Psionic Weapon Abilities

The following weapon abilities are reprinted from other SRDs and altered slightly for the Phoenix game. This list is not exhaustive and with the GM’s permission, you might be able to bring special abilities in from other published sources. These enhancements can be loaded into both Esoteric Items as well as Psionic items that you make yourself. You can apply these special abilities to weapons of all kinds, mêlée and ranged, as well as firearms, where applicable.

 

Bodyfeeder

All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher.

Strong psychometabolism; EML 12th; Craft Psionic Arms and Armour, claws of the vampire; Price +3 bonus.

 

Collision

Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition.

Moderate metacreativity; EML 10th; Craft Psionic Arms and Armour, matter manipulation; Price +2 bonus.

 

Coup de Grace

Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.

Strong telepathy; EML 19th; Craft Psionic Arms and Armour, psionic dominate; Price +5 bonus.

 

Dislocator

The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1–100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition.

Strong psychoportation; EML 12th; Craft Psionic Arms and Armour, psionic teleport; Price +3 bonus.

 

Dissipater

This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores damage reduction and hardness, and treats all successful hits as critical hits.

Strong metacreativity; EML 12th; Craft Psionic Arms and Armour, dismiss ectoplasm; Price +1 bonus.

 

Great Dislocator

The wielder of this kind of weapon can attempt to greatly dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 20 Will save or be cast into a random alternate plane of existence. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability upon their ammunition.

Strong psychoportation; EML 12th; Craft Psionic Arms and Armour, psionic plane shift; Price +4 bonus.

 

Lucky

A lucky weapon offers a second chance at success. Once per day, the wielder can re-roll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The re-rolled attack uses the same bonuses or penalties as the missed roll.

Moderate clairsentience; EML 8th; Craft Psionic Arms and Armour, fate of one; Price +1 bonus.

 

Mindcrusher

Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.

Strong psychometabolism; EML 12th; Craft Psionic Arms and Armour, psychic vampire; Price +2 bonus.

 

Mindfeeder

All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A mindfeeder weapon grants its wielder temporary power points equal to the total damage dealt by a successful critical hit. These temporary power points last for 10 minutes. The wielder gains power points even if the target has none (effectively, its hit point damage is converted to power points). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary power points do not stack with each other; they overlap. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary power points from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher.

Strong psychometabolism; EML 15th; Craft Psionic Arms and Armour, psychic vampire; Price +3 bonus.

 

Power Storing

A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already.

Strong psychokinesis; EML 12th; Craft Psionic Arms and Armour, creator must be a manifester of at least 12th level; Price +1 bonus.

 

Psibane

A psibane weapon is crafted to oppose psionic beings. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus. It deals an extra 2d6 points of damage against psionic opponents. It bestows one negative level on any psionic creature attempting to wield it. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition.

Strong clairsentience; EML 15th; Craft Psionic Arms and Armour, bend reality; Price +2 bonus.

 

Psi-Power Storing

A psi-power storing weapon allows a you to store a single, targeted psi-power of up to 3rd level in the weapon. The manifesting time must be a standard action or faster. You do not have to have the ability to manifest psi-powers to use this weapon. Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the psi-power on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that manifesting from an item takes at least as long as manifesting that psi-power normally.) Once the psi-power has been manifested from the weapon, anyone who can manifest psi-powers can channel any other targeted psi-power of up to 3rd level into it. The weapon telepathically imparts to the wielder the name of the psi-power currently stored within it, but not the specific effects of that psi-power. A randomly rolled psi-power storing weapon has a 50% chance to have a psi-power stored in it already.

Strong psychokinesis; EML 12th; Craft Psionic Arms and Armor, EEML 12th; Price +1 bonus.

 

Psychokinetic

Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.

Moderate psychokinesis; EML 10th; Craft Psionic Arms and Armour, concussion blast; Price +1 bonus.

 

Psychokinetic Burst

This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d6 points of damage on a successful critical hit. If the weapon’s critical multiplier is x3, add 2d6 points of extra damage instead, and if the multiplier is x4, add 3d6 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.

Strong psychokinesis; EML 12th; Craft Psionic Arms and Armour, concussion blast; Price +2 bonus.

 

Soulbreaker

This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level.

Strong telepathy; EML 12th; Craft Psionic Arms and Armour, mindwipe; Price +3 bonus.

 

Sundering

This kind of weapon allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat.

Faint metacreativity; EML 5th; Craft Psionic Arms and Armour, Great Sunder, metaphysical weapon; Price +1 bonus.

 

Suppression

An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a power check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day.

Moderate psychokinesis EML 10th; Craft Psionic Arms and Armour, dispel psionics; Price +2 bonus.

 

Teleporting

This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn.

Faint psychoportation; EML 5th; Craft Psionic Arms and Armour, psionic dimension door; Price +1 bonus.

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