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Sonic Conduit

Sonic Conduit

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Duration

A ground-quaking vibration emanates in a 10-foot radius around a point you choose within range. Creatures in the area take 4d6 thunder damage and are deafened until the beginning of your next turn. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Any mundane items within the area that are not worn or carried also take damage. On a successful Constitution saving throw, a creature takes half damage and is not deafened.

The damage increases by 1d6 each time your power rating increases beyond III.

Slow Time

Slow Time

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Duration
Concentration ()

You slow down time for yourself. For the duration of the power you gain the following benefits:

  • You gain one additional action on your turn
  • All attacks have disadvantage to hit you
  • You make all saving throws with advantage
  • Your Speed increases by +10 ft.

Surge. You can spend +1 psionic point to increase your Speed by +20 ft. instead, or +2 psionic points to increase it by +30 ft. Additionally, you can spend +2 psionic points to make all attacks with advantage [requires power rating V].

Sense Presence

Sense Presence

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Duration

You sense the presence of psionic creatures, and their psionic rating, within range of the power. You are not able to determine their direction or distance, merely that they are within range of the power; nor are you able to identify the subjects or gain any other information about them.


Surge. You can spend +1 psionic point to increase the effect’s range to 1 mile [requires power rating III].

Remedy

Remedy

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Duration

You infuse a living creature with your psychic energy, healing its injuries. The target regains 1d6 + your psionic ability modifier hit points.


Surge. For every additional +1 psionic points you spend you increase the number of hit points restored by an additional 1d6 hit points.

Read Mind

Read Mind

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Duration
Concentration ()

You scan for thinking creatures in range and probe a creature’s mind to read its thoughts by focusing on it. The creature makes a Wisdom saving throw. On a successful save, you fail to read the creature’s thoughts, and the creature gains an expertise die on saves against this power for the next 24 hours; unlike normal, this expertise die has a maximum of 1d12.

Pyrotechnic Conduit

Pyrotechnic Conduit

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Duration

A burst of flame explodes in a 10-foot radius around a spot you choose within range. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage. On a successful Dexterity saving throw, a creature takes half damage.

The damage increases by 1d6 each time your power rating increases beyond III.

Push Thought

Push Thought

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Duration
Concentration ()

Creatures that cannot be charmed are immune to this power. Suggest an activity phrased in a sentence or two. The target is psychically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the effect of this power.

The target carries out the activity suggested by you as well as it can. The effect of this power ends early once the target has carried out the activity.

Psychic Barrier

Psychic Barrier

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Duration
Concentration ()

You create a psychic barrier which blocks extrasensory intrusion. While the power remains active, no clairsentience power can view, sense, or detect the area covered.


Surge. You can spend +1 psionic point to put the barrier in place for the duration of a long rest [requires power rating IV].

Psychometry

Psychometry

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Duration

You learn a single piece of important information from an object you touch or a location you are in. The size of the location is at the discretion of the Narrator, but is usually not bigger than a single room.

Psychic Thrust

Psychic Thrust

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Duration

You push a target with pure psychic energy. Make a psionic attack roll against the target’s armor class. On a hit you deal 1d4 force damage and push the target 10 feet. Creatures or objects of size Huge or larger, or objects that are anchored (such as doors) are not pushed, but they still take the damage.


Surge. You can spend +1 psionic point to increase the push effect to 10 feet, and +2 psionic points to affect Huge creatures.