Expanding Your Mind11/22/2002


Dishing It Out



Developed from ideas submitted by members of the Wizards online community.*

Not long ago in an article entitled "Damage Control" we presented thirty new powers that help you deal with damage. We felt that it was about time we presented you with a few new damage dealing powers. Now you can "dish it out" just as well as you can "take it," so to speak.

About Power Chains

Power chains are a series of similar powers, such as the astral construct series (astral construct I to astral construct IX). We present several power chains in the article using sidebars such as this one. For more on power chains, check out the "Damage Control" article. The powers listed in red text in the power chain sidebars are powers you can find in the Psionics Handbook.

Exploding Gem Power Chain
Level Power
0
1
2 Exploding Gem
3
4 Improved Exploding Gem
5
6 Greater Exploding Gem
7
8
9
Mental Rage Power Chain
Level Power
0
1
2 Lesser Mental Rage
3
4 Mental Rage
5
6 Improved Mental Rage
7
8 Greater Mental Rage
9
Crisis of Breath Power Chain
Level Power
0
1
2
3 Crisis of Breath
4
5
6
7
8 Psychoapotosis
9

Exploding Gem
Psychokinesis (Con) [Force]
Level: Psion 2/Psychic Warrior 2
Display: Au, Vi
Manifestation Time: 1 action/gem
Range: Touch
Target: Up to 3 touched gems worth at least 1 gp each
Duration: 10 minutes/level or until used
Saving Throw: Reflex half (see text)
Power Resistance: Yes
Power Points: 3

Exploding gem converts up to 3 gems worth at least 1 gp each into bombs you (and only you) can lob at enemies. You must hold the gems in your hand when manifesting this power. The gem itself must not have any magical or psionic properties.

The gems can deal 1d8 points of force damage for every two manifester levels (maximum of 5d8). This damage is divided up among the gems as you wish. If you have five dice of damage to split up, you could create one 3d8 gem and two 1d8 gems, or any combination of five dice of damage and up to three gems.

You can toss the gems up to 100 feet with a range increment of 20 feet. A ranged touch attack is required to strike the intended target. The gem explodes upon impact and blasts its target with a rainbow-colored shower of psionic force. A creature struck by the gem can attempt a Reflex save for half damage.

Tossing a single exploding gem counts as an attack for you, so you usually cannot toss a gem during the round you manifest the power. You can toss only one gem at a time, but you can toss more than one each round if you have multiple attacks.

Greater Exploding Gem
Psychokinesis (Con) [Force]
Level: Psion 6/Psychic Warrior 6
Target: Up to 5 touched gems worth at least 5 gp each
Power Points: 11

As exploding gem, but it converts up to 5 gems worth at least 5 gp each into bombs. The gems can deal 3d8 plus 1d8 points of force damage for every two manifester levels (maximum of 13d8). This damage is divided up among the gems as you wish. If you have thirteen dice of damage to split up, you could create one 9d8 gem, two 1d8 gems and one 2d8 gem, or any combination of thirteen dice of damage and up to five gems.

Greater Mental Rage
Telepathy (Cha)
Level: Psion 8
Power Points: 15

As mental rage, but the damage done by the power is 13d4. You find it easier to control the rage. For each additional power point you spend each round you can exclude up to three targets in the area of effect from the effects of this power or reduce the penalty to your AC by 2.

Improved Exploding Gem
Psychokinesis (Con) [Force]
Level: Psion 4/Psychic Warrior 4
Target: Up to 4 touched gems worth at least 2 gp each
Power Points: 7

As exploding gem, but it converts up to 4 gems worth at least 2 gp each into bombs. The gems can deal 1d8 plus 1d8 points of force damage for every two manifester levels (maximum of 9d8). This damage is divided up among the gems as you wish. If you have nine dice of damage to split up, you could create one 4d8 gem, one 3d8 gem, and two 1d8 gems, or any combination of nine dice of damage and up to four gems.

Improved Mental Rage
Telepathy (Cha)
Level: Psion 6
Power Points: 11

As mental rage, but the damage done by the power is 9d4. You find it easier to control the rage. For each additional power point you spend each round you can exclude up to two targets in the area of effect from the effects of this power or reduce the penalty to your AC by 1.

Lesser Mental Rage
Telepathy (Cha)
Level: Psion 2
Power Points: 3

As mental rage, but the damage done by the power is 1d4. You find it more difficult to control the rage. For every 2 additional power points you spend each round, you can exclude one target in the area of effect from the effects of this power or reduce the penalty to your AC by 1.

Mental Rage
Telepathy (Cha)
Level: Psion 4
Display: Au, Vi
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25 ft. + 5 ft./2 levels-radius emanation centered on you
Duration: Concentration, up to 1 round per 2 levels
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 7

You enter a state of rage and focus psionic energy in the nearby area. Silver-white bolts of raw psychic energy arc forth from your body. Any living creature with an Intelligence score of at least 1 that is in the area of effect takes 5d4 points of damage (Reflex save for half damage). Targets can attempt this save each round while in the area of effect. While concentrating on this power, you suffer a -4 penalty to AC. You can attempt to control the rage by expending additional power points each round. For each additional power point you spend each round, you can exclude one target in the area of effect from the effects of this power or reduce the penalty to your AC by 1. You are not considered a target and do not need to spend a power point to exclude yourself from the damage. This additional cost does not count against the metapsionic cap for purposes of manifesting this power.

Psychoapotosis
Telepathy (Cha) [Death]
Level: Psion 8
Display: Me
Manifestation Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 15

Psychoapotosis (syko - apo - tosis) suppresses all electrical impulses in the vital organs of your target (heart, lungs, brain, and so on), causing them to fail. The target must make a Fortitude save or die instantly. If it succeeds, it suffers the effects of the crisis of breath power for a duration of 2d4 rounds. Characters within 5 feet of the target hear what they believe are the sounds of howling winds and eerie chanting.

*The powers in this article were developed from idead submitted to a special community participation thread on the Wizards message boards. Almost 500 powers were submitted, and we are continuing to develop some of them for future Mind's Eye articles. We would like to thank everyone who participated.

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