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The Unofficial Site For Psionics For 3rd Edition Dungeons and Dragons

Dark Powers
By Michael Rainey
Everyone thinks of wizards and clerics when it comes to necromancy. From the wizards ability to draw the very life from a living being to the clerics ability to command, rebuke, and create undead, necromancy has been reserved to the spellcasters. This month, we unlock the dark side of the mind and reveal powers both dark and evil to make your psion be considered among the true commanders of the Dark Powers.

Animate Necrosis
Animates a wound that attacks the wounded creature. Psychometabolism (Str) [Evil] Level: Psion 5 Display: Au, Vi (see text), Me Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area/Effect/Target: One wounded living creature Duration: Instantaneous Saving Throw: Fort negates (later Will partial, see text) Power Resistance: Yes Power Points: 9 You animate the dead tissue in the wound of a wounded living creature. This power can affect any creature currently below its maximum hit points due to injury. Bits of animated flesh form a sickly tendril that reaches up and out of a single wound, attacking the living portion of the creature. The creature must make a Will saving throw immediately or the sight of this horror stuns it for 1d3 rounds. Whether the creature is stunned or not, the undead tendril of flesh makes attacks with a +15 bonus (Strength 20). It makes a grapple attack as a creature of the subject's size (even though it is actually smaller). If it achieves a hold, it immediately begins constricting and strangling the creature, inflicting 2d6 points of damage per round. The necrotic tendril has 2 hit points per HD of the original creature, and an AC of 15 (+2 for size, +3 for natural armor). A single manifestation of this power affects only one wound.
* Adapted from spell "Animate Necrosis" in The Book of Eldritch Might II by Malhavoc Press (Monte Cook).

Bloodletting
Cause blood to erupt from victim. Psychometabolism (Str) [Evil] Level: Psion 4 Display: Vi (se text) Manifestation Time: 1 action Range: Touch Area/Effect/Target: Creature touched Duration: Until discharged Saving Throw: Fort partial Power Resistance: Yes Power Points: 7 Your mere touch causes the victim's blood to erupt from every opening on his body, including his pores or any open wounds they may have, causing extreme pain and possibly causing the victim to pass out. Your successful melee touch attack causes 7d6 points of damage, and due to the rapid and large amount of blood loss, it also causes the victim to pass out for 1d6 rounds (a sucessful save negates this effect). Your touch attack, charged with a psionic power, is treated as an armed attack.
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Burning Blood
You heat a creature's blood. Psychokinesis (Con) [Evil] Level: Psion 5 Display: Vi (see text) Manifestation Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Area/Effect/Target: 1 living creature Duration: Concentration, up to 1 round/level Saving Throw: Fort negates (see text) Power Resistance: Yes Power Points: 9 A more specialized version of Matter Agitation, you excite the blood of a living subject, heating it to the point of combustion over time, and possibly killing the subject. The subject of this power receives a saving throw to initially avoid the effect. If the save succeeds, no they cannot be affected by this particular manifestation of the power, but if the save fails, the subject's blood begins to heat up. Rounds 1-4: Blood heats up, causing 1d6 points of damage (1d4 for creatures of sizes up to Small and 1d8 for creatures of size Gargantuan or larger) to the creature per round, as the creature's internal organs begin to suffer damage. Rounds 5-8: Blood boils and blood vessels in the body begin bursting due to the inceased pressure of the boiling blood, causing 3d6 points of damage (3d4 for creatures of sizes up to Small and 3d8 for creatures of size Gargantuan or larger) to the creature per round. This also forces an additional Fortitude save each round to avoid taking 1d3 points of temporary Str, Dex, or Int damage (your choice) due to the damage to internal organs. Rounds 9+: Blood ignites, 3d6 points of damage (3d4 for creatures of sizes up to Small and 3d8 for creatures of size Gargantuan or larger) and 1d3 points of temporary Str, Dex, or Int damage (your choice) to the creature per round. In addition, a failed Fortitude save causes the creature to die.

Caducity of Flesh
Your touch causes the subject's flesh to rot. Psychometabolism (Str) [Evil] Level: Psion 5 Display: Vi (see text), Me Manifestation Time: 1 action Range: Touch Area/Effect/Target: Creature touched Duration: Until dischanged Saving Throw: None Power Resistance: Yes Power Points: 9 Your touch, charged with this power, causes a victim's flesh to wither and rot away, dealing 9d6 points of damage to organic creatures (humans, dragons, zombies, treants, etc). Your touch attack, charged with a psionic power, is treated as an armed attack.

Coma
Place subject into a comatose slumber. Telepathy (Cha) [Compulsion, Mind-Affecting] Level: Psion 4 Components: Vi, Me Manifestation Time: 1 action
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Range: Close (25 ft. + 5 ft./2 levels) Area/Effect/Target: One living creature Duration: 1 hour/level Saving Throw: Will negates (later Fort negates, see text) Power Resistance: Yes Power Points: 7 You put a living creature in a coma. The subject falls prone immediately alive, but unable to take actions. Comatose creatures are helpless. Slapping or wounding the creature does not awaken them unless they make a successful Fortitude save against a DC equal to the manifester's DC for this power minus 1 for each 5 points of damage suffered from the attack.

Control Undead
Psychokinesis (Con) Level: Psion 7 Components: Au, Me (intelligent undead only) Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area/Effect/Target: Up to 2 HD of undead creatures/level, no two of which can be more than 30 ft. apart Duration: 1 minute/level Saving Throw: Will negates Power Resistance: Yes Power Points: 13 This power enables you to command undead creatures for a short period of time. You command the creatures by voice. Telepathic communication is not possible, but the creatures understand you no matter what language you speak. Even if vocal communication is impossible (in the area of a Silence spell, for instance), the controlled undead do not attack the character. At the end of the spell, the controlled undead revert to their normal behavior. Intelligent undead remember that you controlled them.

Dead Mans Eyes


View the last moments of a corpse's life from its view. Clairsentience (Wis) Level: Psion 2 Display: Au, Me Manifestation Time: 1 action Range: Touch Area/Effect/Target: See text Duration: 1 round/level (D) Saving Throw: None Power Resistance: No Power Points: 3 By peering into a dead persons eyes, the caster may see 1 minute/level preceding the corpses death. The psion views the events in a compressed amount of time, 1 round for every minute of the corpses past he envisions. A successful Concentration check against a DC of 15 will give near-perfect recall of the events; failure indicates fuzzy recall and partial details. Rolling a natural 1 gives the psion a mangled, inaccurate version of the events leading up to the corpses demise. The manifester may dismiss the divination at any point. However, if he witnesses the victims final moment and the victim died violently, the psion immediately suffers 2d6 points of subdual damage from the empathic resonance of the victims death.

Disrupt Undead
Psychkinesis (Con) Level: Psion 0 Display: Au, Ma Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area/Effect/Target: Ray Duration: Instantaneous Saving Throw: None
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Power Resistance: Yes Power Points: 1 You direct a shock wave of positive energy. You must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Flensing
Tear the flesh from a subject. Psychometabolism (Str) [Evil] Level: Psion 8 Display: Vi (see text) Manifestation Time: 1 action Range: Touch Area/Effect/Target: Creature touched Duration: Until discharged (D) Saving Throw: Special Power Resistance: Yes Power Points: 15 This horrifying power actually strips the flesh from its victim. The victim makes a Fortitude save to initially avoid the effect, but failing causes the following effects over the course of the next four rounds: Each round for the first three rounds, the target suffers 5d6 points of physical damage and 1d6 points of permanent Charisma damage. A Fortitude save negates the ability score damage and reduces the physical damage by half. On the fourth round, not only does it cause both its physical and ability score damage, but also causes the subject to make another Fortitude save or die from the excruciating pain it causes.

Forced Symmetry
Psychometabolism (Str) Level: Psion 6, Psychic Warrior 6 Display: Au, Ma Manifestation Time: 1 action Range: Touch Area/Effect/Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 11 You can force a creature into perfect symmetry in order to temporarily cause or heal damage. Most creatures, including all the player character races, are laterally symmetrical in arrangement; that is, they have two halves that are roughly identical. This power lets you choose which one of the two halves and make it identical to (a mirror image of) the other. For instance, a psion can choose to make a one-eyed man completely blind or sighted in both eyes with this power. In terms of existing combat damage, a creature probably has more damage to one-half than the other; the psion can take advantage of this and increase the overall damage to the victim, but can no more than double the original damage. In reverse, you can duplicate the less damaged half, reducing damage possibly to zero. The DM decides how much damage is inflicted or healed. Once employed, the power affects the creature's entire body - selected portions cannot be exempted. After the power's duration, the creature resumes its normal form, though all damage inflicted or healed in the meantime remains. Items carried by the creature are unaffected.

Halt Undead
Psychoportation (Dex) Level: Psion 3 Display: Au, Me (intelligent undead only) Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area/Effect/Target: Up to three undead, no two of which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: See text Power Resistance: Yes Power Points: 5
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This power renders up to three undead creatures immobile. Nonintelligent undead (such as skeletons and zombies) get no saving throw; intelligent undead do. If the power is successful, it renders the undead immobile for the duration of the power (similar to the effect of Brain Lock on a living creature). The effect is broken if the halted creatures are attacked or take damage.

Necroplasmic Armor
Subject gains a +10 armor bonus and possibly cause level loss. Metacreativity (Int) [Evil] Level: Psion 6 Display: Vi (see text) Manifestation Time: 1 action Range: Touch Area/Effect/Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 11 The subject is dressed in a suit of shimmering, necroplasmic armor that provides a +10 armor bonus to AC. Any creature successfully striking the wearer must make a Fortitude save or suffer a temporary loss of 1 level. Other armor cannot be worn at the same time as ectoplasmic armor. If subject takes off the necroplasmic armor, it immediately dissipates. Treat necroplasmic armor as leather armor for purposes of armor check penalty or speed reduction. Because the armor is composed of astral ectoplasm infused with necromantic energy (emulating force for the purposes of this power), incorporeal creatures cant bypass it the way they do normal armor.

Necroplasmic Cocoon
You encapsulate a foe so it can't move and causing Strength loss. Metacreativity (Int) [Evil] Level: Psion 4 Display: Ma, Au Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area/Effect/Target: One creature of Medium-size or smaller Duration: 1 round/level (D) Saving Throw: Reflex negates Power Resistance: Yes Power Points: 7 You draw writhing strands of ectoplasm from the Astral Plane and infuse them with negative energy, wrapping up the subject like a mummy. The subject can still breathe but is otherwise helpless, being unable to see or take any physical actions. The subject cannot speak because the necroplasmic strands muffle sounds, but the subject's nostrils are clear. The subject can execute purely mental actions (such as manifesting powers). The necroplasmic nature of the cocoon saps the Strength from the subject, causing one point of temporary Strength damage per round they are wrapped up. The writhing, regenerating nature of the cocoon prevents its occupant from making a physical bid for escape. However, cutting or damaging a large enough strand can free the cocooned victim. The strands, strengthened by the infusion of necromantic energy, have hardness 20 and 35 hit points.

Necroplasmic Lash
Metacreativity (Int) [Evil] Level: Psion 4 Display: Vi (see text) Manifestation Time: 1 action Range: 0 ft. Area/Effect/Target: Whip-like weapon of energy 15 feet long Duration: 1 round/level (D) Saving Throw: Special Power Resistance: Special
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Power Points: 7 This power brings into being a whip-like ribbon of purplish-green necroplasm. The ribbon takes on the shape, damage potential, threat range, and critical multiplier of a normal whip and can be used by the manifester as if he or she has proficiency in the whip. A victim struck by the lash not only suffers normal weapon damage and/or any special abilities performed by the wielder (such as tripping or disarming), but much make a successful Fortitude save or be paralyzed for the entire round following contact with the lash. In any case, the paralyzation caused by the lash ends instantly if a paralyzed victim is struck by a physical attack that causes damage (other than the lash). The whip-like ribbon cannot be hit or affected by any known means except Negate Psionics and Null Psionics Field, both of which destroy it.

Necroplasmic Shambler
Foglike predator deals 1 temporary negative level/round to those it surrounds. Metacreativity (Int) [Evil] Level: Psion 7 Display: Ma, Au, Ol (see text) Manifestation Time: 1 full round Range: Long (400 ft. + 40 ft./level) Area/Effect/Target: One necroplasmic construct, 60 ft. wide and up to 30 ft. high Duration: 1 minute/level Saving Throw: See text Power Resistance: No Power Points: 13 You fashion an ephemeral, many-legged mass of putrid pseudoliving ectoplasm, infused with negative energy, called a necroplasmic shambler. The shambler moves as you direct it at a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 10 feet, and manifesting powers (or casting spells) within the shambler's "belly" is impossible. Creatures enveloped by the shambler, regardless of Armor Class, sustain 1 temporary negative level at the end of each round they remain within the roiling turbulence of the shambler's medium. A strong wind that blows against the shambler reduces its speed to 0 during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet.

Nightmare
Subject visualizes their worst fears causing physical trauma. Telepathy (Cha) [Mind-Affecting] Level: Psion 6 Display: Au, Me Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area/Effect/Target: One intelligent living creature Duration: Instantaneous Saving Throw: Will disbelief Power Resistance: Yes Power Points: 11 You unlock the fear center of the subject's brain, causing them to visualize their worst fears. Only the powers subject can see their fears, anyone else sees nothing. If the subject fails its saving throw, the subject dies from the fear instilled by the visualizations. Even if the save is successful, the subject suffers a -3 morale penalty do to severe mental trauma.

Psianimate Skeletons
Metacreativity (Int) [Evil] Level: Psion 2 Display: Au Manifestation Time: 1 full round Range: Touch Area/Effect/Target: 1 or more skeletons touched Duration: Instantaneous
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Saving Throw: None Power Resistance: No Power Points: 3 This specialized version of the Psianimate Dead power (page 34 of "If Thoughts Could Kill" by Malhavoc Press) allows the manifester to animate a number of skeletons whose total hit dice equals your manifester level plus 5. The animated skeletons obey the simple verbal commands of the manifester and remain under his control indefinitely. Like the Psianimate Dead power, the animated skeletons remain psianimated until they are destroyed. (A destroyed psianimate skeleton can be psianimated again, if time permits and if its destruction leaves sufficient body parts to work with.) Unlike standard skeletons, psianimate skeletons remain animate only so long as you have a power point reserve of at least 1 point. When you go below 1, no matter how far away you are or how many planes removed from your creations, the psianimate skeletons you've created and control become inert. When your power point reserve climbs to 1 or higher, your psianimate skeletons return to normal, assuming they haven't been destroyed in the meantime. No matter how many times you manifest this power, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess skeletons from previous manifestings become uncontrolled (you choose which creatures are released).

Psianimate Zombies
Metacreativity (Int) [Evil] Level: Psion 4 Display: Au Manifestation Time: 1 full round Range: Touch Area/Effect/Target: 1 or more bodies touched Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7 This specialized version of the Psianimate Dead power (page 34 of "If Thoughts Could Kill" by Malhavoc Press) allows the manifester to animate a number of zombies whose total hit dice equals your manifester level plus 5. The animated zombies obey the simple verbal commands of the manifester and remain under his control indefinitely. Like the Psianimate Dead power, the animated zombies remain psianimated until they are destroyed. (A destroyed psianimate zombie can be psianimated again, if time permits and if its destruction leaves sufficient body parts to work with.) Unlike standard zombies, psianimate zombies remain animate only so long as you have a power point reserve of at least 1 point. When you go below 1, no matter how far away you are or how many planes removed from your creations, the psianimate zombies you've created and control become inert. When your power point reserve climbs to 1 or higher, your psianimate zombies return to normal, assuming they haven't been destroyed in the meantime. No matter how many times you manifest this power, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess zombies from previous manifestings become uncontrolled (you choose which creatures are released.

Psionic Jar
Telepathy (Cha) Level: Psion 5 Display: Au, Vi Manifestation Time: 1 action Range: Medium (100 ft.+10 ft./level) Area/Effect/Target: One creature Duration: 1 hour/level or until you return to your body Saving Throw: Will negates (see text) Power Resistance: Yes Power Points: 9 By manifesting this power, you place your own soul in a gem or large crystal (known as the psionic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the psionic jar. You may move back to the jar (returning the trapped soul to its body) and attempt to possess another body. The power ends when you send your soul back to your own body (leaving the receptacle empty). To manifest this power, the psionic jar must be within spell range and you must know where it is, though you do not need line of sight or effect to it. When you transfer your soul upon manifesting, your body is, as near as anyone can tell, dead.
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While in the psionic jar, you can sense and attack any life force within 10 feet per manifester level (on the same plane). You do need line of effect from the jar to the creatures. You, however, cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of four or more HD and can determine whether a life force is positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) For example, if two 10th-level characters are attacking a hill giant (12 HD) and four ogres (4 HD), you could determine that there are three stronger and four weaker life forces within range, all with positive energy. You could choose to take over either a stronger or a weaker creature, but which stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by Protection from Evil or a similar ward. You possess the body and force the creatures soul into the psionic jar unless the subject succeeds at a Will save. Failure to take over the host leaves the character's life force in the psionic jar, and the target automatically succeeds at further saving throws if the character attempts to possess its body again. If successful, your life force occupies the host body, and the hosts life force is imprisoned in the psionic jar. You keep most mental abilities and gain some physical abilities, as with Polymorph Other (except that you gets the creatures actual physical abilities, not average ones). As a standard action, you can shift freely from a host to the psionic jar if within range, sending the trapped soul back to its body. The power ends when you shift from the jar to your own body. If the host body is slain, you return to the psionic jar, if within range, and the life force of the host departs (that is, it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the power ends while you are in the psionic jar, you return to your body (or die, if it is out of range or destroyed). If the power ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the psionic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the power, and the power can be dispelled at either the psionic jar or the host. Incorporeal creatures with the psionic jar ability can use a handy, nearby object (not just a gem or crystal) as the psionic jar.

Ray of Dehydration
Deals 7d6 dehydration damage to one subject. Psychokinesis (Con) Level: Psion 4 Display: Vi Manifestation Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Area/Effect/Target: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 7 A ray of hellish heat projects from your "third eye". You must succeed at a ranged touch attack to strike a target with the ray, which deals 7d6 points of damage, as it evaporates moisture from the body of the subject living creature. This power is especially devastating to water elementals and plant creatures, who receive a penalty of 2 to their saving throws.

Ray of Enfeeblement
Ray reduces Str by 1d6 points +1 point/two levels. Psychometabolism (Str) Level: Psion 1 Components: Au, Vi (see text) Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area/Effect/Target: Ray Duration: 1 minute/level Saving Throw: Fort negates
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Power Resistance: Yes Power Points: 1 A coruscating ray springs from your "third eye". You must succeed at a ranged touch attack to strike a target. The subject suffers a 1d6 enhancement penalty to Strength, with an additional 1 per two caster levels (maximum additional penalty of 5). The subjects Strength score cannot drop below 1.

Ray of Paralysis
Causes paralysis to one subject. Psychometabolism (Str) Level: Psion 3 Display: Vi Manifestation Time: 1 action Range: Close (25 ft. + 5 ft. / 2 levels) Area/Effect/Target: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 5 A green, pencil-thin ray of enervating energy shoots from your "third eye". You must succeed at a ranged touch attack to strike a target with the ray, which causes the target to be paralyzed for 3d4 rounds.

Scream of Death
Kills 1 creature/level. Psychokinesis (Con) [Evil] Level: Psion 9 Display: Au Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area/Effect/Target: One living creature/level within a 30-ft-radius spread Duration: Instantaneous Saving Throw: Fort partial Power Resistance: Yes Power Points: 17 You emit a terrible scream that kills creatures who hear it (except for yourself). The spell affects up to one creature per caster level. Creatures closest to the point of origin are affected first. You release a terrible scream of sonic energy laced with negative energy that kills creatures who hear it (except for yourself). Creatures closest to the point of origin are affected first. Creatures who successfully make their saving throw, as well as inanimate objects, still suffer damage from the sonic force of the scream, which deals 13d4 points of damage to each creature and object within its area of effect. Unattended objects also take damage, and the sonic energy can break fragile items. If the damage caused to an interposing barrier shatters or breaks through it, the sound may continue beyond the barrier if the power's range permits; otherwise, it stops there just as any other power effect does.

Seize Heart
You disrupt the subject's heartbeat. Psychokinesis (Con) [Evil] Level: Psion 4 Display: Vi (see text) Manifestation Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area/Effect/Target: One living creature of Huge size or smaller Duration: 2 rounds/level Saving Throw: Fort negates Power Resistance: Yes Power Points: 7
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You telekinetically seize the subjects heart from beating, thereby disrupting the subjects flow of blood through their body. The subjects heart does not automatically beat again while the power's duration lasts. Those who choose to consciously control their heartbeats each round are limited only to partial actions during that round as they consciously force their hearts to beat. Affected creatures can choose to take action normally, but each round they do so they risk blacking out from lack of blood flow carrying oxygen to the vital organs of the body. They must succeed at a Constitution check (DC 10) every round that passes without their heart beating or pass out. Every round that goes by without their heart beating, the DC increases by 1, but the DC drops back to 10 if they concentrate to force their hearts to beat. If a subject fails a Constitution check, it is staggered (0 hp). The following round it drops to -1 hit points and is dying, unless the duration lapses first. Failing a lapse in the power's duration, the subject dies on the third round.

Spontaneous Combustion
Psychokinetic (Con) Level: Psion 4 Display: Au (see text), Vi Manifestation Time: 1 action Range: Short (25 ft. + 5 ft./2 levels) Area/Effect/Target: One creature per 2 manifester levels in a 90-degree arc in front of manifester, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: Fort half Power Resistance: Yes Power Points: 7 This power works along the same principle as Matter Agitation, except that it only affects living matter. You make a ranged touch attack against one target per two manifester levels in a 90-degree arc in front of you, and any successfully hit causes the target's internal temperature to rise rapidly, inflicting 7d4 points of heat damage.

Sympathetic Pain
Cause subject to believe suffered damage is worse than it is. Telepathy (Cha) [Mind-Affecting] Level: Psion 2 Display: Me Manifestation Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area/Effect/Target: One living creature Duration: 1 minute/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 This power causes the subject to believe that any physical wounds it suffers while this power is in effect are worse than they actually are. So strong is this belief that the sheer mental stress causes them to suffer physically, taking an additional 1d6 points of subdual damage each time they suffer physical hit point damage.

Synaptic Shock
Psychokinesis (Con) Level: Psion 1, Psychic Warrior 1 Display: Vi (see text), Me Manifestation Time: 1 action Range: Touch Area/Effect/Target: One living creature Duration: 1 round/level or until discharged (D) Saving Throw: Fortitude half Power Resistance: Yes Power Points: 1

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This power shrouds your hand in a shimmering violet radiance that you can use to cause synaptic damage to an opponent. A successful touch attack causes every synapse in the target's body to overload, causing 1d6 points of subdual damage. Your touch attack, charged with a psionic power, is treated as an armed attack.

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