Remote Viewing (Clairvoyance; 3 I.S.P.)
[Seasoned]
Range: Spirit × 10 miles (Spirit × 100 miles with a raise)
Duration: 3 (1/round)
Trapping: Ectoplasm seeps from the pores of the character and enshroud it, leaving the character -1 to be hit by ranged attacks.
Effect: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within his Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 ISP he spends at casting, he may add an additional sense; this does not affect maintenance costs.
Astral Viewing (World Scry; 6+ I.S.P.)
[Mega]
Range: Spirit × 1,000 miles (Anywhere on the planet with a raise)
Duration: 3 (1/round)
Trapping: Ectoplasm seeps from the pores of the character and enshroud it, leaving the character -1 to be hit by ranged attacks.
Effect: When using World Scry, the caster chooses a single sense (usually sight) to project. For each additional 1 ISP he spends at casting, he may add an additional sense; this does not affect maintenance costs.
Targeted Psionic Nullification (Dispel; 3 I.S.P.)
[Seasoned]
Range: Smarts/2
Duration: Instant
Trappings: As the cold, clammy feeling of the nullification effect closes around the enemy’s power, they enemy caster feels the cold grip of the nullification effect. This causes the enemy caster require a Vigor roll (at –2 on a raise) to avoid Fatigue.
Effect: Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mind melter to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (psionics vs. miracles, magic, superpowers, or mad science, etc).
Remote Psionic Nullification Field (Exalted Dispel; 6 I.S.P.)
[Mega]
Range: Smarts × 2
Duration: Instant (1d6 minutes for dampening enchantments)
Trappings: Electricity and ectoplasm dance in the area of effect, seeking out those with innate power. The display is frightening enough just standing in it, but those with Arcane Background find it terrifying. Anyone without an Arcane Background is considered to have a level of Arcane Resistance versus the power, even if they have something that can be dispelled, and those with one in the area of effect must make Fear checks when hit with it.
Effect: This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
See Aura (Detect Arcana; At-Will)
[Novice]
Range: Sight
Duration: 3 (0/round)
Trappings: As he intuitively interprets the readings of a target’s psyche, he learns a great deal about influencing the target and those around him. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.
Effect: Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.)
[Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
- What kind of magic is at work.
- Currently active powers.
- General type of supernatural creature (vampire, werewolf, dragon, etc).
- Any enchantments present on an item.
- How much PPE or ISP a target possesses.
- Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located. This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
Ectoplasmic Sleeping Gas (Slumber; 2 I.S.P.)
[Seasoned]
Range: Smarts x2
Duration: 1 minute (1/minute)
Trapping: Vaporous Ectoplasm seeps into the area and delivers a knockout punch. It also muffles sounds, making it easier to sleep. Targets of this power suffer a –1 penalty to all hearing-based trait rolls while the power is active, including the loud noises that might wake them.
Effect: The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at −2 if the caster scored a raise. Those who fail fall asleep. Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
Hypnotic Suggestion: Sleep (Greater Slumber; 4 I.S.P.)
[Mega]
Range: Smarts × 1.5
Duration: 1 minute (1/minute)
Trapping: This powerful telepathic suggestion requires a Vigor roll (at –2 on a raise) to avoid Fatigue. In addition to the power effects. It quite simply takes a lot out of the character, putting them in alpha state that induces sleep.
Effect: Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
Telekinetic Lift (Telekinesis; 6 I.S.P.)
[Seasoned]
Range: Smarts
Duration: 3 (1/round)
Trappings: Due to the utterly silent and invisible nature of the telekinetic movement, the target increases Stealth by one die type, or two on a raise.
Effect: Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
►► Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round.
►► Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6
when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
►► Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
Super Telekinesis (Exalted Telekinesis; 11 I.S.P.)
[Mega]
Range: Smarts × 2
Duration: 3 (1/round)
Trappings: Because of the ability of the invisible telekinetic force of the power to grab at any optimal point, the power, when used to harm, ignores some armor (AP 2).
Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2. Those using exalted telekinesis consult the Super Strength Table (TLPG p. 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
Hydrokinetic Arc -
(Bolt; 1 PPE/Bolt; 3 max): The Dominator may throw up to 3 bolts. The damage of each telekinetic/water bolt is 2d6.
- Range: 12/24/48
- Duration: Instant
- Trappings: Water coalesces into telekinetic javelins of water and/or ice shards.
Electrokinetic Hammerstrike -
(Bolt; 2 PPE): The Dominator may instead throw a single 3d6 bolt of electrokinetic energy.
- Range: 12/24/48
- Duration: Instant
- Trappings: Electricity dances into a throwing dagger of electricity which is then hurled with great force.
Telekinetic Barrage -
(Onslaught; 2 PPE/Bolt; 4 Max): The psychic may throw up to four 3d6 (MD) telekinetic bolts.
- Range: 18/36/72
- Duration: Instant
- Trappings: Electricity dances into a javelin of electricity which is then hurled with great force.
Telekinetic Thunderbolt -
(Onslaught; 2 PPE/Bolt; 4 Max): : The psychic may throw a single 6d6 bolt of electricity and telekinetic force.
- Range: 18/36/72
- Duration: Instant
- Trappings: Electricity dances into a telekinetic javelin of electricity which is then hurled with great force.
Soothing Mental Contact (Telepathy; 4 I.S.P.)
[Novice]
Range: One mile
Duration: 3 (1/round)
Trapping: While in telepathic contact, the psychic is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion.
Effect: Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed.
Otherwise, the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.
Focused Mental Contact (Exalted Telepathy; 4 I.S.P.)
[Mega]
Range: Special
Duration: 3 (1/round)
Trapping: This mental contact focuses the will of those in contact with the psychic. The target is focused past of their distraction on a raise, providing an immediate free roll to recover from being Shaken.
Effect: This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psychic can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, he can connect up to his Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while he maintains it.