de salvación seguidas indican que ha luchado contra el enfermedad.

Enfermedad Cerebral Parásitos: Spread by contact with infected psionic creatures; contacto; DC 15; Incubación 1d4 days; daño 1d8 power points.

Los parásitos cerebrales son organismos diminutos, indetectables a lo normal vista. Es posible que un personaje afligido ni siquiera sepa que lleva la parásitos, hasta que descubre que tiene menos puntos de poder para el día de lo esperado. Las criaturas psiónicas con parásitos cerebrales son limitados a usar cada uno de sus poderes conocidos solo una vez al día (en lugar de manifestarlos libremente). Ver la nota sobre enfermedades bajo Cascade Flu, arriba.

Niveles negativos: Psionic characters can gain Niveles negativos just like members of other character classes. A psionic character loses access to one power per negative level from the highest level of power he can manifest; he also loses a number of power points equal to the cost of that power. If two or more powers fit these criteria, the manifester decides which one becomes inaccessible. The lost power becomes available again as soon the negative level is removed, providing the manifester is capable of using it at that time. Lost power points also return.

HECHIZOS PIÓNICOS

Listed below are arcane and divine spells that interact with psionics as well as a cleric domain, Mind.
HECHIZOS BARARD

Hechizo de bardo de nivel 2
Glosolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.

HECHIZOS DE CLÉRIGO

Hechizo de clérigo de nivel 3
Vínculo telepático, Menor: As telepathic bond, but you and one other creature.

Hechizos de clérigo de nivel 4
Dweomer de Transferencia: Convert spellcasting into psionic power points.

Hechizos de clérigo de nivel 5
Agitación psíquica: Invisible field leeches psionic power points away.

Hechizos de clérigo de nivel 7
Agitación psíquica, Mayor: As psychic turmoil, but you gain power points as temporary hp.

Hechizos de clérigo de nivel 8
Araña cerebral: Listen to thoughts of up to eight other creatures.

DOMINIO DE LA MENTE
Granted Power: Gain a +2 bonus on Farol, Diplomacia, and Motivo de sentido checks. Gain a +2 bonus on Will saves against enchantment spells and effects.

Dominio de la mente Hechizos
1 Comprender Idiomas: You understand all spoken and written languages.
2 Detectar Pensamientos: Allows “listening” to surface thoughts.
3 Vínculo telepático, Menor: Link with subject within 30 ft. for 10 min./level.
4 Discernir Mentiras: Reveals deliberate falsehoods.
5 Vínculo telepático: Link lets allies communicate.
6 Pensamientos de sondeo: Read subject’s memories, one question/ round.
7 Araña cerebral: Eavesdrop on thoughts of up to eight other creatures.
8 Mente Espacio en blanco: Subject is immune to mental/emotional magic and scrying.
9 Extraño: Fearful illusion affects all within 30 ft., either killing or dealing 3d6 damage.

HECHIZOS DE HECHICERO/MAGO

Hechizo de hechicero/mago de nivel 3
Vínculo telepático, Menor: As telepathic bond, but you and one other creature.

4º Nivel Hechicero/Mago Hechizo
Dweomer de Transferencia: Convert spellcasting into psionic power points.

5º Nivel Hechicero/Mago Hechizo
Agitación psíquica: Invisible field leeches psionic power points away.

Hechizo de hechicero/mago de nivel 6
Mental PináculoM: You gain the mental powers of a psion.
Pensamientos de sondeo: Read subject’s memories, one question/ round.</>


7º Nivel Hechicero/Mago Hechizo
Agitación psíquica, mayor: As psychic turmoil, but you gain power points as temporary hit points.

DESCRIPCIONES DE HECHIZOS

Las siguientes descripciones de hechizos se presentan en orden alfabético orden.

Cerebro Araña
Adivinación [Afectando a la mente]
Nivel: Cleric 8, Mind 7
Componentes: V, S, M, DF
Tiempo de lanzamiento: 1 round
Gama: Long (400 ft. + 40 ft./level)
Objetivos: Up to eight living creatures
Duración: 1 min./level
Tirada de salvación: Will negates
Resistencia a hechizos: Yes

Este hechizo te permite espiar como una acción estándar en el pensamientos de hasta otras ocho criaturas a la vez, oyendo como deseado:

  • Líneas de pensamiento individuales en el orden que desees.

  • Información de todas las mentes sobre un tema en particular, cosa, o siendo, una pepita de información por nivel de lanzador.

  • Un estudio de los pensamientos y recuerdos de una criatura de la grupo en detalle.

Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a sugerencia in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.

Puedes afectar a todos los seres inteligentes de tu elección en tu interior (hasta el límite de ocho), comenzando con conocido o nombrado Seres. El idioma no es una barrera, y no es necesario que lo hagas personalmente conocer a los seres El hechizo no puede alcanzar a los que hacen un exitoso Ahorrará.

Componente material: A spider of any size or kind. It can be dead, but must still have all eight legs.

Dweomer de la transferencia
Evocación
Nivel: Cleric 4, sorcerer/wizard 4
Componentes: V, S
Tiempo de lanzamiento: 1 minute
Gama: Close (25 ft. + 5 ft./2 levels)
Blanco: One willing psionic creature
Duración: 1 round/level
Tirada de salvación: Will negates (harmless)
Resistencia a hechizos: Yes (harmless)

Con este hechizo, se forma una corona radiante alrededor de la cabeza de un aliado psiónico, luego convierte algunos de tus hechizos en psiónicos Power Point. Cuando termines de lanzar el dweomer de transferencia, se mostrará un Un resplandor rojo-anaranjado rodea la cabeza de la criatura psiónica. Para la duración del conjuro, cualquier conjuro lanzado al sujeto no tienen su efecto habitual, sino que convierten inofensivamente en energía psiónica que el sujeto puede Úselo como energía para los poderes psiónicos. Puedes lanzar cualquier hechizo que quieras en el sujeto, incluso hechizos de área, hechizos de efecto y hechizos para a quien el sujeto normalmente no sería un objetivo legítimo. El Los hechizos no hacen otra cosa que proporcionar el sujeto con puntos de poder, pero aún así debes lanzarlos normalmente, obedeciendo los requisitos de componentes y gamas enumerados en la descripción de cada hechizo.

Por cada conjuro que lances en el dweomer de transferencia, el La criatura psiónica obtiene puntos de poder temporales, de acuerdo con el siguiente tabla. La transferencia no es perfecta eficaz. Los puntos de poder temporales adquiridos a través de un dweomer de transferencia se disipan después de 1 hora si no lo han hecho ya se ha gastado.

Ortografía Nivel
Puntos de poder adquiridos
0
0
primero
1
Segundo
2
Tercera
4

6

8
sexto
10
séptimo
12

14
noveno
16
Glosolalia
Evocación [Sonic, Afectando a la mente]
Nivel: Bard 2
Componentes: V
Tiempo de lanzamiento: 1 standard action
Gama: 60 ft.
Área: Cone-shaped burst
Duración: Instantaneous
Tirada de salvación: Fortitude partial; see text
Resistencia a hechizos: Yes

You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence scores of 3 or higher. Any such creatures within the spell’s area must succeed on Fortitude saves or be atónito for 1 round (if they have Intelligence scores of 20 or higher), atónito for 1 round (if they have Intelligence scores between 10 and 19), or Sacudido for 1 round (if they have Intelligence scores between 3 and 9). In addition, a creature within the spell’s area loses any psionic focus it might have had and takes a -4 penalty on Concentración checks for 1 round. These effects happen whether or not the creature succeeded on its save.

Mental Pináculo
Transmutación
Nivel: Sorcerer/wizard 6
Componentes: V, S, M
Tiempo de lanzamiento: 1 standard action
Gama: Personal
Blanco: You
Duración: 1 round/level

Durante un breve período de tiempo, se logra el dominio mental de un Poderosa psión, capaz de atacar a los enemigos usando solo el poder de tu mente. Tu deleite en tus nuevos poderes mentales hasta el punto que desdeñas el uso de hechizos, incluso en forma de efectos de objetos mágicos. Obtienes una bonificación de mejora de +4 a la Inteligencia y Sabiduría, 3 puntos de poder por nivel de lanzador y acceso a la siguientes poderes.

Manifiestas los poderes como lo hace un psion de tu nivel de lanzador, creando pantallas como se describe en la descripción de cada potencia. Pierdes tu habilidad de lanzar hechizos, incluida tu capacidad de usar activación de hechizos o finalización de hechizos objetos mágicos, como si Esos hechizos ya no estaban en tu lista de clase. Durante la duración de este hechizo, usas objetos mágicos y objetos psiónicos como si ¿Eres un psion con solo los cinco poderes dados anteriormente en tu clase? lista.

Los puntos de poder no gastados se disipan cuando termina el hechizo.

Componente material: A potion of fox’s cunning, which you drink (its effect is overridden by the effect of this spell).

Sonda Pensamientos
Adivinación [Afectando a la mente]
Nivel: Mind 6, Wiz/Sor 6
Componentes: V, S
Tiempo de lanzamiento: 1 minute
Gama: Close (25 ft. + 5 ft./2 levels)
Blanco: One living creature
Duración: Concentration
Tirada de salvación: Fortitude negates; see text
Resistencia a hechizos: Yes

Todas las memorias y conocimientos de la asignatura son accesibles para ti, que van desde los recuerdos más profundos de la superficie hasta los que todavía se me viene a la mente fácilmente. Puedes aprender la respuesta a una pregunta por ronda, según el leal saber y entender del sujeto. También puede sondear a un sujeto dormido, aunque el sujeto puede hacer una salvación de Voluntad contra la CD del hechizo de pensamientos de la sonda a Despierte después de cada pregunta. Sujetos que no desean ser sondeados puede intentar moverse más allá del alcance de la potencia, a menos que de alguna manera obstaculizado. Planteas las preguntas telepáticamente, y el Las respuestas a esas preguntas se imparten directamente a tu mente. Sin embargo, usted y el objetivo no necesitan hablar el mismo idioma Las criaturas menos inteligentes pueden producir solo una visión apropiada imágenes en respuesta a sus preguntas.

Psíquico Agitación
Abjuración
Nivel: Cleric 5, sorcerer/wizard 5
Componentes: V, S, M
Tiempo de lanzamiento: 1 standard action
Gama: Close (25 ft. + 5 ft./2 levels)
Área: 40-ft.-radius emanation centered on a point in space
Duración: 1 round/level
Tirada de salvación: Will partial; see text
Resistencia a hechizos: Yes

Con este hechizo, creas un campo invisible que se filtra los puntos de poder de los personajes psiónicos que se encuentran dentro de la emanación. Los personajes no psiónicos no se ven afectados.

Cuando se lanza el hechizo y al comienzo de cada uno de tus turnos posteriores, las criaturas psiónicas dentro del área de la La agitación psíquica pierde 1 punto de poder por cada nivel de manifestador que have. Los personajes que tienen éxito en un Will guardan cuando llegan por primera vez en contacto con la emanación pierden solo la mitad de la potencia puntos (redondeados hacia abajo) en cada ronda. Los personajes solo tienen una partida guardada contra cualquier efecto de confusión psíquica en particular, incluso si Abandonan el área del hechizo y luego regresan.

Componente material: Five playing cards, which are torn in half when the spell is cast.

Agitación psíquica, mayor
Abjuración
Nivel: Cleric 7, sorcerer/wizard 7
Duración: 1 round/level

As Agitación psíquica, a menos que ganes 1 punto de golpe temporal por cada punto de poder que el hechizo toma de un criatura psiónica. Los puntos de vida temporales duran 1 hora.

Vínculo Telepático, Menor
Adivinación [Afectando a la mente]
Nivel: Cleric 3, Mind 3, sorcerer/wizard 3
Componentes: V, S
Tiempo de lanzamiento: 1 standard action
Gama: 30 ft.
Objetivos: You and one willing creature within 30 ft.
Duración: 10 min./level
Tirada de salvación: None
Resistencia a hechizos: No

Forjas un vínculo telepático con otra persona criatura con una puntuación de Inteligencia de 6 o superior. El vínculo puede establecerse sólo con un sujeto dispuesto. Puedes comunicarte telepáticamente a través del vínculo, independientemente del idioma. No se establece un poder o influencia especial como resultado de la vinculación. Una vez que se forma la unión, funciona a cualquier distancia (aunque no de un plano a otro).