Mythic Psionic Powers (N-S)

Natural Healing

The damage healed increases to 6 hit points plus one point per mythic tier. The power cures up to 1 point of ability damage. You choose what type of ability damage is cured.

Natural Linguist

You gain the ability to communicate simultaneously in a number of languages equal to your mythic tier. Your voice cuts clearly through ambient noise, granting a bonus equal to twice your mythic tier to Perception checks to hear your speech, and your voice is so commanding that the manifester level and save DC of any language-dependent effects it uses are increased by 1.

Null Psionics Field

Select a number of psionic disciplines equal to half your tier. Powers and effects of the chosen disciplines are unaffected by the null psionics field.

Oak Body

The damage reduction becomes 10/slashing and epic, the bonus to natural armor is increased by your tier, and the armor check penalty is reduced to -2. Your unarmed attacks are treated as magical weapons for the purposes of bypassing damage reduction.

Object Reading

There is no chance that a previous owner will be skipped and the amount of information gained is measured in rounds instead of minutes.

Augmented: If you expend two uses of mythic power, you can read an additional number of objects during the power’s duration equal to your tier.

Painful Strike

The additional damage can be lethal or nonlethal at your choice.

Augmented: If you expend two uses of mythic power, the pain lasts for one round per level, dealing 1d6 nonlethal damage per round and the target is sickened unless it makes a Fortitude save to negate the sickening effect.

Personality Parasite

The parasitic personality can attempt to perform standard actions that control the body physically, but suffers a -2 penalty on any attack rolls or damage rolls as it struggles to wrest control from the subject. The parasitic personality can manifest powers or cast spells one or more levels lower than the highest level of power or spell the subject can normally manifest or cast.

Augmented (5th): If you expend two uses of mythic power, the parasitic personality instead maintains primary control of the body, while the subject is restricted to only a single action during the effect.

Physical Acceleration

You gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times your normal speed for that movement type.

Augmented (3rd): If you expend three uses of mythic power, the movement speed increase changes to 70 feet, with no limit based on your normal speed. If you move at least 30 feet on your turn, you can travel across liquid as if the liquid were solid. If the liquid deals damage on contact, you take only half damage from moving across it.

Pierce the Veils

The target gains the ability to see through natural or magical fog and weather effects and grants a bonus equal to your mythic tier to all Perception checks. In addition, you can penetrate non-mythic protections from divination with a manifester level check with a DC of 11 plus the manifester level of the protective effect. If the protective effect already allows such a manifester level check, you gain a bonus on the check equal to your mythic tier.

Planar Travel

If you’ve been to the destination plane and are familiar with a location there, you may choose that location and arrive on target at that location with anyone else you transport with the power.

Augmented: If you expend two uses of mythic power, you grant transported creatures the effects of a adapt body power upon arrival, lasting for 1 hour.

Power Leech

You can cease concentrating on the power without ending the effect. It provides no effect when you are not concentrating on it, but you can resume and cease concentrating again to use its effects any number of times within the power’s duration. The number of power points drained each round is increased by your mythic tier and the number of power points you add to your reserve changes to half of those drained (minimum 1). If the subject is drained to 0 power points, the power does not end and you may instead choose another target.

Power Resistance

You add your mythic tier to the power resistance against non-mythic effects.

Precognition

The insight bonus gained from the effect is increased by half your mythic tier (minimum +1).

Augmented (3rd): You can expend two uses of mythic power while under the effect of precognition to determine the outcome a chosen action that uses your precognitive edge. Roll to determine the result of the action (for example, make an attack roll against an opponent and add the precognitive edge to the roll and determine if the attack would succeed.) You can choose to ignore the results of the action and choose a different course of action (such as attacking a different enemy, manifesting a power, etc.), but can only do this once per manifestation of this power.

Precognition, Defensive

The insight bonus is increased by 50% (minimum 1.) Once during the power’s duration, you can roll a saving throw twice or force an attacker to roll an attack roll twice and you choose the result. You must decide to use this ability before the first roll is attempted.

Augmented: If you expend two uses of mythic power, you can manifest this power as an immediate action.

Precognition, Greater

You can manifest mythic greater precognition as a full-round action. You add your tier to the number of precognitive edges you can gain during the duration of the effect. The insight bonus is increased to +6.

Precognition, Offensive

The insight bonus is increased by 50% (minimum 1.) Once during the power’s duration, you can roll an attack roll twice and take the higher result. You must decide to use this ability before the first roll is attempted.

Augmented: If you expend two uses of mythic power, you add your tier to the insight bonus.

Prescience, Offensive

The insight bonus is increased by 50%. Once during the power’s duration, you can roll a damage roll twice and take the higher result. You must decide to use this ability before the first damage roll is attempted, but you do not have to use it before determining if an attack roll is successful.

Augmented: If you expend two uses of mythic power, you add your tier to the insight bonus.

Prevenom

The Constitution damage of the poison is increased by 1.

Augmented: If you expend two uses of mythic power, non-mythic creatures struck by the poison must still make saves each round for the duration of the effect or suffer damage even if they succeeded on a previous save.

Augmented (4th): If you expend two uses of mythic power, the poison works on a number of attacks equal to half your tier before being discharged.

Prevenom Weapon

The Constitution damage of the poison is increased by 1.

Augmented: If you expend one additional use of mythic power, non-mythic creatures struck by the poison must still make saves each round for the duration of the effect or suffer damage even if they succeeded on a previous save.

Augmented (4th): If you expend two uses of mythic power, the poison works on a number of attacks equal to half your tier before being discharged.

Prowess

The number of additional attacks of opportunity you can make is increased by your tier. These additional attacks of opportunity last until the beginning of your next turn.

Augmented: If you expend two uses of mythic power, you add your tier to attack and damage rolls made on attacks of opportunity.

Psionic Blast, Quas’thelin’s

Creatures that make their save are instead staggered for the duration of the effect.

Augmented: If you expend two uses of mythic power, the area of effect changes to a 30 foot radius blast centered on you and you can select which creatures in the blast area to be affected.

Psionic Lion’s Charge

You gain the trample universal monster ability. The amount of damage done by this trample ability is equal to your slam attack (or what a slam attack of your size category would be) + 1 ½ your Strength modifier. The DC for this ability is equal to 10 + ½ your HD + your Strength modifier + your mythic tier.

This trample ability negates the need to make overrun maneuver checks against opponents that are between your and your desired target, provided that the opponents are at least one size category smaller than you. Overrun maneuvers against opponents that are your size category or one size category larger than you get a bonus to the CMB check equal to your mythic tier.

Psionic Lock

Add your mythic tier to the DC of any lock present on the object; if the object has no lock, it can be opened with a DC 30 Strength check or DC 30 Disable Device check. If a creature tries and fails to open a door warded with this power, that creature takes 2d6 points of force damage (Reflex negates). This damage is subject to power resistance.

Psionic Revivify

The amount of time allowed after death to bring back a target is multiplied by ten.

Augmented (3rd): If you expend two uses of mythic power, the time allowed is instead measured in hours.

Augmented (6th): If you expend three uses of mythic power, the time allowed is instead measured in days.

Psionic Scent

The range of your scent ability doubles to 60 feet, 120 feet if downwind, and 30 feet if upwind. You can pinpoint a target by scent when you are within 10 feet. You add your tier to Survival checks to track by smell.

Psychic Bodyguard

The range increases to long (400 feet + 40 feet/level) and you are no longer stunned if you fail in the saving throw for your ally.

Psychic Chirurgery

Mythic psychic chirurgery removes mythic and non-mythic compulsions and charms. You can transfer knowledge of mythic powers, but the subject must be a mythic creature. A creature may only gain a number of mythic powers in this way equal to its mythic tier.

Psychic Crush

The bonus on the Will save is decreased to +2, the range is increased to 100 feet + 10 feet / level, and a creature that makes a successful Will save is also dazed for one round.

Augmented (5th): If you expend two uses of mythic power, any non-mythic creature targeted by mythic psychic crush does not get a save to negate the effect and falls to the ground unconscious and dying at -1 hit point. This is still a mind-affecting effect.

Psychic Drain

The number of power points drained from the foe increases to 3 power points per manifester level you have and the target is fatigued.

Augmented (5th): If you expend two uses of mythic power, you gain an equal number of power points to those drained from the target, or a number of power points equal to the ability damage dealt to the target creature.

Psychic Reformation

You can change out mythic path abilities or mythic feats gained the last time you gained a mythic tier. You can augment the power as normal, substituting mythic tier for character level.

Augmented (10th): If you expend 10 uses of mythic power, you can alter all options of character advancement, including class levels.

Psychofeedback

You can increase any ability score by using psychofeedback, not just the physical ability scores.

Augmented (5th): If you expend two uses of mythic power, the ability burn suffered is only half the increase, but you may not boost an ability score that suffers ability burn because of this use of mythic psychofeedback.

Psychokinetic Charge

The range increases to medium range (100 feet + 10 feet/level) and the bonus on the attack roll increases to +3.

Augmented (5th): If you expend two uses of mythic power, you can hurl up to your tier in willing creatures across the battlefield, although all must end within 30 feet of each other. Each affected creature may make an attack if they end adjacent to an enemy and are able to spend an immediate action.

Psychokinetic Sphere

Concentrating to move the sphere is reduced to a move action.

Augmented: If you expend two uses of mythic power, the sphere cannot be dispelled by non-mythic sources.

Psychoport

You may psychoport willing creatures within 5 feet times your mythic tier without needing to touch them. When rolling percentiles to see if you arrive on target, roll twice and take the better result.

Augmented: If you expend two uses of mythic power, all targets of the original psychoport return to their original point of origin after a predetermined period of time, up to one round per your mythic tier. Targets that are dead at the time of the return psychoport are not returned, nor is any equipment they might have.

Augmented (3rd): If you expend two additional uses of mythic power, you many psychoport one additional willing creature per 3 tiers.

Psychoport, Greater

You may teleport willing creatures within 5 feet times your mythic tier, without needing to touch them. In addition, if you are within 1 mile per manifester level of the destination, you can attempt to teleport into an area that is warded by a non-mythic effect that blocks teleportation, such as null psionics field, wrench, or similar by making a manifster level check with a DC of 15 plus the manifester level of the effect, adding your mythic tier to the manifester level check.

Augmented: If you expend two uses of mythic power, all targets of the power can teleport back to their point of origin after a time interval you specify, up to one round per mythic tier. Creatures that are dead at that point in time are not teleported back, nor are any items they carry.

Augment (3rd): If you expend three uses of mythic power, you may teleport one additional willing creature of any size per 3 mythic tiers.

Psychoport Trigger

The duration increases to 24 hours and you can spend a standard action to alter the criteria of the trigger at any point during the effect.

Augmented: If you expend two uses of mythic power, you can alter the destination of the psychoport when altering the criteria.

Psychoportation Circle

A mythic psychoportation circle has a radius of 10 feet, plus 5 feet per 5 mythic tiers. Add your mythic tier to the Perception and Disable Device DC to find or disarm the trap, as well as to the DC to dispel the mythic psychoportation circle.

Augmented (6th): If you expend three uses of mythic power, the mythic psychoportation circle allows two-way travel.

Psychosis

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).

Only mythic versions of psychic chirurgery, reality revision, or similarly powerful effects can remove mythic psychosis.

Quintessence

You create an additional number of ounces of quintessence equal to your tier. You are immune to the effects of large amounts of nearby quintessence on manifesting.

Read Thoughts

You add one-half your mythic tier to Sense Motive checks against any creature. If you are reading a creature’s surface thoughts at the same time you make this check, you add your mythic tier instead.

If a creature fails its saving throw, you can ask it one question per two manifester levels. This functions like speak with dead but represents mental probing and searching rather than literal questions and answers. The target gains a new saving throw after each question; if it succeeds, it is able to shut you out of its mind and you can no longer read its thoughts.

You can detect minds and read thoughts even through effects that block 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 clairsentience 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.

Reality Revision

When using mythic reality revision to duplicate another power, you can duplicate a mythic psionic power you know. If you don’t know the mythic psionic power, you can expend a second use of mythic power to duplicate the mythic version of the desired power.

You can also produce any one of the following effects that modify or replace effects listed in the non-mythic reality revision power description:

If you use mythic reality revision to remove injuries and afflictions, you can expend a number of uses of mythic power to remove that number of additional afflictions from all affected creatures.

If you use mythic reality revision to revive the dead, you can expend a second use of mythic power to negate the target’s permanent negative level from the resurrection.

Alter fate. By expending a second use of mythic power, you can manifest mythic reality revision as an immediate action before a 1d20 roll is attempted and choose what number you want to come up on the die.

Recall Agony

The power’s duration changes to one round per tier, but damage dealt in subsequent rounds is reduced by half of the damage from the prior round (round down, minimum 1).

Augmented (5th): If you expend two uses of mythic power, you may choose to affect a number of creatures up to twice your tier. All affected creatures must be in range.

Recall Death

Non-mythic creatures suffer a penalty on their save equal to your tier. The damage suffered on a successful save increases to 9d6 points of damage.

Augmented (5th): If you expend two uses of mythic power, a creature that makes its saving throw must make another saving throw against the effect the following round against the same DC.

Reconstruction

The number of hit points repaired doubles and mythic reconstruction can also target objects for repair.

Augmented: If you expend two uses of mythic power, the construct gains fast healing equal to your tier for one minute.

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

Reddopsi

Non-mythic powers count against the 15 power point limit at half the power points spent (round up). Add your tier to the number of power points worth of powers reversed (or half your tier to the number of spell levels reversed.) Powers that rebound upon a creature affected by a non-mythic version of reddopsi automatically affect that creature instead of rolling to determine the effect.

Regenerative Aura

The radius of the effect increases to 60 feet and the aura also heals your tier in ability damage each round.

Augmented (3rd): If you expend two uses of mythic power, you can choose which creatures are affected by the aura and which are excluded.

Remote View Trap

The damage dealt increases to 12d6 points of electricity damage (or half on a successful Will save.) If the observer fails the Will save, you are aware of the observer’s identity and location. For the purposes of psychoport, you are treated as having seen the location casually.

Remote Viewing

You can see and hear the target and its surroundings within 15 feet plus 5 feet for every three mythic tiers. You automatically succeed on any concentration check to manifest a power through the quasi-real viewpoint, although the mythic remote viewing still ends as normal. In addition, you can penetrate non-mythic protections from clairsentience with a manifester level check with a DC of 11 plus the manifester level of the protective effect. If the protective effect already allows such a manifester level check, you gain a bonus on the check equal to your mythic tier.

Augmented (3rd): If you expend three uses of your mythic power, the mythic remote viewing doesn’t end when you manifest a power through the quasi-real viewpoint and you can attempt to manifest other powers through the quasi-real viewpoint. The additional power’s level cannot exceed half your mythic tier and each additional power counts against the duration of mythic remote viewing as one additional minute per power level.

Resist Death

You gain immunity to all non-mythic death effects, and when targeted by a mythic death effect that allows a saving throw you can roll twice and take the better roll.

Augmented (3rd): If you expend two uses of mythic power, any undead creature and any creature delivering a death effect, energy drain effect, or negative energy effect by touch to you (including both normal melee attacks as well as melee touch attacks) takes feedback damage equal to your mythic tier (no save) with each touch.

Resist Toxin

You develop a resistance to the poisons in your system while the power delays their onset. Once the power expires, you gain a bonus equal to half your mythic tier to saving throws vs. any poisons in your system. Heal checks to treat poison and manifester level checks when using the augment options of resist toxin also gain this bonus.

Retrieve, Nimar’s

The weight limit of the item is doubled. If the object is in possession of a non-mythic creature, the creature automatically fails its saving throw.

Schism

The second mind has a manifester level of 4 lower than your own. In addition to purely mental actions, it can spend its standard action to take physical actions so long as they do not require any of the following: any part of the body that the primary mind immediately needs, making any skill checks, attack rolls or saving throws or removing or donning any equipment. Examples of what are allowed include touching and activating magical or psionic item, making physical contact for effects that are dependent on it, retrieving an item (provided that the primary mind does not need the appendage used to retrieve it), pressing buttons, continuing a conversation (provided that the primary mind does not need to speak), etc.

Augmented (3rd): If you expend two uses of mythic power, the second mind’s manifester level is 2 lower than your own.

Augmented (5th): If you expend three uses of mythic power, the second mind can also take a swift action.

Second Chance

You do not have to take the result of the reroll if it’s worse than the original roll. You add your tier to the reroll.

Augmented: If you expend two uses of mythic power, you gain one additional reroll during the duration of the effect for each tier you have achieved.

Sense Link

You can switch senses during the duration of the effect, do not need to maintain concentration to keep the effect active, and the power becomes dismissible.

Sensitivity to Psychic Impressions

You are able to see not just dream-like and shadowy, but crisp and clear. You learn the identities of the individuals in the scene and know their emotions at the time of the scene. You know precisely how long ago the particular scene occurred.

Augmented (3rd): If you expend two uses of mythic power, you can target a specific time for a particular location and witness the event that occurred closest to that time. Such a time must be identified as “two days ago at noon” or “on the last full moon that occurred on a winter solstice” and cannot be a vague description that might have multiple occurrences such as “when someone was murdered here.”

Shadow Body

The damage reduction gained increases to 15/magic and epic, the darkvision range is increased to 120 feet, and your movement speed is doubled while in shadow form.

Augmented (3rd): If you expend two uses of mythic power, you can become a two-dimensional shadow, passing through even the smallest crack or opening, except completely solid items.

Share Pain

Divide the damage to share as normal, but reduce the damage taken by each creature by your mythic tier (to a minimum of 1 point of damage taken by each creature in the bond.) There is no limit to how far the touched creature can move without ending the effect, although the effect cannot cross planar boundaries.

Share Pain, Forced

Instead of reducing the damage taken, you increase how much damage the target creature takes by your tier, to a minimum of 1 point of damage taken by you and all other damage taken by the target creature.

Sharpened Edge

Increase the target weapon’s critical multiplier by 1. This does not stack with the mythic version of the Improved Critical feat.

Shatter Mind Blank

The range of the burst increases to 60 feet and you add your mythic tier to the manifester level check to shatter the effects.

Augmented: If you expend two uses of mythic power, any non-mythic barred mind, mind blank, or personal mind blank in the affected area is automatically shattered without requiring a saving throw, power resistance check, or manifester level check. Mythic sources of these effects still gain their saving throw, power resistance check, and manifester level check to shatter.

Shrapnel Burst

You can shape the burst to ignore targets in the area and the range of the burst increases to 60 feet.

Augmented: If you expend two uses of mythic power, creatures that fail their save are also blinded for one round and the damage increases to d8 instead of d6.

Skate

If used on a creature, the targeted creature’s (or creatures’) land speed is increased by 30 feet. If used on an object, treat the object as having only one-twentieth its weight for the purpose of dragging it along the ground.

Augmented: If you expend two uses of mythic power, the duration increases to 10 minutes.

Slip the Bonds

You ignore the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

Slumber

The number of Hit Dice of creatures affected doubles and you can choose the order in which creatures are affected by the effect. Any effect that would automatically awaken a sleeping creature instead allows it to attempt a new Will saving throw to awaken.

Augmented (8th): If you expend three uses of mythic power, you can target all living creatures other than you that have 8 Hit Dice or fewer in a 1-mile radius centered on you. Creatures that fail their saving throws fall asleep for a number of days equal to your tier. You can select a number of creatures up to your tier to not be affected by the effect.

Solicit Psicrystal

Your psicrystal can maintain concentration of a number of powers equal to 1 + half your tier (minimum 1). When mythic solicit psicrystal ends, you can choose to regain concentration of any one power the psicrystal was maintaining, but must succeed on a concentration check to do so.

Steadfast Perception

Add your tier to Perception checks.

Augmented: If you expend two uses of mythic power, you reduce the chance to miss from concealment by 20% (to a minimum of 0%).

Stomp

The range of the effect increases to 40 feet and the nonlethal damage is doubled.

Augmented: If you expend two uses of mythic power, the affected area is treated as difficult terrain for one round per tier.

Augmented (3rd): If you expend three uses of mythic power, the damage dealt is lethal instead of nonlethal.

Strength of My Enemy

The Strength siphoned from different enemies is no longer tracked separately to determine your enhancement bonus. You may affect one additional manufactured or natural weapon for every two mythic tiers. Affecting each weapon in this is fashion a full-round action.

Suppress Compulsion

You automatically succeed on the manifester level check against any non-mythic charm or compulsion effects. You add your tier to the manifester level check against any mythic charm or compulsion effects.

Sustained Flight

The fly speed increases to 60 feet (or 40 feet if wearing medium or heavy armor, or if carrying a medium or heavy load), with an additional bonus on Fly checks equal to your mythic tier. You can cover 96 miles in an 8-hour period of flight (or 64 miles at a speed of 40 feet). You are treated as one size larger than your actual size for the purpose of being checked or blown away by strong winds.

Sustenance

While under the power’s effects, you do not need to breath or sleep. You must still spend time resting to regain power points, but the time required is reduced by half.

Swarm of Crystals

The damage dice of the power changes to d6 instead of d4.

Augmented (3rd): If you expend two uses of mythic power, you can choose a number of creatures equal to your mythic tier that are in the spread to not be damaged by the spray of crystals.

Synesthete

Your face need not be uncovered to use this power, so long as some portion of your skin is exposed. The exposed skin must be pointed in the direction of the light or sound to be felt.

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