Thursday, February 19, 2026

Elemental Psionics [2e AD&D]

Elemental Psionicist

The Elemental Psionicist is a subclass in the Psionicist Group. They make use of psionicist XP table, HD, ThAC0, and Saving Throw (though they do not get the standard psionicist bonus against enchantment magic). While they share many features with the standard Psionicist, their psychic powers are wildly different, oriented, instead, around the manipulation of one or more elements.

To qualify as an Elemental Psionicist, a character must have a 15 in the attribute linked to their primary element, a 12 in the attribute of a second element, and a 9 in the other two. They have the level limits of normal psionicists, though gnomes and dwarves have a level limit of 10 as Terrakineticists. There are no alignment restrictions. They are limited in weapon and armor use as normal psionicists, including the restriction on helmets.

Elemental Psionics are not organized into specific powers as standard psionics are; rather, the psychic manipulates a given element as they see fit; most often these resemble Psychokinetic powers, and Elemental Psychics are often mistaken for Psychokineticists. It is extremely rare for someone to have both forms of psionics; more common is for standard Psychokineticists to mimic Elemental psionics.

At 1st level, an elemental psionicist chooses one of the four main elements; Earth, Air, Fire, or Water. This is their primary element, and the core of all their elemental powers. They also receive the equivalent of the telepathic defense Mind Block, though their particular manifestation of the power on the mindscape more often flows from their element; you might encounter a solid wall of stone in a Terrakineticist's mind, or a raging inferno and choking smoke in a pyrokineticist's. Mechanically, however, these will function as Mind Block. Elemental psionicists defend themselves in psionic combat, but nothing more.

At level 7, an Elemental Psionicist may choose to add a second element, or improve their primary element. If they improve their own element, they receive a -1 to Complexity (and thus PSP cost) for their primary element, to a minimum of zero. If they choose a secondary element, they may also use para-elemental effects between those two elements. There is no restriction on choosing opposing elements, though those have no para-elemental effects to capitalize on; a Hydrokineticist can freely add Fire at 7th level, but adding Earth would allow for Mud effects to be created. Para-elemental effects use the more expensive complexity as a base, and then add 1.

At level 13, the choice is repeated; they may either add a new element, or improve their primary element (if they chose a 2nd element at 7th level, they may not improve their secondary element). As before, improving the primary element reduces complexity by 1 (minimum zero), and adding a new element allows any para-elemental effects between their elements. A 13th level elemental psionicist may also use quasi-elemental effects related to their primary element; these increase the complexity by 2. They may not use quasi-elemental effects of any secondary or tertiary elements.

At 9th level, they receive followers as other psionicists do; however, all of these will be elemental psionicists for elements that they, themselves, practice; a pure pyrokineticist will only receive pyrokinetic followers, while one with pyrokinetic and terrakinetic powers will receive followers of either element. Replacement followers, at subsequent levels, will follow that pattern (so an elemental psionicist who picks a new element at level 13 will begin attracting those sorts of followers, as well).

Elemental psionicists receive a +2 to saving throws against effects related to their primary element (whether magical, psionic, or natural), and +1 to saving throws against effects related to a para or quasi element of their primary. They also receive a +1 to AC against attacks related to their element, or its related para and quasi elements.

Elemental Psionicists receive PSPs similarly to other psychics, but use their element's primary attribute for both their Base Score and Ability Modifier; with an 18 Constitution, a Terrakineticist will have 29 PSPs at 1st level, and gain 13 PSPs at each additional level. If they add secondary or tertiary elements at levels 7 and 13, any bonus from those attributes add to future PSP gains; this may seem unfair to single-element psionicists, but remember that the reduction in complexity of their powers means that everything they do costs 1 or 2 less PSPs. PSPs return at the normal rate for Psionicists.

As members of the Psionicist group, they have access to psionicist proficiencies, including Rejuvenation, Meditative Focus, and Harness Subconscious. They may not use the Proficiencies of Crystal Focus or Power Manipulation for their elemental psionics; their powers don't work like that.

Multi-classing and Dual-Classing

Elemental psionicsts are not restricted from any multi or dual-class available to their race and psionicist. It is not possible to be a psionicist/elemental psionicist through either dual-classing or multiclassing.

Elemental Psionics

Elemental psionics are not divided into discrete powers as common psionics are; instead, they are an ability to manipulate the elements through one's own will. As such, each use of elemental psionic powers is created on the fly, with the psychic decided how long they will concentrate, the range, duration, and area of effect the power will have, and determine, based on their Will, what the level of Complexity will be. The power costs a number of PSPs equal to the total of concentration, range, duration, area of effect, and complexity, and is resolved by making a check against the elements attribute, minus the complexity. A failure on this check costs one-half (rounded up) of the PSPs, but has no other effect. A natural 20 is always a failure, but has no other consequences, nor are their special benefits from rolling exactly the power score.

For example, Aerokinetic flight might involve 5 minutes of concentration (3), Personal Range (1), Concentration duration (3), Medium AoE (3, just your Medium-sized self), Difficulty of 5 (only 3 to move someone, but that’s also a strength of 16 and… that’s not gonna move me). Total cost of 15 (3+1+3+3+5), succeeds on a Int-5 check. A smaller person might have a lower difficulty; someone who needs to fly right now might reduce the concentration time (and thus increase the cost, but not the difficulty).

Concentration, Range, Duration, and Area of Effect are standardized across elements; Complexity is specific to each element.

Concentration
1 Hour (0)
20 Minutes (1)
10 Minutes (2)
5 minutes (3)
1 round (4)
Action (5)

Concentration requiring 1 round will happen at the end of the round. Concentration requiring only an action will happen on the psychic's initiative this round. During concentration, the psychic may only consider the problem; this may involve some conversation with others about the problem, but limited extraneous discussion, and moving at no more than half speed. Any combat or other action will break the concentration.

Range
Personal/Self (1)
Touch (2)
Close (3) (10’)
Medium (4) (60’)
Long (5) (300’)

Duration
*Instant (1)
*1 round (2)
*1 Turn/Momentary/Concentration (3)
*20 minutes (4)
*60 minutes (5)

A "Momentary" duration is something that will make a change that then remains, as opposed to an instant, where something manifests only briefly. Throwing a mote of fire is Instant; creating a cave to sleep in overnight is Momentary.

Area of Effect:
Tiny (1)
Small (2)
Medium (3)
Large (4)
Huge (5)
Gargantuan (6)

Area of effect might involve the amount of material manipulated, on the amount of space affected. Hitting someone with a fist of air might only be tiny (though you might choose to make it small, and hit them with more air), but allowing someone to fly would have an area of effect based on their size.

Creation of Elements

Elemental psychics do not create fire, water, earth, or air; they manipulate them. In the absence of fire, a pyrokinetic must find fire, usually in the form of heat. In the absence of water, hydrokinetics must pull it from the surrounding air. Doing these things always increases the complexity, as specified in the individual elemental descriptions.

Aerokinesis

Aerokinesis involves the movement of air. Quick and agile, Air is governed by Intelligence, and those who use Air must be able to think of the many ways that the air will interact with the air around it; the proverbial butterfly that can set off a storm.

Air is frequently used for pressure or pushing. The difficulty of an effect is set either by its strength or its complexity, whichever is higher.

Attacks with pure air are always 1d2 if Tiny, d3 if Small, d4 if Medium, d6 if Large, d8 if Huge, and d10 if Gargantuan, plus the equivalent strength.

1 - Push something with a gust of wind. Strength of 10.
2 - Direct air up or down, lifting or shoving it downward. Strength of 13.
3 - Surround something with air; spin it, move it, protect it with air. Strength of 16
4 - Remove the air from a place. Strength of 18/50.
5 - Create solid objects with air. Strength of 18/00
6 - Strength of 21
7 - Strength of 24

So, pushing something (say, an aerokinetic punch across the room) is only 1 in complexity, and would be 1d3 damage if Small… it if you increase it to a difficulty 7, you punch with the strength of 24, doing 1d3+12. If you wish to lift a small object, it requires a strength of 10, but it has a complexity, and thus difficulty, of 2.

Working with the motion of the wind always reduces the difficulty by 1; going directly against it increases the difficulty by 1.

Some Aerokinetic powers:

Aerokinetic Flight: 5 minute concentration (3), Personal Range (1), Concentration duration (3), Medium AoE (3, just your Medium-sized self), Difficulty of 5 (only 3 to move someone, but that’s also a strength of 16 and… that’s not gonna move me). Total cost of 15 (3+1+3+3+5), succeeds on a Int-5 check.

Wind Punch: Action Concentration (5), Touch Range (2), Instant Duration (1), Tiny AoE (1, just the surface of your fist), complexity 7 (because I want to hit like a half-giant).
5+2+1+1+7, 16 PSPs, Int-7 check.

Bubble of Air: 1 round concentration (4), Personal range (1), 1 turn duration (3), Large AoE (4; me and my friends), 3 Complexity (surround us with clean air). 4+1+3+4+3, or 15 PSPs, and Int-3 check. In an airless place, a function like Bubble of Air might be difficult (as the aerokineticist must pull the small amount of air into their bubble), but in a room filled with foul air, it would be fine; the air is still air, and the aerokineticist can choose to only affect the "clean" parts.

Hydrokinesis

While air is quick and agile, water mixes its agility with a sense of solidity. It must be felt, and responds best to those with powerful wills; Wisdom guides the hydrokinetic.

Like Air, water is used for pushing, and difficulties are set by complexity or strength. Unlike air, however, hydrokinesis is often limited by the availability of water; creating effects above Tiny size without an available source of water is exceedingly difficult. The hydrokineticist must identify their source of water (if it’s not obvious), and the Complexity will be increased by two or three levels to find the water in the area.

Damage from Water is d3 if Tiny, d4 if small, d6 if Medium, d8 if Large, d10 if huge, and d12 if Gargantuan. Remember, larger than tiny is difficult.

1 - Move water itself; move it through the air in three dimensions, or along the ground. Strength of 11.
2 - Manipulate objects in the water; Strength of 14
3 - Dissipate bodies of water. Strength of 17
4 - Concentrate water from the air, freeze water. Strength of 18/51
5 - Remove water from a body or object, Strength of 18/00
6 - Strength of 21
7 - Strength 24

Sample Hydrokinetic powers:
Dessication: Action Concentration (5), Touch Range (2), Instant Duration (1), Medium AoE (3, that durn elf), Complexity 5 (Remove water from his body). Does d6+6 damage (equivalent strength). 5+2+1+3+5. 16 PSPs, Wisdom -5 check

Water Walking: 5 minute concentration (3), Personal Range (1), 10 minute duration (3), Medium AoE (3 just you), Complexity 2 (walk on top of the water) . 3+1+3+3+2, 12 PSPs, Wisdom -2 check

Call Water: 1 hour concentration (0), Medium Range (4; determined by the DM, based on the terrain), Momentary duration (3), Large AoE (4; calling about 50 gallons of water), 6 Complexity (calling water from the air, but raised because you don't have water to work with): 0+4+3+6+6. 17 PSPs, Wisdom -6 difficulty. The DM might determine that you need more complexity, if you’re in something like a salt flat.

Pyrokinesis

Fire is fast and hungry; it consumes what it touches, and only the charismatic can burn as hotly and keep it at bay. Charisma guides the Pyrokinetic.

Pyrokinesis, unlike the other elements, lacks force; fire burns, but it does not push or pull. Like water, it can also be difficult to produce, because fire does not usually burn upon the land. However, heat is something Athas has in abundance, so it is easier to find the source of fire. Complexity without a ready fire are usually only 1 higher, except in odd circumstances.

Fire consumes; even without force, it does significant damage. At tiny, it does 1d4+1 damage. At small, it does 2d4+2, 3d4+3 at Medium, 4d4+4 at Large, 5d4+5 at Huge, and 6d4+6 at Gargantuan. Fire does damage based on its own size, or the size of the target, whichever is lower; a tiny mote of flame will do 1d4+1 damage even to a giant, but a conflagration that consume the Huge giant will do 5d4+5. However, increasing the complexity can increase the damage above the size limit.

1 - Move fire from place to place; throw bolts, move it in a certain direction.
2 - Keep fire away from a place or person. Intensify a fire to a minimum of 2d4+2 damage.
3 - Extinguish fire. Intensify a fire to a minimum of 3d4+3 damage.
4 - Intensify a fire to a minimum of 4d4+4 damage.
5 - Intensify a fire to a minimum of 5d4+5 damage.
6 - Intensify a fire to 6d4+6 damage.

Sample Pyrokinetic Powers:
Protection from Fire: Action concentration (5), Personal Range (1), 10 minute duration (3), Medium AoE (3), Complexity 2; 5+1+3+3+2; 14 PSPs, Charisma -2 check

Firehose: Action concentration (5), Close range (3), 10 minute duration (3), Small AoE (2), Throw Fire (1; there is a campfire nearby). 5+3+3+2+1; 14 PSPs, Charisma -1 check. For 10 minutes, you can direct fire at anyone within 10 feet of you, doing 2d4+2 damage if they are Small or bigger.

Redirect Fire: 1 Round concentration (4), Personal Range (1), Concentration Duration (3), Gargantuan AoE (6), 1 Complexity (move a fire in a given direction): 4+1+3+6+1. 15 PSPs, Charisma -1 check. Lets you move a house-sized fire away from a place.

Terrakinesis

Earth is solid; earth abides. Movement is not its way, but when it moves, it is a force beyond what water or wind can hope to exert, and though it can be consumed by fire, it can also smother it with its simple immensity. Earth includes dirt, stone, and sand, but not, by itself, silt, mud, metals, or gems. Constitution is the attribute of the Terrakinetic.

Damage from Terrakinesis is d3 if Tiny, d4 if Small, d6 if Medium, d8 if Large, d10 if Huge, and d12 if Gargantuan. Sand imposes a -2 penalty to damage, dirt a -1.

Earth is abundant; unless you are flying, you are probably near a supply of Earth. However, being within recently defiled lands increases the complexity by 1 point. "Recently defiled" is variable; usually, enough has returned in a year that the penalty is gone.

1 - Change the type of earth; sand to earth, earth to stone or sand, stone to earth. Mud or Silt requires access to para-elemental effects. Shape earth, without moving it from place to place. Strength of 14
2 - Move Earth, in contact with earth. Cause a pillar of earth to rise from the ground, roll a boulder. Strength of 18.
3 - Hurl Earth. Move Earth through Water. Strength of 18/00
4 - Move Earth through the air. Strength of 22.
5 - Strength of 23
6 - Strength of 24
7 - Strength of 25

Some Terrakinetic Powers

Earthen Grasp 1 round concentration (4), Close Range (3), 1 turn duration (3), Medium AoE (3; one medium-sized target), Difficulty 1 (stone hands grab the target’s feet; the earth doesn’t have to move, just shape itself). 4+3+3+3+1, 14 PSP, Con -1 Check

Stone Vault: 20 minute concentration (1), Touch Range (2), Momentary duration (3), Huge AoE (5), Difficulty 2 (moving stone around). 1+2+3+5+2 13 PSPs, Create a huge space in earth or stone that will last until it is destroyed (momentary duration). (You can make it in sand with this, but, well, it’s a bit space in sand)

Clobbering Time: 1 Round concentration (4), Close range (3),1 turn duration (3), Large AoE (4), Difficulty 5 (Strength 23). 4+3+3+4+5 19 PSPs, Con-5 difficulty. Create an arm of stone that will strike at targets in reach (about as if it were a Large creature), with a damage of d8+11.

Elemental Wild Talents

Elemental wild talents are not common, but they are not unheard of; perhaps 1 in 10 will have an elemental wild talent. If a player wishes an elemental wild talent, have them roll 1d10 and 1d4; if they roll a 10, they have an elemental wild talent, and the d4 determines whether it is Air, Water, Fire, or Earth. If their wild talent roll indicates a science of choice, they may choose an elemental wild talent instead of that science; however, this will only happen on a 89 or higher on Table 13: Sciences (or its equivalent in Will and the Way or another book); an element can only be chosen in the case of an unfettered choice of science.
Elemental Wild Talents have a single element, but they are limited to effects that are complexity 1; they cannot perform complexity 2 effects, and will often be restricted by lacking elements (no water or fire, or defiled earth, being the most common). They have PSPs equal to twice the governing element's attribute, and receive 4 additional PSPs per level.

Elemental Psionics on Athas

Unsurpising, the psionics-rich world of Athas has its share of elemental psychics. It is not as well established as the more standard Tarandan school of psionics, and many elemental psychics are self-taught. To this date, no elemental psychic has risen to the point of being a dragon or avangion, though many clerics who became advanced beings were also elemental psychics.

As mentioned above, elemental psychics are limited in their multi-class options only as other psionicists are. It is exceedingly rare for an elemental psionicist to be a cleric or druid of an element not aligned with their primary element; a pyrokineticist will almost always be a fire cleric, a terrakineticist will almost always have Earth as one of their two allowed elemental spheres (though it may be minor). However, Elemental psionicists have no difficulty being defilers or templars; while they are closely aligned to their own element, they are not beholden to elemental powers.

Aarakocra - Unsurprisingly, aarakocra elemental psychics almost always have Air as their primary element. Increasing speed through flight with aerokinesis is 1 in complexity per +3 in movement speed. Complexity 2 can also be used to rapidly gain or reduce altitude.

Dwarves - Dwarven elemental psychics rarely take a secondary or tertiary element. Unlike dwarves of other worlds, they have no special ability as terrakineticists, save that they have impressive constitutions.

Elves - Elven elemental psychics favor Air, the element of their people, but Fire, Water, and Earth are not uncommon. The Silver Hands often have hydrokinetics, however.

Half-elves - Half-elves have no particular tendency as elemental psychics, save their slight weakness as terrakinetics.

Half-giants - Half-giants are often, and most notable, as terrakinetics. Their immense size means that effects that affect themselves are often difficult and expensive.

Halflings - Forest Ridge halflings are less likely to be pyrokineticists, though that is more from culture than anything else.

Muls - Muls make more than able terrakineticists, though they are less impressive pyrokineticists or aerokineticists.

Thri-kreen - Many thri-kreen are Aerokineticists, despite their slight debility in that element. Very few are pyrokineticists or hydrokineticists. Of special note, however, is their terrakineticists. As dasl is primarily made of sand, terrakinetic thri-kreen are some of its most skilled shapers.

 

 

Friday, January 30, 2026

New Psionic Powers [2e AD&D]

 Not wanting to break my streak of posting at least one thing every month, here are some psychic powers I worked out over the last year, in response to some questions. First, "How can a psionicist hurt someone only vulnerable to magic weapons", which resulted in four devotions. Then there's "How can a psionicist bring someone back to life?", which gave us two Sciences. Then there's "How can I set shit on fire?", which I asked, and then answered.

 As is traditional, they're organized by Discipline, then by Science or Devotion, then by name.

Sense Weakness (Clairsentient Devotion)
Power Score: Wisdom -5
Initial Cost: 5
Maintenance: 4/Round
Preparation Time: 1
Range: 30 feet
Area of Effect:
Prerequisites: Aura Sight

A very specialized use of Aura Sight, Sense Weakness allows the psychic to see the spots in a target's aura where they are weakest, allowing the psychic to strike creatures otherwise only damaged by magical weapons. While the power can be maintained, each strike must be accompanied by a successful Power Check; otherwise, the psychic has struck awry, and missed the vulnerable place.
The level (or HD) of the character being analyzed affects the psionicist's powercheck. The higher the subject's experience level, the tougher it is to find the weaknesses. This translates into a -1 penalty for every three levels (or hit dice) of the subject, rounded down. For example, a psionicist reading the aura of an 8th level character would suffer a -2 penalty.

Power Score: The next two power checks to attack the current target are automatically successful.
20: The aura blinds the psychic for 1d4 rounds.

 

Molecular Ignition (Psychokinetic Science)
Power Score: Wis-4
Initial Cost: 15
Maintenance Cost: 6/round
Range: 40 yards
Preparation Time: 0
Area of Effect: 1 item or creature
Prerequisites: molecular agitation

Molecular Ignition instantly ignites a small point on a creature or object (only an inch or so in diameter), then continues to feed psychic energy into the resulting fire, which will grow to consume the creature or object in short order.

When targeting a creature, Molecular Ignition causes 1d6 damage in the first round, and the affected character may make a saving throw v. polymorph. If the target fails a saving throw, they take 1d6 damage, +1d6 damage per saving throw they have failed. If the save succeeds, the next round will be identical to the previous round. Each round, they are entitled to make another saving throw v. polymorph, which will halt the further increase of the damage, until they fail another saving throw.

For example, if a troll is targeted by Molecular Ignition, the first round, it would take 1d6 damage. If it failed the saving throw, it would take 2d6 damage the 2nd round. If it succeeded at the second saving throw, it would take 2d6 damage in the third round, then 2d6 in the fourth if it made the third saving throw.

If a target is doused with 1 gallon of water, then damage will revert to 1d6, which can increase from there if the psionic maintains the power. If the target is immersed in water, damage will become 1d3 per round, and the target will receive a +3 to save v. polymorph. Creatures who are immune to fire take no damage from this power.

When targeting inanimate objects, the object must make a saving throw v. magical fire each round. Each round the power is maintained, allow another saving throw, with a penalty equal to the number of rounds the power has been maintained. When a saving throw is failed, the item is broken or destroyed. Very large objects might not be entirely consumed, at the DM's discretion; you cannot destroy an entire castle because it failed a single saving throw.

Power Score - Each failed saving throw adds +1d6+1 to damage, rather than only +1d6. When targeted against items, the saving throw gains a -1.5 (rounded down) penalty each round; -1 on the 2nd round, -3 on the third, etc.
20 - Roll 1d6; on a 1-2, the psionicist becomes the target of this power. On a 3-6, it instead targets an object in their possession. They are obviously under no obligation to maintain this power after the first round.

 Kinetic Arrow (Psychokinetic Devotion)
Power Score: Con -2
Initial Cost: 5
Maintenance: N/A
Range: Touch
Area of Effect: 1 object
Prerequisites: Telekinesis

Kinetic Arrow allows a single projectile to be fired, launched, or thrown, and be considered a magical weapon for the purposes of what it can hit; the weapon does not need to be an arrow, but must be used as a missile (a thrown dagger, but not one held in the hand). Use of this power does not require an action, but it does reduce the ROF of a weapon by 1, to a minimum of 1 (or the ROF of the weapon, if worse; it won't make your heavy crossbow faster!). The projectile is considered a +2 weapon, but only within short range for the weapon.

Power Score: The projectile gains a damage bonus of +2, as well.
20: The arrow must make a saving throw v. crushing blow at -2 or disintegrate.

 Kinetic Weapon (Psychokinetic Devotion)
Power Score: Con -4
Initial Cost: 8
Maintenance: 3/round
Range: Touch
Area of Effect: 1 object
Prerequisites: Telekinesis

Kinetic Weapon allows the psychic to sheath a weapon in psychokinetic energy, allowing it to harm creatures normally vulnerable only to magical weapons. This energy conveys no bonus to hit, only the ability to damage creatures otherwise invulnerable to non-magical weapons, and a slight bonus to damage.
The magnitude of this power is determined by the successful power check result. If the result is 1-7, then the weapon is considered +1, with a +1 to damage; if 8-13, +2, with a +1 to damage; and if 14-18, +3, with +2 to damage. A successful power check of 19 results in the weapon being able to affect those requiring a +4 or higher to hit, with a +2 to damage.
If the psionicist is using a weapon that they have personally refined through Molecular Rearrangement, then the damage bonus is increased by +2.
Power Score: The effective magical bonus, and the bonus to damage, increases by one category; a Power Score of 8 would result in a weapon able to hit creatures requiring a +3, and do 2 additional points of damage, instead of +2 and only +1.
20: The vibrations fling the weapon 10 feet away in a random direction, unless the psychic makes a saving throw v. paralyzation with a -4.

 

Revivify (Psychometabolic Science)
Power Score: Constitution -5
Initial Cost: 40
Maintenance: NA
Preparation Time: 10
Range: Touch
Area of Effect: One target
Prerequisites: Cell Adjustment, Lend Health

With Revivify, a psionicist can return life to someone from whom it has recently fled; dead for no more than an hour, and reasonably physically intact. The psionicist must remain in physical contact with the corpse for the entire preparation time, though it can be combined with other physical actions related to the body (such as bandaging obvious wounds or setting broken limbs).

At the end of the meditation time, the psionicist makes a power check, and takes damage equal to the revived character's level. If the power check succeeds, the subject makes a Resurrection Survival check. If they succeed, they return to life, stable but with 1 HP. The psionicist, however, is exhausted, and takes a -2 on all power score checks for the next hour.

Power Score: The exhaustion is considerably lessened; -1 on all power scores for three turns
20 - The damage to the psychic is doubled, and the person is still dead.

Biomomentum (Psychometabolic Devotion)
Power Score: Con
Initial Cost: 10
Maintenance: 5/round
Area of Effect: Personal
Preparation TIme: 1
Prerequisites: 4th level

Biomomentum allows a psychic to strike creatures requiring magical weapons as if they were powerful creatures using natural weapons, using their level as equivalent to their HD, as table 48 in the DMG (4+1 or more is +1, 6+2 is +2, 8+3 is +3, and 10+4 or more is +4).

Power Score: Two rounds of Maintenance are free.
20: No effect

 

Planar Revivification (Psychoportive Science)
Power Score: Int -6
Initial Cost: 65/110
Maintenance: 10/round
Preparation Time: 1 hour
Range: Touch
Area of Effect: One target
Prerequisites: Create Object, Summon Planar Creature, Summon Planar Energies (WatW, 78)

A psychoporter can, with careful preparation, call a departed soul back into its body, repairing it at the same time. If the target has been dead for less than (Power Score) days, the power requires only 65 PSPs; if they have been gone longer than (Power Score) days (up to Power Score in years), then the power requires 110. Simple failure (not a 20) on the first power check merely costs time and half the necessary PSPs.

Some part of the body must remain; Planar Revivification cannot create one ex nihilo. The process of Planar Revivification through psychoportation is not a simple one; the power must be maintained, with the percentage of the remaining body (flesh, blood, and bone) that remains indicating the time it must be maintained. Having any piece of the body counts as 1%; larger portions will begin from higher numbers. Each round, the amount of remaining body is doubled, such that having half a body will require only one round of maintenance, while having only a scrap (1% or less) will require seven rounds (2%, 4%, 8%, 16%, 32%, 64%, 100%.)

Interruption during this time will spoil the revivification entirely. At the end of the required maintenance period, the target is able to make a resurrection survival roll. If they succeed, they are returned to life. If they fail, they remain dead, and the freshly created body collapses, leaving only the original fragment. Using the power also takes a great toll on the psionicist; they must make a second power check, permanently losing one point of Constitution for every point by which it fails.

Power Score: The revived individual receives a +20% on their Resurrection Survival test; the psionicist receives a +4 on their second power check.
20 - Though the power fails, the psionicist must still make a second power check to avoid permanently losing Constitution.