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View Full Version : A Mind is a Terrible Thing to Waste, Part I [Pwrs]



The Demented One
2006-08-25, 12:39 PM
This is part one of what I hope to be a multi-part psionic expansion of the excellent Sandstorm book. In addition to the powers presented here, expect to see psionic feats, prestige classes, monster, races, and items of the desert soon.

Powers

Astral Mirage
Psychoportation
Level: Nomad 6
Display: Visual
Manifesting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30 ft. by 30 ft. square
Duration: 1 day/level
Saving Throw: Will negates (see text)
Power Resistance: Yes (see text)
Power Points: 11

You twist the fabric of the Astral Plane around a location, diverting teleportations to it. Any creature within 1 mile of the area of this power that attempts to teleport, or any creature that attempts to teleport into a location within 1 mile of the area of this power must make a Will save. If it fails, it is automatically teleported into this power’s area. You must overcome the power resistance of the creature to teleport it.

Augment
By spending 6 additional power points and 500 xp, you may change the duration of this power to permanent.

Astral River
Psychoportation
Level: Oasis 6
Display: None
Manifesting Time: 10 minutes
Range: Personal
Target: You and touched willing creatures
Duration: See text
Power Points: 11

You transfer yourself and others through the Astral Plane by means of an extremely swift-moving "river" of astral matter. This functions much like the astral caravan power, but with a few differences. Those who travel with you need not manifest the astral traveller. You do not need to make Knowledge checks to find your location. Instead, the astral river delivers you to your location within 5d6 minutes. There is no discrepancy between where you wish to go and where the power transports you; you are taken to the exact point in space you wish to be.

Aquatic Bolstering
Psychometabolism
Level: Egoist 5, Oasis 5, Psychic Warrior 6
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: Egoist 9, Psychic Warrior 11

You swell your muscles with water. When you manifest this power, any nonlethal damage you have taken from dehydration is healed, and you are healed of the dehydrated condition if you are currently affected by it. You gain a +4 enhancement bonus to Strength, Constituion, and Dexterity

Augment
For every 4 additional power points you spend, you may increase the bonus granted to one ability score to +6.

Body Without Water
Psychometabolism
Level: Oasis 5, Psion/Wilder 5, Psychic Warrior 5
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 9

You alter the structure of your body, eliminating your need for water. For the duration of this power, you become immune to dessication damage and dehydration. However, if you drink any water, this power immediately ends.

Augment
If you spend 4 additional power points, you can manifest this power as an immediate action.

Brain Drain
Psychometabolism
Level: Wasteland 2
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 3

You drain water from your target's brain, dealing 2d6 points of damage, 2d8 if a plant or water elemental. In addition, it becomes confused until it receives at least one point of magical healing or drinks a gallon of water. If it successfully saves, the damage is halved and it does not become confused.

Augment
For every two additional power points you spend, this damage this power deals increases by 1d6 and its save DC increases by 1.

Call Ashworm
Telepathy [Mind-Affecting]
Level: Psion/Wilder 4
Manifesting Time: 10 minutes
Range: 1 mile/5 levels
Target: 1 ashworm
Duration: 1 hour/level
Saving Throw: None
Power Resistance: Psion/Wilder 7, Psychic Warrior 9

You send out a telepathic call attuned to the thoughts of ashworms (see Sandstorm). As long as their is an ashworm within the range of this spell and you are in a desert environment, an ashworm appears to serve you in 1d10 minutes. The ashworm serves you with utter loyalty, though it is not dominated and you have no overt mental control over it. The ashworm presents no difficulty to control in combat, and you get a +10 circumstance bonus on all Ride checks made to ride it. The ashworm cannot be made to leave its home environment by any means short of dominating it with other powers. At the end of this power's duration, the ashworm allows you to dismount, and returns to its home.

Augment
For every five extra power points you spend, this power calls an additional ashworm to you.

Crystalline Water
Metacreativity
Level: Psion/Wilder 1
Manifesting Time: 1 minute
Range: Touch
Target: 1 gallon water/level
Duration: Permanent (D)
Saving Throw: Fortitude negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1

You transform up to one gallon of water per level of water into a small, translucent crystal weighing half a pound. The crystal may be reverted to water by dismissing or dispelling the power.

Dread Wraith of Al-Ishtus
Metacreativity
Level: Divine Mind 6*
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created dread wraith
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 11

Weaving together ectoplasm and imbuing it with the power of Al-Ishtus, you create a scorpion-like construct known as a dread wraith (see below). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The dread wraith acts normally on the last round of the power’s duration and dissipates at the end of its turn.

Augment
For every three additional power points you spend, you may create an additional dread wraith.

Special: Only Divine Minds who worship Al-Ishtus may learn and manifest this power. It is not part of any mantle, rather, it is available to any Divine Mind who worships Al-Ishtus.

Dread Wraith
Size/Type: Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 26 (-1 size, +2 Dex, +15 natural), touch 10, flatfooted 25
Base Attack/Grapple: +7/+21
Attack: Sting +16 melee (2d6+10 plus poison)
Full Attack: Sting +16 melee (2d6+10 plus poison) and 2 Claws +11 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Construct traits, damage reduction10/magic, darkvision 60 ft., low-light vision, tremorsense 30 ft.
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 30, Dex 14, Con –, Int –, Wis 11, Cha 10
Skills: –
Feats: Ability Focus (Poison)B
Alignment: As manifester

Poison (Ex)
Injury, Fortitude DC 17, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Evaporatory Demise
Psychokinesis
Level: Psychokineticist 5, Wasteland 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half and Fortitude partial, see text
Power Resistance: Yes
Power Points: 9

You telekinetically heat all the water in a creature’s body, boiling it alive. It takes 9d6 points of damage, half of which is fire damage and half of which is dessication damage If it successfully saves, it takes only half damage. In addition, if it takes damage equal to or greater than half its current hit points, regardless of whether it made its first save, it must make another save or die and completely evaporate, leaving behind only a pile of dust. Even if it makes its second save, it is still dehydrated.

Augment
For every 2 additional power points you spend, this power deals an additional 1d6 points of damage and the save DC increases by 1.

Ferocious Juggernaut of Tem-Et-Nu
Metacreativity
Level: Divine Mind 6*
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created ferocious juggernaut
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 11

Weaving together ectoplasm and imbuing it with the power of Tem-Et-Nu, you create a hippo-like construct known as a ferocious juggernaut (see below). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The ferocious juggernaut acts normally on the last round of the power’s duration and dissipates at the end of its turn.

Augment
For every three additional power points you spend, you may create an additional ferocious juggernaut.

Special: Only Divine Minds who worship Tem-Et-Nu may learn and manifest this power. It is not part of any mantle, rather, it is available to any Divine Mind who worships Tem-Et-Nu.

Ferocious Juggernaut
Size/Type: Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim
Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flatfooted 24
Base Attack/Grapple: +7/+23
Attack: Bite +18 melee (2d6+12)
Full Attack: Bite +18 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Blessing of Tem-Et-Nu, construct traits, damage reduction10/magic, darkvision 60 ft., low-light vision, river stride
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 34, Dex 13, Con –, Int –, Wis 11, Cha 10
Skills: Swim +20
Feats: Improved OverrunB
Alignment: As manifester

Improved Grab (Ex)
To use this ability, a ferocious juggernaut must hit a Medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Blessing of Tem-Et-Nu (Su)
A ferocious juggernaut gains fast healing 5 for one round when it begins its turn in or in a square adjacent to a river.

River Stride (Su)
A ferocious juggernaut may walk over rivers as if under the effect of the body equilibrium power.

Skills
A ferocious juggernaut has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Hydrometabolism
Psychometabolism [Water]
Level: Oasis 3, Psion/Wilder 3, Wasteland 3
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 squares)
Target: One living creature
Saving Throw: Fortitude partial or Fortitude half, see text
Power Resistance: Yes
Power Points: 5

You manipulate water in the target’s body, either draining it or replenishing it. If you choose to drain a creature of water, it takes 3d6 points of dessication damage, 3d8 if a plant or water elemental, and is dehydrated. A successful Fortitude save halves the damage and negates the damage.

If you choose to replenish water in a creature’s body, any nonlethal damage it has taken from dehydration is healed, and it is healed 3d6 points of dessication damage. If it is dehydrated, it is cured of that condition. If you replenish water to a fire elemental, it instead takes 3d6 points of damage, Fortitude half.

Augmentation:
For every two additional power point you spend, the damage dealt or healed by this power increases by 1d6 and this power’s save DC increases by 1.

Lightning Foresight
Clairsentience
Level: Lurk 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Power Points: 5

You gain the ability to act quickly at the onset of combat. If you are surprised by your enemies, you may manifest this power to act during the surprise round.

Mind Afire
Psychokinesis [Fire]
Level: Heat 3, Psion/Wilder 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Power Resistance: Yes
Power Points: 5

You increase the heat of a creature’s brain, burning away its intelligence. It takes 5d6 points of fire damage and 1d4 points of Intelligence damage. A successful save halves the fire damage and negates the Intelligence damage.

Augment
For every additional power point you spend, the fire damage dealt by this power increases by 1d6. For every two extra dice of damage, the Int damage increases by 1 and this power’s save DC increases by 1. If you spend at least 6 additional power points, this power causes Intelligence burn, rather than damage.

Nova
Psychokinesis [Fire]
Level: Heat 9
Display: Visual
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. radius emanation, centered on you.
Duration: Concentration, up to 1 round/level
Saving Throw: Ref half
Power Resistance: Yes
Power Points: 17

You surround yourself in a seething aura of flame. On the round you manifest this power, all creatures other than you take 17d6 points of fire damage, Reflex negates. Each subsequent round, all creatures again take fire damage, by the damage decreases by 1d6. Once the damage dealt by this power is reduced to 0, the power ends, even if you maintain concentration.

Augment
For every additional power point you spend, the damage dealt in the first round increases by 1d6. For every two extra dice of damage dealt, this power's sace DC increases by 1.

Psychothermic Detonation
Psychokinesis [Fire]
Level: Heat 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round level
Saving Throw: Fortitude negates and Fortitude partial (see text)
Power Resistance: Yes
Power Points: 15

You literally set the target's brain on fire. If it fails its save, its brain is overloaded with heat and catches fire. Each subsequent round, it takes 15d6 points of fire damage and 2d6 points of Intelligence drain. A successful Fortitude save halves the fire damage and negates the drain for that round, but does not end the effect.

Augment
For every additional power point you spend, the fire damage dealt each round increases by 1d6. For every two power points you spend this way, the Intelligence drain each round increases by 1d6 and this power's save DC increases by 1.

Servitor of the Wastes
Metacreativity
Level: Wasteland 5
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One servitor of the wastes
Duration: 1 round/level (D)
Power Points: 9

You create an animate construct, known as a servitor of the wastes, from crystalline sand. The servitor’s is like a 5th level astral construct in all ways, with a few exceptions. First, because the servitor is made of sand, not ectoplasm, it is immune to effects such as dispel ectoplasm.
A servitor of the waste has an engulf attack. It may mow down creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it engulfs. The servitor merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the servitor, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save, DC 10 + ½ the servitor’s HD + the servitor’s Str modifier, or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the servitor moves forward. Engulfed creatures are considered to be grappled and trapped within its body. Creatures that need to breath risk being suffocated while engulfed in the servitor.

Finally, being made of sand, servitors of the waste can do most anything sand would be expected to do. It can reshape itself to appear as a sand dune, hide perfectly in other sand, and fit through spaces smaller than itself, though passing through a opening two sizes smaller than itself requires it to take a full-round action.

Augment
For every 2 additional power points you spend, the level of the astral construct the servitor uses the statistics of increases by one.

Slow Air
Psychokinesis
Level: Psion/Wilder 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: 20 ft.
Area: 20 ft. radius emanation, centered on you
Duration: 1 hour/level
Power Points: 3

You create an emanation in which the molecules of the air are telekinetically slowed, reducing their temperature. Within the emanation, the temperature is one band lower than the actual temperature, to a minimum of Moderate. However, this has no effect on unearthly or hotter temperatures.

Augment
For every three additional power points you spend, the temperature is lowered by an additional band and the range of this power is extended by 10 ft. In addition, if you spend at least six power points, this power can reduce unearthly or hotter temperatures.

Solar Strike
Psychokinesis [Fire]
Level: Lurk 1, Psychic Warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: Touch
Target: Metal weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1

You heat up the striking surface of a metal weapon. On a successful hit, the weapon deals an additional point of fire damage.

Augment
For every additional power point you spend, the fire damage dealt by the weapon increases by 1.

Tail of the Scorpion
Psychometabolism
Level: Wasteland 2
Display: Visual
Manifesting Time: 1 standard action
Range:Personal
Target: You
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Power Resistance: No
Power Points: 3

You grow a long, scorpion's tail, which you may use to make sting attacks with. It is treated as a primary natural weapon. When you attack with manufactured weapons, you may also attack with the sting, though it is treated as a secondary natural weapon. In addition, the scorpion's tail secretes venom. Whenever you hit a creature with it, it must make a Fortitude save or take 2 points of Con damage. Because the venom is not psionic in nature, but rather derived from your own bodily substances, power resistance does not apply to it. The damage your tail deals depends on your size, as follows.

{table]
SizeDamage
Fine1
Diminunitive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge1d10
Gargantuan2d6
Colossal2d8
[/table]
Augment
For every two additional power points you spend, the damage die of your sting attack increases by one step and the save DC of the poison increases by 1. For every three additional power points spent this way, the Con damage dealt increases by 1.

Temporal Oasis
Psychoporation
Level: Oasis 9
Display: Material
Manifesting Time: 1 hour
Range: Touch
Target: Water touched
Duration: Permanent
Power Points: 17, XP

You imbue a single gallon of water with inverted temporal energy. A creature that drinks the whole gallon's age is decreased by 100 years, though this cannot reduce its age below the starting age of its race. Any age-related bonuses or penalties it has for age categories it leaves are removed. A creature that drinks only half the gallon has its age reduced by 50 years, while a creature that drinks a quarter gallon has its age reduced by 25 years. Smaller portions of water have no effect.

XP Cost
5,000 xp.

Traverse the Waste
Psychoportation
Level: Lurk 1, Nomad 1, Wasteland 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 1

You gain the ability to swim through sand. You may swim through sand, ash, and dust, but not more solid materials like packed dirt or solid rock, at your base land speed. If wearing armor or carrying a medium load, your speed drops to 5 ft. while swimming. You cannot swim through sand if you carry a heavy load. You breathe normally while swimming through sand.

Augment
If you spend 6 additional power points, you gain the ability to evade attacks by diving into sand. Whenever you successfully save against an attack that deals half damage on a successful Reflex save, if you are standing on material you can swim in, you may instead dive into it, taking no damage.

Waters of the Mind
Psychometabolism
Level: Lurk 1, Oasis 1, Psion/Wilder 1, Psychic Warrior 1
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 1

Through self-hypnosis, you convince your body that it is hydrated. For the duration of this power, you may make an Autohypnosis check in place of a Fortitude save to resist the effects of dehydration or similar heat hazards.

Augmentation:
If you spend 2 extra power points when manifesting this power, you may target another creature with it. Its range changes to touch, and its target changes to willing creature touched.

Worldwind
Psychoportation
Level: Wind 8
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous, then 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15

You call up a silvery wind that wisks the targets of this power through the Astral Plane. All targets that fail their Will save are sent to a random plane. In addition, if they attempt to return to the plane you manifest this power on within 1 hour/level of being sent away, this wind repels them, preventing them from travelling to the plane.

Mantles and Gods of the Waste
Ardents and Divine Minds who worship the gods of the waste or uphold its brutal philosophy can call upon the mantles of the waste. The following is a list of all the gods in Sandstorm, and the mantles they grant. For more information on mantles, see Complete Psionic.

Standard Wasteland Pantheon
{table]
GodAlignmentMantles
Al-IshtusNeutral EvilConflict, Death, Evil, Wasteland*
AurifarTrue NeutralFate, Heat*, Light and Darkness
AzulLawful EvilEvil, Law, Oasis*, Wasteland*
HakuChaotic GoodChaos, Good, Guardian, Wind*
JoramyNeutral GoodConflict, Destruction, Good, Heat*
KikanutiNeutral GoodCrystal*, Guardian, Heat*, Natural World
SolanilNeutral GoodGood, Guardian, Life, Oasis*
Tem-Et-NuLawful GoodConflict, Good, Knowledge, Oasis*
ZoserChaotic NeutralChaos, Destruction, Heat*, Wasteland*
[/table]
Egyptian Pantheon
{table]
GodAlignmentMantles
Re-HorakhtyLawful GoodConflict, Good, Law, Light and Darkness
AnubisLawful NeutralDeath, Justice, Law, Wasteland*
ApepNeutral EvilDeception, Evil, Heat*,Wasteland*
BastChaotic GoodConflict, Chaos, Destruction, Guardian
HathorNeutral GoodFate, Good, Guardian
ImhotepNeutral GoodCrystal*, Knowledge, Life, Mental Power
IsisNeutral GoodGood, Guardian, Oasis*
NephthysChaotic GoodChaos, Death, Good, Guardian
OsirisLawful GoodDeath, Good, Law, Natural World
PtahLawful NeutralCreation, Knowledge, Law
SetChaotic EvilChaos, Destruction, Evil, Physical Power
SobekLawful EvilEvil, Natural World, Oasis*
ThothTrue NeutralFate, Knowledge, Mental Power,Time
[/table]
Babylonian Pantheon
{table]
GodAlignmentMantles
AnuLawful NeutralGuardian, Knowledge, Law, Wind*
AnsharNeutral EvilDeception, Evil, Mental Power
DahakChaotic EvilChaos, Death, Evil
DruagaLawful EvilDeception, Evil, Law
EnlilNeutral GoodConflict, Fate, Good
EnkiLawful NeutralCreation, Crystal*, Mental Power, Oasis*
GilgameshNeutral GoodConflict, Good, Physical Power
GirruLawful GoodHeat*, Good, Law
IshtarTrue NeutralConflict, Heat*, Physical Power
KiTrue NeutralFate, Life, Natural World
MardukLawful NeutralGuardian, Law, Wind*
Nanna-SinChaotic GoodChaos, Fate, Good
NergalNeutral EvilCrystal*, Death, Evil, Wasteland*
UtuChaotic GoodChaos, Good, Heat, Light and Darkness
[/table]
The following is a list of new mantles of the gods and philosophies of the Waste. Powers marked with a * are detailed above, while powers marked with a CP can be found in Complete Psionic and powers marked with a HC are from Hyperconscious.

Crystal Mantle
Deities: Balinor, Dragon Below, Enki, Gond, Imhotep, Kilkanuti, Moradin, Nergal, Obad-Hai, Onatar, Path of Light, The Traveler,
Granted Ability: You gain Psicrystal Affinity as a bonus feat.
Psychic Aura: You and your allies affected by this aura get a +1 bonus on attack and damage rolls made with crystal weapons.
1. ChrysalisHC
1. Crystal Shard
2. CrystalstormCP
2. Swarm of Crystals
4. Burrowing BondsCP
4. Shatter StormHC
5. Hail of Crystals
6. Crystallize
8. Astral Seed

Ectoplasm Mantle
Deities: Gond, Moradin, Onatar, The Traveler
Granted Ability: You gain Boost Construct as a bonus feat.
Psychic Aura: All Astral Constructs manifest by you or an ally affected by your aura get a +2 enhancement bonus to Strength. At level 10th level, this bonus increases to +4, and at 20th level, to +6.
1. Astral Construct
1. Entangling Ectoplasm
2. Throw EctoformHC
3. Ectoplasmic Cocoon
4. Ectoplasmic SwarmCP
4. Wall of Ectoplasm
5. Ectoplasmic Shambler
7. Mass Ectoplasmic Cocoon
8. Stabilize ConstructHC

Heat Mantle
Deities: Apep, Aurifar, Dol Arrah, Girru, Ishtar, Joramy, Kikanuti, Obad-Hai, Onatar, Pelor, Zoser
Granted Ability: You gain Heat Endurance (from Sandstorm) as a bonus feat. If you expend your psionic focus, you gain resistance to fire 5 until the beginning of your next round.
Psychic Aura: You and your allies affected this aura are filled with vital heat, granting you a +2 bonus on saves against cold effects. This bonus increases by one for every six class levels you have.
1. Control Flames
1. Matter Agitation
3. Mind Afire*
5. Fiery Discorporation
6. CrownfireHC
6. Rage of the RemorhazCP
8. Psychothermic Detonation*
9. Nova*

Oasis Mantle
Deities: Azul, The Devourer, Isis, Obad-Hai, Sobek, Solanil, Tem-Et-Nu
Granted Ability: You can go water for two days plus a number of hours equal to your Constitution score before you begin to suffer the ill effects of thirsy.
Psychic Aura: You and your allies affected by this aura gain a base protection level of 3 against heat.
1. Float
1. Waters of the Mind*
2. Sustenance
3. Hydrometabolism*
5. Aquatic Bolstering
5. Body Without Water*
6. Astral River*
9. Temporal Oasis*

Wasteland Mantle
Deities: Al-Ishtus, Anubis, Apep, Azul, Dragon Below, The Keeper, Nergal, Zoser
Granted Ability: You treat shallow sand as normal terrain, and deep sand as shallow sand for purposes of movement. You can move atop sand crust as if it were normal terrain. While psionically focused, you treat even deep sand as normal terrain.
Psychic Aura: Your weapon and the weapon of any all affected by your aura deal 1 extra point of desiccation damage.
1. Traverse the Waste*
2. Brain Drain*
2. Tail of the Scorpion*
3. Hydrometabolism* (Drain water only)
5. Evaporatory Demise*
5. Servitor of the Wastes*
8. Recall Death
9. Urge ExterminationCP

Wind Mantle
Deities: Anu, Balinor, Haku, Marduk, Obad-Hai
Granted Ability: When you fall, the air bears you slowly to the ground, reducing the falling damage as if the fall was 10 ft./class level shorter.
Psychic Aura: You and your allies gain a +2 bonus on attack rolls and damage rolls made against airborne creatures.
1. Catfall
2. Control Air
2. Psionic Levitate
3. Dimension TwisterCP
4. Psionic Fly
6. Psionic Overland Flight
8. Worldwind*
9. Tornado Blast

NullAshton
2006-08-25, 05:00 PM
"A successful Fortitude save halves the damage and negates the damage."

Uh.... What?

The Demented One
2006-08-25, 05:21 PM
"A successful Fortitude save halves the damage and negates the damage."

Uh.... What?
Probably should read dehydration. Which one is that from?

NullAshton
2006-08-25, 05:32 PM
Hydrometabolism. You can also harm a creature that doesn't need water, say undead or a fire elemental. ???

Eighth_Seraph
2006-08-25, 05:57 PM
DO, are you aspiring to be some kind of game designer? 'Cause you must have designed or help design atleast a couple dozen homebrewed creations. All very nice work, with this being no exception. I'd probably appreciate it more if I had ever heard of sandstorm. Or knew anything about psions.

martyboy74
2006-08-25, 06:03 PM
Crystalline Water
Metacreativity
Level: Psion/Wilder 1
Manifesting Time: 1 minute
Range: Touch
Target: 1 gallon water/level
Duration: Permanent (D)
Saving Throw: Fortitude negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1

You transform up to one gallon of water per level of water into a small, translucent crystal weighing half a pound. The crystal may be reverted to water by dismissing or dispelling the power.
So, could you, say, have a crysmal partially made of this?

The Demented One
2006-08-25, 06:03 PM
Hydrometabolism. You can also harm a creature that doesn't need water, say undead or a fire elemental. ???
Firstly, it specifies a living creature as its target. Second, I'm pretty sure fire elementals are immune to desiccation.


DO, are you aspiring to be some kind of game designer? 'Cause you must have designed or help design atleast a couple dozen homebrewed creations. All very nice work, with this being no exception. I'd probably appreciate it more if I had ever heard of sandstorm. Or knew anything about psions.
You need to. Sandstorm is definantly my favorite of the environment books, just for the sheer "woah!" value of it. There's a feat that lets you turn and rebuke hippopotamuses, a prestige class which lets you ride sandworms like crazy, spells for turning your enemies to delicious condiments...it's frickin' amazing. And psionics is just plain nifty.


So, could you, say, have a crysmal partially made of this?
You're getting good at this.

The Demented One
2006-08-25, 11:02 PM
Bump for major update with gods and mantles. If anyone knows Faerunian deities, could you please get in touch with me to let me know which gods would be appropriate for my domains?