3e SRD:Psychic

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This material is published under the OGL 1.0a.


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

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