Psionic Overview(2/2)
The spell "Detect Magic" can detect within 3 rounds: the presence of psychic energy, the number of psychic powers in the detection area, the intensity of psychic energy in the detection area and the specific location of each psychic energy (but if you want to To identify the energy system to which a specific power aura belongs, you need to conduct a test of the "Distinguish Power" skill).
Multiple Effects: Powers or psionic effects generally follow the description in Chapter 5, regardless of how many other powers, psionic effects, spells, or magical effects are simultaneously acting on the location or subject. Except under special circumstances, A power does not affect the working of other powers or spells (one special case is "dispel magic," which attempts to dispel other magical and psionic effects). If a power has a special effect on other powers or spells, then This effect is explained in the power description (and conversely, spells that can affect powers). For multiple abilities, spells, magic effects, or psionic effects that are active in the same area at the same time, the other The same general rules apply.
Cumulative effects: Abilities that give bonuses to attack rolls, damage rolls, saving throws, and other such characteristics. Their effects usually do not accumulate with each other. For example, two "ectoplasmic armor" abilities are It is not possible to bring double bonus effects to the recipient at the same time. However, the two "lazy armor" abilities interact with each other. If the duration of one of them ends first, the other will continue to activate during its duration. effect.
More generally, any two bonus effects of the same type are not cumulative with each other, even if they come from two different powers, or one comes from a power and the other comes from a spell. For example That is, the armor bonus from "Mage Armor" and the armor bonus from "Lazy Armor" do not stack with each other. In this case you can only get the best bonus from each. Likewise, The ability "Sense Danger" gives you an insight bonus to your AC against traps, but this bonus does not stack with the insight bonus provided by "Defensive Premonition".
Different bonus types: If the bonus types are different, the bonus effects or penalty effects derived from two different powers, or one from the power and the other from the spell, can be accumulated. For example
, the "Early Warning" spell can bring a +2 insight bonus to your AC. If a character is under the effect of "Early Warning" and is also wearing a weapon created by a power, it can provide a +4 armor bonus.
value of "lazy armor", then her AC can get a total bonus of +6, because the two different bonus types can be calculated cumulatively.
Bonuses with no specified type (just "+2 bonus" rather than "+2 insight bonus") stack with any other bonus.
Multiple identical effects with different strengths: If there are two or more abilities or spells with the same effect taking effect in the same area at the same time, but with different strengths, then only the strongest effect among them can be produced.
Effect. For example, a character who is under the influence of both "Oak Body" and "Iron Body" can only benefit from the strongest power (in this case, "Iron Body"). If one of the
When one ability or spell is dispelled or its duration expires, another ability or spell can take over (provided that its own duration has not been exhausted).
The same effect with different results: Sometimes the same power may have different effects if it is applied to the same recipient more than once. For example, the "Shadow Figure" power can cause a
A psychic warlock transformed into a living shadow, but if she was subsequently affected by the power of "paramorphic change", even the "shadow form" would still be in the process of taking effect normally. This psychic warlock
The object form transformed through the "super state change" will also replace the shadow form brought by the original "shadow figure". And if the "super state change" was followed by a series of casts by a mage opponent,
"Transform Others" spell, then the last spell in this series of spells will override the other spells and take effect, and it will also override the previous two abilities. These spells or abilities have not been removed.
Or disable it, but their effects will not take effect within the duration of the last spell or ability.
Effects that negate other effects: Sometimes a power can cause other powers to be ineffective. For example, if a psion manifests "Adapt to a certain energy" on himself, giving himself 10 fire resistance, and then displays "Adapt to a specific energy"
" to gain 10 points of resistance to all four {andor: should be five} energies, then "adapting to specific energy" will be invalid {andor: invalid word to be considered}.
Multiple mind control effects: Sometimes certain psychic effects or magical effects that cause mind control will prevent other mind control effects from working properly. For example, a "brain lock" will prevent any other form of mind control effects.
Invalidation - whether it is psychic or magical, because it makes the person immobilized lose the ability to move. Mind control that does not cause the target to lose the ability to move normally will not usually interfere with other mind control effects, although
It is possible to make certain adjustments to other effects. If a creature is controlled by two or more creatures, it will do its best to obey each controller simultaneously until the duration of each controlling effect ends. If the controlled creature simultaneously
When conflicting orders are given, the creature's commander must make an opposed Charisma check to determine which order the creature will accept.
Powers and spells with opposite effects: Powers and spells with opposite effects are calculated sequentially according to their normal methods, and all bonuses, penalties, or status-changing effects caused by them are calculated sequentially. Some powers and spells can cancel each other or
Counters, this is a special effect and is noted in the power or spell description.
Immediate effect: Two or more magical or psychic effects with "immediate" duration, if they act on the same object, location or creature, their effects should be additive. Therefore, when two "
When the "Energy Ball" power affects the same creature, the creature must make Reflex saving throws against them separately and take damage based on the results of the rolls.
Power descriptions (powerdescriptions)
The available powers are described in detail in Chapter 5, "Power Descriptions." The description of each power follows a standard format. Each column of information is introduced and defined below.
name
The first line of each power's description gives the power's most commonly known name. A power may have other names in some regions, and specific manifestors may name their power, such as "Mastery"
"Mind" instead of "Psychic Control".
Energy system (sub-energy system)
The line below the name gives the discipline (and subdiscipline, if necessary, in parentheses) to which the power belongs.
Each power is closely tied to one of the six major disciplines. A discipline is a group of related powers that operate in a similar way. Here is an introduction to each discipline:
clairsentience
Psychic powers allow you to learn long-forgotten secrets, glimpse the next moment and foresee the distant future, find hidden things, and know information that is normally unavailable. Typical powers of this school include "acute perception."
, "Read Objects", "Precognition" and "Psionic Seeing".
Psychic divination powers are considered divination powers for purposes of psionic magic equivalent interactions (thus, a creature immune to divination spells is also immune to divination powers).
The area of effect of many Psychic Divination powers is a cone. The area moves with you and expands in the direction you look. The cone describes the area you can scan each round. If you study the same area over multiple rounds, you can usually
For more information, this is noted in the power's description text.
Scrying: The scrying subpower creates an invisible sense organ that can gather information for you. Unless otherwise noted, the sense organ is the same as your corresponding sense. This includes the following:
Effects and powers for which you are the subject (such as "psionic darkvision"), but not effects or powers that originate from you (such as "detect psionic power"). However, the sense organ is considered
A separate, independent sense organ of yours, so it can function normally even if you are blinded, deafened, or otherwise impaired. Any creature with an Intelligence of 12 or higher can make a DC 20 attempt.
Make an Intelligence check to discover the sense. The sense can be dispelled as if it were a continuing power.
Plates or psionic shields (such as "anti-psionic fields" or "psionic mind barriers") can block scrying powers, and you will be aware that the power is being blocked.
Metacreativity
Psychic creation powers create objects, creatures, or some form of matter. Creatures you create usually (but not always) obey your commands. Typical powers include "Astral Construct", "Concealed Barrier"
”, “ectoplasmic creeper” and “ectoplasmic wall”.
The psychic creation power draws raw ectoplasm from the astral plane to create objects or creatures at the location designated by the psionic character (subject to the restrictions stated above {andor: suspected below}). Objects created in this way are the same as ordinary ones.
Objects are just as strong even though they were originally made of soft materials.
Psionic creatures created by psychic creation powers are considered constructs rather than extraplanar.
The created creature or object cannot appear inside other creatures or objects, nor can it appear in the air. It must appear in an open space with a surface that can support it. The created creature or object must appear within the power
within the distance, but does not always need to remain within the range of the superpower.
Psychic creation powers are treated as conjuration powers for purposes of psionic equivalent interactions (thus, a creature immune to conjuration spells is also immune to psionic creation powers).
Creation: A power with the "creation" subpower creates a creature or object at a location chosen by the manifester (subject to the limitations noted above). If the power's duration is not "immediate,"
means that the creation is maintained by psychic energy. When the power ends, the created creature or object disappears, leaving only a fleeting flash of ectoplasmic mist. If the duration of the power is "immediate"
, the created creature or object is just assembled by spiritual energy. It will exist indefinitely, and this existence does not need to rely on spiritual energy.
Psychokinesis
Telekinesis powers manipulate energy or extract energy from the mind to achieve a purpose. Many powers of this type can cause more gorgeous effects than ordinary phenomena (see "Phoenixes" below), such as making a target move, melt,
Transform or explode. Psychic transformation powers can cause a lot of damage. Typical powers include "concussive blast", "energy surge" and "energy frenzy" {andor: the above three are to be considered}.
Psychic transformation powers are treated as evocation powers for purposes of psionic equivalent interactions (thus, a creature immune to evocation spells is also immune to psionic transformation powers).
Psychometabolism
Psychic self-shaping powers can change the physical properties of certain creatures, objects or environments. Typical powers include "pain transfer", "melting body" and "shadow body".
Psychic powers are considered transmutation powers for purposes of psionic equivalent interactions (thus, a creature immune to transmutation spells is also immune to psionic powers).
Healing: The mind-shaping ability of the "healing" subpower can remove damage from a creature. However, in terms of immediacy, psionic healing is often inferior to divine magic healing. For example, Manifestation
The player uses the "Pain Transfer" ability to transfer the wounded person's damage to the manifester, and then can use "Body Adjustment" to heal himself.
Psychoportation
Teleportation abilities can cause the manifester, an object, or another creature to move in time or space. Typical abilities include "Astral Brigade", "Psychic Dimension Gate", and "Psychic Teleportation"
” and “trigger teleportation”.
In terms of psionic equivalent interactions, there is no equivalent school of magic for teleportation powers.
Teleportation: Powers of the "teleportation" subschool can transport one or more creatures across great distances. The most powerful of them can cross plane boundaries. Usually the teleportation process is one-way (except
Specially specified), and cannot be released. Teleportation is instantaneous movement through the astral plane. Any means that can block the movement of the astral plane can also block teleportation.
Telepathy
Psychic enchantment abilities can detect and influence the minds of others, and change or control their behavior. Typical abilities include "disgust", "psionic charm of humans", and "psionic control".
Most mind enchantment powers are "mind-affecting."
Psychic enchantment powers are considered enchantment powers for purposes of psionic equivalent interactions (so a creature that is resistant to enchantment spells, such as an elf or a monk, is also resistant to psionic enchantment powers).
Charm: The power of the "Charm" sub-power can change the subject's view of you. The most typical one is to regard you as a friend.
Compulsion: Powers from the "compulsion" subpower force the subject to act in a certain pattern, or change the way his mind works. Some compulsion powers can determine the subject's actions or affect the subject.
Some allow you to determine the subject's actions when you manifest the power, while others allow you to affect the subject over time.
[Property description]
On the same line as the power and subpowers (if any) is the descriptor, which classifies the power more specifically in a sense. Some powers have more than one descriptor.
The descriptors used to describe powers in this book are: acid, cold, death, electricity, evil, fire, force,
Good, language-dependent, light, mind-affecting and sonic.
Most property descriptions themselves do not affect game play, but they describe how these abilities interact with other abilities, spells, special abilities, special creatures, alignments, etc.
Powers that rely on language use meaningful language as a medium. For example, if the subject cannot understand the manifester's speech, the power "Psychic Message" will fail.
Mind-affecting powers only work on creatures with an Intelligence score of 1 or higher.
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Chapter completed!