CONTROL WIND

Psychokinetic Devotion

Power Check DC 10 Intelligence check
Initial Cost 8 PSPs
Maintenance Cost 1 PSPs / round
Range 15 feet per Intelligence score
Preparation Time 1 round
Area of Effect 50-foot square
Prerequisites Telekinesis

“I can adjust my sails, or, I can adjust the wind!”

The psionicist gains control over wind speed and direction.

The direction of the wind can be changed to a maximum angle of 90 degrees in a single round as a full-round action. The speed of wind can be decreased to a minimum of 10/MPH and increased to a maximum of 100/MPH as a full-round action. These values are just suggestions, the Game Master may change them to fit its specific preferences coherently with its gamemastering style.

Below is a list of possible effects this psionic power can produce:

Deflecting arrows and bolts. Arrows and bolts suffer disadvantage when crossing the area of effect.

Dust Devil. The wind can create a cloud of dust or sand, if the terrain allows so, thus imposing disadvantage on perception checks.

Flying creatures. These creatures can see their flying speed strongly reduced, or even reduced to zero.

Project Force

If the psionicist knows the Project Force science, he can create an even more harmful effect in the area of effect of this psionic power.

The psionicist can increase the Maintenance Cost to 10 PSPs and create a whirlwind of wind and electrostatic energy.

At any moment the psionicist can discharge the electrostatic energy in a burst of lightning damage to any target in the area of effect.

Psionic Powers – Mind over Matter

Have a look at the preview on DrivethuRpg to know more about the Psionic Experiment.