Seraph Psionic Powers
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The City of 7 Seraphs
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Inertial Hull Plating

Discipline psychokinesis [force]
Level gifted blade 3, psion/wilder 3, psychic warrior 3
Manifesting Display Visual; see text
Range object
Target one ship
Duration 1 hour/level (D)
Power Points 5
Functions as inertial armor but the bonus is applied to the ship's AC rather than the caster. Creatures on deck do not receive this bonus, only the ship itself. Just like inertial armor, the manifester controls the visual appearance of inertial hull plating. However when invisible it can still be detected on a DC 20 Perception check.
Augment
For every 3 additional power points you spend, the armor bonus to the ship's Armor Class increases by 1.

Infuse Akasha

Discipline clairsentience
Level cryptic 1, dread 1, psion/wilder 1, psychic warrior 1, tactician 1
Manifesting Display Olfactory, Visual
Range touch
Target one veil
Duration 1 minute
Power Points 1
You visualize the path of akashic energy flowing into a veil. It is invested with 1 tempoary point of essence. The veil’s essence capacity increases by 1.
Augment
For every 2 additional power points you spend increase duration by 1 minute or temporary essence by 1.

Planar Habituation

Discipline psychometabolism
Level aegis 5, cryptic 5, psion/wilder 6, psychic warrior 6, tactician 6, vitalist 6
Manifesting Display Visual
Manifesting Time 1 standard action
Range Personal
Target You
Duration 1 hour/level (D)
Power Points 9
You must choose a plane of existence when manifesting this power. You gain all the effects of adapt body while on that plane. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). Planar habituation has no effect when manifested on your native plane.

Planar Habituation, Mass

Discipline psychometabolism
Level aegis 6, cryptic 6, psion/wilder 7, psychic warrior 7, tactician 7, vitalist 7
Manifesting Display Olfactory, Visual
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Power Points 10
This power functions like planar habituation, except as noted above.

Precognition, Ship's Tactical

Discipline clairsentience
Level cryptic 1, dread 1, gifted blade 1, marksman 1, psion/wilder 1, psychic warrior 1, sighted seeker 1, tactician 1
Manifesting Display Olfactory, Visual
Range touch
Target one ship
Power Points 1
Your awareness extends a fraction of a second into the future, allowing your ship to better evade an opponent’s blows. Your ship gains a +1 insight bonus to AC and on all saving throws.
Augment
You can augment this power in one or both of the following ways.

  • For every 3 additional power points you spend, the insight bonus gained increases by 1.
  • If you spend 6 additional power points, you can manifest this power as a swift action.

Psychic Vibrations

Discipline telepathy [mind-affecting]
Level cryptic 2, psion/wilder 2, tactician 2, sighted seeker 2, vitalist 2
Manifesting Display Mental
Range personal
Target you
Duration 1 round/level
Power Points 3
Your awareness expands allowing you to perceive what occultists term psychic energies. You gain access to psychic skill unlocks as though you possessed the Psychic Sensitivity feat.
Augment
You can augment this power in the following way.

  • For every 3 additional power points you spend, you gain a +1 insight bonus to your roll when using psychic skill unlocks.

Starmind

Discipline clairsentience
Level cryptic 6, psion/wilder 6, psychic warrior 6, sighted seeker 6, tactician 6
Manifesting Display Olfactory, Visual
Range touch
Target one ship
Duration 1 hour/level
Power Points 11
Your awareness taps into the network of psionic energy that links all living worlds on the material plane. You gain a +4 insight bonus to your ship's AC, CMD, and saving throws, as well as on all drive checks made to navigate between planets or star systems. These effects do not stack with those provided by Ship's Tactical Precognition.
Special This power only works on the material plane in the space between worlds or the Void between Spheres. The effect ends automatically upon entry into a world's atmosphere.
Augment
You can augment this power in one or both of the following ways.

  • For every 3 additional power points you spend, the insight bonus gained increases by 1.
  • If you spend 6 additional power points, you can manifest this power as a swift action.

Thought Shield, Offensive

Discipline telepathy [mind-affecting]
Level dread 3, gifted blade 3, psion/wilder 3, psychic warrior 3, tactician 3
Manifesting Display Auditory, Visual
Range personal
Target you
Duration 1 round/level
Power Points 5
Your mental fortifications strike back at attempts to access your mind as thought shield. Those who fail to beat the power resistance take 2d6 + your choice of Charisma, Intelligence, or Wisdom bonus in damage from mental feedback. There is no saving throw against this damage.
Augment
For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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