Mythic Psionic Powers (T-Z)

Telekinetic Force

The duration of this power changes to 1 round per level. You may spend a move action to use the move effect of the power. When using the move effect, you can move a number of objects up to your tier. These must be in the same square and together must weigh no more than the weight limit of the power. Using the thrust effect ends the power, but the weight restriction increases to 50 pounds per manifester level (maximum 750 pounds).

Telekinetic Maneuver

The duration of this power changes to 1 round per level. You may spend a move action to use a combat maneuver on a target.

Telempathic Projection

The subject’s attitude toward you is improved by two steps in a positive direction.

Augmented (3rd): If you expend two uses of mythic power, you can also alter the subject’s attitude toward another creature by two steps in a negative direction. For instance, causing a target that’s indifferent to another creature to become hostile.

Temporal Acceleration, Willian’s

Select a number of creatures equal to half your tier or fewer within close range (25 feet + 5 feet per 2 manifester levels). Mythic temporal acceleration has the same effect on these creatures as it does on you, allowing them to act for the same number of rounds of apparent time that you can. You and these creatures can all interact with one another normally while time appears to be stopped.

Augmented (10th): If you expend three uses of mythic power, the duration increases to 1 hour per level of apparent time. You and other affected creatures gain no benefit from rest or sleep while the effect is active.

Thicken Skin

You also gain DR/psionic equal to the double the enhancement bonus the power provides to your natural armor bonus.

Augmented (6th): If you expend two uses of mythic power, the power grants DR/epic rather than DR/psionic.

Thought Shield

Add your mythic tier to the power resistance gained. Once during the power’s duration, you can

Augmented: If you expend two uses of mythic power, any creature that targets you with a mind-affecting power for the duration of mythic thought shield must make a save against the save DC of the effect targeting you (DC 12 + your key ability modifier if the effect allows no save) or be stunned for one round.

Time Hop

The Wisdom DC to end the effect prematurely is increased by your mythic tier. Upon returning, the target must make a Will save or be confused for 1 round.

Time Hop, Mass

You can target unwilling creatures to be hopped forward in time, but a Will save negates the effect. Unwilling creatures get an additional save every hour to return. You may additionally affect a number of unattended objects equal to your tier, each weighing up to 300 pounds.

Time Regression

You gain an insight bonus equal to your tier for all rolls during the relived round.

Augmented: If you expend two uses of mythic power, you do not suffer any ability damage for using mythic time regression.

Timeless Body

Add your tier to the number of rounds the effect ends. You can dismiss it as a free action.

Augmented: You can choose which effects work on you and which don’t.

Tornado Blast, Willian’s

The radius increases to 80 feet and any creature that fails its save is knocked prone by the blast.

Augmented: If you expend two uses of mythic power, the effect deals damage using d10 instead of d6.

Augmented (5th): If you expend three uses of mythic power, the duration becomes one round per level and you can choose a new target each round as a standard action. The area of effect moves to the new target each round.

Touchsight

The range of the telekinetic field doubles and grants you a bonus equal to your tier on attack rolls made against any creature within range.

Augmented: If you expend two uses of mythic power, you can penetrate through walls and other solid objects except lead.

Tower of Iron Will

Add your mythic tier to the power resistance against non-mythic mind-affecting effects.

Augmented: If you expend two uses of mythic power, you add your tier to power resistance against mythic mind-affecting effects.

Trace Psychoport

You are able to detect the manifester level of the source of the teleportation and the number of creatures that were affected by the teleportation. You are able to psychoport to the location without chance of mishap.

Augmented (5th): If you expend two uses of mythic power, you are able to tap into residual energy that created the teleportation effect. You teleport to the location traced without chance of mishap.

Trigger Power

Add your mythic tier to the maximum power level you can use on the triggered power. You can choose to invoke a triggered power as a swift action at any point during the duration of the effect. As full-round action, you can alter the conditions required to cause the triggered power to go into effect.

Augmented (3rd): If you expend two uses of mythic power, you can manifest mythic trigger power even if you already have a triggered power waiting to trigger without ending the other manifestation of mythic trigger power.

True Creation

You may choose to increase the duration of the vegetable matter, stone, crystal, or base metal items you create to 1 day/level, precious metals or gems to 1 hour/level, or rare metals to 1 minute/level; or you may increase the volume of material created to 10 cubic feet per level. Add your mythic tier to Craft checks to make complex items. You do not suffer ability burn for objects worth less 1,000 gp.

Augmented: If you expend two uses of mythic power, you can increase the duration and the volume of material as described above.

True Metabolism

Add your tier to the number of hit points healed per round. Severed body parts automatically regrow without having to be reattached, even if severed years prior to manifesting the power. Regrowing severed limbs does not stop the healing per round as it does for the non-mythic version of the power.

Augmented (4th): If you expend two uses of mythic power, you are immune to poisons and diseases, heal one point of ability damage each round, and add half your tier to Fortitude saves.

Truevenom

The poison lasts for an additional number of attacks equal to half your mythic tier before being discharged.

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.

Truevenom Weapon

The poison lasts for an additional number of attacks equal to half your mythic tier before being discharged.

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.

Ubiquitous Vision

The bonus on Perception checks increases to +6, while the penalty against gaze attacks decreases to -2.

Ultrablast

The radius increases to 30 feet. Creatures that fail the Will save are dazed for one round.

Augmented (3rd): If you expend two uses of mythic power, the power instead deals 1d10 points of damage for each 1d6 points of damage it would have dealt.

Unravel Psionics

The duration increases to 10 minutes per manifester level. The chance to destroy a null psionics field increases to 2% per manifester level.

Upheaval

The radius of the effect doubles and the damage increases by 1d6 points of bludgeoning damage for each mythic tier you possess.

Augmented (5th): If you expend two uses of mythic power, the duration becomes one round per level and you can target an area as a standard action.

Vampiric Blade

Additional damage from a high Strength score does count toward the amount of healing you receive.

Augmented: If you expend two uses of mythic power, you receive an additional amount of healing from attacks with your affected weapon equal to your tier.

Augmented (3rd): If you expend three uses of mythic power, any healing you would receive from your claws that exceeds your maximum number of hit points is instead gained as temporary hit points.

Vigor

Double the number of temporary hit points gained. Once during the power’s duration, you can convert the temporary hit points into half that number of hit points of damage healed. Converting temporary hit points in this fashion ends the effect.

Augmented (3rd): If you expend two uses of mythic power, your temporary hit points regenerate at a rate equal to half your tier each round. This only restores the temporary hit points up to the total number of temporary hit points when the power was manifested and does not count as regeneration or fast healing.

Wall of Ectoplasm

If the wall has one or more sections breached, it will repair one 5-foot section of your choice each round. As a move action, you can alter the location of the wall, moving it up to 5 feet per mythic tier, but the path the wall moves must be unimpeded or the attempt to move the wall fails at the point of impediment.

Augmented (3rd): If you expend two uses of mythic power, the wall becomes sticky to the touch. Anyone touching the wall must make Reflex save or become entangled. As a swift action, you can release anyone entangled by the wall.

Wall Walker

You do not need to maintain contact with the wall or ceiling to not fall. You are able to run while under the effects of mythic wall walker.

Augmented (3rd): If you expend two uses of mythic power, you may jump from one surface to another, such as floor to wall, wall to ceiling, or even floor to ceiling. If jumping across a distance, such as a high ceiling or walls that are more than 5 feet apart, the distance traveled by the jump counts toward your movement and still provokes attacks of opportunity.

Weapon of Energy

The additional energy damage is increased to 2d6 points of damage and you add your mythic tier to damage on critical hits made with the affected weapon.

Wither

Add half your mythic tier to the DC to halve the damage. In addition, an affected creature that fails its save is knocked prone.

Augmented: If you expend two uses of mythic power, this power can be used as a ranged touch attack instead of a melee touch attack, with a range of 30 feet.

Wrench

You may add your mythic tier to manifester level checks to overcome the power resistance of non-mythic creatures. In addition, if the target attempts to use any form of extradimensional travel, it becomes entangled for a number of rounds equal to your mythic tier (no save). If you target a non-mythic incorporeal creature with this power, it loses the ability to pass through solid objects or creatures and takes full damage from magical effects and magical weapons, rather than half damage.

Augmented (2nd): If you expend two uses of your mythic power, you can target one additional creature per two mythic tiers.

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