Vitriolic Ectoplasm (And others!) [Archive] - Wizards Community

Post/Author/DateTimePost
Tinari

05-27-07, 05:48 AM
Here is a list of powers I thought up, mostly trying to expand on "concentrate and focus for a while" and "trap" style powers. Any suggestions for changes or for balance would be greatly appreciated. :)


Vitriolic Ectoplasm

Metacreativity (Creation)
Level: Psion/wilder 4
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None
Power Resistance: No
Power Points: 7

As Entangling Ectoplasm, you draw forth a glob of ectoplasm from the astral plane, however when throwing it you excite the molecular structure causing it to superheat. Upon a successful ranged touch attack, the subject becomes covered in super heated goo becoming entangled and taking damage for each round of the powers duration. As a full round action that provokes attacks of opportunity, a creature may scrape off the goo, though they still take damage from the power for that round. The damage is as follows.

1st round: 4D6
2nd round: 3D6
3rd round: 2D6
4th round: 1D6
5th round: 1D4

If the duration of this power is extended in any way, every round past the 5th will continue to deal 1D4 damage per round.

Augment
For every 2 additional power points you spend, this power can affect a target one size category larger.



Crystal Resonance Field
Metacreativity (Creation)
Level: Shaper 6
Display: Material, visual and audible
Manifesting Time: 1 standard action
Range: Medium (100 + 10ft/level)
Duration: 1 minute/level
Saving Throw: See text
Power Resistance: See text
Power Points: 11

When manifesting this power, you bring into being two or more large crystals which create an invisible resonating field between them. The crystals are about a foot in diameter must be within 40ft of another crystal created via this power, otherwise the resonance becomes too weak and the power fails. A DC 30 listen check can note the presence of this field, and it can be seen with non-visual "sight" such as tremor sense. Anything breaking the line of effect of the crystals disrupts this resonance, suffering 5D6 sonic damage with a successful fort save for half. Further, this causes the crystals to erupt into 20ft radius storms of crystal shards. Any enemies caught within the area of an erupting crystal must make a reflex save or be struck for 10D6 slashing damage.

The crystals must be within 40ft of another crystal. They do not all have to be within 40ft of each other. A high level shaper may, if he wanted, create simply a long line with crystals sitting at 40ft intrevals. However, disrupting the resonance of any two crystals will cause all of them to erupt, regardless.

Augment
For every 3 additional power points spent manifesting this power, you may call into being one more crystal.



Star Fire Conflagration
Psychokinesis
Level: Kineticist 7
Display: Auditory and visual; see text
Manifesting Time: 1 round, see text
Range: 50 ft
Area: 50-ft.-radius burst centered on you
Duration: Concentration, 1 round/level.
Saving Throw: See text
Power Resistance: No
Power Points: 13

When you manifest this power, the air about you begins to vibrate and accelerate, swirling around you at high speeds, causing any creatures of large size or smaller within 50ft of you to make a fortitude save or be flung 1D4 square from where they were in a random direction. Succeeding the save, they make a standard move action. They may not run or charge through or into the area this power affects.

On the second round, the air begins to vibrate violently enough that various points in the air around you begin to erupt into flames that sweep within the area violently. Anyone within 50ft of you during this take 2D6 damage reflex for half, as well as a fortitude save or once again be flung 1D4 squares in a random direction.

On the third round, this power reaches it's potential. The air ignites and lashes violently within the area this power affects with such heat and ferocity that even the manifester begins to take damage. Anyone within the area takes 10D6 fire damage, reflex for half. The manifester takes 10 damage for each round they maintain concentration on this power. The force of winds at this point no longer require a fortitude save to avoid being thrown, but charging through or into the area is still prohibited.

Augment
This power may not be augmented.



Psychokinetic Disruption
Psychokinesis
Level: Psion/Wilder 2
Display: Auditory and visual
Manifesting Time: See text
Range: See text
Area: See text
Duration: Instantaneous
Saving Throw: Fortitude partial, see text.
Power Resistance: No
Power Points: 3

The affect of this power depends upon how long you concentrate during it's manifestation. The more powerful the manifester trying to manipulate this power's potency, the faster they can achieve the same results that a novice could. Focusing on a single point before you, you encapsulate a psychokinetic sphere. This power initially affects a 10ft radius burst centered on you, with an additional 10ft for each round you spend concentrating before you release it.

When you release this powers effect, it causes the encapsulated psychokinetic force within the sphere to violently outward. All creatures caught within the area are forcefully shoved to the furthest outer edge of the powers effect away from you. All creatures must make a fortitude save, success meaning you remain upright and get shoved to the outskirts, taking no damage. Failing the fortitude save causes you be thrown against the ground and rolled to the outskirts, taking 1D4 damage per five feet of movement caused by the effect of this power.

If the manifester loses concentration of this power for any reason, the power immediately takes affect as it would if it has been released normally, however the manifester will also be subjected to all effects of this power as if having failed the fortitude save.

If this power is used within a structure and the area exceeds the dimensions, two things happen. First, deal 1D6 sonic damage for every 5ft radius the power effects. If you are in an inn that is 40ft long and manifest this power to 60ft effect, it would deal 12D6 sonic damage to every 5ft section of the structure, causing possible collapse. All creatures that collide with a wall due to this takes one fourth the damage dealt to the walls in physical bludgeoning damage, no save.

The limit on size for this power is a 100ft radius spread.

Augment
For every 2 additional power points spend on this power, the initial size of this powers effect increases by 10ft and the extra area affected each round by 5ft.
For every 4 additional power points spend augmenting this power, the maximum area it may affect grows 20ft, but may never become larger than a 200ft radius spread



Biofeedback Loop
Psychometabolism
Level: Psychic warrior 3
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: Psychic warrior 5

This power will cause your body to react immediately to any and all wounds of significant nature. When you are dealt in excess of 5 damage from a single source, this power immediately heals you 2 points. This may potentially save you from falling unconscious or dying. This does not regain health from damage caused by fire or acid, as well as suffocation or starvation. Subdual damage likewise is not healed by Biofeedback Loop.

Augment
For every 2 additional power points spend in this way, you regain an additional 2 health back for every additional 5 points of damage dealt from a single source.

For example, manifesting this power with 9 power points would allow you to heal up to 6 points of health from a single blow that dealt in excess of 15 damage. However, if a blow dealt only 7 damage, you would only heal 2.



Spacial Rift
Psychoportation
Level: Nomad 5
Display: Material
Manifesting Time: 1 standard action
Range: Close (25/ft + 5ft/2levels)
Duration: 1 round/level
Power Points: 9

With this power, you create two discs approximately six inches in diameter and one inch thick. The outer edge and one side of each disc is pitch black. One side of each disc shimmers with a silvery view of what the other disc is aimed at. Anything put into one disc will extend out the other side of the disc as if there was no space between them at all. This allows people to reach into one side to grab something near the other disc, as well as fire arrows and some spells through one disc and out the other at targets they could not otherwise see. Though physical material travels through these discs as well as light and visuals, sound does not, nor does magical effects. Attempting to target what you see on the other side with a magical effect will simply target the disc, though you may use the disc to line up shots using borrowing power through the wall, for example. If the discs move beyond 50ft of one another, the effect of this power ends. If someone or something has a part of themselves within the discs when this power ends, their body part will be shunted back through space to where it should be, dealing 1D6 damage to the creature.

Augment
You may spend 8 additional power points to make the duration of this power 1 minute/level.



Well, that's all I had in mind at this time. If they seem interesting or unique enough, I may see if something else pops into my head. Hopefully that last one was clear enough.
Cheers!