Developed from ideas submitted by members of the Wizards online community.*
This month, the Mind's Eye feature brings you 19 new talents to expand your repertoire. We also have 9 new feats that will give you a new use for all those free 0-level manifestations (talents) you never get around to using. And, as a bonus, we have apprentice psions and psychic warrior statistics to expand on the variant 1st-level multiclass character rules in the Dungeon Master's Guide.
You fire a small glob of acid at the target. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash effect. The power deals 1d3 points of acid damage.
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.
A small 2-inch wide ball of shimmering silver ectoplasm appears within range. It has 6 small spiderlike legs and a 6-inch long whiplike tail, and it glows with a faint green light. The astral spider 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 spider will follow your commands to the best of its ability. The spider can't attack or communicate. At the end of its duration the spider dissipates harmlessly.
You alter the properties of friction affecting an object, causing its surfaces to slide or bind against each other. By targeting a door, lock, knot, or similar object, you can decrease or increase the DC to break, escape, or open it by 4.
You draw freezing ectoplasm from the astral plane to create an icy mist. All creatures within the area you designate (you must be able to see the target area or a portion of it) take 1d3 points of cold damage. Unattended objects affected by freezing temperatures also take damage.
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.)
You create a brief but loud noise next to the target. Deafening burst strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. The target takes 1 point of sonic damage and must succeed at a Fortitude save or be deafened for 1 round. This power has no effect if manifested into the area of a silence effect.
You can make temporary minor changes to your skin, fingernails, and hair. For example, you could add or remove scars or tattoos, change the color of your skin, increase the length of your fingernails, or lengthen your natural hair up to 6 inches. You receive a +2 bonus to Disguise checks.
Ectoplasmic repair mends small breaks or tears in objects (not warps). In metallic objects, it will weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined invisibly to be as strong as new. A hole in a leather sack or wineskin is completely healed over by ectoplasmic repair. The power can repair a psionic item, but the item's psionic abilities are not restored. (For restoring a broken psionic item's abilities, see the item creation feats). The power cannot mend broken magic rods, staffs, wands, psicrystals, crystal capacitors, power stones, or dorjes. You can repair 1 point of damage to a construct with this power.
A single taut strand of ectoplasm is drawn from the Astral Plane and attaches itself to two objects within range. The two objects must have a clear line of effect to each other. You must make a ranged touch attack if either object is not considered unattended or is a creature. One end of the strand can appear attached to one of your hands if you choose. The strand can be detached with a successful Strength check (DC 22) and tied to another object if so desired. The distance between the two objects determines the length of the strand. These strands instantly merge with other ectoplasmic strands when in contact with each other, allowing you to seamlessly connect the end of two strands or combine them to make a stronger strand. A single strand has 2 hit points and can be burst with a successful Strength check (DC 22). It is supple and adds a +1 circumstance bonus to Use Rope checks when it is the rope being used. Two or more strands of thickness add 1 hit point and increases the Strength check DC to burst the rope by +1. At the end of its duration, the strand dissipates harmlessly.
You release a small zap of electrical energy. You must succeed at a ranged touch attack to hit your target. The power deals 1d3 points of electricity damage.
The muscles in your face become elastic and easy to manipulate. You can change your face so as not to be easily recognized. You receive a +2 bonus to Disguise checks.
You create a low-powered energy field around yourself. This energy field causes a single small crystal (1 lb. or less) placed within 3 feet of you to hover. The crystal travels slowly around the field normally; however, you can mentally reposition the crystal to any location within the area of effect once per round as a free action. A silvery blue wisp of smoke trails behind the crystal as it moves. When you move, a hovering object moves with you. You can manifest hover field more than once. For each manifestation, an additional crystal can be placed in the field. However, the duration is not extended for the existing hovering items. You cannot move more than one crystal per round. The field does not affect crystal weapons in any way. An example of some crystal items that can be placed in the field are gemstones, power stones, psicrystals, or crystal capacitors. A psicrystal can move itself freely in the hover field. Objects floating in a hover field have an effective Armor Class of 24, and psicrystals have their Armor Class increased to this number as well. Hovering items can be grasped easily by you.
You heighten your natural perception briefly to determine what actions would bring the most favorable outcome in your current situation. You gain a +1 competence bonus on a single attack roll, saving throw, or skill check. You must choose to apply this bonus before making the roll it applies to.
You can open or close (manifester's choice) a door, chest, box, window, bag, pouch, bottle, or other container. If anything resists this activity (such as a bar on a door, a lock on a chest, or a snugly tied knot on a drawstring), the power fails. In addition, the power can open and close only things that are of standard weight (see Table 7-7: Goods and Services, and Table 7-8: Containers and Carriers in the Player's Handbook). The lid of a big chest or oversized door is beyond the power's capability.
An eye appears in the center of your forehead. You can see normally though this eye. You receive a +1 bonus to Spot and Search checks. All of the ranged attacks and ranged powers you manifest receive a +1 bonus to their attack roll. This third eye occupies the headband/helmet magic item slot and will not function if that slot is already occupied. This third eye does not affect the functioning of a standard third eye item.
You float 2 inches above the ground, exerting no downward pressure. You can float only over solid surfaces and you can't float while carrying more than a light load. You can move up to half your base speed (no more than 15) this way. This power creates a low-pitched buzz that can be heard by creatures up to 25 feet away. This power does not protect you from falling damage. However, a creature that has been tripped, fallen, or is in some way prone still hovers as normal. High winds (including those from spell effects) affect you and may cause movement problems.
A fleshy webbing forms between your fingers and toes, providing a +8 bonus to Swim checks. This power does not require a Concentration check if you try to manifest it while immersed in water (or a similar liquid).
You detect whether or not a creature has been injured, poisoned, and/or is suffering from a disease. You detect only the presence of an affliction not the specifics about the affliction.
Psions and psychic warriors have the innate ability to manifest a number of 0-level powers for free each day. These free manifestations draw from the natural psionic energies running through their bodies. Some psions and psychic warriors have developed the ability to tap into these energies and put it to use in other ways. Following are several feats that utilize these free manifestations. If you don't have any free manifestations left for the day, you can't use the feat. Activating any of these feats is a standard action. You can't use the Quicken Power feat to modify the speed of activation of these feats.
Variant Rule: As an additional optional rule, you can introduce some of these feats as class abilities of the psions or psychic warriors in your campaign. We suggest that for mid-level psionics campaigns (2 or 3 psionic characters and at least 25% psionic enemies) that only Psionic Infusion be granted as a class ability, and in high-level psionic campaigns (4 or more psionic characters and at least 50% psionic enemies) you allow Psionic Infusion, and a choice of any two other talent conversion feats as class abilities.
Psionic Boost [Psionic]
Psionic Equilibrium [Psionic]
Psionic Fortitude [Psionic]
Psionic Infusion [Psionic]
Psionic Might [Psionic]
Psionic Resistance [Psionic]
Psionic Smash [Psionic]
Psionic Vengeance [Psionic]
Ultra Talented [Metapsionic]
Apprentice Psions and Psychic Warriors
The Dungeon Master's Guide introduces us to a variant rule dealing with 1st-level multiclass characters. Here are the rules for extending this option to the psionic classes from the Psionics Handbook.
Apprentice-level psions must select a primary discipline, and they know as many powers as their 1st-level counterparts. They just can't manifest as many per day due to fewer available power points. Apprentice-level psions gain their normal power points and can manifest more powers per day when they achieve 1st-level, but they do not discover any additional powers. Bonus power points do apply at apprentice level. Apprentice-level psions receives three free 0-level manifestations and can encode a psicrystal as normal. An apprentice-level psicrystal grants half of its normal personality bonus, its Intelligence is 5, and it has only the empathic link special ability.
Apprentice Psychic Warrior
Apprentice-level psychic warriors know as many powers as their 1st-level counterparts. They just can't manifest as many per day due to fewer available power points. Apprentice-level psychic warriors gain their normal power points and can manifest more powers per day when they achieve 1st-level, but they do not discover any additional powers. Apprentice-level psychic warriors receive two free 0-level manifestations.
Game Resources: To use the material in this article to its fullest, check out the Psionics Handbook, Players Handbook, and the Dungeon Master's Guide.
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