Dueling Ground

Psychoportation (Teleportation)
Level: Nomad 7, psychic warrior 6
Display: Vi
Manifesting Time: 1 standard action
Range: Touch
Targets: You and touched creature OR you (see text)
Duration: 5 rounds (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: Nomad 13, psychic warrior 11

If the touched creature fails a Will save, you and that creature are teleported to a psychoplane coexistent with the plane you were on. The plane spans a 40 foot radius sphere centered on where this power was manifest, and looks like the area you were previously in, though slightly out of focus, as if in a dream. At the boundary of this plane there is a shimmering energy field through which you can observe the events going on in the plane you were on normally, though neither you nor the touched creature can physically cross this barrier. In addition, teleportation effects cannot cross the barrier unless they are normally capable of crossing planar barriers (such as psionic plane shift). Creatures from the outside world that would appear within this barrier instead appear as a translucent shimmering outline of themselves, completely incapable of interacting with you. Back in the real world, observers see a similar shimmering outline of you and the touched creature out of the corners of their eyes for the duration of the power. No material effect can affect a psychoplane – treat it in most regards as a nondimensional space.

A successful dispel psionics targeted on these shimmers transports you and the touched creature back to the plane you were on, in your corresponding locations (movement in the psychoplane is reflected in the real world), as does dismissing the power. If at any point only one creature remains conscious in the psychoplane, everyone within is immediately transported back to the plane on which the power was manifested, appearing in corresponding locations. If you leave the psychoplane, all other occupants are shifted back to their corresponding locations and the power ends. When manifesting dueling ground adjacent to an existing shimmer (that is, adjacent to where a psychoplanar duelist would be were he on your plane), you may choose to transport yourself into the corresponding location on the existing psychoplane; dueling ground manifest this way cannot be augmented.

Nomads who manifest this power can aesthetically change the appearance of the psychoplane, though it retains the major terrain features of the area in which it was manifested. Many nomads choose to add features that mimic their dreams or nightmares. In addition, nomads who manifest this power may choose to infuse themselves and all occupants with the power of their minds rather than that of their bodies. Creatures within the psychoplane must replace their Strength and Constitution scores (if any) with their Intelligence score (or Charisma score if they are mindless) if the nomad chooses so for as long as they remain in the psychoplane. Those who enter the psychoplane by manifesting dueling ground (including
the original manifester) may choose to be affected by this replacement or not, at their option.

Augment: This power may be augmented in one or more of the following ways:

  • If you spend 4 additional power points, all creatures in the psychoplane are subject to a psionic dimensional anchor effect, and may not leave via planar teleportation effects such as psionic plane shift In addition, planar teleportation effects cannot be used to enter the psychoplane, though creatures manifesting dueling ground on a shimmer can still enter normally.
  • For every additional power point you spend, this power may affect an additional touched creature.
  • If you spend 2 additional power points, you may alter a psychoplane you create to be artificially hostile to those you consider enemies. This may take whatever aesthetic form you please – grasping tree branches, a rain of crystalline brimstone, an atmosphere of lethal gas, or other effects – but always amounts to 1d8 points of damage per round to all your enemies within the psychoplane. Every 2 additional power points spent beyond this initial investment increases the damage by +1d8 per round.
  • In addition, for every 2 power points spent to achieve any of these effects, increase the save DC by 1.
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