The Mind's Eye10/29/2004


Three Power Conversions



While putting together the final Mind's Eye article, I remembered these three power conversions that we cut from August's article due to space and theme.

Energy Claw
Metacreativity (Creation) [see text]
Level: Psion/Wilder 7
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. claw
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 13

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You draw forth raw ectoplasm in the form of a three-pronged Large claw that you can use to grapple opponents. The claw is infused with your choice of energy type. The claw can attempt to grapple once per round (including the round it is manifested). Its attack bonus equals your manifester level + your Intelligence modifier, +7 for the claw's Strength (which is 24), and -1 for size. Its grapple check is your manifester level + your Intelligence modifier, +7 for Strength, and +4 for size. When the claw succeeds at a grapple, it inflicts 1d3+7 points of damage. You can direct it to damage or pin its target on your turn as a free action. On any round that the claw is grappling a target, it deals 1d6+1 points of energy damage of the chosen type in addition to any other damage it causes.

Directing the claw to change targets is a standard action. It always attacks from your direction and does not get a flanking bonus or help a combatant get one. When first manifested, the claw has as many hit points as you do. The claw uses your saving throws, and it has an Armor Class of 20 (+10 natural). It cannot enter the area of a null psionics field and is immune to spells or powers except those that deal damage. It is immune to damage from the chosen energy type.

Cold: A claw of this energy type deals +1 point of energy damage per die when grappling a target. The claw takes half again as much (+50%) damage as normal from fire.

Electricity: A claw of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. The claw takes half again as much (+50%) damage as normal from acid.

Fire: A claw of this energy type deals +1 point of energy damage per die when grappling a target. The claw takes half again as much (+50%) damage as normal from cold.

Sonic: A claw of this energy type deals -1 point of energy damage per die when grappling a target.

This power's subtype is the same as the type of energy you manifest.

Augment: For every 2 additional power points you spend, the energy damage inflicted to a grappled opponent increases by 1d6. For each extra 2d6 points of damage, this power's save DC increases by 1.

Mental Rage
Telepathy
Level: Telepath 2
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25 ft. + 5 ft./2 levels-radius emanation centered on you
Duration: Concentration, up to 1 round per 2 levels
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 3

You enter a state of rage and focus psionic energy in the nearby area. Silver-white bolts of raw psychic energy arc forth from your body. Any living creature with an Intelligence score of at least 1 that is in the area takes 1d6 points of damage (Reflex save for half damage). Targets can attempt this save each round while in the area. While concentrating on this power, you suffer a -4 penalty to AC.

Augment: You can augment this power in one or more of the following ways.

1. For every additional power point you spend, this power's damage increases by 1d6. For each extra two dice of damage, this power's save DC increases by 1.

2. For every additional power point you spend, you can exclude one creature or object in the area from the effects of this power.

3. For every additional power point you spend, you can reduce the penalty to your AC by 1 (minimum penalty 0).

Spontaneous Combustion
Psychokinesis [Fire]
Level: Psion/Wilder 4
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 7

The target's internal temperature rises rapidly, inflicting 3d6 points of fire damage plus 2 points of temporary Constitution damage. A successful Fortitude save reduces damage by half.

Augment: You can augment this power in one or more of the following ways.

1. For every additional power point you spend, this power's fire damage increases by 1d6. For each extra two dice of damage, this power's save DC increases by 1.

2. For every 2 additional power points you spend, this power can affect an additional target. Additional targets cannot be more than 15 feet from another target of the power.

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