This document describes the powers and effects of a spell that allows the caster to manifest psionic powers as if they were a psion. It lists 5 powers: Psionic Blast, Telepathy, Mind Thrust, Id Insinuation, and Ego Whip. The spell overrides the caster's spellcasting ability and allows them to use magic items as if they were a psion. When the spell ends, any unspent power points dissipate.
This document describes the powers and effects of a spell that allows the caster to manifest psionic powers as if they were a psion. It lists 5 powers: Psionic Blast, Telepathy, Mind Thrust, Id Insinuation, and Ego Whip. The spell overrides the caster's spellcasting ability and allows them to use magic items as if they were a psion. When the spell ends, any unspent power points dissipate.
This document describes the powers and effects of a spell that allows the caster to manifest psionic powers as if they were a psion. It lists 5 powers: Psionic Blast, Telepathy, Mind Thrust, Id Insinuation, and Ego Whip. The spell overrides the caster's spellcasting ability and allows them to use magic items as if they were a psion. When the spell ends, any unspent power points dissipate.
You manifest the powers as a psion of your Psionic Blast
caster level does, creating displays as described Telepathy [Mind-Affecting]
in each power’s description. You lose your spellcasting ability, including your ability to use Level: Psion/wilder 3 Black Tentacles spell trigger or spell completion magic items, Conjuration (Creation) Display: Auditory just as if those spells were no longer on your class list. For the duration of this spell, you use Level: Sor/Wiz 4 magic items and psionic items as if you were a Manifesting 1 standard action psion with only the five powers given above on Time: Components: V, S, M your class list. Any unspent power points dissipate when the Range: 30 ft. Casting Time: 1 standard action spell ends. 30-ft. cone-shaped Medium (100 ft. + 10 Area: Range: burst ft./level) Material Component A potion of fox’s cunning, which you drink (its Duration: Instantaneous Area: 20-ft.-radius spread effect is overridden by the effect of this spell). Saving Throw: Will negates Duration: 1 round/level (D) Mind Thrust Power Saving Throw: None Telepathy [Mind-Affecting] Yes Resistance: Level: Psion/wilder 1 Spell Power Points: 5 No Resistance: Display: Auditory IThe air ripples with the force of your mental attack, which blasts the minds of all creatures in This spell conjures a field of rubbery black Manifesting 1 standard action range. Psionic blast stuns all affected creatures tentacles, each 10 feet long. These waving Time: for 1 round. members seem to spring forth from the earth, floor, or whatever surface is underfoot— Close (25 ft. + 5 ft./2 Range: Augment including water. They grasp and entwine around levels) creatures that enter the area, holding them fast For every 2 additional power points you spend, and crushing them with great strength. Target: One creature the duration of the stun effect increases by 1 Every creature within the area of the spell must round. make a grapple check, opposed by the grapple Duration: Instantaneous check of the tentacles. Treat the tentacles Id Insinuation attacking a particular target as a Large creature Saving Throw: Will negates Telepathy (Compulsion) [Mind-Affecting] with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its Power Yes Level: Psion/wilder 2 grapple check modifier is equal to your caster Resistance: level +8. The tentacles are immune to all types Display: Auditory of damage. Power Points: 1 Once the tentacles grapple an opponent, they Manifesting 1 standard action may make a grapple check each round on your You instantly deliver a massive assault on the Time: turn to deal 1d6+4 points of bludgeoning thought pathways of any one creature, dealing damage. The tentacles continue to crush the 1d10 points of damage to it. Close (25 ft. +5 ft./2 opponent until the spell ends or the opponent Range: levels) escapes. Any creature that enters the area of the spell is Augment Target: One creature immediately attacked by the tentacles. Even For every additional power point you spend, this creatures who aren’t grappling with the power’s damage increases by 1d10 points. For Concentration + 1 tentacles may move through the area at only each extra 2d10 points of damage, this power’s Duration: round half normal speed. save DC increases by 1. Saving Throw: Will negates Material Component Ego Whip A piece of tentacle from a giant octopus or a Telepathy [Mind-Affecting] Power Yes giant squid. Resistance: Level: Psion/wilder 2 Power Points: 3 Mental Pinnacle Display: Auditory Transmutation Manifesting As the confusion spell, except as noted here. Level: Sorcerer/wizard 6 1 standard action Swift tendrils of thought disrupt the unconscious Time: mind of any one creature, sapping its might. As Components: V, S, M long as the manifester remains concentrating Medium (100 ft. +10 Range: fully on this power, the subject is confused, Casting Time: 1 standard action ft./level) making it unable to independently determine it will do. Roll on the following table at the Range: Personal Target: One creature beginning of each of the subject’s turns to see what the subject does in that round. Target: You Duration: Instantaneous d% Behavior Duration: 1 round/level Saving Throw: Will half; see text Attack manifester with melee or Power 01- ranged weapons (or move For a brief time, you achieve the mental Yes Resistance: 10 toward manifester if attack is not dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Power Points: 3 possible). Your revel in your new mental powers to the point that you disdain using spells, even in the 11- Your rapid mental lashings assault the ego of Act normally. form of effects from magic items. You gain a +4 20 enhancement bonus to Intelligence and Wisdom, your enemy, debilitating its confidence. The 3 power points per caster level, and access to target takes 1d4 points of Charisma damage, or 21- Do nothing but babble the following powers. half that amount (minimum 1 point) on a 50 incoherently. Mind Thrust A: Deal 1d10 damage. successful save. A target that fails its save is Ego Whip A: Deal 1d4 Cha damage and daze for also dazed for 1 round. 51- Flee from manifester at top 1 round. 70 possible speed. Psionic Blast A: Stun creatures in 30-ft. cone for Augment 1 round. Attack nearest creature (for this For every 4 additional power points you spend, Id Insinuation A: Swift tendrils of thought 71- this power’s Charisma damage increases by 1d4 purpose, a psicrystal counts as disrupt and confuse your target. 100 points and its save DC increases by 2. part of the subject’s self). Psychic Crush A: Brutally crush subject’s mental essence, reducing subject to -1 hit points. Augment falling prone if it fails its save by 5 or more. For every 2 additional power points you spend, Creatures in the fog can’t take a 5-foot step. this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet White Raven Tactics from another target of the power. White Raven (Boost) Level: Crusader 3, warblade 3 Prerequisite: One White Raven maneuver Initiation Action: 1 swift action Range: 10 Psychic Crush ft. Target: One ally Telepathy [Mind-Affecting] When you use this maneuver, select an ally within range. Her initiative count Level: Psion/wilder 5 immediately equals your initiative count – 1. She then acts on her new initiative count Display: Auditory as normal. If she has already acted in the current round, she can act again. If this Manifesting maneuver would not change your ally’s 1 standard action initiative count, it has no effect. If she has Time: not yet acted during this round, her Close (25 ft. +5 ft./2 initiative count changes, and she acts on Range: that count as normal. She does not act levels) again on her original initiative count. Target: One creature Iron Heart Surge Duration: Instantaneous Iron Heart Level: Warblade 3 Saving Throw: Will partial; see text Prerequisite: One Iron Heart maneuver Initiation Action: 1 standard action Power Yes Range: Personal Resistance: Target: You Duration: See text Power Points: 9 By drawing on your mental strength and physical fortitude, you break Your will abruptly and brutally crushes the free of a debilitating state that might mental essence of any one creature, debilitating otherwise defeat you. its acumen. The target must make a Will save Your fighting spirit, dedication, and training with a +4 bonus or collapse unconscious and allow you to overcome dying at -1 hit points. If the target succeeds on almost anything to defeat your enemies. the save, it takes 3d6 points of damage. When you use this maneuver, Augment: For every 2 additional power points select one spell, effect, or other condition you spend, this power’s damage increases by currently affecting you and 1d6 points. with a duration of 1 or more rounds. That effect ends immediately. You also surge with confidence and vengeance Freezing Fog against your enemies, Conjuration (Creation) [Cold] gaining a +2 morale bonus on attack rolls until the end of your next turn. Level: Sorcerer/wizard 6 Components: V, S Zephyr Dance Desert Wind (Counter) Casting Time: 1 standard action Level: Swordsage 3 Range: Medium (100 ft. + 10 ft./level) Prerequisite: One Desert Wind maneuver Initiation Action: 1 immediate action Effect: Fog spreads in a 20-ft. radius, Range: Personal 20 ft. high Target: You Duration: 1 minute/level Duration: Instantaneous; see text You spin gracefully away from a foe’s Saving Throw: Reflex partial; see text attack, whirling like the desert Spell No zephyr racing across the sands. Your Resistance: enemy’s blade barely touches your cloak as you nimbly dodge aside. You gain a +4 dodge bonus to AC against a A cool mist rises from the area you indicate. single attack. You can The thick mist blocks your ability to see within choose to use this maneuver after an it, but the ground at its edge has turned white with frost. opponent resolves his attack but A bank of freezing mist billows out from the before he determines damage. point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature Burning Blade within 5 feet hasconcealment, while creatures Desert Wind (Boost) [Fire] farther away have total concealment. Level: Swordsage 1 Each round on your turn, the frigid mist deals Initiation Action: 1 swift action 1d6 points of cold damage to each creature and Range: Personal object within it. The fog is so thick that any Target: You creature attempting to move through it Duration: End of turn progresses at a maximum speed of 5 feet Your blade bursts into flame as it sweeps (regardless of its normal speed) and takes a –2 toward your foe in an elegant penalty on melee attack rolls and damage rolls arc. and a –6 penalty on ranged weapon attack rolls A subtle yet precise twisting of your blade (but not ranged spell attack rolls). A creature or unlocks the power of flame. object that falls into the fog from above is When you initiate this maneuver, fire trails slowed, so that each 10 feet of mist it passes from your melee weapon. For through effectively reduces overall falling the rest of your turn, your melee attacks damage by 1d6. deal an extra 1d6 points of fire Freezing fog also coats all solid surfaces in its damage + 1 point per initiator level. area with a slick, icy rime, and on your turn This maneuver is a supernatural ability. each round, each creature in the area of the fog must make a successful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move,