Psionics

On Rifts Earth, psionic powers and abilities manifest in a large percentage of the populace. Almost anyone of any class has the chance to manifest psychic ability. Psionic powers are separated into two different levels of power, the first being Major powers, which are seen in almost all psychics, and the second being Super powers, which define the Mind Melter character class, a level of psionic power that most cannot hope to match.

In order to learn psionics at all, one must first possess the Psionic Ability feat. After that, anyone may choose the Psionic Study feat to earn selection points, for psionic powers. The selection points are listed in the descriptions of each power, keep in mind that Mind Melters gain one extra selection point each time they take the Psionic Study feat.

At Will powers once purchased may be used as often as the psionic wants; Daily powers may only be purchased once and used once each day. Encounter powers are special however, and may be purchased multiple times, and each time they are purchased, grant another use during each encounter. One still cannot have more Encounter ‘uses’ than they have of At Will Powers.

  • Note on Range. Mind Melters can effect distances much further than other psionics. Area of effect remains the same, but the distance to which they can effect is double at levels 1-10, triple at levels 11-20 and quadruple at levels 21-30.

Psionics of Rifts (Major)

Aura Alteration

At Will | Free Action
Selection Cost: 2
Target: Personal
You can change your aura as a free action to obscure your level, alignment, physical state, and/or conceal psionic ability and/or magical ability. The changes last as long as you wish. If anyone tries to determine your level, alignment, presence of magic or psionic powers, they must overcome either your will defense or the result of your psi-craft check, whichever is higher.

Cellular Adjustment

At Will | Minor Action
Selection Cost: 2
Range: Touch
Target: You or one ally
You touch an ally and they may spend a healing surge. Add your wisdom modifier to their surge value for amount of damage healed. Each individual person may only benefit from Cellular Adjustment once per day.

Detect Psionics

At Will | Standard Action
Selection Cost: 2
Range: close burst 10
Target: All psionics in burst
Attack: Psi-Craft vs. Will
You may detect any Major or Master Psionics, whom you succeed in a psi-craft vs will attack against, in the area, and how many. You may also detect and pinpoint any psionic effects persisting within 10 squares.

Dictate

At Will | Standard Action
Selection Cost: 2
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Damage: Based on targets damage.
You temporarily gain control of an opponent’s muscle reflexes. On a hit, slide the enemy 1 square per tier and they make a basic attack against an enemy of your choice with a bonus to attack and damage equal to your Charisma modifier.

Dishearten

At Will | Standard Action
Selection Cost: 2
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Damage: 1D12+Wis psychic
You overwhelm the target with negative thoughts about where their life has taken them. They suffer 1D12+Wis psychic damage, -2 on attack rolls, and are unable to make opportunity attacks, save ends.

Ectoplasm – Minor Ability

At Will | Minor Action
Selection Cost: NA
Range: Ranged 5
Target: Varies
User creates a slime like appendage which operates exactly as Mage Hand, except it is visible and leaves a slippery residue on anything it touches. The residue evaporates within seconds.

Ego Whip

At Will | Standard Action
Selection Cost: 2
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 2D6+Wis psychic
You erode the will of the target with a vicious psionic attack. Those hit suffer 2D6+Wis psychic damage and suffer a penalty to their Will defense equal to your Charisma modifier until the end of your next turn.

Hydrokinesis

At Will | Standard Action
Range: Ranged 10
Target: Special
Water Manipulation: Make a Psi-Craft check of DC 20. Success means you can control water within 10 squares and cause it to move and shape as you wish. You can effect up to 5 gallons + 5 Gallons for every point over 20 on the Psi-Craft check. Sustain minor.

Id Insinuation

At Will | Standard Action
Selection Cost: 2
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Damage: 2D6+Wis psychic
You erode the target’s ability to defend themselves. They suffer 2D6+Wis psychic damage, and takes a penalty to their Fortitude equal to your Charisma modifier until the end of your next turn.

Levitation – Minor Ability

At Will | Standard Action
Selection Cost: NA
Range: Ranged 5
Target: Self or one object
Levitate yourself or an object that weights under 50 pounds up to 20 feet above the ground, movement is 4 squares per turn. Sustain minor.

Machine Ghost

At Will | Standard Action
Selection Cost: 2
Range: Touch
Target: Personal
Use your Psi-Craft skill in place of a Computer Skill check when touching a computer device. Use caution, as some computers have automated or intelligent defenders.

Mind Block

At Will | Free Action
Selection Cost: 2
Range: Self
Target: Personal
Completely Close yourself off to psionic abilities and influence and gain +6 to Will defense. Cannot use or sustain any psionics while activated. Lasts until canceled.

Mind Thrust

At Will | Standard Action
Selection Cost: 2
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Damage: 2D8+Wis psychic
You unleash a psychic assault on your foe’s mental pathways. Those hit suffer 2D8+Wis psychic damage.

Mind Wipe

At Will | Standard Action
Selection Cost: 2
Range: Area burst 1 within 10
Target: All creatures in burst
Attack: Wisdom vs. Will
Damage: 1D8+Wis psychic
All hit suffer 1D8+Wis psychic damage and take a -2 penalty to attack rolls until the end of your next turn.

Molecular Agitation – Minor Ability

At Will | Minor Action
Selection Cost: NA
Range: Ranged 5
Target: One target
Attack: Wisdom vs. Fortitude
Heat an object. Up to 10 rounds before effect occurs. Paper will catch fire, ice will melt, water will boil, metal will become hot to touch, flesh will blister dealing 1D4 damage per round. The concentration required is somewhat noticeable to any observers.

Nightvision

At Will | Minor Action
Selection Cost: 2
Range: 12 squares
Target: Personal
Gain the ability to see in all but total darkness to a range of 12 squares until the end of your next turn. Sustain minor.

Presence Sense

At Will | Standard Action
Selection Cost: 2
Range: Zone burst 20
Target: Entire burst
Check: Psi-Craft vs. Fortitude
Allows the psychic to determine the presence and number of intelligent creatures in the immediate area. No indication of size or type or intent is derived, although the psychic can tell the difference between normal human presences, heavily magic or psionic presences, and supernatural or other-worldly presences.

Psychic Purification

At Will | Minor Action
Selection Cost: 2
Range: Close burst 5
Target: One ally
This ability heals an ally of any one persistent effect they are suffering, and transfers that effect to the psionic, at the end of their turn, the psionic may save against the effect if a save is allowed.

Sense Evil

At Will | Minor Action
Selection Cost: 2
Range: Close burst 12
Target: All creatures in burst
Check: Psi-Craft vs. Will
Allows the user to sense the presence of Supernatural Evil beings such as demons, devils, vampires, and alien intelligences, and follow it to a source. Evil humanoids and D-Bees will only be recognized if they have immediate evil intent or if they have just committed a highly evil act.

Sense Magic

At Will | Minor Action
Selection Cost: 2
Range: Close burst 12
Target: Entire burst
Check: Psi-Craft vs. Fortitude
You are able to feel the presence of magic and magical energy. You can pinpoint the location of magical creatures, magical items, and sense the presence of magical spells in effect within range. You can discern their relative power, but not their origin, purpose or effects.

Telekinesis

At Will | Minor Action
Selection Cost: 2
Range: Ranged 5
Target: One target
Attack: Wisdom vs. Reflex
Damage: 1D4 force
The psionic can manipulate light objects completely with their minds. You may move anything weighing up to 50 lbs with very little effort or exertion. You can use telekinesis to hurl an object at someone, but must succeed in a Wisdom vs. Reflex attack, and even then you only inflict 1d4-1d12 damage due to the slow speed. Telekinesis cannot be used to fire a gun or use tools, fine movements are not possible. This power is a pre-requisite for the Super Telekinesis Talent.

Telepathy

At Will | Free Action
Selection Cost: 2
Range: Unlimited
Target: One creature
Attack: Wisdom vs. Will
This power allows a psionic to send messages to another person whom they are familiar with, or who they can see, using only the power of the mind. The recipient may make a brief response as a free action. Also, the psychic can read the surface thoughts of an unwilling or unknowing target. To do so they must succeed in a Wisdom vs. Will attack. Mind Block completely blocks any form of telepathic communication, so does certain insanities and supernatural effects.

Body Equilibrium

Encounter | Minor or Immediate Action
Selection Cost: 3
Range: Self
Target: Personal
Once per encounter, you may regulate your mass and weight to defy physics; slow a fall, walk on water, be unaffected by difficult terrain, etc.

Deaden Senses

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 20
Target: One or two creatures
You dull the senses of the target and they suffer -6 penalty to perception, insight and initiative until the end of your next turn. Sustain minor.

Dominate

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 20
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 10 psychic damage
On a hit the target is Dominated. Aftereffects: 10 ongoing psychic damage. On a miss, 10 ongoing psychic damage. Only one creature may be so controlled at a time.

Empathy

Encounter | Standard Action
Selection Cost: 3
Range: Close burst 3
Target: All creatures in burst
Attack: Wisdom vs. Will
You are able to feel the emotions of any target against whom you succeed in a Wisdom vs. Will attack. Use of this power can be helpful in questioning someone, or trying to discover someone’s motives etc, but can be very difficult to maintain in the presence of the Supernaturally Evil, the insane, or large crowds. Sustain Minor. You may not attempt to read someone you have failed against for the remainder of the encounter.

Energy Control

Encounter | Immediate Interrupt
Selection Cost: 3
Range: Close burst 1
Target: Personal
Prerequisites: Wis 15, Con 15, Impervious to Cold and Impervious to Fire. You must release your Psionic Focus to use this ability.
As an immediate interrupt you create a close burst 1 which absorbs all energy attacks including fireballs, ice storms, missiles, grenades, laser, ion and plasma weapons, etc at DR/25 until the start of your next turn.

Eye Torture

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 20
Target: One or two creatures
Attack: Wisdom vs. Fortitude
Damage: 3D6+Wis psychic
This ability will blind any target by flarring up one’s eyes with searing pain and heat. Those hit take 3D6+Wis psychic damage and are Blinded (save ends). Unlike most powers, you do not have see your target to effect them, you just have to know what square they are in. As such, this spell will affect people inside power armor, FE armor and can even blind the sensors of skelebots and full conversion cyborgs.

Expansion

Encounter | Minor Action
Selection Cost: 3
Range: Self
Target: Personal
Your muscles bulge, tight clothing rips apart, you feel great strength rippling through your body. Gain +4 to melee attack and damage rolls, and 10+Wis modifier Temporary Hit Points. No psionic use while active, cancel at will, sustain minor.

Headache

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 3D6+Wis psychic
A cruel measure, the psionic slows blood flow in the brain of their victim nearly incapacitating them with pain. On a hit the target suffers 3D6+Wis psychic damage, is knocked Prone and Stunned, save ends. After the Stun, the shock of the horrible pain remains, the target is Weakened, and suffers a -2 penalty to all attacks, save ends each effect. No effect on a miss.

Impervious To Cold

Encounter | Minor Action
Selection Cost: 3
Range: Self
Target: Personal
Gain DR/10 versus cold based attacks until the end of your next turn. Sustain minor.

Impervious To Fire

Encounter | Minor Action
Selection Cost: 3
Range: Self
Target: Personal
Gain DR/10 versus Fire based attacks including Plasma and lasers until the end of your next turn. Sustain Minor.

Manifest Nightmare

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 20
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 4D8+Wis psychic
You pull an image from the recesses of your target’s mind and use it to terrify them. Choose a square adjacent to your target, they suffer 4D8+Wis psychic damage, and immediately move their speed in the opposite direction of the image. On a miss they suffer no damage but are Dazed.

Psionic Blast

Encounter | Standard Action
Selection Cost: 3
Range: Close Blast 5
Target: Entire blast
Attack: Wisdom vs. Will
Damage: 4D6+Wis psychic
A very basic and ancient discipline, the Psi-Blast levels focused mental energy at your enemies. Those hit suffer 4D6+Wis psychic damage and are stunned, save ends.

Psychic Crush

Encounter | Standard Action
Selection Cost: 3
Range: Area burst 1 within 10
Target: All enemies in burst
Attack: Wisdom vs. Will
Damage: 2D10+Wis psychic
You crush your enemies mental processes, their body’s spasm from the pain. Those hit suffer 2D10+Wis psychic damage and are dazed, save ends. No effect on a miss.

Psychic Omni Sight

Encounter | Standard Action
Selection Cost: 3
Range: Zone burst 10
Target: Entire burst
You momentarily leave your body to search the nearby area. While away, your body falls prone and helpless. With a DC: 20 Psi-Craft check as a free action, you may “take 20” on all perception checks as a free action regarding the area within 50 feet and can see any invisible or hidden creatures/objects. Sustain minor, to return to your body is a move action.

Reality Warp

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 10
Target: One target
Attack: Wisdom vs. Will
Damage: 2D8+Wis psychic
The psionic forces their way into one’s psyche, and confuses the target. Those affected suffer 2D8+Wis psychic damage, are -2 on attack and skill rolls, and will attack a random target each round, save ends.

See Aura

Encounter | Full Round Action
Selection Cost: 3
Range: Close burst 6
Target: Each creature in burst
Attack: Wisdom vs. Will
You may view the auras present on all living things until the end of your next turn. A successful hit provides information: general level, presence of psionic and magic ability, presence of a possessing entity, general alignment, and current state of health. Sustain minor.

Sixth Sense

Encounter | Immediate Reaction
Selection Cost: 3
Range: Zone 12
Target: Personal
Prerequisite: Psionic Perception Talent
You have an uncanny knack for knowing when something is about you happen, and being ready to react quickly. This produces a few combat effects: reroll initiative checks; +1 to attack and damage rolls until the start of your next turn; you may use an action point in the surprise round; you cannot be Surprised. Activates only once per encounter.

Telekinetic Force Field

Encounter | Standard Action
Selection Cost: 3
Range: Area burst 0 or 1 within 12
Target: One square
Attack: Wisdom vs. Reflex
Prerequisite: Telekinesis
Use a standard action to create a force field around an area as small as a person, to as large as a close burst 1. The field created has 10 HP per level of the creator, and blocks all physical effects from passing through it. If used against an unwilling target, you must succeed in an attack to entrap them.

Telekinetic Morass

Encounter | Standard Action
Selection Cost: 3
Range: Area burst 2 within 12
Target: All enemies in burst
Attack: Wisdom vs. Fortitude
Damage: 3D8+Wis force
Prerequisite: Telekinesis
You use your power to thicken the air around your enemies, attack all enemies in burst. Those hit take 3D8+Wis force damage and are slowed, save ends.

Clairvoyance

Daily | Standard Action
Selection Cost: 4
Range: Area Burst 2 within Special
Target: Entire burst
View an area in your mind that is known to you, that you have a picture of, or that is within 100 feet as though looking down upon it from above (area burst 2) until the end of your next turn. Sustain minor.

Distract

Daily | Minor Action
Selection Cost: 4
Range: Ranged 10
Target: One creature
You distract an opponent with mental probing at just the right time. They grant combat advantage to the next target who attacks them before the start of your next turn. Can affect two creatures at level 11, three creatures at level 21.

Hydrokinetic Desiccation

Daily | Standard Action
Selection Cost: 4
Range: Ranged 12
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 4D12+Wis necrotic
Make a Wisdom vs. Fortitude attack against an enemy within 12 squares, if successful you cause the water inside a creature to dry up. It inflicts 4D12+Wis necrotic damage to one target on a successful hit, and half damage on a miss.

Intellect Fortress

Daily | Immediate Interrupt
Selection Cost: 4
Range: Self
Target: Personal
Gain a bonus to one defense for one attack equal to your Wisdom modifier. You may declare this bonus even after the GM has told you the damage total.

Intellect Leech

Daily | Standard Action
Selection Cost: 4
Range: Ranged 20
Target: Personal
Attack: Wisdom vs. Will
Damage: 3D10+Wis psychic
You reach into your target’s mind and rip it up, they suffer 3D10+Wis psychic damage, and you gain a bonus to psionic attack and damage rolls equal to your targets Intelligence modifier until the end of the encounter. Half damage, and no bonus to rolls on a miss.

Microcosm

Daily | Standard Action
Selection Cost: 4
Range: Ranged 20
Target: One creature
Attack: Wisdom vs. Will
Damage: 4D8+Wis psychic damage
Targets hit are deafened, save ends, blinded, save ends, and slowed, save ends. On a miss the target suffers half damage and is blinded.

Object Read

Daily | 1D10 Rounds Trance
Selection Cost: 4
Range: Touch
Target: One object
Look into the past of an item you are touching for psychic impressions left upon it. Psi-Craft check determines results: Impressions DC 24; Images DC 27; Its last owner’s present circumstance, DC 31. You must succeed on either impressions or images to be able to see the present.

Precognition

Daily | 1D20 Minute Trance
Selection Cost: 4
Range: Special
Target: Personal
Allows the user to see or feel glimpses of a possible future of a particular person, event or place. Make a Psi-Craft check at DC 25, regardless of result, Precognition is not always successful.

Precognitive Step

Daily | Minor Action
Selection Cost: 4
Range: Personal
Target: Personal
Roll a D20. Once today you may use that roll’s result as an immediate interrupt in place of one of your attack rolls, skill check, saving throws, ability checks or one of your enemies attack rolls.

Pyrokinetic Fireball

Daily | Standard Action
Selection Cost: 4
Range: Area burst 2 within 20
Target: All creatures in burst
Attack: Wisdom vs. Reflex
Damage: 4D10+Int Fire
You cause an explosion to burst out of thin air. Make a Wisdom vs. Reflex attack against all creatures within the area of effect. Targets suffer 4D10+Int fire damage and an ongoing 5 fire damage. Half damage on a miss.

Summon Inner Strength

Daily | Standard Action
Selection Cost: 4
Range: Self
Target: Personal
Make a DC 21 Psi-Craft Check as a standard action. If successful spend a healing surge but do not regain any hit points. You call upon your reserves of spirit and vitality to provide you with the following: +10 Temp HP, +2 to attack and damage rolls, +2 to all defenses, and +5 to saving throws until the end of your next turn. Sustain minor.

Total Recall

Daily | Full Round Action +
Selection Cost: 4
Range: Touch
Target: Personal
Prerequisites: Int 13, Wis 15
This ability allows the psionic to commit to memory an entire book. The subject is only limited to being in a language the psionic can understand. This provides a bonus to any skill learned from reading this book. A successful Psi-Craft check of DC:25 is required to submit a book or writing to memory, and another Psi-Craft check determines amount recalled per attempt.

Psi-Craft 20 Simple concepts, the gist of the writing, ability to attempt a skill check with a +3 bonus.
Psi-Craft 25 Remembrance of the overall themes and story, related skills at +5 bonus.
Psi-Craft 30 Total Recall, Knowledge skills as a take 20, related attempts at a +10 bonus to the roll. Full detail remembrance.

Psionics Of Rifts (Super)

Bio Manipulation

Encounter, Special | Standard Action
Selection Cost: 3
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 4D6+Wis psychic
With a successful Wisdom vs. Fortitude attack, you inflict 4D6+Wis psychic damage and you inflict two of these status effects upon any enemy once per encounter, per enemy: Blind; Dazed; Deafened; Immobilized; Slowed; Stunned and Weakened. Save ends both effects. you may use this ability a number of times per encounter equal to 1+your intelligence modifier, but only once per enemy.

Electrokinesis

Selection Cost: 6
Range: Varies
Electrokinesis is the power over, and comfort with Electricity. You manifest each of the following abilities:

Electrokinesis – Resistance

At Will | Standard Action
Range: Self
Target: Personal
Electrical/Ion Resistance: As a minor action, you attune your body to gain DR/20 vs. Lightning and Ion Damage. Lasts until un-attuned/cancelled.

Electrokinesis – Discharge

At Will | Standard Action
Range: Close burst 3
Target: All creatures in burst
Attack: Wisdom vs. Reflex
Damage: 1D12+Wis Ion
Electrical Discharge: You charge the particles in the air in a close burst 3, damaging all creatures for 1D12+Wis Ion damage, and shorting out non-military grade electronics until the start of your next turn.

Electrokinesis – Bolt

At Will | Standard Action
Range: Ranged 20
Target: One creature
Attack: Wisdom vs. Reflex
Damage: 4D6+Wis Ion
Bolt Attack: You fire a bolt of lightning from your hands/eyes/asshole at a target within 20 squares inflicting 4D6+Wis Ion damage.

Electrokinesis – Sense/Manipulate

At Will | Minor Action
Range: Close burst 12
Target: Entire burst
Attack: Special – Psi-Craft vs. Reflex
Sense/Manipulate Electronics: You can feel the presence of electrical devices within 12 squares and cause them to turn on, turn off, etc, with a thought. Each object so manipulated requires a minor action. To affect military grade devices succeed in a Psi-Craft vs Fortitude attack.

Electrokinesis – EMP

Daily | Full Round Action
Range: Close Burst 20
Target: Entire burst
Attack: Special – Psi-Craft vs. Reflex
Electro-Magnetic Pulse: As a full round action you can create an electromagnetic pulse which will disable all electronic devices/weapons/robots etc within a close burst 20,save ends. This works on anything which runs on a power source/generator, e-clip etc. Against military grade devices you must succeed in a Wisdonm vs. Fortitude Attack, and expect this ability to be ineffective against Borgs and certain other shielded targets. Utilizing this power applies a -1 penalty to all attack, damage and skill rolls, saving throws and ability checks until you take an extended rest.

Group Mind Block

At Will | Free Action
Selection Cost: 4
Range: Close burst 20
Target: Entire burst
Prerequisites: Mind Block
This works exactly like Mind Block, except it affects all creatures within 20 squares of the psionic. Detect Psionics will indicate a group mind block.

Hydrokinesis

Selection Cost: 5
Range: Varies
Hydrokinetics is a suite of powers which gives the psionisist control over water in its liquid form, if at least 80 percent pure water, no paint or gasoline.

Hydrokinesis – Sense

At Will | Minor Action
Range: Zone burst 20
Target: Entire zone
Water Purity: Can sense impurities in water within 20 squares, and can purify up to 10 gallons as a standard action.

Hydrokinesis – Agitation

At Will | Minor Action
Range: Ranged 10
Target: One gallon of water
Water Agitation: You can heat and cool water within 10 squares at an incredible rate. One gallon per Minor action can be heated to boiling, or cooled to ice. Once its turned to ice, you can no longer affect it.

Hydrokinesis – Manipulation

At Will | Standard Action
Range: Ranged 10
Target: Special
Water Manipulation: Make a Psi-Craft DC 20 check. Success means you can control any water within 10 squares and cause it to move and shape as you wish. You can effect up to 5 gallons + 5 Gallons for every point over 21 on the Psi-Craft check. As a minor action, water taken control of, can be moved across surfaces at a speed of 3 squares per turn, and may attack (be hurled) into adjacent squares. Attacking with the water is slightly unwieldy, as minor action, make a Wisdom vs. Reflex attack against an adjacent target at -2 to the attack roll. For Each 25 full gallons of water you manipulate you can attack another square adjacent to the first. Sustain minor.

Hydrokinesis – Desiccate

Daily | Standard Action
Range: Ranged 12
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 4D12+Wis necrotic
Make a Wisdom vs. Fortitude attack against an enemy within 12 squares, if successful you cause the water inside a creature to dry up. It inflicts 4D12+Wis necrotic damage to one target on a successful hit and they are Stunned, half damage on a miss.

Hypnotic Suggestion

Encounter, Special | Standard Action
Selection Cost: 3
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Will
On a hit the target will perform a simple suggestion; “You don’t want to go into that building; Tell your superiors you haven’t found the intruders, they must have escaped;” and remain pliable to further input. Suggesting things that are potentially harmful or contrary to the target’s nature will usually cancel the control, although there are stories of hypnosis lasting for years. You may use this power once per encounter per target to a total of 1+Charisma modifier number of times per day.

Mentally Possess Other

At Will | Standard Action
Selection Cost: 4
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Make a Wisdom vs. Will attack, on a successful hit the target becomes dominated, save ends. You may only dominate one target at a time.

Mind Block Auto-Defense

At Will | Immediate Interrupt
Selection Cost: 4
Range: Self
Target: Personal
Prerequisites: Mind Block
This works exactly as Mind Block, but will automatically activate when you come under mental attack and give you protection without thought.

Mind Bullets

At Will | Standard Action
Selection Cost: 2
Range: Ranged 20
Target: One creature
Attack: Wisdom vs. AC
Damage: 3D10+Wis force
Make an attack against a target within range, on a successful hit you inflict 3D10+Wis force damage, modified by armor DR/soak.

Psi-Sword

At Will | Minor Action
Selection Cost: 2
Target: Personal
Attack: Wisdom vs. AC
Damage: 2D10+Wis radiant
You create a sword of pure energy, based on your personal assets. Basic attack modified by Strength, Dexterity or Wisdom, it inflicts 2D10+Str, Dex or Wis radiant damage to targets successfully struck in combat. This damage is modified by armor DR.

Psionic Invisibility

At Will | Standard Action
Selection Cost: 3
Range: Zone 20
Target: One creature per level
Attack: Psi-Craft vs. Will
Make a psi-craft check against the will defense of all targets within a zone 20 around you. If successful, they will behave as though you are not there, moving around you if necessary and ignoring you. No effect on a miss. If you attack anything, this effect ends, and you become ‘visible’.

Psychic Body Field

At Will | Standard Action
Selection Cost: 2
Range: Self
Target: Personal
This power creates a tight field of force around you which acts as armor. You gain an armor DR equal to your Wis mod + ½ your level. This DR stacks with personal armor, and is treated as sealed for purposes of fire damage.

Psychosomatic Disease

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Damage: 3D8+Wis necrotic
Make a Wisdom vs. Fortitude attack. You suggest to a creature who can hear and understand you that they feel ill, on a hit, they immediately get sick. They suffer 3D8+Wis necrotic damage, are knocked prone, and are weakened save ends at -2.

Pyrokinesis

Selection Cost: 6
Range: Varies
This ability gives a psionic the power to manipulate fire.

Pyrokinesis – Resist

At Will | Standard Action
Range: Self
Target: Personal
Fire Resistant: Not effective against laser and plasma weapons, DR/15 vs. other forms of fire damage.

Pyrokinesis – Combustion

At Will | Standard Action
Range: Ranged 6
Target: One target
Spontaneous Combustion: Instantly create fire on any flammable substrate within 6 squares: paper, cloth, dry sticks of wood, etc.

Pyrokinesis – Extinguish

At Will | Standard Action
Range: Ranged 10
Target: One fire
Extinguish Flame: Put out 1 square of fire within 10 squares each round.

Pyrokinesis – Firebolt

At Will | Standard Action
Range: Ranged 12
Target: One target
Attack: Wisdom vs. Reflex
Damage: 3D4+Wis fire
Fire Bolt: Make an attack roll, you fire a stream of fire from your hands to a target within 12 squares inflicting 3D4+Wis fire damage and an ongoing 3 fire damage.

Pyrokinesis – Fireball

Daily | Standard Action
Range: Area burst 2 within 20
Target: All creatures in burst
Attack: Wisdom vs. Reflex
Damage: 3D10+Wis Fire
Fire Ball: You create an explosion out of thin air. Make a Wisdom vs. Reflex attack against all creatures within the area of effect. Targets suffer 3D10+Wis fire damage and an ongoing 5 fire damage. Half damage on a miss.

Pyrokinesis – Sense

At Will | Minor Action
Range: Close burst 20
Target: All fires in burst
Sense Fire: The psionic can sense the presence of fire within 20 squares, and can pinpoint its location.

Radiate Horror Factor

Encounter | Standard Action
Selection Cost: 4
Range: Close burst 6
Target: All enemies in burst
Attack: Wisdom vs. Will
Damage: 2D8+Wis psychic
You create an aura of fear surrounding you. Make an attack against all enemies within range, those hit take 2D8+Wis psychic damage, are weakened, and will spend a move action moving away from you on their next turn, save ends. Aftereffects: slowed save ends.

Super Telekinesis (Attack)

Varies | Varies
Selection Cost: 6
Prerequisites: Telekinesis
Super Telekinesis is the greater control and ability with objects and force, and can be very powerful.

Telekinetic Acceleration Attack

At Will | Standard Action
Range: Ranged 10
Target: One creature
Attack: Wisdom vs. AC
Damage: 6D6+Wis force damage
You super accelerate a dozen or so small objects (coins, stones, bullets, etc) to strike a nearby enemy with incredible force. On a hit, the target takes 6D6+Wis damage.

Telekinetic Morass

Encounter | Standard Action
Selection Cost: 2 – Special
Range: Area burst 2 within 12
Target: All enemies in burst
Attack: Wisdom vs. Fortitude
Damage: 3D8+Wis force
You use your power to thicken the air around your enemies, attack all enemies in burst. Those hit take 3D8+Wis force damage and are slowed, save ends.

Telekines’ Object

Encounter | Standard Action
Selection Cost: 2 – Special
Range: Ranged 10
Target: One target
Attack: Wisdom vs. Reflex
Damage: 2D6++
Make a DC:15 Psi-Craft check, if successful you can move a medium sized object up to 6 squares and inflict 2D6 damage. You inflict an additional 2D6 per 5 points of your Psi-Craft check past 15. If used on a creature, you must make a Wisdom vs. Fortitude attack. To throw a creature into another creature make a Wisdom vs. Reflex attack.

WEIGHT PSI-CRAFT CHECK
up to 100 lbs. DC: 15
100-500 lbs. DC: 20
500-1000 lbs. DC: 25
+EACH 500 LBS +5 DC

Telekinetic Smash

Daily | Standard Action
Range: Close blast 5
Target: All creatures in blast
Attack: Wisdom vs. Fortitude
Damage: 4D12+Wis physical
Once per day you may summon incredible energy to slam down upon an area. Those hit are knocked prone and take 4D12+Wis physical damage. Half damage on a miss and not knocked down.

Super Telekinesis (Defense)

Varies | Varies
Selection Cost: 5
Prerequisites: Telekinesis
Super Telekinesis is the greater control and ability with objects and force, and can be very powerful.

Telekinetic Disarm

Encounter | Standard Action
Selection Cost: 2 – Special
Range: Ranged 6
Target: One target
Attack: Psi-Craft vs. Reflex++
Make a Psi-Craft check against a target’s Reflex at +10, (+15 if they are holding something two handed). Success means you have disarmed them. You can choose to let the object fall to the ground in their square or pull it to you if you have a free hand.

Telekinetic Force Field

Encounter | Standard Action
Selection Cost: 2 – Special
Range: Area burst 0 or 1 within 12
Target: One square
Attack: Wisdom vs. Reflex
Use a standard action to create a force field around an area as small as a person, to as large as a burst 1. The field created has 10 HP per level of the creator and blocks all physical effects from passing through it. If used against an unwilling target, you must succeed in an attack to entrap them. You can use this power 1+Wis modifier times per day.

Telekinetic Vortex

Encounter | Minor Action
Selection Cost: 2 – Special
Range: Self
Target: Personal
You surround yourself with whipping winds which grants you concealment against all attacks, you also gain +2 AC and Reflex Defense to projectile weapons until the end of the encounter.

Telemechanics

Daily | Full Round Action
Selection Cost: 4
Range: One object you touch
Target: One object
Attack: DC 20 Psi-Craft Check
You gain total operational knowledge of a piece of technology or machinery. The complete schematic appears inside your head. You can fix it, take it apart, assess damage, etc. If used upon a computer you can attempt to access data on the machine using your psi-craft skill. If used on an intelligent AI, you are able to communicate with it telepathically.

Telemechanic Paralysis

Encounter | Standard Action
Selection Cost: 3
Range: Ranged 5
Target: One object
Attack: Wisdom vs. Fortitude
Damage: 4D8+Wis psychic Damage
Prerequisites: Telemechanics
Once per encounter, you may damage and disable (Stun) a borg, ‘bot, vehicle, robot or power armor, save ends. On a hit they take 4D8+Wis psychic damage, the damage from this effect will still effect the systems of a machine as it would a flesh and bone being. Half damage on a miss.

Telemechanic Mental Operation

Daily | Standard Action
Selection Cost: 4
Range: Ranged 5
Target: One object
Attack: Wisdom vs. Reflex
Prerequisites: Telemechanics
As a minor action, you can activate a piece of machinery/technology. Each minor action performs one operation; Turn on or off, walk forward without turning, turn, jump, gas, brake, turn on the wipers, turn on the radio, switch stations, turn up the volume, aim a weapon, fire a weapon, etc. Any vehicles, robots, power armors which are currently piloted require a Wisdom vs. Reflex attack against the pilot, to take action on a system before they are able to react and stop you.

Telemechanic Possession

Daily | Standard Action
Selection Cost: 4
Range: One Object you have used Telemechanics upon
Target: One object
Attack: Psi-Craft Skill
Prerequisites: Telemechanics
Once per day, you can take control of a vehicle or power armor or robot which you have used Telemechanics upon. If piloted, you must succeed in a Psi-Craft-5 vs. Pilot skill roll. If unpiloted, you take control with a DC 15 Psi-Craft check, and remain in control until the end of your next turn, treat the item as Dominated. The pilot can attempt to wrest control from you each turn by making another opposed check on their turn as a move action. Sustain Standard.







Quickjumps

Borg | City Rat | Crazy | Cyber Knight | Dog Boy | Dragon Hatchling | Glitter Boy | Juicer
Ley Line Walker | Mind Melter | Operator | Psi Stalker | Rogue Scholar | Wilderness Scout
Index | Character Creation | Level Progression | Feats | Talents | Skills | Psionics | Magic
Weapons and Armor | Equipment | Vehicles | Vehicle Rules | Rule Set

Psionics

Rifts Earth 4e Saga FenrathJurath