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Publication:Hyperconscious/Psionic Powers

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PowersEdit

The psionic powers in this chapter are available for psionic PCs to choose as they advance in level. The dozens of powers presented here augment those offered in Chapter Five of the Expanded Psionics Handbook.

Power ListsEdit

TODO.

Power DescriptionsEdit

Alloyed Hide
Metacreativity
Level: Psion/Wilder 2, Psychic Warrior 2,
Display: Visual (see text)
Manifesting Time: One standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
Power Points: 3


Your outer skin takes on the sheen and strength of hard glass, giving you some resistance to blows, cuts, stabs, and slashes. You gain damage reduction 5/bludgeoning (or DR 5/+2). (You ignore the first 5 points of damage each time you take damage from a weapon, though a bludgeoning weapon bypasses the reduction.) Once the power has prevented a total of 10 points of damage per manifester level (maximum 150 points), it is discharged.

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

  1. If you spend 2 additional power points,your skin takes on the sheen and strength of mineral, giving you damage reduction 5/magic (or DR 8/+3). This augmentation doesn't stack with the primary effect or other augmentations.
  2. If you spend 4 additional power points, your skin takes on the sheen and strength of iron, providing damage reduction 5/mithral (or DR 15/+6). This augmentation doesn't stack with the primary effect or other augmentations.
  3. If you spend 6 additional power points, your skin takes on the sheen and strength of adamantine, providing damage reduction 10/adamantine (or DR 20/+7). This augmentation doesn't stack with the primary effect or other augmentations.


Apopsic Hemorrhage
Telepathy
Level: Telepath 9
Display: Auditory, material, and visual
Manifesting Time: 1 round
Range: Close (25 feet + 5 feet/two levels)
Target: One living psionic creature
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
Power Resistance: yes
Power Points: 17, XP


As apopsi, except that 4d4 powers are permanently deleted if the target fails a Fortitude saving throw (with a Difficulty Class adjustment of –10).

XP Cost: 50 experience points per level of the deleted powers.


Avaunt
Psychometabolism
Level: Psion/Wilder 1, Psychic Warrior 1,
Display: None
Manifesting Time: One swift action
Range: Personal
Target: You
Duration: One Intimidate check
Power Points: 1


You gain temporary, intuitive insight into intimidation. Your Intimidate check gains a +2 insight bonus.

Augment: For each 2 additional power points you spend, you can increase your Intimidate check by +1.


Aver
Clairsentience
Level: Psion/Wilder 1
Display: None
Manifesting Time: One swift action
Range: Personal
Target: You
Duration: One Bluff check
Power Points: 1


You gain temporary, intuitive insight into lying. Your Bluff check gains a +2 insight bonus.

Augment: For each 2 additional power points you spend, you can increase your Bluff check by +1.


Bound
Psychoportation
Level: Psion/Wilder 1, Psychic Warrior 1,
Display: None
Manifesting Time: One swift action
Range: Personal
Target: You
Duration: One Jump check
Power Points: 1


You gain temporary, intuitive insight into moving farther with less energy. Your Jump check gains a +2 insight bonus.

Augment: For each 2 additional power points you spend, you can increase your Jump check by +1.


Broker
Psychometabolism
Level: Psion/Wilder 1
Display: None
Manifesting Time: One swift action
Range: Personal
Target: You
Duration: One Diplomacy check
Power Points: 1


You gain temporary, intuitive insight into dealing equitably with others. Your Diplomacy check gains a +2 insight bonus.

Augment: For each 2 additional power points you spend, you can increase your Diplomacy check by +1.


Brutalize Wounds
Telepathy [Compulsion, Mind-Affecting]
Level: Psion/Wilder 6, Psychic Warrior 6,
Display: Visual
Manifesting Time: One standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial
Power Resistance: yes
Power Points: 11


You invade the target’s mind and temporarily reduce its ability to ward off damage. If the target succeeds at its saving throw, its hardiness is still depleted; the target takes 1 extra point of damage per die of damage it is dealt while the duration lasts. If it fails its save, it takes maximum damage per die of damage it is dealt while the duration lasts. For instance, if a greatsword that normally deals 2d6 points of damage hits it, the target takes 12 points of damage from the hit automatically.


Call Beast of the Id
Clairsentience / Psychoportation (Summoning)
Level: Psion/Wilder 2
Display: Auditory, visual
Manifesting Time: 1 round
Range: Close (25 feet + 5 feet/two levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3


This power summons a specific psionic creature from Hyperconcious. It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The power’s ability to call creatures depends on the level of the manifester, as does the total power point cost of the power, as shown in the table here. You can always choose to call a lesser creature than the most powerful one you could call using this power.

Calling Beasts of the Id
Beast of
the Id
Manifester
Level
Minimum
Power Points
Qin 4 3
Idlock 5 3
Chalaziom 6 5
Nhalcid 7 5
Vultaur 8 7
Scampering Maw 9 7
Taeniad 10 9
Mournwrath 11 9
Meibomian cyst 12 11
Psimech 13 11
Soulshriver 14 13
Ogre psychic 15 13
Meld 16 15
Thelihydra 18 17
Xenocrysth 23 21


Causal Loop
Psychoportation
Level: Psion/Wilder 3
Display: Audible
Manifesting Time: One standard action
Range: Medium (100 feet + 10 feet/level)
Target: All creatures in a 10-foot diameter area
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5


You entangle your foes in a loop of causal time, dooming them to repeat their last action every round until the duration elapses.

If the target manifests a power, it manifests a power again in the exact same location. If the target attacks a foe, it attacks the same foe again even if the foe has retreated or is dead. Even if prevented, the target makes every effort to repeat its last action, even if the action will cause itself harm. For instance, a running foe continues to run each round and may eventually run into a ravine. Despite its obliviousness to its surroundings, a target’s power points used and any points of damage sustained accumulate normally. A target’s mind may be caught in a causal loop, but not so its body. For the same reason, targets are not denied their Dexterity if attacked while causal looping


Chrysalis
Metacreativity
Level: Psion/Wilder 1, Psychic Warrior 1,
Display: Visible (see text)
Manifesting Time: One standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1


You create a crystalline coating around the subject like a second layer of skin. The chrysalis grants resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 1/—. (It ignores the first point of damage each time it takes any, regardless of the attack’s enhancement bonus; magical attacks bypass the reduction.) Once the chrysalis has prevented a total of 10 points of damage per manifester level (maximum 150 points), it is discharged.

Augment: For each 4 additional power points you spend on this power, the damage reduction increases by +1/—.


Circumstance Shield
Psychoportation (Dexterity)
Level: Psion/Wilder 1, Psychic Warrior 1,
Display: None
Manifesting Time: One standard action
Range: Personal
Target: You
Duration: One hour/level
Power Points: 1


Your shield of insight alerts you to potential dangers and supercharges your reaction time. You gain a +2 insight bonus on your Reflex saving throw while the duration lasts.

Augment: For every 5 additional power points you spend, your insight bonus to your Reflex saving throw increases by +1


Clot
Psychometabolism
Level: Psion/Wilder 1, Psychic Warrior 1,
Display: Olfactory
Manifesting Time: One immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1


You mentally force your body to resist the effects of bleeding wounds that take the form of Constitution damage, such as those caused by magic weapons of wounding, Wounding Cuts, Wounding Resonant powers, blood loss, blood drain, or any other effect that causes you to bleed for 1 or more points of Constitution damage.

When this power is manifest, you take no Constitution damage from bleeding from one attack that causes bleeding or blood drain, though you are still subject to Constitution damage from sources. If you are subject to more than one wounding effect in a round that you manifest this power, you only gain the benefits of the wounding resistance against one of those attacks.


Construct Toughness
Psychometabolism
Level: Psion/Wilder 2, Psychic Warrior 2,
Display: Audible, material
Manifesting Time: One swift action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: 3


Your body takes on a toughness similar to a construct’s, allowing you to ignore critical hits and take only half damage from bludgeoning weapons. Though you are like a construct, you are not a construct; you are still subject to sneak attacks.


Crawling Cromlech
Metacreativity
Level: Psion/Wilder 7
Display: Visual (see text)
Manifesting Time: 1 round
Range: Close (25 feet + 5 feet/two levels) (see text)
Effect: Dozens of vertical stonelike slabs that initially surround a 10-foot-diameter area
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Power Resistance: No
Power Points: 13


You call forth an arrangement of stonelike slabs in a 10-foot-diameter circle and charge them with psionically destructive energy. This “cromlech” of ectoplasmic vintage reverberates with a physical storm of psionic interference within the circle it encloses. It deals damage to any animate creature within the circle to a height of 20 feet above the circle’s floor.

At your command (as a swift action), the cromlech widens in radius at a rate of up to 10 feet per round (up to a final maximum 100-foot diameter). Each round, anything that enters the circle or is caught up in its expansion takes 50 points of damage. These attacks are psionic, so creatures with damage reduction are not safe. Creatures may be subject to the death by massive damage rule.

If a creature makes its saving throw, it takes no damage when the cromlech wave overtakes it.

Augment: For every 2 additional power points you spend, you charge your cromlech with an additional 10 points of destructive power.


Crownfire
Telepathy [Evil, Mind-Affecting]
Level: Psion/Wilder 6
Display: Visual; see text
Manifesting Time: One standard action
Range: Close (25 feet + 5 feet/two levels)
Targets: One primary target, plus one target/level (each of which must be within 30 feet of the primary target)
Duration: 1 round/level; see text (D)
Saving Throw: Will half
Power Resistance: Yes
Power Points: 11


You ignite a terrible, brain-consuming fire in the mind of your foe. This fire does not burn physically—it burns in the Astral Plane where all minds connect. In fact, this mental fire can leap from mind to mind, like a natural fire leaps from treetop to treetop in a forest where the trees stand too close. The power affects a primary target, who takes 9d6 points of damage and 2 points of permanent Intelligence drain (Will save for 5d6 points of damage and 1 point of permanent Intelligence drain) on the first round of effect. On the subsequent rounds of the duration, the primary target continues to serve as the center of effect, but only takes damage as a secondary target; see below.

The raging crownfire, physically visible as a corona of silver flame, can jump to other creatures susceptible to mind-affecting effects who stand within 30 feet of the primary target and fail Will saves of their own. Each secondary victim takes 5d6 points of damage and 1 point of permanent Intelligence drain. On successful saves, secondary targets take no damage but must save again the next round, and so on, if they remain within 30 feet of the primary target.

You can choose which secondary targets fall prey to the crownfire effects (as long as they are within 30 feet of the primary target). You cannot change the choice of secondary targets once you have manifested the power upon them.

Augment: For each additional power point spent, the primary and secondary targets take an additional 1d6 points of damage, but no additional Intelligence drain. For each 2d6 points of additional damage dealt, the Difficulty Class for all targets increases by +1


Dark Union of Dust
Psychometabolism [Evil]
Level: Psion/Wilder 5
Display: Visual; see text
Manifesting Time: One standard action
Range: Medium (100 feet + 10 feet/level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 9


You take a hold of the base substance of your foe and separate it from the moisture that grants it vitality, dealing 9d6 points of damage (Fortitude save for half). If the damage dealt brings the victim to 10 percent or less of its normal maximum hit points (even if other sorts of damage contributed to the victim’s lower hit point total), the dark union of dust becomes a call too strong to resist—the victim immediately takes another 5d6 points of damage (no saving throw). If either the initial damage or subsequent damage brings the victim to 0 or fewer hit points, the target returns to the dust from which it was constructed.

Targets with the plant type and/or water subtype have a –4 penalty to their saving throws to avoid this power’s effect.

Augment: For each additional power point spent, the target takes 1d6 additional points of initial damage.


Defer Fatality
Psychometabolism
Level: Psion/Wilder 6, Psychic Warrior 6,
Display: Audible
Manifesting Time: One immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 11, XP


When death is about to claim you because of a lethal attack of any sort, you instead enter a state of suspended animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain power points. You are unaware of your surroundings and cannot use subconscious powers. Outside forces can damage your body, but as long as your head remains attached to your torso and your brain remains intact, the physical damage can be healed. You can manifest this power quickly enough to avoid complete tissue destruction if you are unexpectedly affected by a lethal melee or ranged attack. You cannot manifest this power if you are unconscious (unless you have the Subconscious Power feat).

You remain in a state of deferred fatality until some third party provides you with magical or psionic curing in the amount equal to 10 points + the amount of damage your body originally (and subsequently) sustained which dropped you into this deferred state. When so cured, you become conscious, possess 1 hp, 1 power point, and sustain 1d4+1 points of temporary ability damage on each of your six ability scores. (Psychic Bastion can ameliorate this damage — if this brings your Constitution score to 0, you die normally.)

If using this power would deplete your XP to a point below your current level, you can’t use this power.

XP Cost: 250 XP


Desolate
Psychometabolism
Level: Egoist 7
Display: Visual
Manifesting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 13


A touch from your hand renders the flesh of your target into a wasteland of desiccation. Each touch deals 13d6 points of damage and possibly also 2d6+4 points of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.)

Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.


Detect Compulsion
Clairsentience / Telepathy
Level: Psion/Wilder 1
Display: None
Manifesting Time: One swift action
Range: 60 feet
Target: One creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1


You detect if the target creature is under the effects of a compulsion or charm. Affected creatures appear to have an amber aura, though no one but you sees this visual effect.


Detonate Psicrystal
Psychokinesis
Level: Psion/Wilder 8
Display: Visual, olfactory
Manifesting Time: One standard action
Range: One mile
Area: 20-foot-radius burst centered on psicrystal
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: No
Power Points: 15, Material, XP


Sometimes extreme situations call for extreme measures. By any standard, detonating your own psicrystal in a cataclysmic spray of crystal shrapnel is an extreme measure.

You can manifest this power only by channeling it through your psicrystal (which means you can’t use this power if your psicrystal is more than one mile from you, or if you do not possess a psicrystal). Once manifest, your psicrystal overloads, magnifying the power with the sum of its own essence and blossoming into a burst of psiactive shrapnel that deals 30d6 points of damage to all creatures within the area. Unattended objects also take this damage. Detonating a hero psicrystal deals an additional 2d6 points of damage, while detonating a coward psicrystal deals 2d6 fewer points of damage.

The purposeful detonation of your psicrystal entails a sacrifice on your part (and your psicrystal’s!). You must attempt a Fortitude save (DC 15). If the saving throw fails, you lose 200 experience points per class level. A successful saving throw reduces the loss by half. You also lose the abilities granted by the psicrystal and a piece of your mind as originally embedded in the psicrystal (which drains your Intelligence by 2 points). A destroyed psicrystal cannot be replaced for six months. The drain to your Intelligence cannot be recovered until you gain a new psicrystal.

Material Cost: Your psicrystal.

XP Cost: As noted above.


Dimensional Obstruction
Psychoportation
Level: Nomad 5
Display: Audible
Manifesting Time: One standard action
Range: Medium (100 feet + 10 feet/level)
Area: 60-foot-radius emanation centered on a point in space
Duration: 10 minutes/level
Saving Throw: None
Power Resistance: Yes
Power Points: 9


As dimensional anchor, except that this power potentially affects multiple targets that enter into the area (or are already present). The emanation does not hinder any movement or action other than those noted under dimensional anchor. The effect is not visible.

Augment: For every 1 additional power point you spend, the duration increases by 10 minutes/level.


Double Dimension
Metacreativity
Level: Psion/Wilder 4
Display: Olfactory
Manifesting Time: 10 minutes
Range: Close (25 feet + 5 feet/2 levels)
Area: Up to one 10-foot cube/2 levels
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7, XP


You make a space bigger on the inside than on the outside. You double either the length, width, or height dimension of a bounded space (any space with some sort of floor, ceiling, and four walls), if the additional space does not exceed the maximum area allowed by the power. Though one internal dimension doubles, the external size of the space is not affected. You can only double the length, width, or height of a space that is already at least 5 feet square. You cannot double a dimension of a space that is already doubled or otherwise psionically or magically maintained (such as the interior of a bag of holding).

For instance, an 8th-level manifester could double the width of a space 15 feet long, 10 feet tall, and 10 feet wide to make its new interior dimensions 15 feet long, 10 feet tall, and 20 feet wide—in all, the manifester added only three 10-foot cubes of space, well within the maximum allowable area. If the space had been 25 feet wide, the manifester couldn’t have doubled the width.

XP Cost: 250 XP per additional 10-foot cube of space created


Dream Prison
Metacreativity
Level: Psion/Wilder 2
Display: Mental
Manifesting Time: One standard action
Range: Touch
Target: One sleeping creature
Duration: One hour/level (D)
Saving Throw: Will moderates (see text)
Power Resistance: Yes
Power Points: 3


As mind vault, except you can also “store” creatures. The creatures you want to store in the Shallows must be sleeping (or unconscious, either through nonlethal damage or by physical damage that brings them to negative hit points). Any sleeping creature you touch is automatically physically transferred into a random region of the Shallows. (This space is a different dream space than your mind vault space if you have manifested that power previously.) The dream prisoner appears, to the eye of any that might come upon it in Shallows, in a state of suspended animation. It remains so for the duration of the power or until dismissed. You can dismiss the power from any location in the waking world or the Shallows/Dream.

You cannot manifest this power on dreamers or creatures already physically present in any dream environment.

When the power ends, the dream prisoner appears in the physical location where it faded into dream.

If you physically (or as a lucid dreamer) attempt to question or otherwise interrogate your prisoner in the Shallows, the prisoner wakes and immediately slips back into the waking world.

On a successful Will saving throw, the duration lasts only 1 round.

Augment: Spend an additional 4 power points to change the duration to one day/level (D), or spend an additional 13 power points to make the duration permanent.

If augmented for increased length, on a successful Will saving throw, the duration lasts only minutes per level or one day, respectively.


Dream of the Real
Metacreativity
Level: Shaper 7
Display: Visual
Manifesting Time: One standard action
Range: Medium (100 feet + 10 feet/level)
Effect: One shadow duplicate
Duration: One minute (D)
Saving Throw: None
Power Resistance: No
Power Points: 13, XP


You fashion dreamstuff from the Shallows to create a dreamborn version of yourself. The dreamborn version looks, sounds, and smells like you, but it is only a dream. It mimics your actions (including speech) unless you direct it to stand quietly (which is a move action) or relinquish control of its senses (also a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While using its senses, your body is considered blinded and deafened. When not using its senses, it is mindless (and cannot be affected by mind-affecting effects) and stands motionless. You cannot command it in any other way except for when you take control of its senses.

If you desire, any power you manifest that has a range of touch or greater can originate from the dreamborn version of you instead of from you. The dreamborn cannot manifest any powers on itself. The powers affect other targets normally, despite originating from the dreamborn version of you.

You must maintain line of effect to the dreamborn version of you at all times. If your line of effect is obstructed, or if you purposefully break the line of effect, the power ends.

The dreamborn image of you is hazy and enjoys a 20 percent miss chance from all attacks. If successfully attacked, the dreamborn version of you is exceedingly fragile — if it takes more than 10 points of damage, it is destroyed and the power ends.

XP Cost: 75 XP


Dream's Fatal Embrace
Psychometabolism
Level: Psion/Wilder 7
Display: Visual
Manifesting Time: One standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Power Resistance: Yes
Power Points: 13


You push any creature you touch into the Shallows physically if it fails its Will saving throw. However, this visit is not idyllic — the creature permanently relinquishes its ties to the waking world and becomes but a passing dream with a life forever bound to dreamland. Should the creature ever seek to pass the boundary between Dream and the waking world, it disperses into nothingness as if a dream forgotten upon waking. (Note that the creature remanded to Dream’s fatal embrace does not gain the dreamborn subtype — it is too ephemeral for that benefit.) Worse, without the Lucid Dreaming feat, the creature pushed into Dream soon forgets its identity, abilities, powers, and possessions.

Only through the use of the dream birth power can a creature remanded to Dream’s fatal embrace return to the waking world without dispersing.

A creature that makes a successful Will saving throw is partially affected and takes 6d6 points of damage as its corporeality partially transforms into dream substance, which flashes away like steam. If this damage reduces the creature to 0 or fewer hit points, you still transform it into dream substance.

You cannot manifest this power on dreamers or creatures already physically present in any dream environment.



Correspond, Persistent
Telepathy [Mind-Affecting]
Level: Psion/Wilder 5
Display: Mental
Manifesting Time: One standard action
Range: See text
Target: One creature with an Intelligence score of 3 or higher
Duration: One day/level or until utilized
Saving Throw: None
Power Resistance: No
Power Points: 9


You forge a passive mental link with a creature. From now on (until the duration expires), either you or the creature to whom you forged the link can initiate a purely mental conversation, no matter how far removed either of you are from the other; even planar boundaries do not enforce a limit. Once either one of you establishes active conversation, each of you can exchange 25 words or less once per round for 1d4 rounds. Once an active conversation has occurred, the power ends.

Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity


Dominate, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1 round
Range: Medium (100 feet + 10 feet/level)
Target: One humanoid
Duration: Concentration
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7


As psionic dominate, except as noted here.

This power is not a new power — it merely adds functionality to psionic dominate If you know that power, you know the following augmentations.

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

  1. You can augment this power in one or more of the ways described in psionic dominate.
  2. If you spend 1 additional power point, this power’s duration is one hour rather than Concentration. If you spend 2 additional power points, this power’s duration is one day rather than Concentration. If you spend 4 additional power points, this power’s duration is one day per manifester level rather than Concentration.
  3. If you expend 8 additional power points, this power’s duration is Permanent (D), rather than Concentration (this augmentation is sometimes called the “utter thrall” augmentation). As with any permanent power, this augmentation is subject to dispelling, and protection from evil/good/law/chaos temporarily suppresses the effect.

As described in the base power, for every 2 additional power points you spend to achieve any of these augmentations, and/or those described in the original power, this power’s save DC increases by 1.


Dream, Psionic
Telepathy [Mind-Affecting]
Level: Psion/Wilder 5
Display: Mental
Manifesting Time: One minute
Range: Unlimited
Target: One living creature
Duration: See text
Saving Throw: None
Power Resistance: Yes
Power Points: 9


As dream, except as noted here.

Augment: If the recipient is awake when you begin to manifest the power, the messenger can choose to expend a number of power points (if the messenger is psionic) equal to the recipient’s Hit Dice –4 to plant the message, which the recipient receives when next she sleeps.



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