Level: | Talent |
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Display: | Mental |
Manifesting Time: | 1 standard action |
Range: | 25 ft. |
Target: | One creature or object |
Duration: | 1 hour |
Saving Throw: | Will negates |
Power Resistance: | Yes |
Power Points: | Psionic focus or 1 |
You alter how a target smells or tastes. Creatures affected by this power perceive something specific to be either more or less favorable. The amount of change is minor. For instance you could change the smell of an orange to that of a rotten orange, or the taste of a fine wine to that of vinegar. If the target succeeds at its save, you cannot attempt to alter the target's smell or taste again for an entire day.
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Level: | Psion/Wilder 1 |
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Display: | Material and visual |
Manifesting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Duration: | 1 minute/level (D) |
Power Points: | 1 |
A small 2-inch wide ball of shimmering silver ectoplasm appears within range. It has 8 small spider-like legs and a 6-inch long whiplike tail, and it glows with a faint green light. The astral crawler can move at a speed of 20 feet and can climb walls and ceilings like a spider at a speed of 10 feet. The tail may grasp and carry Fine objects up to 1 pound, such as keys or gemstones. It has an AC of 13 (-5 Dex, +8 size) and 3 HP. As long as concentration and a line of effect are maintained, the crawler will follow your commands to the best of its ability. The crawler can't attack or communicate. At the end of its duration the crawler dissipates harmlessly.
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Level: | Talent |
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Display: | Mental |
Manifesting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 24 hours |
Power Points: | Psionic focus or 1 |
You create a mental image of an hourglass; this image allows you to determine the passage of time from the moment that you manifested this power. Time is relative to your home plane. If trapped in a timeless dimension or some place where time does not act the way it normally does, you are still aware of passage of time on your home plane. (Note: This does not tell you what time it is; it only denotes the passage of time in seconds, minutes, hours, and days.)
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Level: | Psion/Wilder 1 |
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Display: | Visual |
Manifesting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | Nine 10-ft. cubes + three 10-ft. cubes/level (S) |
Duration: | Concentration, up to 1 min./level, or 1 round; see text |
Saving Throw: | None |
Power Resistance: | No |
Power Points: | 1 |
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration.
This power cannot stack with itself, even when manifested by another psionic creature, if manifested into the same area. If multiple manifestations of the control light power overlaps in an area, the light level is decreased or increased by only one step (or two steps in case of the Burst Increase manifestation).
If you spend 4 additional power points, you can create the effect of a daylight or darkness spell.
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Level: | Talent |
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Display: | Olfactory |
Manifesting Time: | 1 standard action |
Range: | 100 ft. |
Target: | Shadow cast by any object or creature with a total area of up to 100 square feet |
Duration: | Concentration |
Saving Throw: | None |
Power Resistance: | No |
Power Points: | Psionic focus or 1 |
You control the shadow cast by anyone or anything. The controlled shadow is like a puppet that parodies imagined actions of the object or creature casting the shadow, even if the subject stands still. You can even make the shadow move away from its source, so long as it is cast along a wall or flat surface and remains within range.
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Level: | Psion/wilder 2, psychic warrior 2 |
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Display: | Auditory and visual |
Manifesting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped emanation centered on you |
Duration: | Concentration, up to 1 min./level (D) |
Saving Throw: | None |
Power Resistance: | No |
Power Points: | 3 |
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Presence or absence of magical auras.
Number of different magical auras and the power of the most potent aura.
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the power indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
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Level: | Psion/wilder 5 |
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Display: | Visual |
Manifesting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target or Area: | One manifester, creature, or object; or 20-ft.-radius burst |
Duration: | Instantaneous or 1d4 rounds; see text |
Saving Throw: | None |
Power Resistance: | No |
Power Points: | 7 |
You can use negate magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by negate magic. Negate magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the negate magic can take effect.
You choose to use negate magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
One object, creature, or spell is the target of the negate magic power. You make a dispel check (1d20 + your manifester level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal abilities such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
When negate magic is used in this way, the power affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the negate magic power so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the negate magic power, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the negate magic power, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
When negate magic is used in this way, the power targets a spellcaster and is manifested as a counterspell. Unlike a true counterspell, however, negate magic may not work; you must make a dispel check to counter the other spellcaster's spell.
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).
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Level: | Talent |
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Display: | Auditory |
Manifesting Time: | 1 standard action |
Range: | Touch |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Will negates (harmless) |
Power Resistance: | Yes (harmless) |
Power Points: | Psionic focus or 1 |
You detect whether or not a creature has been injured or is suffering from a disease. In the case of injury, you know the approximate percentage of hit points the subject retains. For disease, you can determine the exact affliction with a successful Heal check (DC 20).