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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,

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