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 Power Level 2

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Posts : 41
Join date : 2015-12-01

PostSubject: Power Level 2   Sun Dec 06, 2015 4:17 pm

* For details on each indevidual power go to Pyker Power Rules

Level 2 Powers

Aboleth's Lung: Targets are able to breathe water, freely.
Accelerate Poison: Hastens targeted poison's onset.
Acid Touch: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Adhesive Blood: Attackers' weapons stick to your gluey blood.
Adoration: You gain a bonus on Diplomacy checks and performance checks.
Aggressive Thundercloud: Flying storm cloud deals 3d6 electricity damage.
Air Step: Tread unsteadily on air, with limitations.
Alter Self: Assume form of a Small or Medium humanoid.
Animal Aspect: You gain some of the beneficial qualities of an animal.
Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.
Psyke LockM: Magically locks a portal or chest.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
Blend: You change the coloration of yourself and your equipment to match that of your surroundings.
Blindness/Deafness: Makes subject blinded or deafened.
Blood Armor: Your blood hardens when you are wounded, increasing your AC. +1/level
Blood Blaze: 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. 1D6 dmg
Blur: Attacks miss subject 20% of the time.
Boiling Blood: Targets take fire damage; 1 dmg / level for 1 round / level
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.
Buoyancy: Targets easily float on water.
Burning Gaze: Inflict 1d6 / level fire damage to creature by looking at it.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks
Commune with Birds: You can understand the responses given by birds.
Companion Life Link: Sense whenever your companion is wounded and call out to it in a time of need.
Compassionate Ally: Target is compelled to help injured ally.
Continual FlameM: Makes a permanent, heatless light.
Crimson Confession: Touching the marked object or area turns one's skin red.
Cushioning Bands: Force bands protect against crushing.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Defensive Shock: Electricity damages your attackers.
Delay Pain: Ignore pain for 1 hour/level.
Destabilize Powder: Ammunition in the targeted firearm is prone to misfire.
Detect Thoughts: Read surface thoughts.
Disguise Other: As disguise self, but affects you or another.
Dust of Twilight: Black particles extinguish light sources within area.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Elemental Touch: Gain energy damage touch attack.
Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
Euphoric Cloud: Fog obscures vision and fascinates living creatures.
Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Fire Breath: Exhale a cone of flame at will. 4D6 in cone
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Fog Cloud: Fog obscures vision.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Frigid Touch: Target takes cold damage and is staggered.
Frost Fall: The area is covered in a chilling frost.
Glide: You take no falling damage, move 60 ft./round while falling.
Gusting Sphere: A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force.
Gust of Wind: Blows away or knocks down smaller creatures.
Haunting Mists: Creatures are shaken and take Wis damage.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Imbue with Elemental Might: Functions like imbue with spell ability, except you transfer the use of your elemental assault ability to the target.
Investigative Mind: Roll twice and take the higher roll when using certain mental skills.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Jitterbugs: Cause the target to perceive itself as being covered in creeping, crawling, stinging bugs.
Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Life Pact: Affected creatures automatically donate hp to stabilize fallen ally.
Locate Object: Senses direction toward object (specific or type).
Mad Hallucination: Target takes penalties to mental actions.
Magic MouthM: Object speaks once when triggered.
Magic Siege Engine: Siege gains +1 on targeting and damage rolls.
Make Whole: Repairs an object.
Masterwork Transformation: Make a normal item into a masterwork one.
Minor Image: As silent image, plus some sound.
Mirror Hideaway: As many as eight creatures hide in an extradimensional space.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.
Miserable Pity: Opponents cannot attack a pathetic creature.
Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Mount, Communal: As mount, but you may divide the duration among creatures touched.
Obscure Object: Masks object against scrying.
Oppressive Boredom: Target loses its next action.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Pernicious Poison: Target takes a –4 penalty against poison.
Phantom TrapM: Makes item seem trapped.
Pilfering Hand: You may seize an object or manipulate it from afar.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
Protective Penumbra: Shadow protects the target from light.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Recoil Fire: Ammunition in the targeted firearm generates excessive recoil.
Reinforce Armaments, Communal: As reinforce armaments, but you may divide the duration among objects touched.
Reloading Hands: Loads a single shot into your weapon every round.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Returning Weapon: Grants a weapon the returning special weapon quality.
Ricochet Shot: Imbues a projectile weapon to give its ammunition the ability to ricochet.
River Whip: Create a whip of water that you wield as a weapon.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scare: Frightens creatures of less than 6 HD.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Sculpt Simulacrum: Alter a simulacrum's appearance.
See Invisibility: Reveals invisible creatures or objects.
Sentry Skull: Restore the senses to the severed head of a humanoid or monstrous humanoid killed within the past 24 hours, creating a grisly sentinel.
Shadow Anchor: Target's shadow becomes a flexible tether to its current square.
Share Language: Subject understands chosen language.
Share Memory: Share one memory with the target.
Shatter: Sonic energy damages objects or crystalline creatures.
Silent Table: Give yourself privacy by muffling sound leaving the area.
Silk To Steel: Use a scarf as a shield or whip.
Skinsend: Animate and possess your own skin as if it were a separate creature.
Slipstream: Wave boosts creature's speed.
Sonic Scream: Create a cone of damaging sound at will.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Spider Climb: Grants ability to walk on walls and ceilings.
Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.
Squeeze: The target becomes flexible regardless of its actual size and mass.
Stabilize Powder: Ammunition in the targeted firearm is less likely to misfire.
Steal Breath: Pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components.
Steal Voice: Target gains the croaking spellblight.
Stone Call: 2d6 damage to all creatures in area.
Stone Discus: Flying discus deals bludgeoning or slashing damage.
Stricken Heart: Touch attack deals 2d6 damage and staggers target.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Symbol of Mirroring: Triggered rune creates mirror images.
Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Telekinetic AssemblyF: Assembles a siege engine using 1 fewer worker for every two caster levels.
Thunder Fire: Ammunition in the targeted firearm deafens opponents.
Time Shudder: Nearby creatures are affected by haste or slow each round.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
Twilight Haze: Illusory fog obscures vision.
Twisted Space: Targeted creature's attacks target a random square instead of the intended target.
Unnatural Lust: Target is compelled to kiss or caress another creature.
Unshakable Chill: Target is afflicted with severe cold.
Warding WeaponF: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Web Shelter: Create a comfortable shelter made of webbing.
Whip of Spiders: Create a whip made of poisonous spiders.
Whispering Wind: Sends a short message 1 mile/level.
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