* For details on each indevidual power go to
Pyker Power Rules1st level Powers
Air Bubble: Creates a small pocket of air around your head or an object.
Alarm: Wards an area for 2 hours/level.
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Anticipate Peril: Target gains a bonus on one initiative check.
Blend: You change the coloration of yourself and your equipment to match that of your surroundings.
Blurred Movement: As blur, but only while you are moving.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
Bungle: Target takes a –20 penalty on its next attack roll or check.
Burning Hands: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Crafter's Fortune: Subject gains +5 on next Craft check.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dancing Lantern: Animates a lantern that follows you.
Decompose Corpse: Turn a corpse into a clean skeleton.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Discern Next of Kin: Read the target's mind to learn about its family.
Disguise Self: Changes your appearance.
Disguise Weapon: Changes one weapon's appearance.
Ear-Piercing Scream: Deal sonic damage and daze target.
Endure Elements: Exist comfortably in hot or cold regions.
Erase: Mundane writing vanishes.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Expeditious Retreat: Your base speed increases by 30 ft.
Fabricate BulletsM: Converts 1 pound of metal into ammunition.
Feather Fall: Objects or creatures fall slowly.
Flare Burst: As flare, but affects all creatures in 10 ft.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Forced Quiet: Target cannot make loud noises.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Glue Seal: Makes one 5-ft. square or one object sticky.
Gravity Ammunition: Firearms damage increased up a die (D6 to D8)
Grease: Makes 10-ft. square or one object slippery.
Heightened Awareness: Your recall and ability to process information improve.
Hold Portal: Holds door shut.
Hydraulic Push: Wave of energy bull rushes an enemy.
Hypnotism: Fascinates 2d4 HD of creatures.
Icicle Dagger: Mental attack deals 2d4 +1 cold damage.
Identify: Gives +10 bonus to identify tech items.
Illusion of Calm: You appear to be standing still, even when you take some actions.
Interrogation: Target answers questions or suffers pain.
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Line in the Sand: Increase your attacks of opportunity per round.
Lock Gaze: You compel the target to only look at you for the duration of the effect (eyes of the serpent).
Long Arm: Gives you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Psyke Armor: Gives subject +4 armor bonus.
Psyke Aura: Alters object's psychic aura.
Psyke Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Psyke Weapon: Weapon gains +1 bonus.
Memorize Page: Target perfectly memorizes one page of information.
Memory Lapse: Subject forgets events back to last turn.
Mirror Polish: Polish a metal item until it's usable as a mirror.
Mirror Strike: You may strike multiple opponents with a single attack.
Moment of Greatness: Doubles a morale bonus.
Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
Negative Reaction: Targeted creature may not positively influence anyone.
Obscuring Mist: Fog surrounds you.
Peacebond: Locks a weapon in place on the target's body.
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Polypurpose Panacea: Gain a relaxing or entertaining effect.
Protection from Chaos: +2 to AC and saves, plus additional protection against Chaos manifestations
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes the subject sickened.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Shadow Weapon: Create a quasi-real masterwork weapon.
Shield: Invisible disc gives +4 to AC, blocks psyke missles.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Snapdragon Fireworks: Create 1 dragon firework/level.
Sow Thought: Plant an idea, concept, or suspicion in the mind of the subject.
Stone Fist: Your unarmed strikes deal +1d6 dmg.
Stone Shield: 1-inch-thick slab of stone springs up from the ground, shielding you.
Stumble Gap: Small hole trips creatures.
Stunning Barrier: Psyke field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Theft Ward: You ward a single object in your possession against theft.
Thunderstomp: Trip one creature within range.
Touch of Combustion: Causes the target to ignite in a violent burst of flame. 1d6/level fire dmg
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
True Strike: +20 on your next attack roll.
Undine's Curse: Target loses its body's natural ability to breathe automatically.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unprepared Combatant: Target takes –4 on initiative and Reflex saves.
Unseen Servant: Invisible force obeys your commands.
Urban Grace: You become one with the city around you, allowing you to move more easily through its crowds and buildings.
Vanish: As invisibility for 1 round/level (5 max).
Ventriloquism: Throws voice for 1 min./level.
Vocal Alteration: Disguise target's voice.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Web Bolt: You launch a ball of webbing at a target, causes target to be affected as if by a web spell.
Windy Escape: You respond to an attack by briefly becoming vaporous and insubstantial.
Youthful Appearance: Target appears younger.