MANIFESTATION TIME The time required to manifest the power. See Manifestation Time, page 32, for more information.
RANGE The maximum distance from you at which the power can affect a target. See Range, page 32, for more information.
POWERS
The number of creatures, dimensions, volume, weight, and soon, that the power affects. See Aiming a Power, page 32, for more information. If the target is you, you do not receive a saving throw, and power resistance does not apply.
Adamant Grasp
DURATION How long the power lasts. See Duration, page 34, for more information.
SAVING THROW Whether a power allows a saving throw, what type of saving throw it is, and the effect of a successful saving throw. See Saving Throw, page 33, for more information.
POWER RESISTANCE Whether power resistance (PR), a special defensive ability on par with spell resistance, resists the power. See Power Resistance, page 33, for more information.
POWER POINTS The powers cost to manifest. Talents (o-level powers) cost 1 power point to manifest after a character uses up her allotted free manifestations per day.
DESCRIPTIVE TEXT This portion of the power description details what the power does and how it works. If one of the previous portions of the description included “(see text),” this is where the explanation is found. If the power you're reading about is part of a chain, you might have to refer to a different power for the “(see text)” information.
POWERS The powers herein are presented in alphabetical order.
Ablating Psychokinesis (Con) Level: Psion 6/Psychic Warrior 6 Display: Ma, Ol Manifestation Time: 1 action Range: Personal or close (25 ft. + 5 ft./2 levels) Target: You or one willing creature or one object (total weight up to 100 lb./level) Duration: 1 hour/level (D) Saving Throw: None Power Resistance: No Power Points: 11
Psychometabolism(Str) Level: Psychic Warrior 5 Display: Vi Manifestation Time: 1 action Range: Personal Target: You Duration: 1 round/level Power Points: 9 All your grapple checks receive a +10 competence bonus while the duration lasts.
Adapt Body Psychometabolism (Str) Level: Psion 5/psychic Warrior 5 Display: Vi Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 9 You can adapt your body to hostile environments. You choose the environment at the time you manifest the power. You can adapt to underwater, extremely hot, extremely cold, and even airless environments, allowing you to survive like a creature native to that environment, if any. You can breathe and move, and you take no damage simply from being in that environment. You can somewhat adapt to extreme environments such as acid, lava, fire, electricity, and other volatile areas. Any environment that normally directly deals 1 or more dice of damage per round (such as lava, which deals 20d6 points of damage per round of immersion) is too extreme for this power (although it subtracts the first die of damage from the total dealt per round). An attack form does not constitute an environment. For example, even if you're adapted to arctic conditions, you are still vulnerable to psionic or magical attacks that deal cold damage.
Affinity Field Psychometabolism (Str) Level: Psion 9 Display: Vi, Ma
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TARGET OR TARGETS/EFFECT/AREA
You create a psychokinetic shield around the subject that bolsters its powers' chance to survive a negate psionics power (or dispel magic spell). When ablating is manifested on a creature or object, add +6 to the DC of the negation check or dispel check for each ongoing power subject to negate psionics. Thus, the DC for each power check is equal to 11 + the powerto-be-negated’s manifester level +6. Ablating ends when its duration expires or after a negate psionics is manifested on its subject. Negate psionics can negate ablating, but against a targeted negation, ablating is always checked last. Against an area negation, ablating is checked according to its level (but because of its relatively high level, it could well be negated before weaker powers).