====== Wendele's Scion Powers ====== [ [[.:]] ] ===== Level 1 ===== // done: discipline, psion, psychic warrior// * Astral Construct A: Creates astral construct to fight for you. * Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip. * Attraction A: Subject has an attraction you specify. * Bite of the Wolf: Gain bite attack for 1d8 damage. * Bolt A: You create a few enhanced short-lived bolts, arrows, or bullets. * Burst: Gain +10 ft. to speed this round. * Call to Mind: Gain additional Knowledge check with +4 competence bonus. * Call Weaponry A: Create temporary weapon. * Catfall A: Instantly save yourself from a fall. * Charm, Psionic A: Makes one person your friend. * Claws of the Beast A: Your hands become deadly claws. * Compression A: You grow smaller. * Conceal Thoughts: You conceal your motives. * Control Flames A: Take control of nearby open flame. * Control Light: Adjust ambient light levels. * Control Object: Telekinetically animate a small object. * Create Sound: Create the sound you desire. * Crystal Shard A: Ranged touch attack for 1d6 points of piercing damage. * Daze, Psionic A: Humanoid creature of 4 HD or less loses next action. * Deceleration A: Target’s speed is halved. * Déjà Vu A: Your target repeats his last action. * Demoralize A: Enemies become shaken. * Destiny Dissonance: Your dissonant touch sickens a foe. * Detect Psionics: You detect the presence of psionics. * Detect Teleportation A: Know when teleportation powers are used in close range. * Disable A: Subjects incorrectly believe they are disabled. * Dissipating Touch A: Touch deals 1d6 damage. * Distract: Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks. * Ecto Protection A: An astral construct gains bonus against dismiss ectoplasm. * Empathy A: You know the subject’s surface emotions. * Empty Mind A: You gain +2 on Will saves until your next action. * Energy Ray A: Deal 1d6 energy (cold, electricity, fire, or sonic) damage. * Entangling Ectoplasm: You entangle a foe in sticky goo. * Expansion A: Become one size category larger. * Far Hand A: Move small objects at a limited distance. * Float: You buoy yourself in water or other liquid. * Force Screen A: Invisible disc provides +4 shield bonus to AC. * Grease, Psionic: Makes 10-ft. square or one object slippery. * Grip of Iron A: Your iron grip gives +4 bonus on grapple checks. * Hammer A: Melee touch attack deals 1d8/round. * Inertial Armor A: Tangible field of force provides you with +4 armor bonus to AC. * Know Direction and Location: You discover where you are and what direction you face. * Matter Agitation: You heat a creature or object. * Metaphysical Claw A: Your natural weapon gains +1 bonus. * Metaphysical Weapon A: Weapon gains +1 bonus. * Mindlink A: You forge a limited mental bond with another creature. * Mind Thrust A: Deal 1d10 damage. * Minor Creation, Psionic: Creates one cloth or wood object. * Missive A: Send a one-way telepathic message to subject. * My Light A: Your eyes emit 20-ft. cone of light. * Precognition: Gain +2 insight bonus to one roll. * Precognition, Defensive A: Gain +1 insight bonus to AC and saving throws. * Precognition, Offensive A: Gain +1 insight bonus on your attack rolls. * Prescience, Offensive A: Gain +2 insight bonus on your damage rolls. * Prevenom A: Your claws gain a poison coating. * Prevenom Weapon A: Your weapon is mildly venomous. * Sense Link A: You sense what the subject senses (single sense). * Skate: Subject slides skillfully along the ground. * Stomp A: Subjects fall prone and take 1d4 nonlethal damage. * Synesthete: You receive one kind of sense when another sense is stimulated. * Telempathic Projection: Alter the subject’s mood. * Thicken Skin A: Gain +1 enhancement bonus to your AC for 10 min./level. * Vigor A: Gain 5 temporary hit points. ===== Level 2 ===== // done: discipline, psion, psychic warrior// * Animal Affinity A: Gain +4 enhancement to one ability. * Aversion A: Subject has aversion you specify. * Bestow Power A: Subject receives 2 power points. * Biofeedback A: Gain damage reduction 2/-. * Body Equilibrium: You can walk on nonsolid surfaces. * Brain Lock A: Subject cannot move or take any mental actions. * Chameleon: Gain +10 enhancement bonus on Hide checks. * Clairvoyant Sense: See and hear a distant location. * Cloud Mind: You erase knowledge of your presence from target’s mind. * Concealing Amorpha: Quasi-real membrane grants you concealment. * Concussion Blast A: Deal 1d6 force damage to target. * Control Air A: You have control over wind speed and direction. * Control Sound: Create very specific sounds. * Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you. * Dimension Swap A: You and ally or two allies switch positions. * Dissolving Touch A: Your touch deals 4d6 acid damage. * Dissolving Weapon A: Your weapon deals 4d6 acid damage. * Ego Whip A: Deal 1d4 Cha damage and daze for 1 round. * Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. * Empathic Transfer A: Transfer another’s wounds to yourself. * Energy Adaptation, Specified A: Gain resistance 10 against one energy type. * Energy Missile A: Deal 3d6 energy damage to up to five subjects. * Energy Push A: Deal 2d6 damage and knock subject back. * Energy Stun A: Deal 1d6 damage and stun target if it fails both saves. * Feat Leech A: Borrow another’s psionic or metapsionic feats. * Id Insinuation A: Swift tendrils of thought disrupt and confuse your target. * Identify, Psionic: Learn the properties of a psionic item. * Inflict Pain A: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save. * Knock, Psionic: Opens locked or psionically sealed door. * Levitate, Psionic: Subject moves up and down at your direction. * Mental Disruption A: Daze creatures within 10 feet for 1 round. * Missive, Mass A: You send a one-way telepathic message to an area. * Object Reading A: Learn details about an object’s previous owner. * Painful Strike A: Your natural weapons deal an extra 1d6 nonlethal damage. * Prowess: Instantly gain another attack of opportunity. * Psionic Lion’s Charge A: You can make full attack in same round you charge. * Psionic Lock: Secure a door, chest, or portal. * Psionic Repair Damage A: Repairs construct of 3d8 hit points +1 hp/level. * Psionic Scent: Gain the scent ability. * Read Thoughts: Detect surface thoughts of creatures in range. * Recall Agony A: Foe takes 2d6 damage. * Sense Link, Forced: Sense what subject senses. * Sensitivity to Psychic Impressions: You can find out about an area’s past. * Share Pain: Willing subject takes some of your damage. * Strength of My Enemy A: Siphon away your enemy’s strength and grow stronger. * Suggestion, Psionic A: Compels subject to follow stated course of action. * Sustenance: Go without food and water for one day. * Swarm of Crystals A: Crystal shards are sprayed forth doing 3d4 slashing damage. * Thought Shield A: Gain PR 13 against mind-affecting powers. * Tongues, Psionic: You can communicate with intelligent creatures. * Wall Walker: Grants ability to walk on walls and ceilings. ===== Level 3 ===== // done: Psion, Psychic Warrior // * Astral Caravan A: You lead astral traveler-enabled group to a planar destination. * Body Adjustment A: You heal 1d12 damage. * Body Purification A: You restore 2 points of ability damage. * Claws of the Vampire: Heal half of your claw’s base damage. * Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment. * Danger Sense A: You gain +4 bonus against traps. * Darkvision, Psionic: See 60 ft. in total darkness. * Dimension Slide A: Teleports you very short distance. * Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects. * Dispel Psionics A: Cancels psionic powers and effects. * Duodimensional Claw: Increases your natural weapon’s threat range. * Ectoplasmic Cocoon A: You encapsulate a foe so it can’t move. * Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly. * Empathic Transfer, Hostile A: Your touch transfers your hurt to another. * Energy Bolt A: Deal 5d6 energy damage in 120-ft. line. * Energy Cone A: Deal 5d6 energy damage in 60-ft. cone. * Energy Burst A: Deal 5d6 energy damage in 40-ft. burst. * Energy Retort A: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round. * Energy Wall: Create wall of your chosen energy type. * Eradicate Invisibility A: Negate invisibility in 50-ft. burst. * Escape Detection: You become difficult to detect with clairsentience powers. * Exhalation of the Black Dragon A: Your acid breath deals 3d6 damage to a close target. * Fate Link A: You link the fates of two targets. * Graft Weapon: Your hand is replaced seamlessly by your weapon. * Keen Edge, Psionic: Doubles normal weapon’s threat range. * Mental Barrier A: Gain +4 deflection bonus to AC until your next action. * Mind Trap A: Drain 1d6 power points from anyone who attacks you with a telepathy power. * Psionic Blast A: Stun creatures in 30-ft. cone for 1 round. * Share Pain, Forced A: Unwilling subject takes some of your damage. * Solicit Psicrystal A: Your psicrystal takes over your concentration power. * Telekinetic Force A: Move an object with the sustained force of your mind. * Telekinetic Thrust A: Hurl objects with the force of your mind. * Time Hop A: Subject hops forward in time 1 round/level. * Touchsight A: Your telekinetic field tells you where everything is. * Ubiquitous Vision: You have all-around vision. * Vampiric Blade: You heal half of your base weapon damage. TODO (Discipline) * Crisis of Breath A: Disrupt subject’s breathing. * False Sensory Input A: Subject sees what isn’t there. * Hustle: Instantly gain a move action.