The description of each psychic power is presented in a standard
format. Each category of information is explained and defined below.
NAME
The first line of every psychic power description gives the name by
which the psychic power is generally known.
DESIGNATION (subdesignation)
Beneath the psychic power name is a line giving the designation of psychic
(and the subdesignation, if appropriate) that the psychic power belongs to.
Almost every psychic power belongs to one of eight designations of psychic
powers. A designation of psychic powers is a group of related psychic powers
that work in similar ways. A small number of psychic powers (arcane mark, permanency,
prestidigitation) are universal, belonging to no designation.
Abjurations are protective psychic powers. They create physical or psychic
barriers, negate psychic or physical abilities, harm trespassers, or even
banish the subject of the psychic power to another plane of existence.
If one abjuration psychic power is active within 10 feet of another
for 24 hours or more, the psychic fields interfere with each other and create
barely visible energy fluctuations. The DC to find such psychic powers with the
Search skill drops by 4.
If an abjuration creates a barrier that keeps certain types of
creatures at bay, that barrier cannot be used to push away those creatures. If
you force the barrier against such a creature, you feel a discernible pressure
against the barrier. If you continue to apply pressure, you end the psychic
power.
Each conjuration psychic power belongs to one of five subdesignations.
Conjurations bring manifestations of objects, creatures, or some form of energy
to you (the summoning subdesignation), actually transport creatures from
another plane of existence to your plane (calling), heal (healing), transport
creatures or objects over great distances (teleportation), or create objects or
effects on the spot (creation). Creatures you conjure usually, but not always,
obey your commands.
A creature or object brought into being or transported to your
location by a conjuration psychic power cannot appear inside another creature
or object, nor can it appear floating in an empty space. It must arrive in an
open location on a surface capable of supporting it.
The creature or object must appear within the psychic power’s
range, but it does not have to remain within the range.
Calling: A calling psychic power transports a
creature from the Immaterium – the dark effluvial dimension that exists
parallel or overlapping with the material one. Calling on the Immaterium is
dangerous stuff because within the warp space of the effluvium live the daemons
of chaos. The psychic power grants the creature the one-time ability to return
to the warp, although the psychic power may limit the circumstances under which
this is possible. Creatures who are called actually die when they are killed;
they do not disappear and reform, as do those brought by a summoning psychic
power (see below). The duration of a calling psychic power is instantaneous,
which means that the called creature can’t be nullified.
Creation: A creation psychic power manipulates matter to create an
object or creature in the place the psychic powercaster designates (subject to
the limits noted above). If the psychic power has a duration other than
instantaneous, psychic holds the creation together, and when the psychic power
ends, the conjured creature or object vanishes without a trace. If the psychic
power has an instantaneous duration, the created object or creature is merely
assembled through psychic. It lasts indefinitely and does not depend on psychic
for its existence.
Healing: Certain divine conjurations heal creatures or even bring
them back to life.
Summoning: A summoning psychic power instantly
brings a creature or object from the warp to a place you designate. When the psychic
power ends or is nullified, a summoned creature is instantly sent back to the
warp, but a summoned object is not sent back unless the psychic power
description specifically indicates this. A summoned creature also goes away if
it is killed or if its hit points drop to 0 or lower. It is not really dead. It
takes 24 hours for the creature to reform, during which time it can’t be
summoned again.
When the psychic power that summoned a creature ends and the
creature disappears, all the psychic powers it has cast expire. A summoned
creature cannot use any innate summoning abilities it may have, and it refuses
to cast any psychic powers that would cost it XP, or to use any psychic-like
abilities that would cost XP if they were psychic powers.
Teleportation: A teleportation psychic power
transports one or more creatures or objects a great distance. The most powerful
of these psychic powers can transport you to other planets. Unlike summoning psychic
powers, the transportation is (unless otherwise noted) one-way and not nullifiable.
Divination psychic powers enable you to learn secrets long
forgotten, to predict the future, to find hidden things, and to foil deceptive psychic
powers.
Many divination psychic powers have cone-shaped areas. These move
with you and extend in the direction you look. The cone defines the area that
you can sweep each round. If you study the same area for multiple rounds, you
can often gain additional information, as noted in the descriptive text for the
psychic power.
Scrying: A scrying psychic power creates an
invisible psychic sensor that sends you information. Unless noted otherwise,
the sensor has the same powers of sensory acuity that you possess. This level
of acuity includes any psychic powers or effects that target you, but not psychic
powers or effects that emanate from you. However, the sensor is treated as a
separate, independent sensory organ of yours, and thus it functions normally
even if you have been blinded, deafened, or otherwise suffered sensory
impairment.
Any creature with an Intelligence score of 12 or higher can notice
the sensor by making a DC 20 Intelligence check. The sensor can be nullified as
if it were an active psychic power.
Heavy synthetic metalloid sheeting or psychic protection blocks a
scrying psychic power, and you sense that the psychic power is so blocked.
Enchantment psychic powers affect the minds of others, influencing
or controlling their behavior.
All enchantments are mind-affecting psychic powers. Two types of
enchantment psychic powers grant you influence over a subject creature.
Charm: A charm psychic power changes how the
subject views you, typically making it see you as a good friend.
Compulsion: A compulsion psychic power forces the
subject to act in some manner or changes the way her mind works. Some
compulsion psychic powers determine the subject’s actions or the effects on the
subject, some compulsion psychic powers allow you to determine the subject’s
actions when you cast the psychic power, and others give you ongoing control
over the subject.
Evocation psychic powers manipulate energy or tap an unseen source
of power to produce a desired end. In effect, they create something out of
nothing. Many of these psychic powers produce spectacular effects, and
evocation psychic powers can deal large amounts of damage.
Illusion psychic powers deceive the senses or minds of others. They
cause people to see things that are not there, not see things that are there,
hear phantom noises, or remember things that never happened.
Figment: A figment psychic power creates a false
sensation. Those who perceive the figment perceive the same thing, not their
own slightly different versions of the figment. (It is not a personalized
mental impression.) Figments cannot make something seem to be something else. A
figment that includes audible effects cannot duplicate intelligible speech
unless the psychic power description specifically says it can. If intelligible
speech is possible, it must be in a language you can speak. If you try to
duplicate a language you cannot speak, the image produces gibberish. Likewise,
you cannot make a visual copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot
produce real effects the way that other types of illusions can. They cannot
cause damage to objects or creatures, support weight, provide nutrition, or
provide protection from the elements. Consequently, these psychic powers are
useful for confounding or delaying foes, but useless for attacking them
directly.
A figment’s AC is equal to 10 + its size modifier.
Glamer: A glamer psychic power changes a
subject’s sensory qualities, making it look, feel, taste, smell, or sound like
something else, or even seem to disappear.
Pattern:
Like a figment, a
pattern psychic power creates an image that others can see, but a pattern also
affects the minds of those who see it or are caught in it. All patterns are
mind-affecting psychic powers.
Phantasm: A phantasm psychic power creates a mental image that usually
only the caster and the subject (or subjects) of the psychic power can
perceive. This impression is totally in the minds of the subjects. It is a
personalized mental impression. (It’s all in their heads and not a fake picture
or something that they actually see.) Third parties viewing or studying the
scene don’t notice the phantasm. All phantasms are mind-affecting psychic powers.
Shadow: A shadow psychic power creates
something that is partially real from extradimensional energy. Such illusions
can have real effects. Damage dealt by a shadow illusion is real.
Saving Throws
and Illusions (Disbelief ): Creatures
encountering an illusion usually do not receive saving throws to recognize it
as illusory until they study it carefully or interact with it in some fashion.
A successful saving throw against an illusion reveals it to be
false, but a figment or phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice
something is amiss. A character faced with proof that an illusion isn’t real
needs no saving throw. If any viewer successfully disbelieves an illusion and
communicates this fact to others, each such viewer gains a saving throw with a
+4 bonus.
Necromancy psychic powers manipulate the power of death, unlife,
and the life force.
Transmutation psychic powers change the properties of some
creature, thing, or condition.
[DESCRIPTOR]
Appearing on the same line as the designation and subdesignation,
when applicable, is a descriptor that further categorizes the psychic power in
some way. Some psychic powers have more than one descriptor.
The descriptors are acid, air, chaos, cold, darkness, death, earth,
electricity, fear, fire, force, holy, language-dependent, light,
mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but
they govern how the psychic power interacts with other psychic powers, with
special abilities, with unusual creatures, with alignment, and so on.
A language-dependent psychic power uses intelligible language as a
medium for communication. If the target cannot understand or cannot hear what
the caster of a language-dependant psychic power says the psychic power fails.
A mind-affecting psychic power works only against creatures with an
Intelligence score of 1 or higher.
LEVEL
The next line of a psychic power description gives the psychic
power’s level, a number between 0 and 9 that defines the psychic power’s
relative power. This number is preceded by an abbreviation for the type of
psyker whose members can cast the psychic power (such as Mystic or Arc/Inn for
Arcane and Innate casters). A psychic power’s level affects the DC for any save
allowed against the effect.
COMPONENTS
A psychic power’s components are what you must do or possess to
cast it. The Components entry in a psychic power description includes
abbreviations that tell you what type of components it has. Specifics for
material, focus, and XP components are given at the end of the descriptive
text. Usually you don’t worry about components, but when you can’t use a
component for some reason or when a material or focus component is expensive,
then the components are important.
Verbal (V):
A verbal component is a
spoken incantation. To provide a verbal component, you must be able to speak in
a strong voice. A silence psychic power or a gag spoils the incantation
(and thus the psychic power). A psychic powercaster who has been deafened has a
20% chance to spoil any psychic power with a verbal component that he or she
tries to cast.
Somatic (S): A somatic component is a measured and
precise movement of the hand. You must have at least one hand free to provide a
somatic component.
Material (M): A material component is one or more
physical substances or objects that are annihilated by the psychic power
energies in the casting process. Unless a cost is given for a material
component, the cost is negligible. Don’t bother to keep track of material
components with negligible cost. Assume you have all you need as long as you
have your psychic power component pouch.
Focus (F): A focus component is a prop of some sort. Unlike a material
component, a focus is not consumed when the psychic power is cast and can be
reused. As with material components, the cost for a focus is negligible unless
a price is given. Assume that focus components of negligible cost are in your psychic
power component pouch.
Mystic Focus
(DF): A mystic focus
component is an item of spiritual significance. The mystic focus for a seer is
normally a holy symbol appropriate to the character’s faith.
If the Components line includes F/MF or M/MF, the arcane version of
the psychic power has a focus component or a material component (the
abbreviation before the slash) and the mystic version has a mystic focus
component (the abbreviation after the slash).
XP Cost (XP): Some powerful psychic powers entail an
experience point cost to you. No psychic power can restore the XP lost in this
manner. You cannot spend so much XP that you lose a level, so you cannot cast
the psychic power unless you have enough XP to spare. However, you may, on
gaining enough XP to attain a new level, use those XP for casting a psychic
power rather than keeping them and advancing a level. The XP are treated just
like a material component—expended when you cast the psychic power, whether or
not the casting succeeds.
CASTING TIME
Most psychic powers have a casting time of 1 standard action.
Others take 1 round or more, while a few require only a free action.
A psychic power that takes 1 round to cast is a full-round action.
It comes into effect just before the beginning of your turn in the round after
you began casting the psychic power. You then act normally after the psychic
power is completed.
A psychic power that takes 1 minute to cast comes into effect just
before your turn 1 minute later (and for each of those 10 rounds, you are
casting a psychic power as a full-round action, just as noted above for 1-
round casting times). These actions must be consecutive and uninterrupted, or
the psychic power automatically fails.
When you begin a psychic power that takes 1 round or longer to
cast, you must continue the concentration from the current round to just before
your turn in the next round (at least). If you lose concentration before the
casting is complete, you lose the psychic power.
A psychic power with a casting time of 1 free action doesn’t count
against your normal limit of one psychic power per round. However, you may cast
such a psychic power only once per round. Casting a psychic power with a
casting time of 1 free action doesn’t provoke attacks of opportunity.
You make all pertinent decisions about a psychic power (range,
target, area, effect, version, and so forth) when the psychic power comes into
effect.
RANGE
A psychic power’s range indicates how far from you it can reach, as
defined in the Range entry of the psychic power description. A psychic power’s
range is the maximum distance from you that the psychic power’s effect can
occur, as well as the maximum distance at which you can designate the psychic
power’s point of origin. If any portion of the psychic power’s area would
extend beyond this range, that area is wasted. Standard ranges include the
following.
Personal: The psychic power affects only you.
Touch: You must touch a creature or object to
affect it. A touch psychic power that deals damage can score a critical hit
just as a weapon can. A touch psychic power threatens a critical hit on a
natural roll of 20 and deals double damage on a successful critical hit. Some
touch psychic powers allow you to touch multiple targets. You can touch as many
willing targets as you can reach as part of the casting, but all targets of the
psychic power must be touched in the same round that you finish casting the psychic
power.
Close: The psychic power reaches as far as 25
feet away from you. The maximum range increases by 5 feet for every two full caster
levels.
Medium: The psychic power reaches as far as 100
feet + 10 feet per caster level.
Long: The psychic power reaches as far as 400
feet + 40 feet per caster level.
Unlimited: The psychic power reaches anywhere on
the same plane of existence.
Range
Expressed in Feet: Some
psychic powers have no standard range category, just a range expressed in feet.
AIMING A PSYCHIC POWER
You must make some choice
about whom the psychic power is to affect or where the effect is to originate,
depending on the type of psychic power. The next entry in a psychic power
description defines the psychic power’s target (or targets), its effect, or its
area, as appropriate.
Target or Targets: Some psychic powers have a target or targets. You cast
these psychic powers on creatures or objects, as defined by the psychic power
itself. You must be able to see or touch the target, and you must specifically
choose that target. You do not have to select your target until you finish
casting the psychic power.
If the target of a psychic power is yourself (the psychic power
description has a line that reads Target: You), you do not receive a saving
throw, and power resistance does not apply. The Saving Throw and Power
resistance lines are omitted from such psychic powers.
Some psychic powers restrict you to willing targets only. Declaring
yourself as a willing target is something that can be done at any time (even if
you’re flat-footed or it isn’t your turn). Unconscious creatures are
automatically considered willing, but a character who is conscious but immobile
or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned,
or stunned) is not automatically willing.
Some psychic powers allow you to redirect the effect to new targets
or areas after you cast the psychic power. Redirecting a psychic power is a
move action that does not provoke attacks of opportunity.
Effect:
Some psychic powers create or summon things rather than affecting things that
are already present.
You must designate the location where these things are to appear,
either by seeing it or defining it. Range determines how far away an effect can
appear, but if the effect is mobile it can move regardless of the psychic power’s
range.
Ray: Some
effects are rays. You aim a ray as if using a ranged weapon, though typically
you make a ranged touch attack rather than a normal ranged attack. As with a
ranged weapon, you can fire into the dark or at an invisible creature and hope
you hit something. You don’t have to see the creature you’re trying to hit, as
you do with a targeted psychic power. Intervening creatures and obstacles,
however, can block your line of sight or provide cover for the creature you’re
aiming at.
If a ray psychic power has a duration, it’s the duration of the
effect that the ray causes, not the length of time the ray itself persists.
If a ray psychic power deals damage, you can score a critical hit
just as if it were a weapon. A ray psychic power threatens a critical hit on a
natural roll of 20 and deals double damage on a successful critical hit.
Spread: Some
effects, notably clouds and fogs, spread out from a point of origin, which must
be a grid intersection. The effect can extend around corners and into areas
that you can’t see. Figure distance by actual distance traveled, taking into
account turns the psychic power effect takes. When determining distance for
spread effects, count around walls, not through them. As with movement, do not
trace diagonals across corners. You must designate the point of origin for such
an effect, but you need not have line of effect (see below) to all portions of
the effect.
Area: Some psychic
powers affect an area. Sometimes a psychic power description specifies a
specially defined area, but usually an area falls into one of the categories
defined below.
Regardless of the shape of the area, you select the point where the
psychic power originates, but otherwise you don’t control which creatures or
objects the psychic power affects. The point of origin of a psychic power is
always a grid intersection. When determining whether a given creature is within
the area of a psychic power, count out the distance from the point of origin in
squares just as you do when moving a character or when determining the range
for a ranged attack. The only difference is that instead of counting from the
center of one square to the center of the next, you count from intersection to
intersection.
You can count diagonally across a square, but remember that every
second diagonal counts as 2 squares of distance. If the far edge of a square is
within the psychic power’s area, anything within that square is within the psychic
power’s area. If the psychic power’s area only touches the near edge of a
square, however, anything within that square is unaffected by the psychic power.
Burst, Emanation, or Spread: Most psychic powers that affect an area function as a
burst, an emanation, or a spread. In each case, you select the psychic power’s
point of origin and measure its effect from that point.
A burst psychic power affects whatever it catches in its area, even
including creatures that you can’t see. It can’t affect creatures with total
cover from its point of origin (in other words, its effects don’t extend around
corners). The default shape for a burst effect is a sphere, but some burst psychic
powers are specifically described as cone-shaped. A burst’s area defines how
far from the point of origin the psychic power’s effect extends.
An emanation psychic power functions like a burst psychic power,
except that the effect continues to radiate from the point of origin for the
duration of the psychic power. Most emanations are cones or spheres.
A spread psychic power spreads out like a burst but can turn
corners. You select the point of origin, and the psychic power spreads out a
given distance in all directions. Figure the area the psychic power effect
fills by taking into account any turns the psychic power effect takes.
Cone, Cylinder, Line, or Sphere: Most psychic powers that affect an area have a particular
shape, such as a cone, cylinder, line, or sphere.
A cone-shaped psychic power shoots away from you in a
quarter-circle in the direction you designate. It starts from any corner of
your square and widens out as it goes. Most cones are either bursts or
emanations (see above), and thus won’t go around corners.
When casting a cylinder-shaped psychic power, you select the psychic
power’s point of origin. This point is the center of a horizontal circle, and
the psychic power shoots down from the circle, filling a cylinder. A
cylinder-shaped psychic power ignores any obstructions within its area.
A line-shaped psychic power shoots away from you in a line in the
direction you designate. It starts from any corner of your square and extends
to the limit of its range or until it strikes a barrier that blocks line of
effect. A line-shaped psychic power affects all creatures in squares that the
line passes through.
A sphere-shaped psychic power expands from its point of origin to
fill a spherical area. Spheres may be bursts, emanations, or spreads.
Creatures: A
psychic power with this kind of area affects creatures directly (like a targeted
psychic power), but it affects all creatures in an area of some kind rather
than individual creatures you select. The area might be a spherical burst , a
cone-shaped burst, or some other shape.
Many psychic powers affect “living creatures,” which means all
creatures other than constructs and undead. Creatures in the psychic power’s
area that are not of the appropriate type do not count against the creatures
affected.
Objects: A psychic
power with this kind of area affects objects within an area you select (as
Creatures, but affecting objects instead).
Other: A psychic
power can have a unique area, as defined in its description.
(S) Shapeable: If an Area or Effect entry ends with “(S),” you can shape the psychic
power. A shaped effect or area can have no dimension smaller than 10 feet. Many
effects or areas are given as cubes to make it easy to model irregular shapes.
Three-dimensional volumes are most often needed to define aerial or underwater
effects and areas.
Line of Effect: A line of effect is a straight, unblocked path that indicates what
a psychic power can affect. A line of effect is canceled by a solid barrier.
It’s like line of sight for ranged weapons, except that it’s not blocked by
fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you cast a psychic
power on or to any space in which you wish to create an effect. You must have a
clear line of effect to the point of origin of any psychic power you cast.
A burst, cone, cylinder, or emanation psychic power affects only an
area, creatures, or objects to which it has line of effect from its origin (a
spherical burst’s center point, a cone-shaped burst’s starting point, a
cylinder’s circle, or an emanation’s point of origin).
An otherwise solid barrier with a hole of at least 1 square foot
through it does not block a psychic power’s line of effect. Such an opening
means that the 5-foot length of wall containing the hole is no longer
considered a barrier for purposes of a psychic power’s line of effect.
DURATION
A psychic power’s Duration entry tells you how long the psychic
energy of the psychic power lasts.
Timed
Durations: Many durations are measured in rounds,
minutes, hours, or some other increment. When the time is up, the psychic goes
away and the psychic power ends. If a psychic power’s duration is variable the
duration is rolled secretly (the caster doesn’t know how long the psychic power
will last).
Instantaneous: The psychic power energy comes and goes
the instant the psychic power is cast, though the consequences might be
long-lasting.
Permanent: The energy remains as long as the effect does. This means
the psychic power is vulnerable to nullify psychic.
Concentration: The psychic power lasts as long as you
concentrate on it. Concentrating to maintain a psychic power is a standard
action that does not provoke attacks of opportunity. Anything that could break
your concentration when casting a psychic power can also break your
concentration while you’re maintaining one, causing the psychic power to end.
You can’t cast a psychic power while concentrating on another one.
Sometimes a psychic power lasts for a short time after you cease concentrating.
Subjects,
Effects, and Areas: If
the psychic power affects creatures directly the result travels with the
subjects for the psychic power’s duration. If the psychic power creates an
effect, the effect lasts for the duration. The effect might move or remain still.
Such an effect can be destroyed prior to when its duration ends. If the psychic
power affects an area then the psychic power stays with that area for its
duration.
Creatures become subject to the psychic power when they enter the
area and are no longer subject to it when they leave.
Touch Psychic
powers and Holding the Charge: In most cases, if you don’t discharge a touch psychic power on the
round you cast it, you can hold the charge (postpone the discharge of the psychic
power) indefinitely. You can make touch attacks round after round. If you cast
another psychic power, the touch psychic power dissipates.
Some touch psychic powers allow you to touch multiple
targets as part of the psychic power. You can’t hold the charge of such a psychic
power; you must touch all targets of the psychic power in the same round that
you finish casting the psychic power.
Discharge: Occasionally a psychic powers lasts for
a set duration or until triggered or discharged.
(D)
Dismissible: If the
Duration line ends with “(D),” you can dismiss the psychic power at will. You
must be within range of the psychic power’s effect and must speak words of dismissal,
which are usually a modified form of the psychic power’s verbal component. If
the psychic power has no verbal component, you can dismiss the effect with a
gesture. Dismissing a psychic power is a standard action that does not provoke
attacks of opportunity.
A psychic power that depends on concentration is dismissible by its
very nature, and dismissing it does not take an action, since all you have to
do to end the psychic power is to stop concentrating on your turn.
SAVING THROW
Usually a harmful psychic power allows a target to make a saving
throw to avoid some or all of the effect. The Saving Throw entry in a psychic
power description defines which type of saving throw the psychic power allows
and describes how saving throws against the psychic power work.
Negates: The psychic power has no effect on a subject that makes a
successful saving throw.
Partial: The psychic power causes an effect on
its subject. A successful saving throw means that some lesser effect occurs.
Half: The psychic power deals damage, and a
successful saving throw halves the damage taken (round down).
None: No saving throw is allowed.
Disbelief: A successful save lets the subject
ignore the effect.
(object): The psychic power can be cast on
objects, which receive saving throws only if they are psychic or if they are
attended (held, worn, grasped, or the like) by a creature resisting the psychic
power, in which case the object uses the creature’s saving throw bonus unless
its own bonus is greater. (This notation does not mean that a psychic power can
be cast only on objects. Some psychic powers of this sort can be cast on
creatures or objects.) A psychic item’s saving throw bonuses are each equal to
2 + one-half the item’s caster level.
(harmless): The psychic power is usually
beneficial, not harmful, but a targeted creature can attempt a saving throw if
it desires.
Saving Throw Difficulty Class: A saving throw against your psychic power has a DC of 10 +
the level of the psychic power + your bonus for the relevant ability
(Intelligence for a wizard, Charisma for a sorcerer or bard, or Wisdom for a
cleric, druid, paladin, or ranger). A psychic power’s level can vary depending
on your class. Always use the power level applicable to your class.
Succeeding on a Saving Throw: A creature that successfully saves against a psychic power
that has no obvious physical effects feels a hostile force or a tingle, but
cannot deduce the exact nature of the attack. Likewise, if a creature’s saving
throw succeeds against a targeted psychic power you sense that the psychic
power has failed. You do not sense when creatures succeed on saves against
effect and area psychic powers.
Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is
always a failure, and the psychic power may cause damage to exposed items (see
Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up
20) is always a success.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a
saving throw and willingly accept a psychic power’s result. Even a character
with a special resistance to psychic can suppress this quality.
Items Surviving after a Saving Throw: Unless the descriptive text for the psychic
power specifies otherwise, all items carried or worn by a creature are assumed
to survive a psychic attack. If a creature rolls a natural 1 on its saving
throw against the effect, however, an exposed item is harmed (if the attack can
harm objects). Refer to Table: Items Affected by Psychic Attacks. Determine
which four objects carried or worn by the creature are most likely to be
affected and roll randomly among them. The randomly determined item must make a
saving throw against the attack form and take whatever damage the attack deal.
If an item is not carried or worn and is not psychic, it does not
get a saving throw. It simply is dealt the appropriate damage.
Table: Items Affected by Psychic Attacks
|
|
Order1 |
Item |
1st |
Shield |
2nd |
Armour |
3rd |
Psychic helmet, hat, or headband |
4th |
Item in hand (including weapon, wand, or the like) |
5th |
Psychic cloak |
6th |
Stowed or sheathed weapon |
7th |
Psychic bracers |
8th |
Psychic clothing |
9th |
Psychic jewelry (including rings) |
10th |
Anything else |
1 In order of most likely to least likely to be affected. |
POWER RESISTANCE
Power resistance is a special defensive ability. If your psychic
power is being resisted by a creature with power resistance, you must make a
caster level check (1d20 + caster level) at least equal to the creature’s power
resistance for the psychic power to affect that creature. The defender’s power
resistance is like an Armor Class against psychic attacks. Include any
adjustments to your caster level to this caster level check.
The Power resistance entry and the descriptive text of a psychic
power description tell you whether power resistance protects creatures from the
psychic power. In many cases, power resistance applies only when a resistant
creature is targeted by the psychic power, not when a resistant creature
encounters a psychic power that is already in place.
The terms “object” and “harmless” mean the same thing for power
resistance as they do for saving throws. A creature with power resistance must
voluntarily lower the resistance (a standard action) in order to be affected by
a psychic power noted as harmless. In such a case, you do not need to make the
caster level check described above.
DESCRIPTIVE TEXT
This portion of a psychic power description details what the psychic
power does and how it works. If one of the previous entries in the description
included “see text,” this is where the explanation is found.