Author Topic: [PoC] Spellcasting and Alternative Magic Systems  (Read 1340 times)

Garryl

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[PoC] Spellcasting and Alternative Magic Systems
« on: June 29, 2017, 04:41:44 PM »
Spellcasting and Alternative Magic Systems
While technology is often presented as being at odds with magic in fiction, the cybernetics rules are designed to be wholly compatible with traditional Dungeons and Dragons magic. Below are presented a variety of new spells, powers, infusions, and invocations to allow spellcasters and manifesters to better interact with cybernetic characters and futuristic campaigns.



New Spells
The spells introduced in this chapter are designed for use in cybernetic campaigns.

Assassin Spells
(click to show/hide)

Bard Spells
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Cleric Spells
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Druid Spells
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Sorcerer/Wizard Spells
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New Domains
The domains introduced in this chapter are designed for use in cybernetic campaigns.

Computer Domain
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Cybernetics Domain
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New Powers
The powers introduced in this chapter are designed for use in cybernetic campaigns.

Psion/Wilder Powers
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Psion Discipline Powers

Egoist (Psychometabolism) Discipline Powers
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Kineticist (Psychokinesis) Discipline Powers
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Nomad (Psychoportation) Discipline Powers
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Seer (Clairsentience) Discipline Powers
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Shaper (Metacreativity) Discipline Powers
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Telepath (Telepathy) Discipline Powers
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Psychic Warrior Powers
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New Mantles
The mantles introduced in this chapter are designed for use in cybernetic campaigns.

Cybernetics Mantle
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New Infusions
The infusions introduced in this chapter are designed for use in cybernetic campaigns.

Artificer Infusions
(click to show/hide)
« Last Edit: June 29, 2017, 04:46:39 PM by Garryl »
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(Continued) [PoC] Spellcasting and Alternative Magic Systems
« Reply #1 on: June 29, 2017, 04:45:02 PM »
Burglar's Buddy
Abjuration/Illusion (Glamer)
Level: Assassin 2, Bard 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: No

This spell suppresses all mechanical or electronic intrusion alarms and alarm sensors in the affected area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices continue to send whatever image they were photographing the moment when the spell was cast.

The target upon which the emanation is centered is allowed a saving throw upon casting. On a success, the spell is negated.

Objects that are allowed saving throws can make one when they first enter the emanation, the result of which determine whether or not they are affected for the remainder of the casting.

Burglar's buddy counters and dispels alarm.

Material Component: A camera lens cover.



Dataread
Divination
Level: Assassin 1, Bard 1, Cleric 1, Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Touched machine-readable data
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You run your finger over any machine-readable data source (a barcode, a computer disk, a CD, magnetic tape, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a music CD, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.

The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.



Degauss
Transmutation
Level: Assassin 1, Bard 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched object
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes

By touching a single device that contains electronic files, such as a computer, external hard drive, CD-ROM, or magnetic disk, you erase all files on that device. The device is rendered empty of data.



Detect Cybernetics
Divination
Level: Artificer 1, Bard 1, Cybernetics 1, Sor/Wiz 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level
Saving Throw: None
Spell Resistance: No

You can sense the presence of cybernetics. The amount of information revealed depends on how long you study a particular area or subject. The types of cybernetic effects that this spell detects and the strengths of their auras are indicated on the table below.

Detect cybernetics does not detect cybernetic creatures in and of themselves, but it can detect active modules that activators usually have and systems and other energy receptacles with energy allocated to them.

1st Round
Presence or absence of cybernetic auras.

2nd Round
Number of cybernetic auras in the area and the strength of the most potent aura present (see the table).

3rd Round
The strength and location of each aura. If an aura is outside your line of sight, you can discern its direction but not its exact location. You can use the Computer Use and Spellcraft skills to glean more information about the auras you detect. See the skill descriptions for details.

Aura Strength
An aura’s power depends on an energy receptacle's amount of allocated energy or an item’s activator level. If an aura falls into more than one category, detect cybernetics indicates the stronger of the two.

Table: Detect Cybernetics Aura Strength

Effect or Object
Aura Power
No AuraFaintModerateStrongOverwhelming
Active module (energy allocation)Suppressed3 or less4-67-910 or more
Cybernetic item (activator level)Suppressed5th or lower6th-11th12th-20th21st or higher
Other energy receptacle (energy allocation)0 or less1-34-67-910 or more

Lingering Aura
A cybernetic aura lingers after its original source dissipates (in the case of a module or cybernetic spell) or is destroyed (in the case of a cybernetic item). If detect cybernetics is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Table: Detect Cybernetics Lingering Aura
Original StrengthDuration of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6x10 minutes
Overwhelming1d6 days

Each round, you can turn to detect cybernetics in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect cybernetics can be made permanent with a permanency spell, as per the detect magic spell.



Disrupt Modules
Evocation [Cybernetic]
Level: Artificer 4, Cybernetics 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes

Make a dispel check against each active module that the subject possesses (1d20 + your caster level, maximum +15, against a DC of 11 + the module's activator level). Each module that you succeed against is suppressed for the duration of this spell.

Energy: For each point of energy allocated to this spell with the Energized Spellcasting feat, the duration of this spell is increased by 2 rounds.



Disrupt Modules, Mass
Evocation [Cybernetic]
Level: Artificer 6, Cybernetics 6, Sor/Wiz 7
Target: Up to 1 creature/level within a 20-ft.-radius burst

This spell functions as the disrupt modules spell, except as noted above. The maximum bonus on the dispel check is +25 (instead of +15).

Energy: Mass disrupt modules shares energy allocation with the disrupt modules spell.



Enable Core Socket Access
Transmutation [Cybernetic, Socket Access]
Level: Cybernetics 9

This spell functions as the enable greater socket access spell, except that it can also be used to grant access to the Core socket instead of only a Least, Lesser, or Greater socket.

Energy: If you have allocated at least 5 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.

Enable core socket access shares energy allocation with all other Socket Access spells.



Enable Greater Socket Access
Transmutation [Cybernetic, Socket Access]
Level: Artificer 6, Cybernetics 7, Sor/Wiz 8

This spell functions as the enable lesser socket access spell, except that it can also be used to grant access to a Greater socket (Helmet, Shielding, or Support) instead of only a Least or Lesser socket.

Energy: If you have allocated at least 4 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.

Enable greater socket access shares energy allocation with all other Socket Access spells.



Enable Least Socket Access
Transmutation [Cybernetic, Socket Access]
Level: Artificer 3, Cybernetics 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

One subject gains the ability to attach modules to any one Least socket (Feet, Hands, or Visor), chosen when this spell is cast. This does not grant the subject the ability to attach more modules to his or her sockets than normal.

A given creature can benefit from the effects of only one Socket Access spell at once. Multiple castings do not stack. Only the most recent applies.

Energy: If you have allocated at least 2 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.

Enable least socket access shares energy allocation with all other Socket Access spells.



Enable Lesser Socket Access
Transmutation [Cybernetic, Socket Access]
Level: Artificer 5, Cybernetics 5, Sor/Wiz 6

This spell functions as the enable least socket access spell, except that it can also be used to grant access to a Lesser socket (Arms, Back, or Utility) instead of only a Least socket.

Energy: If you have allocated at least 3 points of energy to this spell or any other Socket Access spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen socket does not count against his or her limit of socket attachments.

Enable lesser socket access shares energy allocation with all other Socket Access spells.



Energy Purge
Evocation
Level: Artificer 1, Assassin 2, Sor/Wiz 2
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

By delivering a jolt of magical energy to your target, you momentarily overload his cybernetic devices, causing all energy he has currently allocated (with some exceptions; see below) to return to his energy pool as if the target had set his energy allocation to 0. This doesn't prevent the target from reallocating energy normally on his next turn, but it might make him vulnerable in the meantime. Energy allocated to a System or other receptacle that can't be reallocated by the target as a swift action can't be affected by this spell.



Energy Spike
Evocation [Cybernetic]
Level: Artificer 3, Cybernetics 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject of this spell gain 1 point of temporary energy. The effects of multiple energy spike spells do not stack.

Energy: The amount of temporary energy granted increases by the amount of energy allocated to this spell with the Energized Spellcasting feat.



Magic ID
Illusion (Glamer)
Level: Assassin 1, Bard 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched card or slip of paper
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

With this glamer, you make a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. The illusion lasts only as long as you touch the card, to a maximum of 5 rounds.

Focus: A small card or slip of paper, upon which the spell is cast.



Phantom HUD
Divination
Level: Artificer 1, Assassin 1, Bard 1, Computer 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

A magical overlay enhances your vision, highlighting distinct shapes and moving objects. This grants you gain a +4 insight bonus on Search and Spot checks. You cannot benefit from this spell if you are blind.

You can display information on a phantom HUD and connect sensor devices to it as a wireless display screen, similar to HUD glasses.

Material Component: A contact lens or a pair of glasses.



Power Device
Transmutation
Level: Artificer 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched electrical or mechanical device
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell provides power to an electrical or mechanical device that does not have a power source but is otherwise functional. The device functions exactly as it normally would if it had conventional power.

This spell can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.



Recharge
Conjuration (Healing)
Level: Cleric 3, Druid 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous and 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By converting electrical energy into divine power, you can recover quickly from debilitating physical effects. However, you must draw current from a wall socket to power this healing magic.

The spell instantly eliminates the following conditions: cowering, dazed, exhausted, fatigued, nauseated, shaken, and stunned. If you target yourself, you can heal yourself of some of these conditions, but others (such as stunned) don’t allow spellcasting or other actions.

In addition, the recharge spell instantly cures blindness or deafness caused by an ongoing effect, and it grants a +4 bonus on Fortitude saves against poison for 1 minute.

Focus: An active electrical outlet.



Relay Text
Transmutation
Level: Assassin 2, Bard 2, Computer 2
Components: V, S
Casting Time: 1 standard action
Range: Unlimited
Target: An electronic device
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cause a text message of up to 25 words to appear on the screen of an electronic device capable of receiving such messages, such as a cell phone, pager, PDA, or computer. If the device is turned on, the message appears instantly; if not, the message appears as soon as someone turns it on. The message remains onscreen until read, then disappears, leaving no electronic record of its appearance. You must have seen the device to send a message to it, and you must be able to identify it somehow.



Touchless Screen
Transmutation
Level: Bard 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One computer
Duration: 10 minutes/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes

This spell allows you to interact with a computer at a distance as though using a keyboard, mouse, or other appropriate physical interface. Instead of touching the physical interface, you can just mime the movement in midair. The computer need not have such an interface connected, but it must have appropriate interfaces to use them. If the computer is already in use by another user, the conflicting inputs may make it difficult or impossible to use, but they will not cause it to crash.

Your ability to interact with the computer lasts only as long as you remain within range. While it lets you use an interface input, this spell does not provide any feedback. You must still be able to see a monitor attached to the computer or some other appropriate output device in order to effectively use the computer.

The computer you interface with may be allowed a saving throw to prevent your interaction. Unattended, non-magical, non-psionic, non-sentient objects usually receive no saving throw. This spell has no effect on sentient computers.



Uplink
Divination
Level: Artificer 3, Computer 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell connects the subject with a distant supercomputer. The computer provides information to the subject and helps analyze what the subject senses. The subject gains a +4 enhancement bonus to his Intelligence score and gains a +5 insight bonus on all Intelligence checks and Intelligence-based skill checks.



Virtual Desktop
Divination
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One computer
Duration: 10 minutes/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes

This spell allows you to see what a computer monitor would display if it were connected to the targeted computer. If a monitor is already connected to the computer, you can have your virtual desktop mirror its display, or act as a secondary monitor, chosen when you cast this spell. The computer need not have a monitor connected, but it must have appropriate interfaces to use them.

When you cast this spell, you can choose whether to view the display personally, or to project it on a surface within 5 feet of you, allowing others to see as well. A projected monitor never displays larger than a 15-inch screen.

This spell ends immediately if you move out of range of the computer.

The computer you interface with may be allowed a saving throw to prevent your interaction. Unattended, non-magical, non-psionic, non-sentient objects usually receive no saving throw. This spell has no effect on sentient computers.
« Last Edit: June 29, 2017, 04:46:50 PM by Garryl »
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(Continued) [PoC] Spellcasting and Alternative Magic Systems
« Reply #2 on: June 29, 2017, 04:45:56 PM »
Call Ammunition
Psychoportation (Teleportation)
Level: Psychic Warrior 1
Display: Material
Manifesting Time: 1 round
Range: 0 ft.
Target: One projectile weapon
Effect: 10 projectiles
Duration: 1 minute/level; see text (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

You call 10 units of ammunition “from thin air” into your weapon (actually, they are real projectiles hailing from another location in space and time). You don’t have to see or know of the projectiles to call them—in fact, you can’t call a specific projectile; you just specify the weapon for which you desire ammunition. The projectiles are made of ordinary materials as appropriate for their kind, and are always of the most basic type that the projectile weapon is designed to use.

The projectiles appear automatically loaded into the projectile weapon you designate, which must have appropriate space to accommodate them. If the weapon uses a magazine (such as repeating crossbows and nanoguns), an appropriate magazine is called, too, with the ammunition inside of it. Any ammunition in excess of what can be loaded into the projectile weapon remains in an extradimensional space until there is room for it, at which point it appears loaded in the weapon (or magazine). Since the ammunition automatically loads itself, you need not spend any action to reload the weapon and thus can make a full attack with weapons that normally require lengthy reloading.

If you relinquish your grip on the weapon for which you called the projectiles for 2 or more consecutive rounds, the projectiles automatically return to wherever they originated.

Projectiles gained by call weaponry are distinctive due to their astral glimmer. They are considered psionic weapons and thus are effective against damage reduction that requires a psionic weapon to overcome.

Call ammunition cannot provide siege weapon ammunition or load siege weapons.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point you spend, this power calls 5 additional units of ammunition.
  • For every 4 additional power points you spend, this power improves the ammunition's enhancement bonus on attack rolls and damage rolls by 1.



Detect Cybernetics, Psionic
Clairsentience
Level: Cybernetics 1, Psion/Wilder 1, Psychic Rogue 1, Psychic Warrior 1
Display: Auditory, Visual
Power Points: 1

You can sense the presence of cybernetics. Except as noted, this functions as the detect cybernetics spell.

Psionic detect cybernetics can be made permanent with the incarnate power, as per the detect psionics power.



Disrupt Modules, Psionic
Psychokinesis [Cybernetic]
Level: Cybernetics 4, Psion/Wilder 5, Psychic Warrior 4
Display: Auditory, Visual
Power Points: Cybernetics 7, Psion/Wilder 9, Psychic Warrior 7

Except as noted, this power functions as the disrupt modules spell.

Augment: If you spend 4 additional power points, this power instead functions as the mass disrupt modules spell instead.

Energy: Psionic disrupt modules shares energy allocation with the disrupt modules spell.



Enable Socket Access, Psionic
Psychokinesis [Cybernetic, Socket Access]
Level: Cybernetics 3, Psion/Wilder 4, Psychic Warrior 4
Display: Material, Visual
Power Points: Cybernetics 5, Psion/Wilder 7, Psychic Warrior 7

Except as noted, this power functions as the enable least socket access spell.

Augment: You can augment this power in only one of the following ways:
  • If you spend 4 additional power points, this power functions as the enable lesser socket access spell instead.
  • If you spend 8 additional power points, this power functions as the enable greater socket access spell instead.
  • If you spend 12 additional power points and have access to the Cybernetics mantle, this power functions as the enable core socket access spell instead.
Energy: Psionic enable socket access shares energy allocation with all other Socket Access spells and powers.



Energy Purge, Psionic
Psychokinesis
Level: Kineticist 2, Psychic Warrior 2
Display: Visual
Power Points: 3

Except as noted, this power functions as the energy purge spell.



Energy Spike, Psionic
Psychokinesis [Cybernetic]
Level: Cybernetics 2, Kineticist 3, Psychic Warrior 3
Display: Auditory, Visual
Power Points: Cybernetics 3, Kineticist 5, Psychic Warrior 5

Except as noted, this power functions as the energy spike spell.

Energy: Psionic energy spike shares energy allocation with the energy spike spell.



Networking
Telepathy [Mind-affecting]
Level: Psion/Wilder 2
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature that has an Intelligence score of 3 or higher
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3

You allow a creature's mind to sense and interact with signals and communication protocols used by robots and computing devices. The subject gains Wireless Communication out to 30 feet.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
  • If you spend 4 additional power points, the range of the Wireless Communication increases to 100 feet. If you spend 8 additional power points instead, this becomes 1 mile instead.



Psychic Interface
Clairsentience
Level: Cybernetics 1, Psion/Wilder 1, Psychic Warrior 1
Display: Mental, Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One computer
Duration: 10 minutes/level (D)
Saving Throw: Will negates (object)
Power Resistance: Yes
Power Points: 1

This spell allows you to interact with a computer at a distance as though using a keyboard, mouse, or other appropriate physical interface. Instead of touching the physical interface, you can think of the inputs. The computer need not have such an interface connected, but it must have appropriate interfaces to use them. If the computer is already in use by another user, the conflicting inputs may make it difficult or impossible to use, but they will not cause it to crash.

This power also allows you to see in your mind what a computer monitor would display if it were connected to the targeted computer. If a monitor is already connected to the computer, you can have your mental desktop mirror its display, or act as a secondary monitor, chosen when you cast this spell. The computer need not have a monitor connected, but it must have appropriate interfaces to use them.

This power ends immediately if you move out of range of the computer.

The computer you interface with may be allowed a saving throw to prevent your interaction. Unattended, non-magical, non-psionic, non-sentient objects usually receive no saving throw. This power has no effect on sentient computers.

Augment: If you spend 4 additional power points, you can lock out other users. Other creatures using or interfacing with the computer must also succeed on a Will save or be unable to interact with the computer while you psychically interface with it. Only one saving throw is required or allowed for each creature per manifestation of this power.



Psychoprocessor
Telepathy [Mind-affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 7

This power turns your mind into a living supercomputer. You gain a +4 enhancement bonus to your Intelligence score and a +5 insight bonus on all Intelligence checks and Intelligence-based skill checks. You can use all skills untrained. Further, you gain the Wireless Communication ability out to 100 feet, and you can manipulate unattended computing devices within that range as though you had direct access to them.

Augment: You can augment this power in one or more of the following ways:
  • If you spend 4 additional power points, the range of your Wireless Communication increases to 1 mile. If you spend 8 additional power points instead, this becomes 1 mile/level instead.
  • For every 5 additional power points you spend, the enhancement bonus to your Intelligence score increases by 2.



White Noise
Metacreativity
Level: Psion/Wilder 1, Psychic Warrior 1
Display: None
Manifesting Time: 1 standard action
Range: 10 feet
Area: 10-foot radius emanation, centered on you
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 1

You surround yourself with a bubble of low-level electromagnetic radiation, not enough to be detected by normal individuals but sufficient to defeat most electronic transmissions (like cell phones, radio broadcasts, and television signals). Hardwired devices such as cable TV or telephones, or self-contained devices such as video cameras are unaffected by this power. Those using the affected devices get scrambled signals and white noise, and are aware that they are being jammed. Likewise, the Wireless Communication ability is useless within the area.

Augment: You can augment this power in one or more of the following ways:
  • If you spend 2 additional power points, the electromagnetic radiation intensifies, causing it to jam hardwired and self-contained devices as well. It will also cause photographic film to fog and magnetic tape to blur. It does not cause electronic devices to malfunction, only to report scrambled signals and white noise. The level of radiation is still below the detection level of most humans, although other particularly sensitive creatures may notice it.
  • For every additional power point you spend, the range and radius of this power increase by 5 feet.
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