3e SRD:Psychic

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL 1.0a.

Psychic[edit]

A psychic weapons power depends on its wielder. In the hands of a nonpsionic creature, it possesses the qualities of a mundane weapon of its type. When wielded by a psionic creature, however, the weapons abilities are revealed and become functional, based on the wielders current power point reserve. The enhancement bonus and special abilities noted below do not stack: A wielder with 15+ power points doesn't also have access to powers revealed at lower reserves.

Available abilities cannot exceed a +2 bonus to market price, as noted below. The DM chooses or rolls randomly on Table: Melee Weapon Special Abilities. Once a bonus ability is revealed, it is locked in.

Power Point Enhancement

Reserve Bonus Special Ability

1+ +1 None

5+ +1 One +1 bonus ability

15+ +2 One +1 bonus ability

30+ +2 Two +1 bonus abilities

50+ +3 Two +1 bonus abilities

80+ +3 Two +1, one +2 bonus abilities

130+ +4 Two +1, one +2 bonus abilities

Manifester Level: 18; Prerequisites: Craft Psionic Arms and Armor, emulate power, metaphysical weapon, and powers specifically imprinted; Market Price: +5 bonus.



Back to Main Page3e Open Game ContentSystem Reference DocumentPsionic Items

Padlock.png This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is part of the 3e System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
Home of user-generated,
homebrew pages!


Advertisements: