Smattering of new powers. PEACH 'em, please? [Archive] - Wizards Community

Post/Author/DateTimePost
Tinari

03-15-07, 07:36 AM
I do apologize in advance for the formatting, as I am not a learned board sage yet. And I tried to find a post that had a good layout for powers/spells for which I could use as reference, and most looked fairly simple as mine is. I hope it's not too hard to figure out. I just used liberal space between each power and whatnot. Please let me know what you think of the powers individually, and if you think they'd be suitable in a psionic campaign. Originally, I wanted to make powers that would benefit my build specifically, but I actually wanted to try to make a new power for each discipline. I didn't get one for seer in the time I made this though. I also added my powers from a previous post just so I could have all my new powers in one easy place for reference. Anyway, the powers!


Elemental Bending
Psychokinesis
Level: Psion/Wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/level)
Duration: Concentration, 1min./level
Saving Throw: See text
Power Resistance: See text
Power Points: 7

You grant yourself power over the elements surrounding you via telekinetic manipulation. At the time of manifesting this power, you choose one of the following elements to which you attempt to control: Earth, Fire, Water or Air. For the duration of this power, so long as you maintain concentration, you are granted a myriad of abilities pertaining to that element as follows. You may also expend your psionic focus, breaking concentration, but allowing the power to exist for an additional three rounds. Controlling an element after breaking concentration is a standard action, though you can use the launch earth, flame lash, water whip and air burst each as part of a full round attack action.

Earth: You have a telekinetic control over the earth which you stand. You can attempt to shape, shift and launch earth as if it was an extension of your body. You may shape 5 cubic/ft of earth per round, the shape being that which you desire, but rudiment at best. Making a wall could have arrow slits for example, but no fine detail could be achieved. You may detach and launch 25lbs of earth from the ground, or launch a boulder unattached to the earth up to 50lbs with a range increment of 15ft. Each are made as a ranged attack, dealing 2D6 for for each 25lbs of weight.

Augment

For each additional 4 power points spent augmenting this power while in earth manipulation, you may shape an additional 5 cubic feet of per round, and launch an additional 25lbs of stone weight.


Fire: You telekinetically control fire, to a point you are capable of generating small lashing flames by disrupting oxygen and inserting telekinetic energy to create a potent reaction. While concentrating on this aspect of the elemental bending power, you may make a single unarmed melee attack action per round that does not provoke an attack of opportunity and still maintain concentration, though you may not move more than a five foot step before or after making this attack. The attack deals 5D6 fire damage on a successful touch attack. This power also grants you the ability to manipulate existing flames as the control flame power, and protect yourself and allies from fire based attacks. You can as an immediate action turn back and divert any fire attack used on yourself or allies, granting all allies within 10 feet of you resistance 20 to a single fire attack that round. Additionally, you may expend your focus as part of the immediate action to create a 5 foot radius pocket, centered on yourself, where no fire can pass, granting yourself and all adjacent allies immunity to fire for one round. Expending your focus to negate fire damage in this way ends the duration of the power immediately, and leaves you fatigued for three rounds. If you attempt to grant yourself and allies immunity to another fire based attack while still fatigued from this power specifically, you then become exhausted for five rounds. If you attempt to grant yourself and allies immunity to another fire based attack while still exhausted from this power specifically, you then become staggered, suffering exactly as much subdual damage as you have remaining HP. Regaining consciousness from this ability will leave you exhausted for five rounds.

Augment

You may not augment this ability of Elemental Bending.


Water: You can telekinetically control either freestanding water, or carried water in your possession. The amount of carried water has to be at least one liter (one full canteen). If carried water, you focus it into a lengthy whip of water, though you do not have to hold it directly. On your turn, you can lash out at anyone within ten feet of you with this whip of water, making a melee attack roll using your dexterity modifier to hit, dealing 3D6 damage plus your int AND dex modifiers on a successful hit. You only threaten a five foot area around yourself, despite being able to attack further out than this.

If you are on a boat, or have access to a full standing body of water, you have two options. You may either draw a whip of water from it, as above. In deep water you may either calm torrential waters, allowing yourself and allies an easier time to swim, or make the waters thrash and flail about, causing anyone in them to suffer 1D6 subdual damage on a successful swim check vs the power's save DC, or 3D6 drowning damage on a failed swim check. They may hold their breath in such water for only their constitution score in rounds and must make a reflex vs the power's DC to take a breath on their turn. The manifester can specifically target a person within the waters and form the water around them, thus keeping them "submerged" for as long as the person fails their a swim check vs the powers save DC. If the water is shallow, you may stand in it and control one water whip per four manifester levels, maximum of eight at epic levels, though each has a range of five feet, as opposed to ten feet.

Augment

If you spend an additional 4 power points, whip attacks can reach five feet further than usual, allowing a full 15ft reach with a single water whip, and 10ft when using multiple whips from shallow water.
For each additional 4 power points spent, the whips deal 2D6 additional damage per strike.


Air: You control the very winds surrounding you via telekinetic prowess, granting you extreme mobility. You're base land speed is increased by 5 feet, and your base flying speed by 15 feet. You gain a +10 circumstance bonus to jump and balance checks, with the distance of your jumps not limited by your height. You may maintain concentration while making a jump check, though you may not make a running start unless you expend your psionic focus to maintain the power beyond concentration. If you have a hang-glider or other similar device, you may use it to gain flight even without the necessary winds to support it. Finally, you may create a small vortex of air, extending out in a 15 foot cone from yourself as a standard action, knocking all large and smaller creatures back up to 15 feet, reflex save vs the powers DC or be knocked prone and pushed back. You may expend your psionic focus in the duration of this power to create a very small but very stabilized gyroscopic windstorm that occupies five foot square which you may ride upon. This sphere is controlled by your mind and has a movement speed of 60 feet. You may enter a square with anyone else. Doing so provokes and attack of opportunity. After which the opponent who's square you occupy must make a fortitude save or be hurled prone in an adjacent square, determined by the missed thrown weapon table, and taking 2D6 damage. If you augment this power to alleviate the need to concentrate, you may make bull rush attempts using your int modifier instead of your strength modifier, and gain a +6 circumstance bonus to checks, including resisting bull rush attempts.

Augment

If you spend an additional 6 power points, this power can be maintained even without needing to concentrate, allowing you to gain the full benefits of it's mobility enhancing properties.
For every additional power point spent augmenting this power, you gain an additional +1 circumstance bonus to jump and balance checks.




Ectopic Armorments
Metacreativity (Creation)
Level: Shaper 7
Display: Visual, Olfactory
Manifesting Time: 1 minute
Range: 10 feet; see text
Duration: 10 min./level
Power Points: 13

You shape and summon ectoplasm from the astral plane into various implements of war. Manifesting this power grants you 25 "creation points" to which you can create various pieces of equipment, with the following guidelines. Medium weapons cost one creation point. Medium small shields and bucklers cost one creation point. Medium sized armors cost two creation points. Large items cost twice medium. Huge items cost twice large, ect. Small items cost half medium. Tiny items cost half small, ect. The abilities of shaping with this power do not allow for fine detail, leaving most arms and armors and "functional and familiar" as far as feats for specific weapons are concerned, with some limits. All armors created are a solid, albeit very malleable form. Any armor created via this power have the stats and type of "Breastplate" while being considered light armor, and any weapons created must be simple or martial. No missile weapons may be made, but 2D4 throwing weapons may be made in place of one medium sized weapon. All equipment made via this power has a +1 enchantment bonus, and is considered "mithral" for purposes of weight, hardness and additional information (armor check, maximum dex, ect). As such, a shaper may create five long swords, five small shields and five suits of armor with this power, or simply 25 long swords.

Augment

For every additional power point spent, you gain an additional 5 "creation points" which you may shape additional arms and armor with, and for each four additional power points spent augmenting it this way, the arms and armor are granted an additional +1 enchantment bonus.

For an additional 4 power points, you may shape any armor you desire and add exotic and missile weapons to the list of shapeable arms and armor.




Kinetic Rage
Psychokinesis
Level: Kineticist 3
Display: Visual
Manifesting Time: 1 standard action
Range: 15-ft-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Power Resistance: Yes
Power Points: 5

With a near instant telekinetic throb, you force all creatures within the area of the power away from you. All creatures caught within the range of this power take 2D6 force damage and are immediately shoved outside the area the power's range and knocked prone. If this power is used in an enclosed area, all surrounding structure takes the full damage which can damage and potentially collapse the structure. Creatures take an additional 2D6 bludgeoning damage if they are thrown into a wall via this power. A successful reflex save ignores all damage affects of this power and remains standing, but is still forced outside the area the power affects.

Augment

You may augment this power any of the following ways.

For an additional 4 power points, you may manifest this power as a swift action.
For an additional 6 power points, you may increase the size of the burst by 10 feet.
For every extra power point spent augmenting this power, increase the save DC by 1. For every 2 you increase the save DC, increase the damage by 1D6.




Call of the Animal Aspect
Psychometabolism
Level: Egoist 5, Psychic Warrior 4
Display: Visual
Manifesting Time: 1 full-round action
Range: NA
Target: Personal
Duration: 3 rounds
Saving Throw: NA
Power Resistance: NA
Power Points: 9

You transform your body into an animalistic juggernaut, granting yourself a +8 enhancement bonus to strength, dexterity and constitution. Your body changes, growing thicker and more defined but you maintain your approximate shape and others can still tell you are you. Your armor toughens like the skin of an animal, granting your DR5/piercing and you gain a +2 to your natural armor. Your cheetah like celerity grants you a 20 foot enhancement bonus to your base land speed, and one extra attack per round at your highest attack bonus(Does not stack with haste, or similar effects). Your unnatural ferocity grants you twice your manifester level in temporary hit points, above and beyond what your enhanced constitution grants you. You gain the die-hard feat for the duration of this power. The strain of such a pronounced change to your body causes you to be fatigued (-2 penalty to strength, dexterity, cannot charge or run) for 1D4+1 rounds when the power ends, even if it is ended prematurely via dispel.

Augment

You may augment this power any of the following ways.

If you spend an additional 4 power points, this power may be manifested as a standard action instead of a full-round action.
If you spend an additional 4 power points, you may ignore the affects of fatigue when the power ends, for whatever reason.
For each additional 2 power points, you may increase the duration by 1 round.




Vexing Teleport Strike
Psychoportation (Teleportation)
Level: Nomad 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 swift action
Range: See text
Target: See text
Duration: See text
Saving Throw: NA
Power Resistance: NA
Power Points: 5

You psychoportively teleport your material self to the opposite side of any opponent you are adjacent to before being bungeed back to your original location. You can perform one strike on the opponent as if you were flanking. If used before a full attack action, only the first attack counts towards the opponent being flanked. If all the available spaces from which you can flank your opponent are occupied, the spell will not fail, but you will not gain any flanking bonuses unless there is a creature providing flanking for the space you appear in.

Augment

For each additional 4 power points spent on this power, you may make one extra attack that is considered flanking.




Telepathic Commander
Telepathy [Mind-affecting]
Level: Telepath 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 + 5 feet/two levels)
Target: You and one other willing creature/three levels
Duration: Concentration, up to 1 round/level
Saving Throw: Will (Harmless)
Power Resistance: Yes (Harmless)
Power Points: 7

You become a telepathic center for all tactical senses for yourself and all allies within range. You take in, process and distribute all information telepathically with all willing creatures within range, granting them all a +1 insight bonus to attack and damage rolls, and a +2 bonus to all flanking attacks, due to the telepathically enhanced coordination of the battlefield. You must maintain concentration to be able to interpret and send all information to all the correct creatures.

Augment

You can augment the power in either of the following ways

For each additional 2 power points spent, you may focus more on the flanking aspect of all allies, granting a +1 attack bonus for all flanking attempts.

For each additional 4 power points spent, you may focus more on the observations and calculations of the battlefield in whole, granting a +1 insight bonus to attack and damage rolls of all allies.




Weapon Adaptation
Psychokinesis
Level: Psychic warrior 2
Display: Visual
Manifesting Time: 1 full round action.
Range: Personal
Target: Weapon in possession
Duration: 1 min./level (D)
Power Points: Psychic warrior 3

You attempt to psionically force specific enhancements into a weapon you are holding, bestowing upon it one specific +1 magical property of your choice as appropriate. This property bonus can be applied to any one weapon on your person, and the weapon will remain thus enchanted for the duration of the power. This power overlaps with existing properties. Attempting to manifest this power on a +1 ectopic longsword will simply fail. Manifesting this power and augmenting it to +2 magical property on a +1 ectopic longsword will grant you an additional +1 property bonus of your choice.

Augment

You can augment this power in any or all of the following ways.

1. If you spend 6 additional power points, the duration of the power increases to 10 min./level.
2. For each additional 4 power points spent augmenting this power, the maximum enhancement bonus of the power you apply to the weapon increase by +1.




Weaponry Savant
Clairsentience
Level: Psion/wilder 3, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action; see text
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 5, psychic warrior 3

You call upon the mental training and discipline of a well trained warrior. Upon manifesting this power, your mind becomes attuned to the specific weapon you're holding and you become familiar with it and how to use it as if you were proficient with it. This power lasts so long as you remain within five feet of your chosen weapon, and simply relinquishing your grip does not end the power. However if you chosen weapon remains over five feet away from you for more than two consecutive rounds, you lose all benefits of this power. The proficiency gained with this power applies only with the specific weapon(s) you held at the time of manifesting this power, and with no other weapons, even those of the same type you were using.

Augment

You can augment this power in any or all of the following ways.

1. If you spend 3 additional power points, you gain weapon focus with the weapon you hold at the time of manifesting this power.
2. If you spend 3 additional power points, you gain weapon specialization with the weapon you hold at the time of manifesting this power.
3. If you spend 3 additional power points, the duration of this power becomes 1 hour/level instead of 1 min./level.
4. If you spend 4 additional power points, you can manifest this power as a swift action.
5. For every additional 4 power points spent augmenting this power, you gain a +1 insight bonus to attack and damage rolls with your chosen weapon, to a maximum of +5.
Lycanthromancer

03-15-07, 12:53 PM
*Throws a half-rotted peach at Tinari, then PROBSCALs the post.*
Thomar_of_Uointer

03-15-07, 01:01 PM
I do apologize in advance for the formatting, as I am not a learned board sage yet. And I tried to find a post that had a good layout for powers/spells for which I could use as reference, and most looked fairly simple as mine is. I hope it's not too hard to figure out. I just used liberal space between each power and whatnot. Please let me know what you think of the powers individually, and if you think they'd be suitable in a psionic campaign. Originally, I wanted to make powers that would benefit my build specifically, but I actually wanted to try to make a new power for each discipline. I didn't get one for seer in the time I made this though. I also added my powers from a previous post just so I could have all my new powers in one easy place for reference. Anyway, the powers!


Elemental Bending
Psychokinesis
Level: Psion/Wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 feet + 5 feet/level)
Duration: Concentration, 1min./level
Saving Throw: See text
Power Resistance: See text
Power Points: 7

You grant yourself power over the elements surrounding you via telekinetic manipulation. At the time of manifesting this power, you choose one of the following elements to which you attempt to control: Earth, Fire, Water or Air. For the duration of this power, so long as you maintain concentration, you are granted a myriad of abilities pertaining to that element as follows. You may also expend your psionic focus, breaking concentration, but allowing the power to exist for an additional three rounds. Controlling an element after breaking concentration is a standard action, though you can use the launch earth, flame lash, water whip and air burst each as part of a full round attack action.

Earth: You have a telekinetic control over the earth which you stand. You can attempt to shape, shift and launch earth as if it was an extension of your body. You may shape 5 cubic/ft of earth per round, the shape being that which you desire, but rudiment at best. Making a wall could have arrow slits for example, but no fine detail could be achieved. You may detach and launch 25lbs of earth from the ground, or launch a boulder unattached to the earth up to 50lbs with a range increment of 15ft. Each are made as a ranged attack, dealing 2D6 for for each 25lbs of weight.

Augment

For each additional 4 power points spent augmenting this power while in earth manipulation, you may shape an additional 5 cubic feet of per round, and launch an additional 25lbs of stone weight.


Fire: You telekinetically control fire, to a point you are capable of generating small lashing flames by disrupting oxygen and inserting telekinetic energy to create a potent reaction. While concentrating on this aspect of the elemental bending power, you may make a single unarmed melee attack action per round and still maintain concentration, though you may not move more than a five foot step before or after making this attack. The attack deals 5D6 fire damage on a successful touch attack. This power also grants you the ability to manipulate existing flames as the control flame power, and protect yourself and allies from fire based attacks. You can ready an action on your turn to turn back and divert any area fire attack used on yourself and allies, granting all allies within 10 feet of you resistance 20 to a single fire attack that round. Additionally, you may expend your focus as part of the readied action to create a 5 foot radius pocket, centered on yourself, where no fire can pass, granting yourself and all adjacent allies immunity to fire for one round. Expending your focus to negate fire damage in this way ends the duration of the power immediately, and leaves you fatigued for three rounds. If you attempt to grant yourself and allies immunity to another fire based attack while still fatigued from this power specifically, you then become exhausted for five rounds. If you attempt to grant yourself and allies immunity to another fire based attack while still exhausted from this power specifically, you then become staggered, suffering exactly as much subdual damage as you have remaining HP. Regaining consciousness from this ability will leave you exhausted for five rounds.

Augment

You may not augment this ability of Elemental Bending.


Water: You can telekinetically control either freestanding water, or carried water. if carried water, you focus it into a lengthy whip of water, though you do not have to hold it directly. On your turn, you can lash out at anyone within ten feet of you with this whip of water, making a melee attack roll using your dexterity modifier to hit, dealing 3D6 damage plus your int AND dex modifiers on a successful hit. You only threaten a five foot area around yourself, despite being able to attack further out than this.

If you are on a boat, or have access to a full standing body of water, you have two options. You may either draw a whip of water from it, as above. If the water is shallow, you may also stand in it and control one water whip per four manifester levels, maximum of eight at epic levels, though each has a range of five feet, as opposed to ten feet. Finally, in deep water you may either calm torrential waters, or make the waters thrash and flail about, causing anyone in them to suffer 1D6 subdual damage on a successful swim check vs the power's save DC, or 3D6 drowning damage on a failed swim check. They may hold their breath in such water for only their constitution score in rounds. The manifester can specifically target a person within the waters and form the water around them, thus keeping them "submerged" for as long as the person fails their a swim check vs the powers save DC.

Augment

If you spend an additional 4 power points, whip attacks can reach five feet further than usual, allowing a full 15ft reach with a single water whip, and 10ft when using multiple whips from shallow water.
For each additional 4 power points spent, the whips deal 2D6 additional damage per strike.


Air: You control the very winds surrounding you via telekinetic prowess, granting you extreme mobility. You're base land speed is increased by 5 feet, and your base flying speed by 15 feet. You gain a +10 circumstance bonus to jump and balance checks, with the distance of your jumps not limited by your height. You may maintain concentration while making a jump check, though you may not make a running start unless you expend your psionic focus to maintain the power beyond concentration. If you have a hang-glider or other similar device, you may use it to gain flight even without the necessary winds to support it. Finally, you may create a small vortex of air, extending out in a 15 foot cone from yourself as a standard action, knocking all large and smaller creatures back up to 15 feet, reflex save vs the powers DC or be knocked prone and pushed back. You may expend your psionic focus in the duration of this power to create a very small but very stabilized gyroscopic windstorm that occupies five foot square which you may ride upon. This sphere is controlled by your mind and has a movement speed of 60 feet. You may enter a square with anyone else. Doing so provokes and attack of opportunity. After which the opponent who's square you occupy must make a fortitude save or be hurled prone in an adjacent square, determined by the missed thrown weapon table, and taking 2D6 damage.

Augment

If you spend an additional 6 power points, this power can be maintained even without needing to concentrate, allowing you to gain the full benefits of it's mobility enhancing properties.
For every additional power point spent augmenting this power, you gain an additional +1 circumstance bonus to jump and balance checks.




Ectopic Armorments
Metacreativity (Creation)
Level: Shaper 5
Display: Visual, Olfactory
Manifesting Time: 1 minute
Range: 10 feet; see text
Duration: 10 min./level
Power Points: 11

You shape and summon ectoplasm from the astral plane into various implements of war. Manifesting this power grants you 25 "creation points" to which you can create various pieces of equipment, with the following guidelines. Medium weapons cost one creation point. Medium small shields and bucklers cost one creation point. Medium sized armors cost two creation points. Large items cost twice medium. Huge items cost twice large, ect. Small items cost half medium. Tiny items cost half small, ect. The abilities of shaping with this power do not allow for fine detail, leaving most arms and armors and "functional and familiar" as far as feats for specific weapons are concerned, with some limits. All armors created are a solid, albeit very malleable form. Any armor created via this power have the stats and type of "Breastplate" while being considered light armor, and any weapons created must be simple or martial. No missile weapons may be made, but 2D4 throwing weapons may be made in place of one medium sized weapon. All equipment made via this power has a +1 enchantment bonus, and is considered "mithral" for purposes of weight, hardness and additional information (armor check, maximum dex, ect). As such, a shaper may create five long swords, five small shields and five suits of armor with this power, or simply 25 long swords.

Augment

For every additional power point spent, you gain an additional 5 "creation points" which you may shape additional arms and armor with, and for each four additional power points spent augmenting it this way, the arms and armor are granted an additional +1 enchantment bonus.

For an additional 4 power points, you may shape any armor you desire and add exotic and missile weapons to the list of shapeable arms and armor.




Kinetic Rage
Psychokinesis
Level: Kineticist 3
Display: Visual
Manifesting Time: 1 standard action
Range: 15-ft-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Power Resistance: Yes
Power Points: 5

With a near instant telekinetic throb, you force all adjacent creatures in range away from you. All creatures caught within the range of this power take 2D6 force damage and are immediately shoved outside the area the power affected and thrown prone. A successful reflex save ignores the damage and remains standing, but is still forced outside the area the power affects. If this power is used in an enclosed area, all surrounding structure takes the full damage which can damage the structure. Creatures take an additional 2D6 bludgeoning damage if they are thrown into a wall via this power.

Augment

You may augment this power any of the following ways.

For an additional 4 power points, you may manifest this power as a swift action.
For an additional 6 power points, you may increase the size of the burst by 10 feet.
For every extra power point spent augmenting this power, increase the save DC by 1. For every 2 you increase the save DC, increase the damage by 1D6.




Call of the Animal Aspect
Psychometabolism
Level: Egoist 5, Psychic Warrior 4
Display: Visual
Manifesting Time: 1 full-round action
Range: NA
Target: Personal
Duration: 3 rounds
Saving Throw: NA
Power Resistance: NA
Power Points: 9

You transform your body into an animalistic juggernaut, granting yourself a +8 enhancement bonus to strength, dexterity and constitution. Your body changes, growing thicker and more defined but you maintain your approximate shape and others can still tell you are you. Your armor toughens like the skin of an animal, granting your DR5/piercing and you gain a +2 to your natural armor. Your cheetah like celerity grants you a 20 foot enhancement bonus to your base land speed, and one extra attack per round at your highest attack bonus(Does not stack with haste, or similar effects). Your unnatural ferocity grants you twice your manifester level in temporary hit points, above and beyond what your enhanced constitution grants you. You gain the die-hard feat for the duration of this power. The strain of such a pronounced change to your body causes you to be fatigued (-2 penalty to strength, dexterity, cannot charge or run) for 1D4+1 rounds when the power ends, even if it is ended prematurely via dispel.

Augment

You may augment this power any of the following ways.

If you spend an additional 4 power points, this power may be manifested as a standard action instead of a full-round action.
If you spend an additional 4 power points, you may ignore the affects of fatigue when the power ends, for whatever reason.
If you spend an additional 10 power points, you may alter the duration of this power to 1 round/level, however doing so will increase the fatigue that follows to be ten times what would normally follow.




Vexing Teleport Strike
Psychoportation (Teleportation)
Level: Nomad 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 swift action
Range: See text
Target: Personal
Duration: See text
Saving Throw: NA
Power Resistance: NA
Power Points: 5

You psychoportively teleport your material self to the opposite side of any opponent you are in melee range with before being bungeed back to your original location. You can then perform one strike on the opponent as if you were flanking. If used before a full attack action, only the first attack counts towards the opponent being flanked. If all the available spaces from which you can flank your opponent are occupied, the spell will not fail, but you will not gain the flanking bonuses.

Augment

For each additional 4 power points spent on this power, the duration is enough that you may make one additional attack on the opponent while 'flanking' with yourself. You may not spend more than 12 power points augmenting this power, and the duration can never last longer than one full round (6 seconds).




Telepathic Commander
Telepathy [Mind-affecting]
Level: Telepath 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 + 5 feet/two levels)
Target: You and one other willing creature/three levels
Duration: Concentration, up to 1 round/level
Saving Throw: Will (Harmless)
Power Resistance: Yes (Harmless)
Power Points: 7

You become a telepathic center for all tactical senses for yourself and all allies within range. You take in, process and distribute all information telepathically with all willing creatures within range, granting them all a +1 insight bonus to attack and damage rolls, and a +2 bonus to all flanking attacks, due to the telepathically enhanced coordination of the battlefield. You must maintain concentration to be able to interpret and send all information to all the correct creatures, though you may make a single move action each round while concentrating on this power.

Augment

You can augment the power in either of the following ways

For each additional 2 power points spent, you may focus more on the flanking aspect of all allies, granting a +1 attack bonus for all flanking attempts.

For each additional 4 power points spent, you may focus more on the observations and calculations of the battlefield in whole, granting a +1 insight bonus to attack and damage rolls of all allies.




Weapon Adaptation
Psychokinesis
Level: Psychic warrior 2
Display: Visual
Manifesting Time: 1 full round action.
Range: Personal
Target: Weapon in possession
Duration: 1 min./level (D)
Power Points: Psychic warrior 3

You attempt to psionically force specific enhancements into a weapon you are holding, bestowing upon it one specific +1 enhancement bonus of your choice as appropriate. This enhancement bonus can be applied to any one weapon on your person, and the weapon will remain thus enchanted for the duration of the power. This power overlaps with existing enhancements. Attempting to manifest this power on a +1 ectopic longsword will simply fail. Manifesting this power and augmenting it to +2 enhancement bonus on a +1 ectopic longsword will grant you an additional +1 enhancement bonus of your choice.

Augment

You can augment this power in any or all of the following ways.

1. If you spend 6 additional power points, the duration of the power increases to 10 min./level.
2. For each additional 4 power points spent augmenting this power, the maximum enhancement bonus of the power you apply to the weapon increase by +1.




Weaponry Savant
Clairsentience
Level: Psion/wilder 3, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action; see text
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 5, psychic warrior 3

You call upon the mental training and discipline of a well trained warrior. Upon manifesting this power, your mind becomes attuned to the specific weapon you're holding and you become familiar with it and how to use it as if you were proficient with it. This power lasts so long as you remain within five feet of your chosen weapon, and simply relinquishing your grip does not end the power. However if you chosen weapon remains over five feet away from you for more than two consecutive rounds, you lose all benefits of this power. The proficiency gained with this power applies only with the specific weapon(s) you held at the time of manifesting this power, and with no other weapons, even those of the same type you were using.

Augment

You can augment this power in any or all of the following ways.

1. If you spend 3 additional power points, you gain weapon focus with the weapon you hold at the time of manifesting this power.
2. If you spend 3 additional power points, you gain weapon specialization with the weapon you hold at the time of manifesting this power.
3. If you spend 3 additional power points, the duration of this power becomes 1 hour/level instead of 1 min./level.
4. If you spend 4 additional power points, you can manifest this power as a swift action.
5. For every additional 4 power points spent augmenting this power, you gain a +1 insight bonus to attack and damage rolls with your chosen weapon, to a maximum of +5.

Bending? Hmm, I think I've seen this magic before...
Okay, this one should have a [see text] descriptor and note that its descriptor matches the element manipulated. Fire should simply say you can make attacks as a move action, that easily replaces the whole "can't move" clause. You can change fire's expend focus thing to an immediate action, it makes more sense that way and makes up for it not being augmentable. Water should note that attended carried water (or did you mean water the manifester is carrying?) gets a Will saving throw. Water should note that the whips are freestanding constructs (and should probably have AC and hit points so you can sunder them) and only get attacks of opportunity from where they are. Change air to allow you to make bull rush attempts with a bonus or something.

Ectopic armorments is very powerful, at least compared to major creation. I would make it level 7.

Wait, does kinetic rage affect adjacent creatures, or creatures within 15'? The range entry says one thing, and then the text says two different things. Can you ignore damage from getting thrown into walls if you make your save? Oh, and bravo for not making a very powerful battlefield control effect not deal significant damage.

Call of the animal aspect looks sweet. Like a kind of super-rage. 3 round duration is just fine, but I would replace the 10 pp augment with a simple 2 pp per additional round augment.

Vexing teleport strike has some... Interesting wording. The range would either be "personal" or "see text", and either way it wouldn't really have a target, so you can remove the target entry. I would make the duration "instantaneous", remove the duration reference, and just note in the text that you only benefit from flanking until the end of your turn.

Telepathic commander looks okay. I would've used the formorian's hive mind ability as a basis, but this works too. You don't need to note that you can make a move action each round, by default concentration is a standard action.

Weapon adaptation... Okay, they're called "weapon properties", not "enhancements".

Weaponry savant looks very cool.
Tinari

03-15-07, 11:55 PM
Bending? Hmm, I think I've seen this magic before...
Okay, this one should have a [see text] descriptor and note that its descriptor matches the element manipulated. Fire should simply say you can make attacks as a move action, that easily replaces the whole "can't move" clause. You can change fire's expend focus thing to an immediate action, it makes more sense that way and makes up for it not being augmentable. Water should note that attended carried water (or did you mean water the manifester is carrying?) gets a Will saving throw. Water should note that the whips are freestanding constructs (and should probably have AC and hit points so you can sunder them) and only get attacks of opportunity from where they are. Change air to allow you to make bull rush attempts with a bonus or something.

Ectopic armorments is very powerful, at least compared to major creation. I would make it level 7.

Wait, does kinetic rage affect adjacent creatures, or creatures within 15'? The range entry says one thing, and then the text says two different things. Can you ignore damage from getting thrown into walls if you make your save? Oh, and bravo for not making a very powerful battlefield control effect not deal significant damage.

Call of the animal aspect looks sweet. Like a kind of super-rage. 3 round duration is just fine, but I would replace the 10 pp augment with a simple 2 pp per additional round augment.

Vexing teleport strike has some... Interesting wording. The range would either be "personal" or "see text", and either way it wouldn't really have a target, so you can remove the target entry. I would make the duration "instantaneous", remove the duration reference, and just note in the text that you only benefit from flanking until the end of your turn.

Telepathic commander looks okay. I would've used the formorian's hive mind ability as a basis, but this works too. You don't need to note that you can make a move action each round, by default concentration is a standard action.

Weapon adaptation... Okay, they're called "weapon properties", not "enhancements".

Weaponry savant looks very cool.

Aye. Thanks for the feedback. I am certainly not exactly masterfully versed in rules (and in some cases pretty bad on the rules).

So pumping the level of Ectopic Arms and Armorment's level up a few notches seems in order, and taking the "Super Rage" power's augment down to a 2PP seems to be a more fitting to the theme of the psionics. And Lycanthromancer makes me feel bad, since I read his posts when I do with a good amount of respect, and his post throws rotted fruits at me! Oh woe is me.

Anyway, I've edited the post to reflect a few changes and try to keep the wording more... clear. As far as "elemental bending" you may have heard it before, because someone wanted me to do something to "Hey, you've seen Avatar? Can you make something like that?" So I said "Eh, I can try."

Anywho, let's see if they're more balanced now.
Thomar_of_Uointer

03-16-07, 12:39 AM
And Lycanthropomancer makes me feel bad, since I read his posts when I do with a good amount of respect, and his post throws rotted fruits at me! Oh woe is me.

See, when PEACH was first thought up, I asked, "so does this mean if I don't use the acronym, I'm inviting everyone to give cursory, noncritical, dishonest commentary on my work?" In my critical, honest opinion, it's a destructive meme that needs to die. Unfortunately, doing that quickly would involve hunting down a significant number of people and shooting them in the face, so we instead wage a slow war on it by making fun of it at every opportunity, eventually whittling it down to a silly idea.
Tinari

03-16-07, 12:42 AM
Ah. Well that's my mistake for being outdated on the wizard's board memes. Heh. Well, I could like it to be critiqued honestly. But that's about it. Even "Wow, these are some real stinkers." would be helpful. I wouldn't know where to make the changes, but I'd know changes need made. :P
Thomar_of_Uointer

03-16-07, 01:02 AM
Ah. Well that's my mistake for being outdated on the wizard's board memes. Heh. Well, I could like it to be critiqued honestly. But that's about it. Even "Wow, these are some real stinkers." would be helpful. I wouldn't know where to make the changes, but I'd know changes need made. :P

Nah, if I think something's crap, I'll call people on it. Politely, of course. You don't want to accuse someone of malice when incompetence will suffice.

Okay, for Ectopic Armaments, look up the rules on weapon sizes. A Medium dagger is a Tiny item.

Vexing Teleport Strike should only work in the round you manifest it in. No point in making it a swift action otherwise.