Minor Power Descriptions

All minor powers (general and discipline) are listed alphabetically.

Burst: [Minor Power, Psychoportation Discipline]

Grade: Minor (Psychoportation Discipline)
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

This power increases your land speed by 1 range category. (This adjustment counts as an enhancement bonus to speed.)

You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you move. Manifesting this power is a swift action, and it counts toward the normal limit of one swift action per round. You cannot manifest this power when it isn’t your turn.

Call to Mind: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: Swift action
Range: Personal
Target: You
Duration: Instantaneous

By concentrating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.

On a failed Intellect check, you can manifest this power as a swift action to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Conceal Thoughts: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 standard action
Range: Short
Target: One willing creature
Duration: 1 hour + 1 hour/manifester level
Saving Throw: Charisma negates (harmless)

You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus against Perception checks by those attempting to discern its true intentions. It also gains a +4 bonus on Charisma checks against any power or device used to read its mind (such as read thoughts or a mind prove).

Danger Sense: [Minor Power]

Grade: Minor
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour + 1 hour/manifester level

You can detect the presence of danger before your senses would normally allow it, making you immune to surprise and granting a +4 bonus on Attribute checks against traps.

Augment: If you spend 3 additional power points, this power also gives you the Uncanny Dodge ability; if you spend 6 additional power points, this power gives you the Improved Dncanny Dodge ability as well.

Daze: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 standard action
Range: Short
Target: One humanoid or mutant humanoid creature of CR 4 or less
Duration: 1 round
Saving Throw: Charisma negates

This power clouds the mind of a humanoid or mutant humanoid creature with a Challenge Rating of 4 or less so that it takes no actions. Non-humanoids and targets of CR 5 or more are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

Augment: For every additional ISP you spend, this power can affect a target that has a challenge rating equal to 4 + the additional points.

Déjà Vu: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 standard action
Range: Medium
Target: One creature
Duration: 1 round
Saving Throw: Charisma negates

Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of ISP, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Agility bonus to Defense even if it stands still.

Augment: For every 2 additional ISP you spend, this power’s save DC increases by 1.

Demoralize: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 standard action
Range: Short
Area: Short-range spread centered on you
Duration: 1 minute + 1 min./manifester level
Saving Throw: Charisma negates

You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. A shaken character takes a –2 penalty on attack rolls and Attribute checks. Allies and creatures without an Intelligence score are unaffected.

Augment: For every 2 additional ISP you spend, the power’s save DC increases by 1.

Detect Psionics: [Minor Power]

Grade: Minor
Manifesting Time: 1 standard action
Range: Medium range cone-shaped emanation
Duration: Concentration, up to 1 min. + 1 min./manifester level
Saving Throw: None

You detect psionic auras. A psionic aura is given off by any active or permanent power and from characters or creatures with Inner Strength Points. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

  • 1st Round: Presence or absence of psionic auras.
  • 2nd Round: Number of different psionic auras and the strength of the most potent aura (highest power grade).
  • 3rd Round: The strength and location of each aura.

Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Distract: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 standard action
Range: Short
Target: 1 creature
Duration: 1 minute + 1 min./manifester level
Saving Throw: Charisma negates

You cause your subject’s mind to wander, distracting him. Subjects under the effect of distract make all Perception checks at a -4 penalty.

Augment: You can augment this power in one or both of the following ways:

  1. For every 1 additional ISP you spend, the power affects one additional target.
  2. For every 2 additional ISP you spend, the power’s save DC increases by 1.

Empathy: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 standard action
Range: Short
Area: Short range spread centered on you
Duration: Concentration, up to 1 minute + 1 min./manifester level
Saving Throw: None

You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

You gain a +2 insight bonus on any Charisma checks that you make in the round when you cease concentrating on this power.

Augment: You can augment this power in one or both of the following ways:

  1. If you spend 5 additional ISP, the power’s range and area increase to medium range.
  2. If you spend 2 additional ISP, this power’s maximum duration increases to 1 hour/level.

Empty Mind: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +4 bonus on all Charisma saves against mind-influencing effects until your next action.

You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is a swift action, and it counts toward the normal limit of one swift action per round. You can use this power even when it is not your turn.

Augment: For every 2 additional ISP you spend, the bonus on your Charisma saves increases by 1.

Entangling Ectoplasm: [Minor Power, Metacreativity Discipline]

Grade: Minor (Metacreativity Discipline)
Manifesting Time: 1 standard action
Range: Short
Target: One medium-sized or smaller creature
Duration: 5 rounds
Saving Throw: None

You draw forth a glob of ectoplasmic goo and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration.

Being entangled impedes movement, but does not entirely prevent it. An entangled creature’s normal movement rate is one ‘step’ slower, he cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Agility.

Augment: For every 2 additional ISP you spend, this power can affect a target one size category larger.

Far Hand: [Minor Power, Psychokinetic Discipline]

Grade: Minor (Psychokinetic Discipline)
Manifesting Time: 1 standard action
Range: Short
Target: One unattended object weighing up to 5 lb.
Duration: Concentration, up to 1 minute
Saving Throw: None

You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 1 range category in any direction, though the power ends if the distance between you and the object exceeds the power’s range.

Augment: You can augment this power in one or both of the following ways:

  1. If you spend 5 additional ISP, this power’s range increases to medium.
  2. For every 2 additional ISP you spend, the weight limit of the target increases by 5 pounds.

Mindlink: [Minor Power, Telepathy Discipline, Mind-Affecting]

Grade: Minor (Telepathy Discipline
Manifesting Time: 1 standard action
Range: Short
Target: You and one other willing creature within range that has an Intellect score of 3 or higher.
Duration: 10 minutes + 10 min./manifester level
Saving Throw: None; see text

You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance – although it is temporarily blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Augment: You can augment this power in one or both of the following ways.

  1. If you spend 4 additional ISP, you can attempt to create a telepathic bond with a creature that is not willing (Charisma save negates).
  2. For every additional ISP you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Missive: [Minor Power, Mind-Affecting, Language-Dependent]

Grade: Minor
Manifesting Time: 1 standard action
Range: Short
Target: One creature
Effect: Mental message delivered to subject
Saving Throw: None

You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject ‘hears’ meaningless mental syllables.

Augment: If you spend 5 additional ISP, the power’s range increases to medium range.

Precognition: [Minor Power, Clairsentience Discipline]

Grade: Minor (Clairsentience Discipline)
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

Your awareness extends a fraction of a second into the future. You gain a +2 insight bonus on a single Attribute check.

You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is a swift action, and it counts toward the normal limit of one swift action per round. You can use this power even when it is not your turn.

Telempathic Projection: [Minor Power, Mind-Affecting]

Grade: Minor
Manifesting Time: 1 standard action
Range: Medium
Target: One creature
Duration: 1 minute + 1 min./manifester level
Saving Throw: Charisma negates

You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Charisma checks involving interpersonal interactions with the affected creature.

Vigour: [Minor Power, Psychometabolism Discipline]

Grade: Minor (Psychometabolism Discipline)
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute + 1 min./manifester level

You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.

Augment: For every additional ISP you spend, the number of temporary hit points you gain increases by 5.


 
%d bloggers like this: