Psychoportive Devotions

Psychoportive Sciences
Psychoportive Devotions


(Telepathic Devotion 1)
PSP Cost 6
Range: Self or Touch
Preparation Time: 0
Area of Effect Personal
Prerequisites Immovability

This power allows the psionicist to anchor herself against teleportive and dimensional transportation. The psionicist cannot be teleported, phased, dimention-doored, gated to another plane, or otherwise unnaturally transported in place or time — whether magically or psionically. (Obviously this restriction would not apply to magical or psionic levitation, etc.) The psionicist may similarly "anchor" anyone or anything in her grasp or within three feet of her body, up to 50 lb/level. Any attempts to transport the psionicist or anything within the Anchor's "grasp" must win a psychic contest against the psionicist.


(Psychoportive Devotion 2)
MAC: 8
PSP Cost: 15/r
Range: 5 yards
Area of Effect: Individual
Prerequisite: Wrench, Pocket Dimension

With this power, the user can transport a creature against its will to a pocket dimension in the black and hold it there for as long as he chooses to continue spending 15 PSPs per round. The creature being banished must be within 5 yards of the user. The pocket dimension is a featureless, dark environment—the banished creature has literally fallen through its shadow into the Black.

The banished creature returns to its original location as soon as the user stops paying the PSP cost. This boomerang feature won’t harm the creature. If the creature can transport between planes, it can try to return prior to the expiration of the power by winning a psychic contest or the equivalent.


(Psychoportive devotion 3)
MAC: 9
PSP Cost: 4/r
Range: 0
Area of Effect: Personal

This power allows the user to make a series of random, short-range teleportations that make him very hard to hit in combat. Each round, the user automatically blinks once at a randomly determined time in the initiative order. Roll ldl0 and note the initiative number of the blink To strike at the user, his opponents must have a better initiative than his blink time. The user may attempt to strike before he blinks, but he must beat the blink initiative with his own roll or hold his jump until the end of the round. Each blink carries the user 3d 10 feet in a random direction. (Roll 1 d8: 1 = straight ahead; 2 = ahead and to the right; 3 = to the right; and so on.) However, the user’s blink won’t carry him into a solid object or any kind of danger, such as into a fire or over a cliff, unless he fumbles.


Dimensional Screen

(Psychoportive Devotion 4)
MAC: 6
PSP Cost 7/r
Range 0
Preparation Time 0
Area of Effect: special
Prerequisites Dimension Door

This power allows the psionicist to wrap a dimensional door around his body to protect him from his enemies’ attacks. The screen is a shimmering cylinder as tall as the psionicist that surrounds him at a range of two feet. Any missile or hand-held Weapon that strikes the screen is instantly transported to a corresponding point on the other side so arrows and spears pass through the space occupied by the psionicist without harming him, or even being impeded in their flight.

The protection of the screen also applies to creatures trying to attack with tooth or claw, or other characters trying to grapple the psionicist. They pass through the screen, emerging on the opposite side. Most forms of energy, such as lightning bolts or flames, will also be diverted by the screen.

The dimensional screen has two limitations. first, the psionicist can’t pierce his own screen with any weapon or form of energy (although some psionic powers may be used to mount indirect attacks on opponents outside the screen). Secondly, the screen fails if all object larger than the screen moves into contact with it—so the psionicist can’t run through a mountain, or ignore the charge of a raging Mekillot.

Clever opponents may find ways to attack the psionicist inside his screen. Magical spells like Charm Person, Sleep, or CloudKill project no energy. Psionic powers also may penetrate the screen as described above.

Dimension Blade

(Psychoportive Devotion 5
MAC: 7
PSP Cost: 5/r
Range: 0
Area of Effect: Personal
Prerequisite: Duo-Dimension

A psychoporter can use her control of dimensions to make her sword into an infinitely sharp blade by making it two-dimensional. Almost any hand-held weapon can be altered with this power, even bludgeoning weapons such as hammers or maces. Only jointed, chain, or rope weapons (such as whips, flails, or nunchuks) cannot be made into dimensional blades.

While this power is in effect, the psionicist's weapon ignores any armor worn by the victim. Only Dexterity and magical protection apply. For example, a gladiator with an 18 Dexterity in hide armor is AC 6 instead of AC 2. In the case of monsters, the DM must decide if the creature's Armor Class is due to thick, armor-like hide or natural quickness. In addition, the blade gains a +2 to hit and a +2 to damage rolls. The dimension blade can also be used to cleanly sever inanimate objects, such as an opponent's weapon, a stone pillar, or the axle of a wagon. Any object struck by a dimension blade must make an item saving throw versus disintegration or be sliced in half.

Dimension Walk

(Psychoportive Devotion 6)
MAC: 8
PSP Cost: 5/t
Range: Not applicable
Area of Effect: Personal
Prerequisite: Phase

This power lets the user travel from place to place in his own dimension by travelling through the grey. Dimension walk is not disorienting like dimension door, and the range of travel is greater. The user can actually travel through this dimension at the speed of 21 miles per turn. However, this power allows only the user to travel.

For the observer, it appears that the user is phasing, except that he phases into nothingness. The user finds himself engulfed in a featureless, inky grayness. He can’t see where he is or where he’s going. He has only his instinct to guide him, and he must make a check every turn. If these checks succeed, he’ll find himself at his chosen destination when he steps out of the grey realm. If any check fails, he strays off course by several miles. The DM can place the character in any location within the maximum distance he traveled from his starting point. It’s up to the user to figure out his location, as the power does nothing to help him gain his bearings.

The user can take with him whatever he can carry, though bags of holding and other dimensional devices spill their contents if taken into the gray realm.

Generally dimensional travel is safe; the user is temporarily protected against the erosive effect of the grey, but under unusual circumstances, or if the user dawdles over an hour in the grey, DMs are invited to consult their cruel imagination.

Dream Travel

(Psychoportive Devotion 7)
MAC: 7
Psp Cost: 1/25 miles traveled
Range: Unlimited
Preparation Time: 0
Area of Effect Self, equipment, and companions.

Dream Travel is a powerful but unreliable method of traveling from place to place. The psychoporter goes to sleep with the intention of traveling to a given spot, and wakes up in that spot—hopefully. The dream travel process itself is very dynamic and often requires intense problem-solving. It can also turn into quite a nightmare. Companions make this ability more difficult to use; dumb steeds make it near impossible.

This is one of the only Psychoportive powers not affected by Lock or the various Field metapsionic powers. To use dream travel, the psionicist must be asleep. Once asleep, he begins fashioning a dream that involves traveling from his present location to his intended destination. At the beginning of the journey, the DM makes a power check for the character. If the check succeeds, the psionicist reaches his destination after eight hours sleep. If the check fails, then the character will fall short by 5% times the failing MTHACO roll.

The DM may or may not require the dream to be described and/or role-played. The player describes the setting and his intentions, and the DM interrupts to change things arbitrarily and throw obstacles in the player's path. If the player overcomes the obstacles and solves problems inventively, the DM may be inclined to give the MTHACO check a bonus; conversely, if the dream and/or response to challenge is dull, lifeless, unimaginative, or whiny, the DM may penalize the check (with the player no more the wiser).

The DM should remember that this is a dream; terrain on the journey may not resemble actual terrain, the character may be completely different, and the world may be completely strange. The length of the dream journey should be approximately the same as the real distance, and the final destination should be at least similar to the real destination. Such dream adventures should minimize combat and maximize problems, puzzles, and surreal atmosphere. If combat does occur, it has no effect on the character physically, but if he is killed, he wakes up, right where he started. All dream journeys, successful or not, take eight hours to complete.

When the dream travelers reach their destination, they awaken; their clothing and personal equipment (i.e. that which they were carrying) fades away and appears in the new location.

Passengers: The psionicist can bring other characters along with him in the dream. His MTHACO suffers a penalty of one for every sentient, humanoid "passenger". The psionicist must make a separate check at -10 for every intelligent animal (inixes and mekillots qualify). Each animal whose checks fail are left behind, along with all that they were carrying. Creatures that don't naturally sleep, such as Thri-kreen or undead, cannot be taken along as dream travel passengers, although kreen psionicists may adapt to use this skill to meditation and use the devotion.



(Psychoportive Devotion 8)
MAC: 6
PSP Cost: 6/r
Range: 0
Area of Effect: Personal
Prerequisite: Dimension Door

With this power a psionicist can alter her own dimensions so that she has height and width, but no depth. She becomes a two-dimensional image that has no thickness; her third dimension is transferred to another plane and remains there as long as she maintains this power. The advantage of this lies in the fact that she simply does not exist if seen from the side, and is thus completely invisible and immune to any attacks from that direction. She can fit through the thinnest cracks by edging sideways, as long as there is vertical clearance for her. The psionicist can move and attack as normal, and she is not invulnerable - she can be attacked normally by any opponent in front of or behind her. While she is two-dimensional, she suffers double damage from any successful attack.


(Psychoportive Devotion 9)
MAC: 6
PSP Cost: 3/r
Range: 0
Preparation Time: 1 round
Area of Effect: personal

The psionicist can expand his own body proportions in any dimension: height, length, width, or thickness. He can increase any or all of these proportions by 50% of their original size per round. Maximum expansion is four times original size. Once the psionicist attains the desired size, he must maintain the power or begin to shrink at the same rate (50% of original size per round). Growing or shrinking, takes the psionicist’s full attention.

Note that this power has no effect on clothing or equipment. Ability scores don't increase either. In other words, the character does not grow stronger simply because he became taller. However, being very big often has other advantages.

Fumble—The psionicist shrinks by 50% until arrested by this power.

Ghost Writing

(Psychoportive Devotion 10)
MAC: 9
Psp Cost: (#miles distance times, plus #words written)
Range: Unlimited
Preparation Time: [while sleeping]
Area of Effect Single page
Prerequisite Molecular Manipulation, Dream Travel

The psionicist can write messages at a distance, on a smooth, flat, blank surface, such as a flat blank page or a painted wall. The psionicist must know of the surface’s existence and its present location. (If the object is no longer where the psionicist remembers it, the power automatically fails.)

The psionicist mentally darkens the surface in a thin, continuous line, forming, with time and effort, letters, words, and sentences. After a successful power check, the character can form up to five words per round. The psionicist receives no clairvoyance during the power’s use—he does not get an impression of whether or not the intended people read his Message, only that it has been so written. Anyone can read the message once transmitted.

Fumble—The psionicist spends the psps and thinks he has written the message, but instead has scrawled infantile gibberish all over the walls.


(Psychoportive Devotion 11)
MAC: 5
PSP Cost: 7/r
Range: 0
Preparation Time: 0
Area of Effect: personal

When a psionicist makes himself immovable, he is exactly that. A tremendous amount of force is required to uproot him from his spot .

Moving the psionicist requires a combined strength total that is at least 10 times greater than his level. If a character is pushing the psionicist, and makes a successful bend bars roll, that character can double the strength he's contributing to the total. Even if a group manages to move the psionicist once, they may not be able to move him any easier the next time. The psionicist remains immovable until he stops maintaining the power.

This power has nothing to do with weight. A character will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor.

If the psionicist's power check results in a 20, he attaches himself so well that even he can't break free simply by shutting off the power. He must pay the cost again (7 PSPs) to free himself.

Fumble—The psionicist can't stop the power; he maintains it until he runs out of PSPs.


(Psychoportive Devotion 12)
PSP Cost: 4/r
Range 30 yards
Preparation Time: 0
Area of Effect: one creature
Prerequisites Anchor

By using this power, a psionicist can prevent all other creature within range from teleporting. All forms of dimensional transportation, both magical and psionic, are Locked. (Dimensional transportation includes all psychoportive transportation, and several magical types as well; see Anchor for the definition of dimensional transportation). A creature attempting to teleport while under a teleport lock must win a psychic contest against the psionicist, using its teleport score (or level for wizards) against the psionicist’s teleport lock score.

In addition to interfering with teleportation, this power also prevents magical or psionic blinking and Plane-Shifting. Teleport lock prevents phasing, travel by dimensional doors, shadow walking, dimension walk, dream travel, time travel, etc.

Fumble—The psionicist must save versus spells or be dragged along behind the subject when the subject teleports. The psionicist suffers 1d8 points of damage alit is stunned 2d6 rounds at his new location.

Phase Objects

(Psychoportive Devotion 13)
MAC: 10
PSP Cost: 6/r
Range: Touch
Area of Effect: Personal, equipment
Prerequisite: Phase

This power functions exactly like phase, except that a psionicist is able to bring along nonliving equipment (including clothing) up to one-quarter her mass. Living creatures up to Tiny in size clinging to the psionicist’s body may also be phased, if they and the psionicist wish.

With this devotion, the psionicist can extend her phasing powers to an object. A boulder blocking a tunnel can be phased in order to allow passage, an enemy's sword can be rendered harmless, or a building can be forced to collapse by reducing its supports to an insubstantial form. The larger an object, the more difficult it is to phase. The rule of thumb is 1 PSP per 10 pounds, with a minimum cost of 10 PSPs. Phasing an object does not harm it. An object being phased cannot be affected by any physical force, but can be affected by other phased objects. A psionicist can use this power on his own sword to make it capable of harming another phased character. In all cases, the psionicist phases with the object.

Phased objects retain any momentum they had when they were affected, so a catapult missile will continue in its trajectory - it just won't do any damage when it strikes its target (unless the target is the psionicist, who phases with the object and would therefore be struck!). Phased objects that were not moving stay where they were.

If the object is being worn or carried by an unwilling subject, the victim may attempt a saving throw versus spells to avoid the effect.

Fumble: The psionicist must save versus spells or disintegrate a random piece of his own equipment.

Pocket Dimension

(Psychoportive Devotion 14)
MAC 10
Psp Cost: 6/r
Range 0
Preparation Time 0
Area of Effect Special
Prerequisites Dimensional Door

This devotion allows a psionicist to create a small storage area in extra dimensional space. This storage area is a 5-foot cube, and can contain any amount of weight that will fit in the space provided. The storage area is accessed by a glowing doorway or hatch about 2 feet square. The access always stays in the same place relative to the psionicist, much like a Tenser’s floating disk follows a wizard around. The access can be changed in size from fully closed to 5 feet square at will by the psionicist.

Any objects placed in the pocket dimension have no weight or bulk; the psionicist could carry 1,000 pounds of rock in his belt pouch, if he desired. However, when the psionicist ceases to maintain the power, the contents of the pocket dimension appear at the location of the access and drop to the ground. It is possible to damage things by placing a large object in a pocket dimension, putting the access in a tight space, and then ceasing to maintain the power.

Living creatures in the pocket dimension exhaust the air supply in about 15 minutes; however, the psionicist can leave the access partially open to allow air to circulate. The psionicist cannot enter his own pocket dimension, but can reach in and retrieve anything inside.

Fumble—Anything the psionicist places in the pouch drifts off into Grey.

Psychic Clone

(Psychoportive Devotion 15)
MAC: 6
PSP Cost: 16/r
Range: 600 feet
Area of Effect: special
Prerequisites: Telesentience, Sight Link, Psychic Messenger

This power allows the user to project a large portion of his psyche away from his body, taking the appearance of his body, except that it has no substance. The clone will do anything that the psionicist wants to (as if it were really him. Furthermore, the psychic body has access to all of its normal psionic powers. Meanwhile, the physical body of the psionicist is reduced to a turnip.

The psychic clone can only be affected by mental or psionic attack. It can only move in the same way that the psionicist can move, and it cannot move over 600 yards away from the physical body of the psionicist.

Psychic Messenger

(Psychoportive Devotion 16)
MAC:. 5
PSP Cost: 4/r
Range: 200 miles
Preparation Time: 1 round
Area of Effect: Individual

This power allows a character to create an insubstantial, 3-D image of himself or herself, which can appear anywhere within 200 miles and deliver a message. Everyone present can see and hear the messenger. Communication is one-way. The telepath has no idea what is happening around his messenger unless he’s using some other power.


(Psychoportive Devotion 17)
PSP Cost: 1 psp/round
Range: 1,000 yards
Preparation Time 0
Area of Effect: personal

This power is the reverse of expansion. The psionicist can reduce her body's dimensions along any axes: height, length, width, or thickness. The change amounts to 1 foot per psp spent, until the dimension being affected is 1 foot or less. After that, the psionicist can halve her dimensions each time she spends a psp. It takes a full round to reduce one foot, or to halve dimensions. One psp per round is also required to maintain the reduced size, or the psionicist will expand back to her original size at the same rate that she reduced.

For example, let's assume that Buffy (a half-giant psionicist) stands twelve feet tall. Eleven psp (and rounds) reduce her height to 1 foot, and two more psp (and rounds) reduce her height to 3 inches. To remain at three inches, Buffy must spend one psp per round. When she stops spending psps, she will grow to six inches, then twelve, then grow one foot per round until she reaches her original twelve feet.

Now let's say instead that Buffy wishes to make her arm thin enough to fit through a keyhole. At its thickest point, Buffy's arm measures sixteen inches in diameter. Five rounds and psps reduce her arm to 1/2 inch thick, without altering the length of her arm at all. She can now slide her arm through the keyhole and unlock the door from the inside.

Of course, with a sixteen-inch diameter arm, Buffy could probably have knocked the door down instead of resorting to such an intricate psionic maneuver, but it would be unwise to remind a powerful half-giant of this fact after she had gone through all the trouble.

Shadow Walk

(Psychoportive Devotion 18)
MAC: 7
PSP Cost: 9/r
Range: 1,000 yards
Preparation Time 0
Area of Effect: personal

Shadow walk is a devotion that allows the psionicist to use the Black to instantly cross a space between two shadows. The psionicist can step into any shallow larger than his own body and teleport to any other shadow in range. If he call see the shadow he is teleporting to, the cost is 9 PSPs; if he is teleporting blindly to a shadow that he cannot see from his current location, the cost is doubled. All of the psionicist’s equipment and anything he is carrying is transported as well.

This power is usually ineffective in bright lay light or on very dark nights. It works best in twilight conditions. The psionicist may use his own shadow to shadow walk.

Fumble—The psionicist must save versus spells or accidentally summon 1d4 shadows, who appear from his own shadow and attack him.

Stasis Field

(Psychoportive Devotion 19)
MAC: 6
Cost: 20/r
Range: 0
Preparation Time: 0
Area of Effect: 30 yards
Prerequisites: Anchor, Temporal Orientation

A stasis field is a region in which time slows o a crawl and energy is reduced to a meaningless fizzle. When created, the stasis field surrounds the psionicist like a bubble. It can have yard per each level of his experience. For example, a 10th-level psionicist can create a field with up to a 10-yard radius.

From the outside, the stasis field looks like a shimmering completely smooth silver globe. When something presses against the field, it gives slight resistance, but the object passes through.

Inside the field, all is murky and dim. Light filters in from the outside, but it turns gray. A light source inside is only one fourth as bright as usual as seen from the outside

Time is only about 60 times slower in a stasis field. That is, for every round (or minute) that passes inside, an hour elapses outside. (This dilation is not apparent to those inside the field, however.) Each round the psionicist spends inside the field, he must pay 20 Points to maintain the stasis field. Energy and motion also change inside a stasis field. Energy magicks cast from the outside—e.g. fireball, magic missile, cone of cold, etc, have no effect; the spells appear and fizzle in midair. From the perspective of the outside, movement is slowed down considerably on the outside; from the perspective of those inside the field, those on the outside frequently move at invisible speeds. Psychic attacks, telepathic powers, and kinetic powers cannot pass through the field either way.

If the psionicist keeps the stasis field centered on himself, it moves with him. he can transfer the focal point of the field to anything he touches, however. Then he can move freely within the field, or even leave it. If he does leave the field, the cost to maintain the field changes to 1 psp per round on the outside

While outside the field, the psionicist can roam up to 100 yards from it and still maintain the field. However, he cannot maintain the field from the outside. To move it again, he must re-enter it.


Summon Grey/Black Matter

(Psychoportive Devotion 20)
MAC: 10
PSP Cost: 20
Range: 60 yards
Area of Effect: special
Prerequisite: Wrench, [Black Sense and/or Grey Sense]

Some psionicists can use their minds to unlock the energies of the Grey and the Black, and use it to attack their enemies. The psionicist’s MAC "hit" is not only compared to 10 to see if the grey or black matter arrives, but also to the AC of the target to determine whether the matter strikes on target.

Plane Attack Type Damage
Grey Energy Drain d6 + numb for 2d6 rounds (half dexterity)
Black Cold 2d6

Cold attacks affect all creatures in a cone 20 feet wide, with its point at the psionicist’s location.

Numbness attacks affect a single creature, and cause the loss of d3 points of Strength and Dexterity for d4 turns. The creature automatically loses initiative for d6 rounds.

You can’t summon what you can’t see. The psionicist may only summon Black Matter if she possesses the "Black Sense" devotion, etc.

Summon Planar Energies

(Psychoportive Devotion 21)
MAC: 4
PSP Cost: 30
Range: 60 yards
Area of Effect:
Prerequisite: Summon Planar Element

Some psionicists can use their minds to unlock the energies of other planes. A character with this ability can summon energy from the planes and use it to attack her enemies. Some planes are more useful than others for this purpose—the Quasi-elemental Planes are most useful for summoning harmful energy.

Plane Attack Type Damage
Radiance Incandescent d20/d20
Lightning Lightning 3d8
Salt Dehydrating 4d4
Positive Energy 3d12
Negative Energy 3d12

Incandescent attacks strike twice in a round and can affect one or two targets.

Lightning affects all creatures in a path 5 feet wide between the psionicist and the target.

Dehydrating attacks affect all creatures in a 10 foot cube and affect victims as a ray of enfeeblement.

Energy attacks affect one target. Undead creatures must save versus spells or be destroyed by positive energy attacks, and negative energy attacks cause living creatures to save versus spells or lose a level.

The psionicist’s MAC "hit" is not only compared to 10 to see if the energies arrive, but also to the AC of the target to determine whether the energies strike on target. This power is very taxing, and if a psionicist attempts to summon planar energies more than twice in a single day, she must save versus spells or fall unconscious for 1 d6 turns.

Time Blink

(Psychoportive Devotion 22)
MAC: 7
PSP Cost 8/r
Range: 0
Preparation Time: 0
Area of Effect personal
Prerequisites Blink

This power allows the psionicist to skip forward in time randomly.


Reappears in phase:


VF (imperceptible blink)


F phase


A phase


S phase


VS phase


Next round, re-roll for phase

This power is most useful to smaller creatures, who can attack in the VF phase.

Note: The initiative phase system is detailed in Player's Option: Combat and Tactics. Each round has five "phases": Very Fast, Fast, Average, Slow, and Very Slow. All sizes of creatures are assigned a personal speed: Tiny and small creatures are "very fast", Medium is "fast", Large is "Slow", and Huge and bigger creatures are "Very Slow." Personal speed is the time that it takes to make an physical non-weapon attack (like punching), or to use psionics. This would give a halfing the initiative advantage over a half-giant in psychic combat. All spells and weapons have speeds: weapon speeds and casting times of 1-3 are very fast, 4-6 are Fast, 7-10 are average . . . Each creature attacks either in their personal speed, or in the speed of the action that they are taking: whichever is slower.


Time Duplicate

(Psychoportive Devotion 23)
MAC: 8
PSP Cost 22
Range: 0
Preparation Time: 0
Area of Effect personal
Prerequisites time shift

This power allows the psionicist to travel forward in time to borrow a future self, bringing it back to aid him in the present and creating an identical duplicate of himself. The psionicist only travels a round or two into the future, and creates a strange hiccup in his own existence. The effect looks something like this:

First Round: The psionicist initiates the power. To observers, it looks as if nothing has happened.

Second Round: The psionicist’s self from round three arrives, so there are now two psionicists. Both can act normally during this round, but the future self gains some advantages since he’s already lived through this round once and knows what to expect.

Third Round: The psionicist journeys back to round two to help himself, so there are no psionicists here. He has no existence at all during this round.

Fourth Round The future psionicist who was borrowed from round three returns at the same spot and in the same condition he was in when round two ended. The time duplicate has ended.

In the second round, the future self has the option of automatically winning the initiative (Since he knows what’s going to happen) or holding his attacks until the end of the round. In any event, the future self gains a bonus to Armor Class, +4 bonus to saving throws. and a +2 bonus to any attack rolls he makes.

If the future self is injured or killed, there is no effect on the present psionicist, other than the fact that he can cringe in anticipation of the wounds he’s going to get and possibly die from. However, any injuries to the present self are immediately duplicated on the person of the future psionicist.

Fumble—The psionicist taps a possible future in which he has been slain in the next round. He must save versus spells or become catatonic for 1d6 hours.

Time Shift

(Psychoportive Devotion 24)
MAC: 8
PSP Cost 16/round (up to 3 rounds)
Range: 0
Preparation Time: 0
Area of Effect personal
Prerequisites Time Blink, Anchor

This power allows the psionicist to travel one, two, or three rounds forward in time. The psionicist can choose to travel up to three rounds into the future and observe things until time catches up with her. She sees everything frozen around her just as if it will be when that moment in the future actually arrives.

The psionicist enters a different reality when she uses this power. No one in the "still life" that surrounds her can see or detect her in any way. She can freely move through the environment, placing herself anywhere that she wants when she returns to normal time. Even "simultaneously" time-shifted characters are invisible to each other until this power has elapsed. To people in real time, the character simply dissapears and reappears later.

A psionicist maneuvered into position recieves one +4 to one attack because of the obvious advantage of positioning an ideal attack.

Fumble—The psionicist is disoriented for the number of rounds she intended to shift.

Hit Counter