PSYCHOPORTATION





PSYCHOPORTATIVE SCIENCES


1: BANISHMENT; With this power, the psionicist can teleport a creature against its will to a pocket dimension and hold it there. The creature being banished must be extremely close-within 5 yards. The pocket dimension is a featureless area with a benign environment-it may be hot or cold, dark or light, but not so much that it will cause injury. Banishment has a boomerang feature. If the psionicist fails to keep the ability going the banished creature automatically returns to it's original location. The creature cannot reappear in a location that now contains other matter,(ie. a doorway that is now closed, or to a spot that has sharp stakes upon it). If this happens, the creature returns to the nearest open space. In another words the psionicist cannot rely on the boomerang feature to kill or harm another creature.

2: PROBABILITY TRAVEL; With probability travel, a psionicist can traverse the astral plane physically as if he's in astral form. This power has a distinct advantage over magical astral travel. When a wizard uses the astral spell, he forms an astral body, which remains connected to his material body by a silvery cord. In contrast, a psionicist using probability travel never leaves his physical form; he brings it along. He has no cord, so, unlike the wizrd, he can never die because his cord has been severed. (on the other hand he can still be blown to bits).

3: SUMMON PLANAR CREATURE; This science allows the psionicist to reach into another plane, grab whatever creature he happens to find there, and teleport it to his own plane. A magical summons offers some control over a planar creature and usually returns that creature to it's home automatically. This psionic power does neither; it merely teleports something. To be rid of the creature, the psionicist must banish it, teleport it again, kill it, or control it somehow. If the creature is intelligent, the psionicist might reason with it. However, the creature will fly into a murderous rage once it discovers it's plight.

4: TELEPORT; Teleport is the essential power within this discipline. It allows the psionicist to teleport to a familiar spot. The destination must be a place that the character knows and can picture mentally--even if he's never actually been there. For example he may know the sight by viewing it thru a crystal ball, a sight link, or even by scanning someone else's mind for the information. The teleport always takes the character to a fixed point, so if it is a wagon..and that wagon is moving the psionicist will appear at the inside of the wagons location..only if the wagon isn't moving, if the wagon is moving, he will hit the ground and be somewhere behind the wagon. Teleportation is instantaneous. The teleporting character simply ceases to exist in his previous location and springs into being at he destination.

5: TELEPORT OTHER; Same as the teleport science, yet this one is used to teleport other beings. The psionicist stays where he is, while he teleports the others. For this form the other being must be willing to be teleported.

6: TIMELESS BODY; Your body temporarily ignores harmful, and helpful, effects. While timeless body is in effect, you are invulnerable to attacks and powers (including beneficial powers); however, all the damage from successful attacks and powers are conferred upon you when timeless body ends. Likewise, the effects of beneficial powers also do not take effect until the power ends. (The spells; durations do not begin until timeless body ends.)

7: PLANAR TRANSPOSITION; Planar transposition is the High Science of Psychoportation. This powerful ability allows the psionicist to switch a portion of the Prime Material Plane for a portion of another plane. If the psionicist transposes his surroundings with one of the Inner (Elemental) Planes or the Ethereal or Astral Planes, the initial cost is 65 PSPs. If he actually summons a portion of an Outer Plane, the initial cost is 130 PSPs. Some possibilities with planar transposition include: creating a temporary oasis by transposing bare desert for a piece of the Elemental Plane of Water, opening a passage through a mountain by transposing a portion of the Ethereal Plane; sending a tower filled with enemy soldiers to the Abyss for a time (no telling what'll be in it when the tower comes back�); or hiding by surrounding oneself with a donut-shaped area of the Demiplane of Shadow or the Quasielemental Plane of Steam.

8: SUMMON PLANAR ENERGIES; Some psionicists can use their minds to unlock the alien energies of other planes. A character with this ability can summon energy from the planes and use it to attack her enemies. Some planes are more useful than others for this purpose-the Para-elemental Planes and Quasi-elemental Planes are most useful for summoning harmful energy. Energy attacks affect one target. Undead creatures must save versus spells or be destroyed by positive energy attacks, and negative energy attacks cause living creatures to save versus spells or lose a level. Regardless of the form of energy used, the victim may attempt a saving throw versus spells for half damage. This power is very taxing, and if a psionicist attempts to summon planar energies more than twice in a single day, she must save versus spells or fall unconscious for 1d6 turns.

9: TIME TRAVEL; Some psychoportationists can extend their powers into the time stream. He may jump a day or 2 in the past or future, or he may try the mind-boggling jump across milennia. Generally the 'farther' he goes, the harder and more costly the trip. If he knows the teleport other power, he may attempt to bring along 1 companion/level for an additional cost of 20 PSP each. While the psychoporter is gone, time keeps running, if he spends 8 hours in the past, he ruturns to a point 8 hours after he left.




PSYCHOPORTIVE DEVOTIONS

1: ASTRAL PROJECTION; Astral projection is similar to probability travel, except the traveler is no accompanied by his physical body. Instead an astral body is created. This astral body immediately leaps into the astral plane. Only creatures or other beings who are also on the astral plane can see it. A silvery cord connects the astral body to the phsyical body. Nearly all astral travelers have such a cord. It is visible as a translucent string which stretches 10 feet from the astral body then becomes invisible and intangible. If the cord is severed both bodies die. This cord is nearly indestructable, however. Usually it can be severed only by the psychic wind at it's most powerful or by the silver swords of the githyanki.

2: DIMENSIONAL DOOR; Like teleportation, a dimensional door takes a being from one location to another. The similarity stops there, however. With dimensional door, the psionicist opens a man-sized portal which leads to the edge of another dimension. The edge acts as a lightning quick transit system, carrying travelers to a destination chosen by the psionicist who uses this power. When the psionicist uses this devotion he creates a door leading into the alternate dimension. The door is a vaguely outlined portal, which appears in front of the psionicist. At the same time, an identical portal appears wherever he wants it, within range. The door can have whatever orientation the psioinicist choose. If someone, (including the psionicist) steps into either portal, he immediately steps out of the other. For many years this transit was thought to be instantaneous, but arduous experiments by Larue d'jar Azif of Dhaztanar have proved that a very tiny bit of time does elapse. What this means is still unkown. People or things who only shove an arm through the portal suffer intense pain. Fools who poke their head through a portal can lose up to 50% of their health. Inanimate objects suffer nothing, in fact you can attack with missile attacks thru the portals.

3: DIMENSION WALK; With dimension walk, a psionicist can travel from place to place in his own dimension by peircing other dimensions at right angles. This has two advantages over a dimensional door: 1) a dimension walk is not physically painful, 2) the range of travel is greater. The dimension walker opens up a vaguely shimmering portal. Only the psionicist who opened the portal can enter it. As soon as he does, the portal closes behind him. He finds himself engulfed by an inky grayness that is virtually without features. The effect is one of extreme sensory depravation. He has no map, and must rely on his own instincts, so getting lost is a possibility

4: DREAM TRAVEL; Dream travel is a powerful but unreliable means of getting from here to there. The traveler journeys in his dreams, and awakes wherever his nocturnal wondering carried him. The psionicist can even take others with him. To use dream travel the psionicist must be asleep. Once asleep, he begins fashioning a dream that involves traveling from his present location to his intended destination. Note, yet again you can get lost doing this, as the destination may not exactly be what it is you dreamed.

5: TELEPORT TRIGGER; A teleport trigger is a programmed event which causes the psionicist to instantly and reflexively teleport to a safe location. He must define very specifically what conditions will trigger the teleportation. These can be anything he wants, but the teleport will not be triggered unless he is aware that the conditions have been met. The most common trigger teleport, is when the psionicist suffers signigicant damage and is close to death.

6: TIME/SPACE ANCHOR; This power protects the psionicist against unwanted teleportation. When a time/space anchor is in effect, the psionicist cannot be teleported against his will unless he loses a psychic battle. Anyone and anything within a 3 yard radius can also be protected with this same anchor. This power cannot prevent someone from teleporting themselves away, it only prevents teleporting from an outside source.

7: PLANE SHIFT; The psionicst moves himself and some other creature to another plane of existence or alternate dimension. If several willing beings link hands in a circle up to 8 can be affected by the plane shift at the same time. From the prime material plane (the realm we are in now) the psionicist can reach any other plane, though pinpoint accuracy isn't possible in the least. Plane shift transports the creatures instantaneously and then ends. The creatures need to find other means if they are to travel back. If dark energy creatures are shifted into heaven their abilities become greatly reduced, and the converse is true. The creature that is plane shifted with the psionicist must take one turn in order to get his bearing straightened out, as he is no longer where he once thought he was.

8: DIVERT TELEPORT; With this power the telepath can divert any being's teleporting to anywhere he chooses. This power works on both outgoing and incoming teleportations, be it via magical means or psionic teleports. However the location of the diversion must be a location to which the psionicist himself has teleported or has been to before. This affects any being teleporting into or out of an area that is measured in 470 feet in radius being measured with center point as the psionicist. (the base 100 feet plus 10 feet per level).

9: WORMHOLE; This power resembles dimension door, but on a much larger scale. One end must open within 20 yards of the psychoporter, though it may have any orientation and be of any size up to 10' X 10'. The opening can be made larger, doubling it's side length gives a -2 to the power check. This can be cumulative. If an object cannot fit inside the wormhole's mouth it cannot be transported. The other end of the wormhole can be anyplace the psychoporter knows well or one he can reference from his current location (any in sight, or simply '10 miles south'). Once created the mouth is motionless, anything could pass through, instantly transported to the other side.

10: BLINK; By using the blink power, the psionicist initiates a series of random, short-range teleportations that make him very hard to hit in combat. Each round, the psionicist will automatically blink once at a randomly determined time in the initiative order, roll 1d10 and note the initiative number of the blink. In order to strike at the psionicist, his opponents must have a better initiative then his blink time. Each blink carries the psionicist 3d10 feet in a random direction. (Roll 1d8: 1 = right ahead, 2 = ahead and to the right, 3 = to the right, and so on.) However, the psionicist's blinks will never carry him into a solid object or any kind of danger, such as a fire or cliff-edge. The psionicist will automatically blink away before his enemies can strike at him.

11: DIMENSION BLADE; A psychoporter can use his control of dimensions to make a 2 dimensional blade out of practically any weapon, even bludgeoning. Only flexible weapons (whip, lasso, flail) cannot be made into dimension blades. While the power is in effect, physical armor is ignored, dexterity and magic are all that count. For monsters the DM decides how much of it's AC is from quickness and how much is from thick-armor like hide (which is ignored). In addition to this the blade has a +2 to hit and damage. The infinitely sharp blade can also be used to cleanly sever inanimate objects, like an opponent's weapon, a stone pillar, or the axle of a wagon. The object must save vs. disintegrate or be sliced in half.

12: DIMENSIONAL SCREEN; This power allows the psionicist to wrap a dimensional door around his body to protect him from his enemies' attacks. The screen is a shimmering cylinder as tall as the psionicist that surrounds him at a range of two feet. Any missile or hand-held weapon that strikes the screen is instantly transported to a corresponding point on the other side-so arrows and spears pass through the space occupied by the psionicist without harming him, or even being impeded in their flight. The protection of the screen also applies to creatures trying to attack with tooth or claw, or other characters trying to grapple the psionicist. They pass through the screen, emerging on the opposite side. Most forms of energy, such as lightning bolts or flames, will also be diverted by the screen. The dimensional screen has two limitations. First, the psionicist can't pierce his own screen with any weapon or form of energy (although some psionic powers may be used to mount indirect attacks on opponents outside the screen). Secondly, the screen fails if an object larger than the screen moves into contact with it-so the psionicist can't run through a mountain, or ignore the charge of a raging mekillot. Clever opponents may find ways to attack the psionicist inside his screen. Magical spells like charm person, sleep, or cloudkill project no energy. Psionic powers also may penetrate the screen, as described above.

13: PHASE; This power allows the psychoporter to shift his body's molecules into a different frequency of motion, making him ghostly and transparent to the unphased world around him. The psychoporter can walk through solid matter; his enemy's weapons will pass through him, and no physical force or energy can harm him. He can be affected by other phased creatures or objects, though. A phased character is not affected by gravity, however he will retain his momentum, but he cannot be harmed by collision with solid objects. He can move over solid ground at his normal movement rate, over water/silt/quicksand at 1/2 normal move, and through solid matter at 1/4 normal move. He can move vertically at a rate of 10'/round. If the character fails to maintain the power while passing through solid matter, he takes 3d10 damage, falls into a coma for d6 hours, and becomes trapped in the border ethereal. It is difficult to achieve contact with a phased mind. Any psionic attack suffers a -4 penalty to his power score, and the psychoporter saves at +2 vs. any mind affecting magic or effects. Of course, these same penalties affect the psychoporter's attacks on the unphased world.

14: TELEPORT TRACE; This power allows a psionicist to "trace" onto another being, and if that being should teleport (magically or psionically) for any reason, the psionicist will have the option that round, and that round only, to teleport to the same place as the "tagged" creature did. If the psionicist opts not to immediately follow, the trace is lost. The trace needs to be made while the psionicist can see the creature it is locking onto, but after the trace is established, distance between the two makes no difference. If the psionicist decides to follow, the character must pay the PSP costs and make a power check as he would using the Teleport power, with all the appropriate penalties based upon distance. If the psionicst does not have enough PSPs, then the Teleport fails.

15: TIME DILATION; This power allows the psychoporter to affect the flow of the timestream with respect to himself, speeding or slowing it. This has effects similar to those of a Haste or Slow spell. This is maintained for a number of rounds (subjective to himself) equal to the psychoporter's level for a haste. Movement, attacks, Spellcasting and psionics are all speeded up. How ever any non-internal spell or psion that is used stands a chance of being disrupted. A save vs. Spells is made, success indicates the spell/ psion is not disrupted. If the psychoporter slows himself, the power lasts for 10X his level in (subjective) minutes. He can end the power at any time, but her perceptions are slowed so much that she is automatically surprised by any enemy that approaches. Note that he consumes food, water and is affected by poison at his subjective pace so this can be used reduce water consumption or to slow poison. If the psionicist is maintaining any other psionic powers, they are paid for only on his subjective rounds. If a psionicist was on a ship that sank, he could levitate and use time dilation to hover over the sea until another ship came along, since she is only paying the maintenance cost for levitation in her own creeping time frame.

16: TIME DUPLICATE; This power allows the psionicist to travel forward in time to borrow a future self, bringing it back to aid him in the present and creating an identical duplicate of himself. The psionicist only travels a round or two into the future, and creates a strange hiccup in his own existence. The net effect looks something like this: First Round: The psionicist initiates the power. To observers, it looks as if nothing has happened. Second Round: The psionicist's self from round three arrives, so there are now two psionicists. Both can act normally during this round, but the future self gains some advantages since he's already lived through this round once and knows what to expect. Third Round: The psionicist journeys back to round two to help himself, so there are no psionicists here. He has no existence at all during this round. Fourth Round: The future psionicist who was borrowed from round three returns at the same spot and in the some condition he was in when round two ended. The time duplicate has ended. In the second round, the future self has the option of automatically winning the initiative (since he knows what's going to happen) or holding his attacks until the end of the round. In any event, the future self gains a -4 bonus to Armor Class, +4 bonus to saving throws, and a +2 bonus to any attack rolls he makes. If the future self is injured or killed, there is no effect on the present psionicist, other than the fact that he can cringe in anticipation of the wounds he's going to get and possibly die from. However, any injuries to the present self are immediately duplicated on the person of the future psionicist.

17: TIME SHIFT; Time shifting allows the psychoporter to travel up to 3 rounds into the future and observe things until time catches up with him. He sees everything frozen around him, just as it will be when that moment in the future actually arrives. The psychoporter enters a different reality when he uses this power. no one in the 'still life' that surrounds him can see or detect him in any way. He can move freely through the environment, putting himself wherever he wants to be (subject to normal movement rules) when he returns to normal time. But he cannot affect anything around him, nor can anything affect him. Even two time shifted people are completely invisible to each other. To the people in real time, the person simply vanishes and then reappears sometime later. The power will not break contact, if someone established contact or tangents with the shifter- and continue to pay the maintenance cost- then the tangents or contact will still be in effect when the shifter's time has caught up to him again. The psychoporter can leap into the future and maneuver into position for an attack. In that case the shifter receives a +4 bonus to hit. If shifted far enough into the future, he could even escape.

18: BALEFUL TELEPORT; You psychoportively disperse minuscule portions of the subject, dealing at a min. 9d6 points of damage. Targets are protected from the effects of a baleful teleport by dimensional anchor. This ability lets the psion to pick and choose which body parts of his target to disperse in this manner, note it doesn't affect an entire appendage, but say from the wrist down so that he drops his sword, or maybe from the ankle down to where he falls over from no longer having two feet all of a sudden, or maybe even the top portion of his skull.

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