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'''Discipline psychokinesis; Level '''cryptic 1, dread 1, highlord 1, psion/wilder 1, psychic warrior 1, tactician 1
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'''Discipline''' psychokinesis; '''Level '''cryptic 1, dread 1, highlord 1, psion/wilder 1, psychic warrior 1, tactician 1
   
 
'''Display '''mental
 
'''Display '''mental

Revision as of 16:15, 23 May 2022

Discipline psychokinesis; Level cryptic 1, dread 1, highlord 1, psion/wilder 1, psychic warrior 1, tactician 1

Display mental

Manifesting Time 1 standard action

Range Medium (100 ft + 10 ft./level)

Target One object

Duration instantaneous

Saving Throw Fortitude negates, affects objects, see text; Power Resistance yes

Power Points 1

You disrupt the function of a technological object. On a failed save, the next time the object is used, it is treated as timeworn, and the user must roll on the appropriate glitch table to determine the functionality of the weapon. If the wielder is carrying the targeted object when this power is used, the wielder may use their own fortitude saving throw modifier in place of the weapon’s saving throw modifier.

Augment: This power may be augmented in the following ways:

  • By spending 4 additional power points, the manifester may choose the glitch that occurs rather than having the glitch be determined by a roll.
  • By spending 6 additional power points, you may manifest this power as an immediate action rather than a standard action.
  • For every additional power point that you spend that is not part of either of the above augmentations, you may target one additional object within range to be affected by this power.
  • By spending 8 additional power points, you may cause the weapon to become permanently timeworn, causing it to glitch every time that it is used. This can be removed with a DC 30 craft (machinery) check.