Site hosted by Angelfire.com: Build your free website today!

Psi-Spell Feats


Agitated Causticity [Psi-Spell]

Your ability to agitate acidic substances results in especially caustic versions of spells and powers that have the acid descriptor.

Prerequisites: Any two spells with the “Acid” descriptor, matter agitation.

Benefit: To use this feat, you must expend you psionic focus. This feat can be used to enhance any spell or power with the “Acid” descriptor. In addition to dealing its normal damage, an effect enhanced by Agitated Causticity literally softens up its target. This effect does not represent damage to armor, shields, or body parts that provide a natural armor bonus; it is a function of the acid’s effect on the creature itself.

For each 5 points of damage that a target takes from such a spell or power, it must make a successful Fortitude save or take a -1 cumulative penalty to its Armor Class. The DC for this save equals the save DC for the spell or power (or the save DC it would otherwise have had if the spell or power allows no save). All other modifiers to AC apply normally.

The penalty from this effect decreases naturally at the rate of 1 point per day. Any effect that heals ability damage may also be reduce or eliminate the penalty by the same amount.

To apply Agitated Causticity to a spell, the caster must expend 3 power points per spell level. To apply it to a psionic power, the manifester must expend 1 spell level per power level.




Astral Fire [Psi-Spell]

You have learned to take volatile astral ectoplasm and ignite it with elemental fire to create intense, lingering fire effects.

Prerequisites: Any two spells with the “Fire” descriptor, energy missile.

Benefit: To use this feat, you must expend you psionic focus. This feat can be applied to any spell or power with the “Fire” descriptor. Flaming ectoplasm is sticky, and it keeps burning when normal fire would sear and dissipate.

Anyone damaged by an effect enhanced by Astral Fire continues to take fire damage for a number of rounds equal to the ability modifier that applies to the spell or power used (minimum 1 round). This lingering damage deals 1 point per 5 points of fire damage that the original attack dealt (minimum 1 point unless the subject evades all fire damage from the effect or otherwise takes no damage from the initial effect).

Ectoplasmic fire is more difficult to douse than normal fire. It cannot be smothered, and water does not put it out – in fact, even submerging a burning creature in water does not douse the flames. However, effects such as control flames function normally with respect to ectoplasmic fire. Also, since the ectoplasm is stable and inert on the Astral Plane, shifting a burning target there immediately suppresses the effect. Any time that the victim spends on the Astral Plane counts against the duration of the effect, but the fire reignites immediately should the victim leave before it expires.

To apply Astral Fire to a spell, the caster must expend 3 power points per spell level. To apply it to a psionic power, the manifester must expend 1 spell level per power level.




Bioelectrical Surge [Psi-Spell]

You can channel electrical energy directly into your opponent’s nervous system. The effect not only causes damage, but disrupts the target’s coordination.

Prerequisites: Any two spells with the “Electricity” descriptor, energy stun.

Benefit: To use this feat, you must expend you psionic focus. This feat can be used to enhance any spell or power with the “Electricity” descriptor. Anyone damaged by an effect enhanced with Bioelectrical Surge twitches uncontrollably or can make only grossly exaggerated and jerky movements.

For each 10 points of damage that a target takes from such a spell or power, it must make a successful Fortitude save or take 2 points of Dexterity damage. The DC for this save equals the save DC for the spell or power (or the save DC it would otherwise have had if the spell or power allows no save). A creature with no discernable anatomy (such as an ooze, construct, or undead) or a creature that is immune to electricity damage is immune to the effects of this feat.

To apply Bioelectrical Surge to a spell, the caster must expend 3 power points per spell level. To apply it to a psionic power, the manifester must expend 1 spell level per power level.




Bull Blast [Psi-Spell]

The concussive power of your Harden Energy effects is so strong that it drives opponents back.

Prerequisite: Harden Energy.

Benefit: You may add telekinetic force to any spell or power already enhanced by the Harden Energy feat.

An effect enhanced with Bull Blast can perform a bull rush against any opponent in its area. The spell’s area or effect determines the direction fo the bull rush; a line or cone pushed targets back along its length, but a spread or burst pushes them out to the edge of its radius. The enhanced spell or power has an effective Strength score equal to its save DC +1 per die of force damage it deals. Even a target that makes an appropriate saving throw to avoid some or all of the spell or power’s damage is still subject to the bull rush.

To apply Bull Blast to a spell, the caster must expend 3 power points per spell level. To apply it to a psionic power, the manifester must expend 1 spell level per power level.

Both of these costs are in addition to the cost of the Harden Energy feat. This feat may also be used in conjunction with the Concussive Blast feat.




Concussive Blast [Psi-Spell]

Your skill with manipulating hard, or force, energy allows you to add physical force to spells and powers instead of converting existing energy to force.

Prerequisite: Harden Energy.

Benefit: You must expend your psionic focus to use this feat. For every 3 power points or 1 spell level expended, you may add 1 die of bonus force damage to any spell or psionic power that has an energy descriptor (maximum one-half the effect’s normal base damage dice). If the target is allowed a saving throw, it applies to this bonus force damage as well. You cannot expend more power points than your current total, nor can you spend more spell levels than those you have remaining. You may use this feat in conjunction with the Harden Energy feat (only expending your psionic focus once to do so).

The hard energy part of the spell can affect incorporeal creatures, ignoring the standard miss chance. The remaining energy damage part of the spell or power remains subject to the standard 50% miss chance with respect to an incorporeal target.




Dual-Plane Summon [Psi-Spell]

Whenever you summon a creature, you also access the raw ectoplasmic energy of the Astral Plane. You can mold and shape ectoplasm to your summoned creature, making it even more fearsome.

Prerequisites: Ability to cast any summon monster spell, astral construct. Benefit: You must expend your psionic focus to use this feat. Whenever you cast any summon monster spell, you can simultaneously manifest the astral construct power and apply its benefits to the summoned creature. You pay one-half the normal power point cost for astral construct (minimum 1 point). You can then apply any of the menu abilities that you could normally give the resulting astral construct to your summoned creature instead.




Energy Flare [Psi-Spell]

By tapping into an alternate energy source, you can supercharge the raw energy of your energy-based spells and powers.

Prerequisites: Any one of the following feats: Agitated Causticity, Astral Fire, Bioelectrical Surge, or Solid Freeze.

Benefit: To use this feat, you must expend your psionic focus. When you take this feat, you choose as energy type that matches the energy type represented by the psi-spell feat that allowed you access to Energy Flare. This feat can be applied to any spell or power that has an energy descriptor matching this energy type.

You increase the damage die type of a spell or power with the appropriate descriptor by one step (d4 becomes d6, d6 becomes d8, and so on). The number of damage dice remain unchanged.

You may use this feat in conjunction with any other Psi-Spell feat (and need only expend your psionic focus once to do so).

To apply Energy Flare to a spell, the caster must expend 4 power points per spell level. To apply it to a psionic power, the manifester must expend 2 spell levels per power level.

Special: You can gain this feat multiple times. Each time it applies to a different type of energy.




Harden Energy [Psi-Spell]

You can manipulate the energy of your spells and powers, transforming a portion of their elemental power into telekinetic force.

Prerequisites: Ability to manifest any one force power and cast any one spell with an energy descriptor.

Benefit: To use this feat, you must expend your psionic focus. Choose any number of damage dice up to one-half the total dealt by the effect to which you are applying this feat. This amount becomes force damage instead of its former energy type. This portion of the damage bypasses all energy resistance but is still subject to spell resistance.

The hard energy half of the damage can still affect incorporeal creatures, ignoring the standard miss chance. The remaining energy damage of the spell or power remains subject to the standard 50% miss chance with respect to an incorporeal target.

You may use this feat in conjunction with any other Psi-Spell feat (and need only expend your psionic focus once to do so).

To apply Harden Energy to a spell, the caster must expend 3 power points per spell level. To apply it to a psionic power, the manifester must expend 1 spell level per power level.




Solid Freeze [Psi-Spell]

When using your cold spells and powers, you can manipulate the molecular structure of the target, driving its temperature downward and even freezing it in its tracks.

Prerequisites: Any two spells with the “Cold” descriptor, control flames.

Benefit: You must expend your psionic focus to use this feat. This feat can be applied to any spell or power with the “Cold” descriptor. Its effects reduce the target’s mobility and make objects more susceptible to damage.

Any creature that takes cold damage from a spell or power enhanced by this feat and who is in contact with a surface must attempt a Fortitude saving throw. The DC for the saving throw equals the DC for the spell or power (or what the DC would normally be if the spell or power does not allow a save).

Success means the creature is not immobilized but can move at only half normal speed for 1d4 rounds. Failure means that the creature is frozen to the surface and cannot move until it breaks free with a successful Strength check, which requires a full-round action. The DC of the Strength check is equal to the DC of the spell or power. Creatures that are immune to cold or that are not in contact with a surface are immune to the immobilizing effect of this feat.

All objects caught in the area of a Solid Freeze effect become exceedingly brittle for a number of rounds equal to the ability modifier that applies to the spell or power used (minimum 1 round). During this time, each such object’s hardness is reduced by 5 (minimum 1).

To apply Solid Freeze to a spell, the caster must expend 4 power points per spell level. To apply it to a psionic power, the manifester must expend 2 spell levels per power level.



Back to Feats
Migdalia Home