Mythic Psionic Powers (G-M)

Genesis

You may choose to increase the duration of your demiplane to one week per level, or you may increase its size to a number of 20-foot cubes (rather than 10-foot cubes) as appropriate to any augmentation options you may have selected. Only a creature whose mythic rank or tier exceeds yours can dispel your demiplane.

Graft Armor

The maximum Dexterity Bonus increases by your tier and the armor check penalty are reduced by your tier (to a minimum of 0). The arcane spell failure is reduced by 5% per tier (to a minimum of 0%).

Augmented (3rd): If you expend two uses of mythic power, the armor always counts as light armor.

Graft Weapon

You add half your mythic tier to the competence bonus on attack and damage rolls. Your grafted weapon bypasses epic damage reduction if it did not already. You do not lose points of Constitution if your weapon is destroyed, but are instead staggered for one round.

Grip of Iron

The enhancement bonus is increased by 50% (round down) and you gain the bonus on attempts to break a grapple.

Augmented (4th): If you expend two uses of mythic power, you gain the grab monster special attack.

Hail of Crystals, Anselm’s

The radius of the burst increases to 40 feet and the damage dealt is in d8 instead of d4.

Augmented (3rd): If you expend two uses of mythic power, you can exclude up to your tier in targets from the burst effect.

Hammer

Add your tier to the damage dealt by your melee touch attack. You may choose to have the damage modified by your Strength modifier.

Heightened Vision

The range of the darkvision is increased to 120 feet, and this range stacks with any existing darkvision you possess. In addition, you can see through up to 10 feet plus 5 feet per mythic tier of magical darkness.

Augmented (3rd): If you expend three uses of mythic power, the range of the target’s mythic heightened vision becomes equal to the target’s line of sight.

Hustle

The power lasts one additional round per two tiers (minimum 1). You can spend a swift action during the duration to gain an additional move action. If you use the move action provided by mythic hustle, you gain your tier as a bonus to your armor class against any attacks of opportunity provokes by the movement.

Augmented: If you expend two uses of mythic power, the duration becomes one round per tier.

Hypercognition

You automatically succeed on any Intelligence check to obtain the desired information.

Augmented (3rd): If you expend two uses of mythic power, the duration becomes one round per level. During this effect, you can gain the benefits of mythic hypercognition as a swift action.

Id Insinuation

Roll on the table below instead of the non-mythic version at the start of each subject’s turn to see what it does in that round.

d% Behavior
01–25 Subject acts normally, but takes a –2 penalty on all attack rolls, skill checks, and ability checks until its next turn.
26–50 Subject does nothing but babble incoherently, and takes a –4 penalty to AC until its next turn.
51–75 Subject deals 2d8 points of damage + Str modifier to self with item in hand.
76–100 Subject attacks nearest ally (for this purpose, a psicrystal counts as an ally).

Immovability

Non-mythic creatures are unable to move you. You add your mythic tier to the opposed Strength check to move you against mythic creatures.

Augmented: If you expend two uses of mythic power, you can make attacks of opportunity while under the effects of mythic immovability.

Incarnate

A mythic incarnate (and any effect it makes permanent) cannot be dispelled by non-mythic means, up to and including non-mythic mage’s disjunction or unravel psionics, and you add your mythic tier to DC of manifester level checks made to dispel your mythic incarnate even with mythic effects. If you use mythic incarnate on yourself, it can be dispelled only by a mythic creature, and only if their manifester level plus their mythic tier exceeds your manifester level plus your mythic tier.

Augmented: If you expend one additional use of mythic power, you can reduce the gp cost of manifesting mythic incarnate by 500 gp per use of mythic power you expend while manifesting the power.

Augmented (3rd): If you expend three uses of mythic power, you can target a psionic item with mythic incarnate while spending 1,000 gp times the item’s manifester level. That item gains immunity to having its powers negated or suppressed by any non-mythic effect, including a non-mythic null psionics field, dispel psionics, unravel psionics, rod of cancellation, or rod of negation.

Incite Passion

Add half your mythic tier (minimum 1) to the penalties suffered by the target.

Augmented: If you expend two uses of mythic power, the target must make concentration checks to cast spells or manifest powers (DC equal to 14 plus your key ability modifier plus your mythic tier.)

Induce Nightmare

The power’s damage increases to 4d6 points of damage for each 1d10 damage it would have dealt, and the target is also shaken for 24 hours.

Augmented (6th): If you expend two uses of mythic power, you can deliver a mind-affecting power through a mythic induce nightmare. The maximum level of the delivered power is equal to half your tier, and you must expend two uses of mythic power for each power level of the imbued power in addition to the one use needed to manifest mythic induce nightmare. You choose whether the delivered power affects the creature immediately or when it awakens. The delivered power affects only the target, even if it normally affects multiple creatures or an area.

Inertial Armor

The armor bonus is increased by 50% (rounded down). There is a 50% chance that any critical hit or sneak attack made against the target is negated and treated as a normal hit, as if the target were wearing moderate fortification armor.

Inertial Barrier

The psychokinetic barrier grants you resistance 5 against force damage. Once during the power’s duration, you can shift the psychokinetic barrier to one creature within 30 feet as an immediate action. That creature gains the benefits of the psychokinetic barrier until the end of your next turn, at which point the power ends.

Augmented: If you expend two uses of mythic power, you increase the damage reduction by your mythic tier and you add your tier to your CMD for any combat maneuvers that attempt to move you, such as bull rush, reposition, or trip attempts.

Inevitable Strike, Roshan’s

The affected attack bypasses all damage reduction.

Augmented (2nd): If you expend two uses of mythic power and are manifesting the power as a standard action, you gain a +10 insight bonus on your second attack that round and a +5 insight bonus on your third attack that round. The second and third attacks can be on your turn or on another creature’s turn before your next turn (such as when you attempt an attack of opportunity). This option may only be used when manifesting the power as a standard action.

Inflict Pain

The penalty also applies to damage rolls, saving throws, and concentration checks.

Augmented: If you expend two uses of mythic power, the pain forces a concentration check to cast any spell or manifest any power (DC 15 plus your key ability modifier and your tier).

Intellect Fortress

You can designate which creatures within the area benefit from the mythic intellect fortress and which do not. In addition, you reduce hit point damage taken by an additional amount equal to your mythic tier and ability damage taken by an additional amount equal to half your mythic tier.

Know Direction and Location

You may choose for the power to reveal the direction to a commonly known location within a number of miles equal to your manifester level plus your mythic tier times 10. This location must be commonly known, such as a city or other settlement or a natural feature such as a mountain or river, with a Knowledge (geography), Knowledge (local), or Knowledge (nature) DC no greater than 10 plus your mythic tier unless you have previously visited that location.

Leech Field

The power points gained are not divided if two or more creatures are under the effects of mythic leech field and succeed on a saving throw against the same manifestation of a power or casting of a spell.

Augmented (3rd): If you expend two uses of mythic power, the manifester or caster of the spell that triggers mythic leech field must make a Will saving throw or lose a number of power points equal to those you gain, or a random spell of the spell level equal to half of the number of power points gained.

Localized Windstorm

The chance for ranged weapons other than arrows and bolts that pass through the barrier to not be blow off course is reduced to 5% per pound above 1 pound. Giant-thrown boulders, siege engine projectiles, and similar massive ranged weapons passing through the barrier have a 20% miss chance.

Augmented (3rd): If you expend two uses of mythic power, giant-thrown boulders, siege engine projectiles, and similar massive ranged weapons passing through the barrier have a 50% miss chance while smaller ranged weapons are automatically deflected. In addition, Medium and smaller creatures cannot pass through the barrier unless they succeed on a DC 10 Strength check or DC 20 Fly check; this check is made as part of their movement and does not require a separate action.

Locate Secret Doors

When you are not concentrating, the power continues to function in a 10-foot-radius emanation centered on you. In addition, you gain a bonus equal to one-half your mythic tier on Perception checks made to notice traps placed on secret doors that you detect. You can concentrate as a swift action to gain information on the second and subsequent rounds after detecting a secret door.

You can penetrate effects that block divination or clairsentience with a manifester level check with a DC of 11 plus the manifester level of the effect, or through lead sheeting with a DC 20 manifester level check, plus 5 per inch of thickness. You can penetrate 3 feet of wood or dirt, 1 foot of stone, or 1 inch of common metal with a DC 15 manifester level check, plus 5 for each multiple of that thickness. If the substance or effect blocking your detection is not mythic, or if it already allows a manifester level check or saving throw to penetrate its protection, add your mythic tier on your manifester level check or saving throw.

Matter Agitation

The area of effect is increased to 4 square feet of surface area of an object or creature. Add your tier to the amount of damage dealt each round. Non-mythic creatures suffer double damage from the effect.

Augmented: If you expend two uses of mythic power, you can divide the area of effect between two objects or creatures.

Matter Manipulation

You can increase or decrease an object’s base hardness by up to 10. If an object has a base hardness of under 10, you can give it the fragile quality.

Memory Modification

It takes only one round to visualize the memory you are modifying and you may modify up to 10 minutes of memory.

Mental Barrier

The deflection bonus is increased by 50% (round down) and also applies to Reflex saving throws.

Augmented: If you expend two uses of mythic power, you can manifest this power even after an opponent has made its attack roll and still gain the benefits against that attack.

Mental Disruption

The area of effect is doubled and creatures that make their saving throw are instead staggered for one round.

Metaconcert

The metaconcert conductor can manifest any mythic powers known by members of the metanetwork and gains an additional bonus to his manifester level equal to your tier. Members of the metanetwork gain a bonus on saving throws equal to your mythic tier. Hit point and ability damage is reduced by your tier before it is distributed.

Augmented: If you expend two uses of mythic power, members of the metanetwork may spend a swift action to add more power points into the metanetwork’s power point pool.

Metafaculty

Mythic metafaculty automatically bypasses non-mythic effects that bar clairsentience effects such as mind blank. You add your tier to any manifester level check against mythic effects. You know the creature’s exact level or Hit Dice.

Augmented: If you expend two uses of mythic power, you do not suffer ability burn for manifesting mythic metafaculty.

Metamorphosis

You gain one choice from Enhancement Menu B and Abilities Menu B, instead of one choice between the two menus.

Metamorphosis, Major

You gain one choice from Enhancement Menu C and Abilities Menu C, instead of one choice between the two menus.

Metamorphosis, Minor

Add your tier to the bonus to Disguise checks. In addition, you gain one choice from Enhancement Menu A and Abilities Menu A, instead of one choice between the two menus.

Metamorphosis, True

You can also choose to become one of the following types, with the associated traits: construct, elemental, or plant.

Metaphysical Claw

You may affect one additional natural weapon for every two mythic tiers. Affecting each natural weapon in this fashion is a full-round action.

Augmented: If you expend two uses of mythic power, you can add one of the following weapon special abilities to your claws: flaming, frost, keen, merciful, shock, or thundering.

Augmented (5th): If you expend three uses of mythic power, you can reduce the granted enhancement bonus by 1 (to a minimum of +1) to add two of the above abilities or one of the following abilities: anarchic, axiomatic, flaming burst, holy, icy burst, shocking burst, or unholy.

Metaphysical Weapon

You may affect one additional weapon for every two mythic tiers. Manifesting the power and touching multiple weapons is a full-round action.

Augmented: If you expend two uses of mythic power, you can add one of the following weapon special abilities to the weapon: flaming, frost, keen, merciful, shock, or thundering.

Augmented (5th): If you expend three uses of mythic power, you can reduce the granted enhancement bonus by 1 (to a minimum of +1) to add two of the above abilities or one of the following abilities: anarchic, axiomatic, flaming burst, holy, icy burst, shocking burst, or unholy.

Microcosm

If targeting a single creature, add ten times your tier to the maximum number of hit points that can be affected. If targeting an area, add twice your tier to the maximum number of hit points a particular creature can have to be affected, and ten times your tier to the total number of hit points of creatures that can be affected. This power bypasses non-mythic sources of power resistance, and you add your tier to checks to overcome mythic sources of power resistance.

Augmented: If you expend two uses of mythic power, you can double the number of hit points used to determine creatures eligible to be affected.

Mind Control, Geth’s

The Sense Motive DC to notice your target is dominated increases by double your tier. You can give orders to the target even if it’s protected by non-mythic effects that block magical control, such as protection from evil. If the target is protected by a mythic effect, you can attempt to overcome this defense with a manifester level check (DC 15 plus the manifester level of the effect); add your tier to your roll and the opposing manifester’s tier to the DC. If the target succeeds at its Will save to break your control, as an immediate action you can expend two uses of mythic power to force it to reroll the save and use the lower result.

Mind Probe

Creatures under the effect cannot move out of range of the effect once it has started. You add your tier to your manifester level to determine the duration and range of this power.

Augmented: If you expend two uses of mythic power, the target is completely unaware when it makes a save and does not wake up if asleep even if it makes a successful save.

Mind Seed

The subject’s level is four lower than you instead of 8. Non-mythic effects cannot remove the seed once implanted.

Augmented (3rd): If you expend two uses of mythic power, the range increases to 25 feet plus 5 feet per level instead of touch.

Augmented (8th): If you expend four uses of mythic power, the germination period reduces to one day instead of one week.

Mind Switch

You can possess a non-mythic creature even if it is protected by a non-mythic effect that would normally block possession, including a non-mythic null psionics field. If the target of your possession is a mythic creature protected by a non-mythic effect, or a non-mythic creature protected by a mythic effect, you can overcome that protection with a manifester level check against a DC of 15 plus that effect’s manifester level. You cannot possess a mythic creature protected by a mythic effect that blocks possession.

Augmented (5th): If you expend three uses of mythic power, the target is staggered for the duration of the mind switch.

Mind Switch, True

As mythic mind switch, but you only gain one negative level as you enter the new body, which still cannot be cured but does fade after 24 hours, and only one permanent negative level if the body you inhabited just before your current body dies (which still requires Restoration or greater to remove).

Alternatively, you can choose to have the subject that you switched minds with to be confused (no save, no power resistance) for 24 hours as you intentional miswire their psyche to your old body. If you do this, however, you suffer the normal two temporary negative levels for switching minds and two permanent negative levels if the body you just inhabited dies.

Mind Thrust

On a successful save, the target suffers half damage, instead of negating the effect. In addition, on a failed save, the target creature is dazed for one round.

Augmented (3rd): If you expend two uses of mythic power, you deal half your tier in ability damage to one mental ability score (your choice) of the target.

Mindlink

You can perform purely mental aid another actions over the bond and you add your tier to your manifester level to determine range and duration of the effect.

Augmented (3rd): If you expend two uses of mythic power, the range increases to 100 feet plus 10 feet per level.

Augmented (5th): If you expend three uses of mythic power, you can target any creature on the same plane of existence that you have met before.

Mindlink, Thieving

You can borrow a mythic power. You gain knowledge of the mythic and non-mythic version of the power. You add your tier to your manifester level to determine duration and range of the effect.

Mindwipe

The number of negative levels bestowed is increased by 50% (round down) and the range increases to Medium (100 feet + 10 feet/level).

Augmented (3rd): If you expend two uses of mythic power, you can target one additional creature for every three mythic tiers you possess.

Missive, Mass

The power loses the language-dependent descriptor and the duration increases to a number of rounds equal to your tier.

Augmented (3rd): If you expend two uses of mythic power, you may select up one creature in the affected area who can respond to your message.

Modify Matter

You gain +10 enhancement bonus to the relevant skill to craft the item.

Modify Matter, Greater

You gain +10 enhancement bonus to the relevant skill to craft the items.

Moment of Terror

Add half your tier (minimum 1) to the penalty to Will saves against mind-affecting effects.

Augmented: If you expend two uses of mythic power, the penalty applies to all Will saves and not just those of mind-affecting effects.

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