Befuddling Lash
Greater, Telepathy (Compulsion) [Mind-Affecting]; 4th; Lash Composition
Display: Mental
Range: As
psychokinetic lash
Target: As
psychokinetic lash
Duration: Instantaneous and 1 Round
Saving Throw: None and Will Negates
Power Resistance: Yes
This lash composition anomaly allows you to change your
psychokinetic lash into a
befuddling lash. This lash temporarily confuses the target’s thought process, slowing their reactions. Any living creature struck by a befuddling lash must succeed on a Will save or be
slowed for 1 round in addition to the normal damage from the lash.
A
slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at hail its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distances as normal for decreased speed.
Multiple
slow effects don’t stack.
Slow counters and dispels
haste.
Bewildering Lash
Greater, Telepathy (Compulsion) [Mind-Affecting]; 4th; Lash Composition
Display: Mental
Range: As
psychokinetic lash
Target: As
psychokinetic lash
Duration: Instantaneous and 1 Round
Saving Throw: None and Will Negates
Power Resistance: Yes
This lash composition anomaly allows you to change your
psychokinetic lash into a
bewildering lash. Any creature struck by a
bewildering lash must succeed on a Will save or be
confused for 1 round in addition to the normal damage from the lash.
A
confused creature is unable to independently determine what they will do. Roll on the following table at the beginning of the subject’s turn to determine what they will do in that round.
{table=head]
d%|
Behavior
01-10
|
Attack manifester with melee or ranged weapon (or close with manifester if attack is not possible).
11-20
|
Act normally.
21-50
|
Do nothing but babble incoherently.
51-70
|
Flee away from manifester at top possible speed.
71-100
|
Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
[/table]
Corrosive Morass
Greater, Metacreativity (Creation); 4th
Display: Olfactory and Visual
Range:Medium (100 ft. +10 ft./level)
Area:20-ft. radius spread
Duration:1 round/level (D)
Saving Throw: None
Power Resistance: No
You cover the ground in viscous, caustic ectoplasm, roughly the consistency of thick mud. The ectoplasm is sticky; entering any square affected by the corrosive morass costs 2 squares of movement. In addition, each square entered deals 1d6 points of acid damage to the creature moving. A creature who stands still in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.
The fumes produced by a
corrosive morass are highly flammable. Any effect that deals fire damage within an area of corrosive morass deals an extra 1 point of damage per die (minimum +1 damage).
If you use this anomaly a second time while a previous
corrosive morass is still present, the previous effect ends.
Fortify Self
Greater, Psychometabolism; 5th
Display: Visual
Range: Personal
Target: You
Duration: 24 Hours
You use your psychic power to energize your body, gaining temporary hit points equal to your manifester level. These hit points last for 24 hours of until you manifest this anomaly again. Multiple manifestations don't stack, they are replaced by the new value and duration.
Impact Lash
Greater, Psychokinesis; 6th; Lash Composition
Display: Visual
Range: As psychokinetic lash
Effect: As psychokinetic lash
Duration: Instantaneous
Saving Throw: None and Ref Negates
Power Resistance: Yes
This lash composition anomaly allows you to change your
psychokinetic lash into an
impact lash. Any medium or smaller creature struck by an
impact lash must succeed on a Reflex save or be hurled 1d6x5 feet (1d6 squares) directly away from you and knocked prone by the energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this blast does not provoke attacks of opportunity.
Incinerating Lash
Greater, Metacreativity (Fire); 6th; Lash Composition
Display: Visual
Range: As
psychokinetic lash
Effect: As
psychokinetic lash
Duration: Instantaneous (initial damage) and 1 additional round/5 levels (additional damage)
Saving Throw: None
Power Resistance: None
This lash composition anomaly allows you to change your
psychokinetic lash into an
incinerating lash. An incinerating lash deals fire damage, and it is formed from burning ectoplasm drawn from the Astral Plane, making it different from other lash compositions because it ignores power resistance.
Creatures struck by an
incinerating lash automatically catch on fire, which deals an extra 2d6 points of damage for each additional round. This fire damage persists for 1 round per 5 manifester levels. For example, a 15th level mindscourge deals 2d6 points of fire damage per round for 3 rounds after the initial
incinerating lash attack.
Psychokinetic Blast
Greater, Psychokinesis; 5th; Lash Shape
Display: Visual
Range: As
psychokinetic lash
Effect: As
psychokinetic lash
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
This lash shape anomaly allows you to manifest your
psychokinetic lash as a 60-foot line. Unlike a normal
psychokinetic lash, this is not a ray attack and does not require a ranged touch attack. All targets within the area take damage as if hit by the
psychokinetic lash, and can attempt a Reflex save for half damage.
Psychokinetic Wave
Greater; Psychokinesis; 5th, Lash Shape
Display: Visual
Range: 30 ft.
Effect: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex Half
Power Resistance: Yes
This lash shape anomaly allows you to manifest your
psychokinetic lash in a 30-foot cone. The
psychokinetic wave deals
psychokinetic lash damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a reflex save for half damage.
Mental Intrusion
Greater, Telepathy (Charm) [Mind-Affecting]; 5th
Display: Auditory
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial (see text)
Power Resistance: Yes
All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the anomaly. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the anomaly’s duration persists.
You can question a sleeping subject and automatically get an answer to your inquiry. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.
Subjects that do not wish to be probed can attempt to move beyond the anomaly’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
Telekinetic Marionette
Greater, Psychokinesis; 5th
Display: Material
Range: Close (25 ft + 10 ft/2 levels)
Target: One creature of the appropriate size and shape (see text)
Duration: Concentration, up to 1 min./level
Saving Throw: Fortitude negates
Power Resistance: Yes
You can psychokinetically control the body of any creature with a discernible anatomy that is within range and to which you have line of sight. The creature can be no more than one size category above Medium size per 5 manifester levels. For example, a 12th level mindscourge could manipulate a Huge creature, but not a Gargantuan one.