WRENCH

Metapsionic Devotion

Power Check DC 12 Constitution check
Initial Cost 10 PSPs or more (see description)
Maintenance Cost 1 PSPs or more (see description)
Range 240 feet
Preparation Time 1 round
Area of Effect 1 incorporeal undead
Prerequisites Banishment

The psionicist forces an incorporeal undead, which exist in both the Prime Material Plane and another plane of existence (also known as Dual Existence), into one of the two planes where the unded exist, at pionicist’s discretion.

The psionic power effectiveness depends on the traits of the campaign setting designed by ghe Game Master.

Some incorporeal undead exist in the Negative Plane, the Ethereal Plane, the Plane of Shadow or even the Astral Plane. The player must ask the Game Master clarifications about how incorporeal undead work in his campaign setting, and the Game Must must provide precise information about the topic.

An incorporeal wrenched from the prime material plane and thus confined in the other plane of existence, will not be able to interact with anything but the other plane of existence. The incorporeal undead will remain in that plane as long as the psionicist pays the Maintenance Cost.

An incorporeal undead wrenched from another plane other than the Prime, and thus confined into the Prime Material Plane, loses some of its incorporeal and undead traits, as described below:

  • The incorporeal undead loses its incorporeal trait.
  • The incorporeal undead loses any of its life drain ability.
  • The incorporeal undead loses the sense Lifesense, if present.
  • The incorporeal undead loses its resistance to non magical attacks.
  • Any other effect the Game Master finds appropriate, according to the specific type of undead and the traits of his campaign setting.

The incorporeal undead can make a Constitution saving throw every round to interrupt the effect of this psionic power, but will not break the psionic power unless the psionicist wants so. A successful saving throw will increase the Maintenance Cost of a same amount of PSPs equal to the roll, if the psionicist refuses to pay the extra cost in PSPs, then this psionic power will not work for that round.

The Initial Cost is equal to 10 PSPs per target Hit Dice.

The Maintenance Cost is equal to 1 PSPs per target Hit Dice.

Natural 1.

Natural 20.