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-Psionics of ConflictZones of Power Designer: Christen N. Sowards Editor: James Durchenwald Cover Art and Background: Michael Thom Graphic Design: Christen N. Sowards, James Durchenwald Playtesters: Aaron Gulledge, Donald J. Decker, James Durchenwald, Matt Groen, Michael Lefavor, Orion Peterson, Shawn Rhoades, Vanessa Moon Compatibility with Psionics Unleashed requires Psionics Unleashed: Core Psionics System from Dreamscarred Press. See http://dreamscarredpress.com for more information on Psionics Unleashed. Dreamscarred Press does not guarantee compatibility, and does not endorse this product. Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission. Lost Spheres Publishing, ©2013 For bonus content follow us on Facebook: http://www.facebook.com/LostSpheresPublishing

Introduction

It should be noted that while game-changing, these powers are balanced against similar effects taking into consideration the above limitations of zones.

Psionic characters vary from most other classes in the Pathfinder RPG by the origins of their powers. The wellspring of the self and the ties to our own ancient traditions evoke a sense of awe and personal ownership in these beings.

What about Power Resistance? Zones are intended to create supernatural areas of energized aura. As such zones are not intended to allow Power Resistance. Balance considerations rely on movement and zone visibility to allow enemies to avoided unwanted zones. Some GMs may wish to consider allowing checking for PR upon a creature’s entry to a zone.

A principle concept of the mythic and cultural traditions influencing psionics is that of the aura. In game terms, an aura is an emanation of energy surrounding the character in a supernaturally meaningful way. This product expands upon the idea of the aura to introduce a new psionic power group-the psionic zone. This concept allows characters the ability to manifest a charged aura granting specific game effects.

Psionics of Conflict - Zones of Power:

Roleplaying, Rules & Balance Notes: Psionic Zones

Battlefield Manifestation Zone

Powers like the ones in this supplement can change the entire nature of how a character feels and functions. The impact of this product can change the flow of an entire campaign. This is absolutely intentional.

Discipline: Metacreativity (Creation) Level: Cryptic 3, psion/wilder 3, marksman 3, psychic warrior 3, tactician 3 Display: Visual, Aural Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: 5

Psionic zones are emanations of power with specific game effects. While each zone is carries a specific effect, all are bound by some simple commonalities: 1. Zones are visual. All zones have a visual display. Even if a character doesn’t understand the zone, he or she can still see and react to its presence. This also means that psionic characters manifesting one will become uncharacteristically targetable.

You create a zone of drifting ectoplasmic streamers that obscure both sight and movement. Often the streamers emit a crystalline ring as they touch one another. All creatures, except the manifester, within the zone are considered to have cover from any other creature attempting to attack them. Additionally creatures are restricted in movement as by hindering terrain. As with all zones, the area moves with the manifester who is not hampered by its presence. A psion may make a GM approved Craft skill check to change the appearance of the streamers on manifestation.

2. Zones are indiscriminate. This means that foes can benefit from a positive effect or avoid a negative effect by movement. Extra energy must be expended to shape a zone otherwise the emanation blossoms forth like shining light from the character’s aura. They also require actions to dispel. Zones do not allow saving throws. 3. Zone are mobile. When a manifester moves his or her zones always move with them. This means repositioning of the zone for tactical reasons is possible, but also that interesting tactical choices will interact with the zone every round despite their passive nature.

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round.

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3. If you spend 4 additional power points, creatures in the zone gain total concealment from creatures attempting to attack them, and may only move 5’ per move action spent to move in the zone.

gravity exchanged for planar thought travel and other game changing side effects.

Usage Notes: The ability to control a battlefield is long acknowledged as a key component of successfully waging war. The character who masters this ability controls key tactical elements and greatly inhibits creatures offensive powers. Shaped channels in the zone can be used to provide protected exit routes for allies to escape or reposition.

Empathic Transfer Zone Discipline: Telepathy [Mind-Affecting] Level: Dread 2, psion/wilder 4, psychic warrior 3, vitalist 3 Display: Mental, Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: Dread 3, psion/wilder 7, psychic warrior 5, vitalist 5

Dimensional Interface Zone Discipline: Psychoportation [Various] Level: Nomad 6, cryptic 6 Display: Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: 11

You unleash a crimson aura of damage dispersion that causes all creatures around you to share the burden of your damage, reeling with hungry whispers in their mind. Upon the first damage you take each round, roll a 1d6. The creatures in your zone take damage equal to this roll. The total points inflicted to creatures in your zone are then subtracted from any damage you would take.

You reach across dimensional membranes, selecting an extraplanar location to channel. A mirror like ring encloses the area where pulses of energies from the target plane ripple outward. For the duration of the power, your zone emulates the planar traits of the targeted extraplanar area. Effects such as alignment bias, gravity and magical interactions are copied. Other effects as determined by the GM may be mirrored as well. This power gains alignment or elemental descriptors as appropriate to the target extraplanar area. Planes do not properly interact outside the zone and thus more volatile planar juxtapositions do not have unfortunate side-effects. You may include or exclude yourself in the zone.

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 2 additional power points, this powers affects against an additional attack within each round in order of damaged received. 4. If you spend 2 additional power points, this powers inflicts an additional 1d6 to each creature within the zone. Usage Notes: From forced peace to last stand this power allows one character a fighting chance against great numbers. A particular boon to the fear driven Dread, the zone is sure to scatter foes swiftly before you.

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 4 additional power points, the effect of the zone lasts for 10 minutes/level. Usage Notes: This power represents a rare and powerful understanding of planar energies allowing the character to gain tactical advantage or aid allies by suppressing elements of the current planar environment. Fiery realms can be made safely cool,

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Energy Amplification Zone

Your zone gains a pool of 10 temporary hit points. Any creature damaged with in your zone may first subtract points from this pool before taking actual damage. You may choose to benefit from your own zone.

Discipline: Psychokinesis Level: Kineticist 2, psion/wilder 3, psychic warrior 3 Display: Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: Kineticist 3, psion/wilder 5, psychic warrior 5

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 1 additional power points, this power zone’s pool has an additional 10 temporary hit points.

You unleash an aura of energy amplification that causes all energy attacks of a descriptor you choose around you to intensify the damage they deal. Your zone manifests swirling eddies of the energy type you select waiting to interact with other energy effects. Each successful energy attack of the selected descriptor deals an additional 1d6. This power gains the descriptor of any energy type you select. You may benefit from this zone if you wish.

Usage Notes: Best used to protect innocents or parties from early combat area attacks, this zones effectiveness becomes rapidly limited without shaped holes as enemies closing for melee quickly take advantage of the shared life energies.

Necrotic Corruption Zone

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 2 additional power points, this powers affects an additional energy descriptor. 4. If you spend 2 additional power points, this powers adds an additional 1d6 of bonus damage to each appropriate attack.

Discipline: Psycometabolism Level: Dread 2, psion/wilder 3, psychic warrior 3, vitalist 3 Display: Olfactory, Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: Dread 3, psion/wilder 5, psychic warrior 5, vitalist 5

Usage Notes: This power allows the psion to interact with other party members in a support roll allowing allies with energy spells and weapons to gain greater effectiveness.

You unleash an pale yellow-green aura of negative energy that causes all around you to suffer greater wounds. Each time damage is taken within your zone, it deals 1d6 of negative energy damage. This damage is from the weakening of their flesh and life force. The fragility of flesh causes each wound to also gain 1 point of bleed. You may choose to be immune to your own zones effect. Constructs are immune to this zone. Undead in this zone gain Fast Healing 1.

Lifeforce Flare Zone Discipline: Psycometabolism Level: Psion/wilder 3, psychic warrior 3, vitalist 3 Display: Mental, Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: 5

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 2 additional power points, this power inflicts another 1d6 of negative energy damage per attack. 4. If you spend 1 additional power points,

You cause a swelling of warm, luminous gold sheets of positive energy around you creating a pool of collected life energy that protects those in your zone.

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Probability Distortion Zone, Hostile

this powers inflicts an additional 1 point of bleed damage per wound. Usage Notes: Another power favoring the dread and psionic warriors who charge foes head first. This power’s capacity to inflict long term damage should not be over looked. Multiple hits from even relatively weak opponents can result in significant bleed due to the cumulative nature of such attacks.

Discipline: Clairsentience Level: Dread 2, psion/wilder 3, psychic warrior 3, seer 2, tactician 3 Display: Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: Dread 3, psion/wilder 5, psychic warrior 5, seer 3, tactician 5

Probability Distortion Zone, Defensive

You gaze through reality with a strength of will and focus probability through the power of your observation. You bias probability to inflict creatures in your zone with a -1 insight penalty to all saving throws and AC. You are immune to your own zone’s effect. Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 3 additional power points, this power’s penalty increases by 1.

Discipline: Clairsentience Level: Marksman 2, psion/wilder 3, psychic warrior 3, seer 2, tactician 3 Display: Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: Marksman 3, psion/wilder 5, psychic warrior 5, seer 3, tactician 5 You gaze through reality with a strength of will and focus probability through the power of your observation. You bias probability to add resistance and safety to those in your zone granting a +1 insight bonus to all saving throws and AC. You may gain the benefits of your own zone.

Usage Notes: The negative karmic twin of the above power allows similar characters to punish foes closing in on them in melee. Additionally, those recognizing the power manifestation may avoid the psionic’s negative aura allowing him or her to influence battefield movement.

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 3 additional power points, this power’s bonus increases by 1.

Probability Manipulation Zone Discipline: Clairsentience Level: Cryptic 4, psion/wilder 4, psychic warrior 4, seer 3, tactician 4 Display: Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) until discharged. Power Points: Cryptic 7, psion/wilder 7, psychic warrior 7, seer 5, tactician 7

Usage Notes: The ability of the seer and tactician to augment the defensive abilities of the party make this zone’s ability a natural fit to their suites. Its presence can also allow tacticians to conserve strategy usage. Zones like this also allow summoned creatures and astral constructs to benefit even entering combat after the zone’s manifestation.

You gaze through reality with a strength of will and focus probability through the power of your observation. You gain the ability to reactively change probability for the duration of this power, causing

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a d20 roll to be re-rolled within your zone as an immediate action. Once a re-rolls is made this power is discharged and ends.

Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/ pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 1 additional power points, the effect excludes one 5’ square per round. 3. If you spend 2 additional power points, this power gains an additional re-roll. The power now ends when all re-rolls are used.

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Usage Notes: The extreme of the probability zones, this power is an excellent early combat zone that will allow tactical surprises for the character at any point later to the greatest effect of the moment.

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Warp Strike Zone Discipline: Psychoportation (Teleportation) Level: Dread 3, nomad 3, psychic warrior 3, tactician 4 Display: Visual Manifesting Time: 1 standard action Range: 30’ emanation centered on you. Target: You Duration: 1 round/level (D) Power Points: Dread 5, nomad 5, psychic warrior 5, tactician 7 You distort space in your zone in a manner to make all creatures in your zone threatened by your reach and targetable with touch attacks. Your control of this ability is such that you are not at risk to be threatened outside of normal spatial relations. Augment: 1. If you spend 2 additional power points, the effect of this power extends the emanation by an additional 30’. 2. If you spend 2 additional power points, the effect also allows one additional 5’ square per round to threaten all squares within the zone. 3. If you spend 4 additional power points, the effect also allows you to select a single 5’ square that you or another creature benefiting from your zone can be considered attacking from within your zone. Usage Notes: The elocator and nomads that master this power become controllers of whole new levels of tactical interaction.

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