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Psionic Alternate Rules







Traits

Character traits are abilities that are not tied to your character’s race or class. They can enhance your character’s skills, racial abilities, class abilities, or other statistics, enabling you to further customize him. At its core, a character trait is approximately equal in power to half a feat, so two character traits are roughly equivalent to a bonus feat. Yet a character trait isn’t just another kind of power you can add on to your character—it’s a way to quantify (and encourage) building a character background that fits into your campaign world. Think of character traits as “story seeds” for your background; after you pick your two traits, you’ll have a point of inspiration from which to build your character’s personality and history. Alternatively, if you’ve already got a background in your head or written down for your character, you can view picking his traits as a way to quantify that background, just as picking race and class and ability scores quantifies his other strengths and weaknesses.

Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack—they’re intended to give player characters a slight edge, not a secret backdoor way to focus all of a character’s traits on one type of bonus and thus gain an unseemly advantage. It’s certainly possible, for example, that somewhere down the line, a “Courageous” trait might be on the list of dwarf race traits, but just because this trait is on both the dwarf race traits list and the basic combat traits list doesn’t mean you’re any more brave if you choose both versions than if you choose only one.

Character traits are only for player characters. If you want an NPC to have traits, that NPC must “buy” them with the Additional Traits feat. Player characters are special; they’re the stars of the game, after all, and it makes sense that they have an advantage over the NPCs of the world in this way.

Presented below are two new trait categories for psionic campaign: Psionic Traits and Dream Traits.

  • Psionic Traits are separate from Magic Traits, but should a Psionic trait and Magic trait have the same effect, the effects do not stack.
  • Dream Traits are campaign Traits recommended for use in campaigns that focus on dreams or dreaming.

Power displays

Virtually all psionic powers carry some sort of secondary display. This might be a flash of light, a particular scent, or a humming sound. Yet the standard rules only give options for a single display effect for each type of display – auditory, material, mental, olfactory, and visual. What if you want your character to have varying displays based upon a particular personality? The rules outline a way to change a single display for one character, but not a way to make these displays the truly mutable side-effects they should be.

Presented below are a variety of new displays for manifested powers. Although they may change the look and feel of a power, they carry no mechanical changes. The powers are still identified in the same fashion, the powers still have the same primary effects, and no special rolls are needed to choose any of these effects. These are presented simply as a way to differentiate one manifester from another when using psionic power.

The first section presented will give a variety of new displays for each of the five display types. This allows the easiest method of customizing displays by simply choosing a different display instead of the default effect.

The second section presents options for combination effects, because maybe you don’t want the display effects of a power to be separate. This allows a manifester’s displays to have a single, multi-part display effect, rather than several separate effects that do not relate to each other.

The third section offers new groups of displays. This section will offer, for example, a group of displays to use with just powers with the fear descriptor. Or new displays to use on powers of the creation subdiscipline. Fear powers and creation powers are quite different and this allows the display effects to reflect this distinction.

The final section presents display themes. These themes might be for a single character, or a single set of powers, at your discretion. An example would be a psychic warrior from a village where totems are worshipped instead of gods. This psychic warrior’s powers might have displays that reflect his totem, rather than anything else.

All of the options presented here are completely optional and can be used together or separately. You might decide that the theme option makes the most sense for your character, or perhaps the theme option along with the display groups options, allowing your kineticist’s energy powers to wreathe him in energy, while his other visual displays show a burst of sparkling mist. In addition, you might think of more options for displays – this is encouraged, as the lists presented below are far from exhaustive.

Enjoy your manifestations! Your character should be truly unique and the options presented here are an effort to do just that.

New Displays

Presented below are a variety of new displays for use with manifestations. Each type of display – auditory, material, mental, olfactory, and visual – has new display options. These options can be used individually or combined together; they simply offer some new options and a framework for creating your own. Choosing new displays does not require any particular feats, skill ranks, or class features; any manifester can choose Alternate displays – with the GM’s permission.

Auditory Displays

The following displays apply to powers that carry an auditory display type.

  • Those within 15 ft. hear the sound of stampeding animals rushing past the manifester.
  • A scale of musical notes plays, growing louder, the more powerful the power is or the longer the manifestation takes. The manifester sings while manifesting, the manifestation adding additional voices to his song or variations as if a chorus.
  • A chorus of disembodied voices sing. The song can be angelic, hellish or alien in nature, at the manifester’s discretion.
  • Snakes seem to hiss, first from all around and then focusing around the manifester.
  • The sounds of buzzing insect wings surround the manifester.
  • The sound of static grows in volume from behind the manifester and, just before the static becomes painful, it ceases.
  • The sound of skittering feet, like that of giant insects or rats, emanate from the manifester.
  • A frightening high-pitched scream or a low moaning erupts from the manifester.
  • The sound of a sword being drawn fills the air around the manifester.
  • Low, whispering voices fill the area, speaking in what sounds like a long-lost language, as if they were ghosts or apparitions from another age.

Material Displays

The following displays apply to powers that carry a material display type.

  • Miniscule crystals, almost like dust, coat the area and then disappear after 1 round.
  • A tarot card (or equivalent) manifests in the hand of the manifester, only to vanish a few seconds later.
  • A soft rain falls around the manifester for a round.
  • The manifester’s eyes or hands are coated with a black powder for 1 round as he manifests a power.
  • A strong wind blows from behind the manifester, rustling his hair and robes.
  • Hundreds of bees, mosquitoes, and other insects buzz around the manifester or stream towards the target of a power, before fading from view.
  • A group of ectoplasmic spiders manifest on the manifester’s body, fading into view and fading away again after one round.
  • Serpents crawl out from the manifester’s clothing and evaporate into smoke or fog.
  • Small leaves and roots sprout from the manifester’s hair or from his feet, burrowing into nearby soil, but soon rot and fall away.
  • The manifester grows crystals that appear to pierce his skin and fall away from him.
  • Each time the manifester manifests a power, a small astral creature appears on his shoulder, as if it was an imp or other otherworldly creature. Some take the form of devils; others look like fey, angels, or aberrations, at the manifester’s discretion.
  • Those near the manifester are covered in crawling insects. If the power is powerful enough, these manifest inside the mouth and ears of those too close. This effect ends after one second.

Mental Displays

The following displays apply to powers that carry a mental display type.

  • The feeling of not knowing exactly what is going on, as if left out of some inside information, surfaces in those near the manifester.
  • A rising chill manifests in those around the manifester.
  • A sudden rush of energy fills those around the manifester.
  • A sharp mental pain, as if having a migraine or headache, stings those around the manifester for a short moment.
  • Everyone close to the manifester feels mentally drained, as from a long day of hard work.
  • A sudden onrush of ideas and inspiration spreads in those around the manifester, only to fade after one round.
  • All those around the manifester feel motivated and full of energy for a split second, as if they were fulfilling their destinies.
  • A brief confusion penetrates the minds of those around the manifester, as if they had witnessed something they could not quite understand. It quickly passes, but leaves behind a disturbing feeling.
  • Everyone within 15 feet of the manifester feels hungry or thirsty, as if something had drawn out their sustenance.
  • A memory of a lost friend or love is drawn forth in those around the manifester.
  • A flash of loneliness washes over those around the manifester as they realize how alone they truly are in a harsh world.
  • Those who are within 10 feet of the manifester feel guilty, as if they had done something horrible, although they cannot remember what causes the feeling of guilt. The feeling fades after a few seconds.

Olfactory Displays

The following displays apply to powers that carry an olfactory display type.

  • The smell of iron, as if from blood, fills the area 15 feet around the manifester.
  • Those around the manifester notice a distinct smell of sulfur or burning flames.
  • The smell of dissolving tissue drifts from the manifester.
  • The smell of ozone, as from a lightning strike, billows out from the manifester.
  • A foul smell, akin to that of a swamp, pervades the area.
  • The smell of freshly bloomed flowers fills the area near the manifester.
  • The smell of barbecue or freshly baked bread with honey flows out from the manifester.
  • A sharp smell, like the tang of something poisonous, reaches those around the manifester.
  • The smell of pine and forests fill the area, but sharply changes into the smell of burning wood before disappearing.

Visual Displays

The following displays apply to powers that carry a visual display type.

  • The manifester’s body glows in a single color or in a spectrum of colors, at the manifester’s option.
  • The air sparkles in a multitude of colors around the manifester.
  • The manifester’s eyes shine in a disturbing color (sickly green, brightly white, etc.) or absorb light, making it appear darker around him.
  • The manifester’s hands or head seems to burst into ghostly, white flames that shimmer.
  • The manifester’s shadow animates, growing larger or perhaps altering in shape and form.
  • The manifester seems to fade from view for a split second, then reappearing as if nothing happened.
  • All sources of light seem to flare for a second, such as torches, or even the sun. This does not cause any negative effects for those with light sensitivity.
  • All sources of light flicker and fade for a split second before the manifestation is complete.
  • A symbol of some sort (religious symbol, philosophical or even magical) manifests over the manifester, shining brightly. This symbol becomes larger and shines more the higher the level of the power or the longer it takes to manifest.
  • Shining motes of multicolored light stream from the manifester in all directions, or towards the target or targets of the power, at the manifester’s option.
  • Energy seems to crackle off the manifester, either in the form of lightning bolts, dropping flames, icicles or even sickly green drops of ectoplasm. The effect has no substance and causes no harm.
  • A host of spectral figures surround the manifester for the duration of the manifestation.
  • Roots shoot up from the ground and around the manifester before disappearing.

Combination Displays

For some powers, the various displays should be directly related, rather than two or more disjointed displays. Presented below are a variety of new displays for combinations of different display types.

In addition, GMs are encouraged to allow players to change the displays of powers, as long as the overall feel of the displays fits the theme of the power. Because altered displays do not modify the actual power, or the ability to identify the power, changing the display should not carry any mechanical or balance concerns.

2-Part Combinations

The displays below are for when a power has two displays. In addition, if a power has more than two displays, one of the options below and a different third option might be selected.

Auditory and Material

  • The chittering of insects can be heard as hundreds of bugs cover the lower half of the manifester’s body. The insects disappear at the end of the round.
  • The sound of wind chimes can be heard as drops of rain fall to the ground around the manifester.
  • A howling wind, carrying the screams of the dying, swirls around those near the manifester.

Auditory and Mental

  • Paranoia creeps into the minds of those near the manifester, as voices can be briefly heard from all around the area, as if those in the area are completely surrounded.
  • An exultant feeling of joy comes over the manifester’s allies for a brief instant as the sound of angels singing can be heard.

Auditory and Olfactory

  • The smell of sulfur and the sound of crackling flames envelopes the area around the manifester.
  • The howl of the wind, with no actual breeze, can be heard by all near the manifester, as the odor of rainfall fills the area.
  • The sound of wind chimes can be heard as the scent of wild flowers fills the area.

Auditory and Visual

  • Particles of light fall to the ground, giving off a musical note as each mote touches the ground.
  • A crackling sound can be heard as the manifester’s form fades from view and quickly reappears, as if nothing happened.
  • A host of spectral figures surround the manifester, crying out in pain and anger.

Material and Mental

  • Frost covers the ground around the manifester and those nearby feel a rising chill, as if being watched.
  • For only a second, a gritty substance coats the ground and enemies near the manifester feel as if they are being buried alive.

Material and Olfactory

  • A coppery smell permeates and a viscous red fluid that resembles blood coats the area around the manifester.
  • Soot coats the ground near the manifester, while the strong smell of sulfur can be detected by those within 15 feet of the manifester.
  • Rose petals appear scattered around the ground near the manifester, while the faint scent of roses can be smelled by those nearby.

Material and Visual

  • Motes of multi-colored and sparkling snowflakes fall to the ground around the manifester before disappearing.
  • Sparkling crystals swirl around the manifester for the round and change color while they fly.

Mental and Olfactory

  • The musty smell of an underground cavern and the feeling of being buried alive assaults those near the manifester for a split-second before dissipating.
  • Those within 15 feet of the manifester smell the scent of freshly baked bread and feel hunger pangs, as if they have not eaten in days.

Mental and Visual

  • The image of a face, someone vaguely familiar to each individual within 15 feet of the manifester, appears in the air. Each individual would swear the face was someone they knew, yet not the same person as the others nearby saw.
  • The manifester’s shadow grows and animates, and those nearby feel as if the shadow might try to attack them, as illogical a thought as that might be.

Olfactory and Visual

  • Harmless flames encompass the body of the manifester and those nearby smell charred flesh, although the manifester is unharmed.
  • Tiny bolts of lightning strike near the manifester, although they cause no damage, but do give off the smell of ozone.

3-Part Combinations

Although there are only a handful of powers that have three displays, new options for these powers are presented below, as well as should players create new powers with three displays.

Auditory, Material, and Mental

  • A howling wind, carrying the screams of the dying, swirls around those near the manifester, giving a strong feeling of unease.
  • The sound of children laughing is heard by those near the manifester, giving a feeling of childish joy, while tiny marbles appear on surfaces near the manifester, although they disappear before they can make movement difficult.

Auditory, Material, and Olfactory

  • A howling wind, carrying the screams of the dying, swirls around those near the manifester, as the stench of death fills their nostrils.
  • The sound of wind chimes can be heard as the scent of wild flowers fills the area and flower petals cover the ground around the manifester.

Auditory, Material, and Visual

  • A scale of musical notes play as multi-colored and sparkling snowflakes fall to the ground around the manifester before disappearing. The notes grow deeper as the snowflakes get closer to the ground.
  • Crystalline dust flies around the manifester’s head, giving off a cackling howl and bursts of light in all the colors of the rainbow.

Auditory, Mental, and Olfactory

  • The stench of rotting flesh and the screams of the dying can be heard, causing all near the manifester a feeling of nervousness.
  • The smell of pine and the sound of rustling branches fills the area near the manifester, carrying with it the memory of being inside a vast, dark forest.

Auditory, Mental, and Visual

  • A host of spectral figures, crying out in pain and anger, surround the manifester, unsettling those that can see and hear them.
  • The feeling of being watched comes over those near the manifester, whose eyes glow brilliant white, as a howl can be heard in the distance.

Auditory, Olfactory, and Visual

  • Crackling flames wreath the form of the manifester, and the faint scent of sulfur fills the area nearby.
  • The manifester’s body fades from view with an audible pop, and the scent of ozone can be smelled by those within 30 feet of the manifester.

Material, Mental, and Olfactory

  • The scent of roses fills the area, as petals cover the ground around the manifester, reminding those near the manifester of a calm spring day.
  • The stench of rotting flesh can be smelled by those near the manifester, giving a sense of dread. Tiny bone fragments litter the ground around the manifester’s feet.

Material, Mental, and Visual

  • Hundreds of insects crawl over the feet of the manifester, whose face morphs into a grinning skull, giving those nearby an uneasy feeling.
  • Crystalline dust coats the area around the manifester, whose entire body seems to glint as if made of some type of gemstone. Those within 15 feet of the manifester recall the memory of receiving an expensive gift or winning a prize.

Material, Olfactory, and Visual

  • The scent of roses fills the area, as petals fall to the ground around the manifester before fading from view.
  • Images of trees spring up around the manifester, carrying with them the scent of cedar, and acorns cover the ground at the manifester’s feet.

Mental, Olfactory, and Visual

  • The manifester’s flesh peels away, revealing only his skeleton, as the stench of rotting flesh can be smelled by those near the manifester, giving a sense of dread..
  • The smell of freshly turned soil fills the area, giving those near the manifester the vague feeling of being underground, as the manifester’s feet seem to sink into the ground. A second glance at his feet reveals it was an optical illusion.

4-Part Combinations

While few powers have four display types, new options are presented below for powers that players might research that do have such displays. In addition, lenient GMs may allow the use of four-part display combinations even if a power does not have four displays.

Auditory, Material, Mental, and Olfactory

  • The stench of rotting flesh and the screams of the dying can be heard by those near the manifester, giving a sense of dread. Tiny bone fragments litter the ground around the manifester’s feet.
  • The sound of children laughing is heard and the scent of bread with honey is smelled by those near the manifester, giving a feeling of childish joy, while tiny marbles appear on surfaces near the manifester, although they disappear before they can make movement difficult.

Auditory, Material, Mental, and Visual

  • The scent of roses and the sound of rustling leaves fills the area, as petals cover the ground around the manifester, reminding those near the manifester of a calm spring day.
  • A chittering sound can be heard by those within 30 feet of the manifester as hundreds of insects crawl over the feet and legs of the manifester, whose face morphs into a grinning skull, giving those nearby an uneasy feeling.

Auditory, Material, Olfactory, and Visual

  • A scale of musical notes play as multi-colored and sparkling snowflakes fall to the ground around the manifester before disappearing. The notes grow deeper as the snowflakes get closer to the ground, giving those near the manifester the feeling of falling.
  • The clang of a bell, as if calling to a meal, can be heard as a warm breeze carries the scent of fresh muffins into the area around the manifester. Crumbs appear on the ground near the manifester, as if he had just consumed a muffin.

Auditory, Mental, Olfactory, and Visual

  • A feeling of dread comes over all within sight of the manifester, as a dark cloud appears around the manifester, giving off the screams of the damned and the scent of rot and decay.
  • The smell of pine and the sound of rustling branches fills the area near the manifester, carrying with it the memory of being inside a vast, dark forest, as translucent green leaves swirl around the manifester’s body.

Material, Mental, Olfactory, and Visual

  • The scent of roses fills the area, as petals swirl around the manifester before falling to the ground, reminding those near the manifester of a calm spring day.
  • A thin layer of dirt blankets the area around the manifester and the smell of freshly turned soil fills the area, giving those near the manifester the vague feeling of being underground, as the manifester’s feet seem to sink into the ground. A second glance at his feet reveals it was an optical illusions.

5-Part Combinations

Although there are no known powers that have all five display types, two new displays are presented below for just such an instance. These displays should be reserved for truly signature powers, although that does not necessarily mean the highest level power possible. Perhaps such a display is possible by augmenting a power to a high amount.

Auditory, Material, Mental, Olfactory, and Visual

  • A feeling of dread comes over all within sight of the manifester, as a vortex of dark matter appears, swirling around the manifester, giving off the screams of the damned and the scent of rot and decay.
  • The clang of a bell, as if calling to a meal, can be heard as a warm breeze carries the scent of fresh muffins into the area around the manifester, causing the mouths of those nearby to water. Crumbs appear on the ground near the manifester, as if he had just consumed a muffin.

Display Groups

Some powers fit into a specific theme and might share their displays based upon that theme. Some themes include the different subdisciplines or power descriptors. Powers of these groups can use the same displays and some options for these groups are detailed below.

Subdisciplines

The different subdisciplines of powers often fall within a single theme. As such, it might fit your character concept if powers of that particular subdiscipline had their own displays. Presented below are new displays for each of the psionic subdisciplines.

Charm

Auditory: Nearly inaudible whisperings can be heard by all within 30 feet of the manifester. If listened to closely, they appear to be telling the listener just how wonderful a person the manifester is.

Material: Clear crystals resembling diamonds fall to the ground around the manifester, but disappear upon landing.

Mental: The manifester’s presence seems reassuring to those in the nearby area

Olfactory: A pleasant scent, different for each individual within 15 feet of the manifester, can be smelled coming from the manifester.

Visual: The manifester’s eyes seem to sparkle, teeth seem to gleam, and hair seems to ripple as if in the wind.

Compulsion

Auditory: Nearly inaudible whisperings can be heard by all within 30 feet of the manifester. If listened to closely, they appear to be coaxing the listener to heed the words of the manifester.

Material: Chain links form around the manifester’s wrists and ankles, but disappear after a second. The links do not impede the manifester’s movement.

Mental: Everyone around the manifester feels an urge to listen to him, that what he says or does has some important but hidden meaning.

Olfactory: Those within 5 feet of the manifester smell a sickly sweet odor for the round.

Visual: The manifester’s face radiates with light, drawing the eyes of all within sight.

Creation

Auditory: The sound of a hammer striking an anvil, becoming louder and striking faster the higher the level of the power.

Material: A glowing hammer manifests in the hand of the manifester, or an anvil materializes nearby, glowing as if hot.

Mental: The sense of accomplishment, of having finished something fills those around the manifester.

Olfactory: The smell of burning coals and burnt hair fills the area around the manifester.

Visual: The hands of the manifester glow either with dripping ectoplasm or as if they were made from molten steel given form.

Healing

Auditory: The sound of a wind chime playing in the wind fills the area. The higher the level, the more wind chimes seem to make up the chorus.

Material: Small drops of warm water fall on the target of the power, but do not cause the target to become wet.

Mental: Those around the manifester feel safe and at home, as if nothing in the world could hurt them right now.

Olfactory: The smell of rosemary and basil fills the area, as might the smell of freshly baked bread or flowers.

Visual: A soft white light spreads from the hands of the manifester to all targets of the power. Alternatively, small glowing motes of light form in the air around the manifester, and are then absorbed into the wounds of the target(s) of power.

Scrying

Auditory: Sounds in the area are briefly muted, as if being heard from a distance.

Material: Small shards of glass cover the area near the manifester, although they are too small to cause damage if touched or stepped on.

Mental: All creatures within 30 feet of the manifester feel as if they are being watched, although the feeling quickly passes.

Olfactory: The strong scent of incense can be smelled by those within 30 feet of the manifester.

Visual: Disembodied eyes float around the manifester’s head for the duration of the power.

Shapechanging

Auditory: Popping and rustling noises, as of bones dislocating and being set back into the joint, can be heard by all within 30 feet of the manifester.

Material: The manifester skin flakes off and briefly blankets the ground nearby before disappearing, leaving no remains.

Mental: Creatures within 15 feet of the manifester feel as if something is crawling on their skin.

Olfactory: A musky scent permeates the area near the affected area or the manifester, at the manifester’s discretion.

Visual: A grey haze envelopes the form of the manifester, disappearing once the power has taken effect.

Teleportation

Auditory: A loud ‘whoosh’ of wind can be heard near the origin and destination of the manifester.

Material: A shimmering substance, vaguely resembling ectoplasm, coats the ground near the manifester and quickly fades away. The substance is actually temporal energy in material form.

Mental: The feeling of falling, or the memory of a long trek, fill the mind of those near the manifester.

Olfactory: A foreign smell, unlike anything the person has ever smelled, fills the area around the manifester.

Visual: The manifester’s form slowly fades from view, re-appearing gradually at the destination (or the original location, if his location hasn’t changed).

Descriptors

Power descriptors indicate a certain style of power, even if of different disciplines. A clairsentience power and a telepathy power may both be fear effects, for example. These powers may have similar displays as a result of their descriptors. Presented below are new displays for some of the psionic power descriptors.

Acid

Auditory: A sizzling and popping sound can be heard, emanating from the manifester or the target of the power, at the manifester’s discretion.

Material: A slightly viscous substance coats the area around the target or manifester, at the manifester’s choice. The substance dissipates after one round.

Mental: All creatures within 20 feet of the manifester feel an itchy sensation on their flesh, although it quickly passes.

Olfactory: An acrid odor spreads out from the manifester’s location, to a 20′ radius, before dissipating the next round.

Visual: The floor or ground around the manifester appears to dissolve and smoke, although after a few seconds, the effect ends and the area is unharmed.

Cold

Auditory: The roaring sound of an arctic wind envelopes the area around the manifester.

Material: A slick of ice covers the area, or a fine powder of snow, but does not last long enough to make walking difficult.

Mental: Those nearby get the feeling of the frigid cold or the soft lull of hypothermia.

Olfactory: Smells seem muted, as if covered by a blanket of snow.

Visual: The manifester’s breath frosts and his skin briefly turns a shade of faint blue.

Death

Auditory: A death rattle can be faintly heard, growing louder until near deafening, then abruptly fades.

Material: Maggots blanket the area around the manifester or the target, at the manifester’s discretion, for only a second, but long enough for those nearby to witness their appearance.

Mental: The feeling of death approaching, or the comforting feel of a deep slumber, fills the minds of those nearby.

Olfactory: The stench of rotting flesh fills the nearby area.

Visual: The manifester’s face turns to that of a skull for a split second.

Electricity

Auditory: The crackle and pop of sparks, combined shortly after with a crash of thunder

Material: Small flakes of a metallic substance cover the area around the manifester, before disappearing a few seconds later.

Mental: You get the feeling of being shocked from static electricity.

Olfactory: The smell of ozone permeates the area for the round.

Visual: Sparks jump across the manifester’s skin for the duration of the manifestation.

Evil

Auditory: A sinister laugh can be heard by all within 30 feet of the manifester.

Material: Maggots blanket the area, including the flesh of individuals, near the manifester for a split second before disappearing.

Mental: A feeling of dread and unease briefly fills the minds of those near the manifester.

Olfactory: The smell of sulfur or mold fills the area near the manifester for a short time before quickly fading away.

Visual: The manifester’s face turns to that of any demon or devil of the manifester’s choice

Fear effects

Auditory: Blood-curdling scream or the howling of wolves or even more disturbing creatures fill the area around the manifester.

Material: A sticky, red substance covers the area, resembling blood, but disappears after 1 round.

Mental: The feeling of being watched, followed, and stalked by some unnameable entity out of the deepest corners of the mind flows into those near the manifester.

Olfactory: The scent of rotting flesh and the sharp smell of poison wafts out from the manifester.

Visual: The manifester seems to writhe with internal tentacles just under his skin.

Fire

Auditory: The crackle of flames can be faintly heard, growing rapidly louder into the roar of a bonfire, before fading into the wind.

Material: Sooty ash coats the nearby area and disappears the next round, leaving no residue.

Mental: Those within 15 feet of the manifester feel a hot sensation on the side of their bodies closest to the manifester.

Olfactory

Olfactory: The smell of char or burnt flesh permeates the area

Visual: Crackling flames surround the manifester or the affected area, at the manifester’s discretion.

Force

Auditory: A faint buzzing sound can be heard by all near the manifester or the target of the effect, at the manifester’s discretion.

Material: Small, hazy cubes appear dotting the ground near the manifester. Close inspection reveals that the cubes don’t seem to be made of any real substance, instead composed of pure force in physical form.

Mental: A feeling of being pushed backwards comes over those within 15 feet of the manifester, although it is easily resisted.

Olfactory: The faint smell of ozone drifts into the area around the manifester for the round.

Visual: A transparent blue-white field encompasses the manifester’s form for the duration of the power.

Good

Auditory: The sound of angelic voices singing can be heard by all within 15 feet of the manifester.

Material: Wisps of fog cover the ground around the manifester, making it appear as if he is walking on a cloud.

Mental: A peaceful feeling, and the desire to help others, briefly passes over those within 30 feet of the manifester.

Olfactory: The odor of freshly baked pastries fills the nostrils (or appropriate body part) of those within 15 feet of the manifester.

Visual: Angelic wings appear attached to the manifester’s back for one round.

Language-Dependent

Auditory: Voices in dozens of different languages can be heard by anyone within earshot of the manifester.

Material: Sheets of paper with writing in varying dialects appear on the ground around the manifester, but disappear the next round.

Mental: All intelligent creatures near the manifester feel a fleeting desire to learn a new language.

Olfactory: The scent of paper can be smelled by those within the area around the manifester.

Visual: Faces appear behind the manifester’s head, apparently in conversation with each other and oblivious to those nearby.

Light

Auditory: A blaring trumpet can be heard by those within 50 feet of the manifester.

Material: Luminescent particles blanket the area briefly, before disappearing

Mental: The feeling of realizing the answer to an unasked question enters the minds of those near the manifester.

Olfactory: The scent of smoke, as of a fire just put out, can be smelled by those near the manifester.

Visual: Twinkling motes of light surround the head of the manifester, either in a white hue or multicolored, at the manifester’s choice.

Mind Affecting

Auditory: Faint voices, muttering indecipherable words, can be heard by those within 10 feet of the manifester.

Material: A sticky, clear fluid covers the surfaces near the manifester. Those with ranks in Heal recognize it as the same fluid that leaks from head wounds.

Mental: Those near the manifester feel as if their name is being called, although they do not hear any sound.

Olfactory: For one round, odors in the area seem to smell incorrectly to those near the manifester. For example, a pine tree might smell like roast meat.

Visual: The manifester’s eyes seem to glow bright purple, and a faint shimmer surrounds his head for the duration of the power.

Sonic

Auditory: A humming noise can be heard by those near the manifester, growing louder until the power’s manifestation is completed.

Material: Shattered glass fragments cover surfaces near the manifester, although cause no harm if touched. The fragments disappear after one round.

Mental: Any creature within 5 feet of the manifester feels a pressure to their eardrums (or appropriate body part) for a few seconds; the pressure vanishes as rapidly as it came.

Olfactory: Scents seem to fade and grow in strength for all those near the manifester.

Visual: A rippling haze surrounds the manifester’s form for the duration of the power.

Section 15: Copyright Notice

Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.