PSIONIC WEAPONS


PSIONIC WEAPONS





Although they generally follow the rules for magic weapons, psionic weapons can differ from mundane and magic weapons in their design. Most possess some crystal components, and some are are completely composed of crystal. Many also sport intricate traceries along the blade or shaft, which flicker now and then as if channeling flows of psychic energy.

Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All psionic weapons are also masterwork weapons, but their masterwork bonus to attack does not stack with their enhancement bonus to attack.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (for example, daggers) can also be used as ranged weapons. In this case their enhancement bonus applies to either type of attack.

Many psionic weapons only have enhancement bonuses. Such items can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.

MENTALLY AUDIBLE: Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental "noises" when first drawn, at first blood, or when they slay a significant enemy. These telepathic weapons are obviously psionic. Such a weapon can't be concealed from creatures within 15 feet when drawn, nore can it's mental "soundtrack" be curbed.




1: BODY FEEDER; All body feeder weapons have a special ability that functions on scoring a successful critical hit. A body feeder weapon grants it's weilder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for a total of 10 minutes or untill removed by an enemy hit which draws damage.

2: CHARGED; Upon Command, this weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Charged weapons deal +1D6 points of bonus damage on any hit. Bows, crossbows, and slings bestow the energy upon their ammunition.

3: PSYCHOKINETIC BURST; This weapon releases a blast of destructive psionic energy upon striking any critical hit. Psychokinetic burst weapons deal +1D10 points of bonus damage on any critical hit. If the weapon's critical hit multiplier is X3, add +2D10 points of bonus damage instead, and if the multiplier is X4 add +3D10 points of bonus damage. Bows, crossbows, and slings bestow this energy upon their ammunition.

4: COUP DE GRACE; Coup de grace weapons are exceptionally dangerous. Once per day, the weilder can use a full attack action to make one attack that, if it hits, strikes as if the weilder had delivered a coup de grace. On a miss, the use is wasted for the day. Bows, crossbows, and slings bestow this power on their ammunition.

5: DISLOCATOR; The weilder of this weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe will be teleported 1-100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this power on their ammunition.

6: DISSIPATER; This weapon is devastating to creatures and objects composed of or originially formed from ectoplasm such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the Metacreativity discipline. Against qualifiying targets, a dissipater weapon ignores damage reduction and treats all successful hits as critical hits.

7: GREAT DISLOCATOR; Same as the DISLOCATOR, but this weapon will send the foe into a random alternate plane of existence (such as the Astral Plane, the Plane of Shadows, or even the Abyss). Once again, bows, crossbows, and slings bestow this ability upon their ammunition.

8: IMPACT; Impact weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal +4 points of bonus damage on each successful strike, in addition to the weapon's enhancement bonus. Bows, crossbows, and slings bestow the bonus damage upon their ammunition.

9: MINDCRUSHER; Any psionic creature struck in combat by this weapon loses a number of power points equal to the points of damage dealt. A creature that is out of power points, or a psionic creature that freely manifests its powers, must succeed at a will save or take 1d2 points of temporary wisdom damage.

10: MIND FEEDER; All feeder weapons have a special ability that functions on scoring a successful critical hit. A mind feeder weapon grants its wielder temporary power points equal to the total damage dealt by a successful critical hit. These temporary power points last 10 minutes. The weilder gains power points even if the target has none.

11: PARRYING; The weapon perceives an instant into the future, and of it's own accord parries melee and ranged attacks aimed at the wielder.

12: POWER STORING; A power storing weapon allows a manifester to store a single targeted psionic power in the weapon. (The power must have a manifestation time of 1 action.) Any time the weapon strike a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a free action if the wielder desires. Once the power has been manifested, the weapon is empty and a manifester can imbed any other targeted power back into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. Psionic attack modes cannot be stored.

13: PSIBANE; A psibane weapon is crafted to oppose psionic beings. It deals +2D6 points of bonus damage against all psionic opponents. It bestows one negative level on any psionic creatuer attempting to wield it. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negatibe level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition.

14: SOUL FEEDER; All feeder weapons have a special ability that functions on scoring a successful critical hit. On a successful critical hit, a soul feeder weapon bestows one negative level on the foe. One day after being struck if the subject doesn't "save" it's lost level, then it will lose one character level for every critical strike endured.

15: SUNDERING; This weapon allows a wielder with the sunder feat to attack opponents weapons as if with the GREAT SUNDER feat. Only one such attempt is allowed per turn.

16: SUPPRESSION; An opponent or object being struck by this weapon is subject to a targeted negate psionics power. The wielder chooses the level of the power to be negated. Bows, crossbows, and slings bestow this negating effect upon their ammunition but may do so only 3 times per day.

17: TELEPORTING; This ability can only be imbedded in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature's empty hand on the round following the round that it was thrown, just before that creature's turn. It is therefore ready to use again that turn.

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