Updated PowersPowers based on the following sources:
- Expanding Your Mind: New Psychic Warrior Feats, Powers, and Ranged Weapon Enhancements, by Scott Brocius and Mark A. Jindra, published 04/26/2003.
- Expanding Your Mind: Thirteen New Slightly Evil Powers and More..., by Mark A. Jindra, Mike Rainey, and Scott Brocius, published 06/28/2003.
- The Splintered Mind: Rebels of the Scarlet Brotherhood, by Jesse Decker, Will McDermott, & Stephen Schubert, published 06/23/2002, originally appeared in Dragon Magazine #281.
Vile Damage
(From the Book of Vile Darkness, page 34.)
Vile damage, like regular damage, results in the loss of hit points or ability score points. Unlike regular damage, vile damage can be healed only by magic cast within the area of a consecrate or hallow spell. Vile damage represents such an evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.
Vile Displays
Normal psionic powers create various "displays" when they are manifested. However, some of the slightly darker powers create horrifying displays that show off the dreadful nature of the manifester. Some examples of vile displays may include the following:
Auditory (Au): A dreadfully shrill death scream, rattling chains, or eerie howling winds that echo dissonantly.
Material (Ma): Instead of an area being briefly slicked in goo, the area is slicked in bubbling pools of thick black tar or even sickening pools of blood.
Mental (Me): Minds that notice the mental displays view a glimpse of absolute and personal fear taken form that sends shivers up their spine.
Olfactory (Ol): The scent of rotted, decaying, or burning flesh fills the area.
Visual (Vi): Instead of a rainbow or harmless light, a creeping mist or an eerie crimson light appear and the manifester's eyes burn may burn with crimson or an unwholesome green fire.
Psion Powers1st-Level Psion Powers- Distraction: Distract a creature in battle, making it vulnerable to sneak attacks.
- Narrow Mind: Subject focuses on only a single foe.
- Psionic Armor: Touched crystal armor gains special abilities.
- Psionic Weapon: Touched crystal weapon gains special abilities.
- Synaptic Shock: Touch deals 1d6 nonlethal damage and maybe 2 Constitution damage.
2nd-Level Psion Powers- Discover Truth: Subject recalls events as they really were.
- Ectoplasmic Mist: Create a fog-like field of ectoplasm.
- Fairy Tale: Subject believes that a real thing is only an illusion.
- Multiply Pain: Subject believes its wounds are worse than they are.
- Targeted Mind: Pinpoint a creature by its psychic aura.
3rd-Level Psion Powers- Vile Claw: Gain an evil claw attack dealing 1d8 damage.
4th-Level Psion Powers- Darkness Cloak: An aura of shadow protects the subject.
5th-Level Psion Powers- Burning Blood: Boil the subject's blood and organs.
6th-Level Psion Powers7th-Level Psion Powers8th-Level Psion Powers9th-Level Psion Powers- Scream of Death: Sound charged with negative energy kills living creatures and rebukes undead.
Psion Discipline PowersSeer (Clairsentience) Discipline Powers2nd-level Seer Discipline Powers- Find the Heart: Gain +2d6 sneak attack in melee.
Telepath (Telepathy) Discipline Powers3rd-level Telepath Discipline Powers- Brittle Psyche: Subject suffers a -2 penalty to attack, damage, and saves, which may increase when the subject is wounded.
Psychic Warrior Powers1st-Level Psychic Warrior Powers- Psionic Armor: Touched crystal armor gains special abilities.
- Psionic Weapon: Touched crystal weapon gains special abilities.
- Synaptic Shock: Touch deals 1d6 nonlethal damage and maybe 2 Constitution damage.
2nd-Level Psychic Warrior Powers- Find the Heart: Gain +2d6 sneak attack in melee.
- Targeted Mind: Pinpoint a creature by its psychic aura.
3rd-Level Psychic Warrior Powers- Brittle Psyche: Subject suffers a -2 penalty to attack, damage, and saves, which may increase when the subject is wounded.
- Vile Claw: Gain an evil claw attack dealing 1d8 damage.
4th-Level Psychic Warrior Powers- Darkness Cloak: An aura of shadow protects the subject.
5th-Level Psychic Warrior Powers6th-Level Psychic Warrior Powers
Brittle PsycheTelepathy [Mind-Affecting]Level: Psychic Warrior 4, Telepath 3
Display: Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None or Will negates; See text
Power Resistance: Yes
Power Points: Psychic Warrior 7, Telepath 5
The affected creature suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. Creatures with 10 or more Hit Dice can avoid this effect with a successful Will save. Creatures with less than 10 Hit Dice get no saving throw to reduce the initial effect. Creatures who succeed at their first save are immune to the further effects of the power.
Furthermore, when the affected creature takes damage during a round, the penalties increase. At the beginning of each of the subject's turns, it must make an additional saving throw if it has taken any damage since the beginning of its previous turn. on a failed saving throw, the morale penalty increases by an additional -2. Successfully making a saving throw prevents the penalty from increasing but does nothing to prevent the penalty from increasing next round, nor does it rid the creature of penalties already accrued.
Augment: For every additional power point that you spend, the number of hit dice required to get a saving throw against this power's initial effect increases by 1. For every 2 power points spent this way, this power's save DC increases by 1.
Burning BloodPsychokinesis [Evil]Level: Psion 5
Display: Vi (see text)
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature at a time
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates (see text)
Power Resistance: Yes
Power Points: 9
Similar to
matter agitation, you excite the blood of a living creature, heating it to the point of combustion over time. The subject of this power receives a Fortitude save to avoid the effect. If the save succeeds, it cannot be affected by this manifestation of the power, otherwise the subject's blood begins to heat up. If you shift your focus to another subject (normally a move action), the first subject's blood cools and the second subject begins to heat up. You automatically lose concentration if the subject leaves the power's range.
1st Round: The creature's blood heats up, causing 2d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 1 point of Strength damage.
2nd Round: The creature's blood boils, causing 3d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 2 points of Strength damage.
3rd Round: The creature's blood ignites, causing 4d6 points of fire damage and 1d4+1 points of Strength damage. The creature must also make an additional Fortitude save or fall unconscious for as long as the power affects the creature.
4th+ Round: For every round of concentration beyond the 3rd, the subject takes 1d6 points of fire damage, since its blood continues to burn, and 1 point of Strength damage. The creature must also make an additional Fortitude save each round to avoid falling unconscious for as long as the power affects the creature.
Augment: You can augment this power in one or more of the following ways:
- For every additional power point that you spend, the damage dealt each round by this power increases by 1, and the Strength damage dealt in the 3rd round increases by 1. Every 2 power points spent this way also increases this power's save DC by 1.
- For every 4 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.
- If you spend 2 additional power points, this power's range becomes medium (100 ft. + 10 ft./level).
Darkness CloakClairsentience [Darkness]Level: Psion 4, Psychic Warrior 4
Display: Vi
Manifestation Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7
This power shrouds the subject in an aura of shadow. This aura grants the recipient a +5 deflection bonus to Armor Class. The subject sees through the cloak as though it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any light powers or effects.
Augment: For every 4 additional power points that you spend, the deflection bonus to Armor Class granted by this power increases by 1.
Discover TruthClairsentienceLevel: Psion 2
Display: Au
Manifestation Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
This subtle power uses the subject's memories to uncover hidden truths. When activated, the subject can visualize a specific 30-second period of time that he remembers. The subject sees not what he remembers but rather what was truly there. In the subject's memory, invisible creatures and objects can be seen, and illusions have no effect. For
discover truth to work, the time period recalled must have occurred at least 24 hours before the power's activation.
Augment: For every 2 additional power points you spend, length of time that the subject can remember increases by 30 seconds and the save DC increases by 1.
DistractionTelepathy (Compulsion) [Mind-Affecting]Level: Psion 1
Display: Vi
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
This power affects the mind of the subject, clouding his anticipation of attacks and disrupting his ability to focus on an attacker. The subject suffers a -2 circumstance penalty to its Armor Class, and it can be affected by Sneak Attack, Sudden Strike, and other abilities as though it was denied its Dexterity modifier to its Armor Class.
Augment: You can augment this power in one or both of the following ways:
- If you spend 4 additional power points, the subject also provokes an attack of opportunity from all creatures that threaten it if it fails its saving throw against this power as you manifest it.
- For every 2 additional power points that you spend, the circumstance penalty to the subject's Armor Class increases by -1.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.
Ectoplasmic MistMetacreativityLevel: Psion 2
Display: Ma, Ol
Manifestation Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud that spreads in 20-ft. radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: None; Will negates; Reflex half; See text
Power Resistance: No
Power Points: 3
You call forth a deep purple mist of ectoplasm that billows out from the point you designate. The mist obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the mist in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. The power does not function underwater.
Augment: You can augment this power in one or both of the following ways:
- If you spend 2 additional power points, this power gains the [Evil] descriptor and anyone in the area takes 1d6 points of vile damage per round. A successful Will save negates the damage for the round for that creature, but provides no protection against damage in future rounds, nor does it allow the creature to see through the mist.
- If you spend 4 additional power points, this power gains the [Fire] descriptor and the mist that it creates bursts into flames 3 rounds after you manifest this power. This burst of flame instantly deals 6d6 points of damage to all creatures within the mist (Reflex half), but burns up and dissipates the mist at the end of the round. For each additional power point you spend beyond that, the ectoplasmic mist smolders for an additional round instead of dissipating, dealing another 2d6 points of fire damage to those within (no save).
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.
Fairy TaleTelepathy [Mind-Affecting]Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
Where illusions create images or sounds that do not exist,
fairy tale causes its target to believe that something that does or did exist is merely imaginary. The caster chooses one object that becomes imaginary in the mind of the subject. The target acts as though any memories or appearances of the chosen object of creature are merely caused by her imagination.
Because the mind is very hard to influence in this way, the use of
fairy tale is difficult. The target can avoid the power's effects with a successful Will save. Furthermore, even if the target fails her saving throw, each time she is exposed to the "imaginary" object, she gets another saving throw. The DM has the final word on what circumstances allow the target an additional saving throw. Any time the target of
fairy tale is attacked by the object she believes to be imaginary, the effect automatically ends. Also, if the target comes in physical contact with the "imaginary" object or creature, the effects of
fairy tale end.
Augment: You can augment this power in one or more of the following ways:
- If you spend 2 additional power points, the duration of this power is permanent instead of Concentration + 1 round/level. It can still end if the subject is exposed to an "imaginary" object.
- For every 2 additional power points that you spend, you can cause the target to believe that an additional object or thing is imaginary. After failing the initial saving throw, a successful Will save after being exposed to an "imaginary" object only ends this power with respect to that object.
- For every 3 additional power points that you spend, you can affect one additional creature with this power. Each creature to be affected must be within 15 feet of every other creature to be affected when this power is manifested. Each creature treats the same objects as being imaginary.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.
Find the HeartClairsentienceLevel: Psychic Warrior 2, Seer 2
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 3
Find the heart gives its user an intuitive feel for striking a creature's anatomy. Using this insight allows you to make more precise, damaging strikes. This power grants you the equivalent of +2d6 Sneak Attack damage, as the Rogue ability. Unlike the actual Rogue ability, this bonus damage only applies to melee attacks. If you already have the Sneak Attack ability from another source, the bonus damage stacks when both apply.
Augment: You can augment this power in one or both of the following ways:
- If you spend 6 additional power points, you can manifest this power as a swift action.
- For every 3 additional power points that you spend, you gain an additional +1d6 melee Sneak Attack damage.
Multiply PainTelepathy [Mind-Affecting]Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
This power causes the subject to believe that any wounds it suffers while this power is in effect are worse than they actually are. This belief so strong that the sheer mental stress causes the subject to suffer physically, taking an additional 1d6 points of nonlethal damage for each attack against it that causes damage, once per round.
Augment: You can augment this power in one or both of the following ways:
- For every 2 additional power points you spend, the number of times per round that the subject can suffer additional damage increases by 1 and this power's save DC increases by 1.
- For every 2 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.
Narrow ThoughtsTelepathy (Compulsion) [Mind-Affecting]Level: Psion 1
Display: Vi, Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
Like its counterpart
distraction,
narrow thoughts affects the subject's ability to concentrate on combat. However, where
distraction dulls the perceptions and focus of the target,
narrow thoughts heightens the subject's awareness of a single foe.
A creature affected by
narrow thoughts must choose one visible creature that it considers an enemy to focus on when the power is manifested. For the duration of the power, the subject's Dexterity bonus, dodge bonuses, and shield bonus to AC apply only when attacked by the chosen enemy. Furthermore, the subject gains an additional +2 dodge bonus to AC against the chosen enemy. If the subject's chosen enemy is killed, destroyed, flees the battle, surrenders in a manner that the subject trusts to be genuine, or is otherwise rendered unable to hurt the subject, this power immediately ends.
Augment: You can augment this power in one or both of the following ways:
- If you spend 4 additional power points, you can choose which creature the subject focuses on when you manifest this power. The chosen creature must be a valid option that the subject could have chosen.
- For every 2 additional power points that you spend, the subject also suffers a -1 circumstance penalty to its Armor Class, even against the creature that it focuses on.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.
Psionic ArmorMetacreativityLevel: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 set of crystal armor or a crystal shield you possess
Duration: 1 minute/level
Power Points: 1
You infuse a set of crystal armor or a crystal shield with psionic energy. The item gains one or more special psionic abilities it does not currently have. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal.
Augment: You can augment this power in one or both of the following ways:
- If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
- For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.
Psionic WeaponMetacreativityLevel: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 crystal weapon you possess
Duration: 1 minute/level
Power Points: 1
You infuse a crystal weapon with psionic energy. The item gains one or more special psionic abilities it does not currently have from the appropriate table. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal. If you possess a mind blade, you can affect your own mind blade with this power as though it was made of crystal, and the limit of the total market modifier of all bonuses and special abilities does not count the bonuses and special abilities of your mind blade that you gain as class features.
Alternatively, you can affect up to fifty crystal arrows, bolts, bullets, or other units of ammunition. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their abilities when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.) If you possess the ability to create mind arrows, you can choose to affect the next fifty of them that you would create as though they were made of crystal and were together, even though they don't exist yet. (The duration of this power counts from when you manifest it, not from when you create the mind arrows.)
Augment: You can augment this power in one or both of the following ways:
- If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
- For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.
Scream of DeathPsychokinesis [Death, Evil, Sonic]Level: Psion 9
Display: Au
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level all unattended objects, and all undead creatures within a 30-ft-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 17
You release a terrible scream of negatively charged sonic energy that kills living creatures (except for yourself). Creatures closest to the point of origin are affected first. Creatures who successfully make their initial Fortitude save to avoid death, as well as unattended inanimate objects, still suffer 3d6 points of vile damage, as unseen razor sharp claws rip and tear at them relentlessly, rending large swatches of flesh from living victims. Damage dealt this way ignores hardness.
If the damage caused to an interposing barrier shatters or breaks through it, the sound may continue beyond the barrier if the power's range permits; otherwise, it stops there just as any other power effect does.
The negative energy of this power also rebukes undead creatures, causing them to cower in fear. Undead in the area may be rebuked. You make a turning check to rebuke them as a cleric of 2 levels lower than your manifester level. You cannot control undead through this power unless you have the ability to rebuke and control undead through other sources, in which case your normal limitations for controlling undead from those abilities apply.
Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points and its save DC increases by 1.
Synaptic ShockPsychometabolismLevel: Psion 1, Psychic Warrior 1
Display: Vi, Me
Manifestation Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 1
This power shrouds your hand in a shimmering violet radiance that can cause synaptic damage to living opponent. A successful melee touch attack overloads synapses in the subject's body, causing 1d6 points of nonlethal damage and 2 points of Constitution damage. If the subject succeeds at a Fortitude save, it does not suffer any Constitution damage.
Augment: You can augment this power in one or more of the following ways:
- For every additional power point that you spend, the nonlethal damage dealt by this power increases by 1d6. If you spend at least 4 additional power points this way, the damage dealt by this power becomes lethal damage instead of nonlethal.
- If you spend 2 additional power points, this power gains the [Evil] descriptor, all Constitution damage and lethal damage it deals (if any) is considered vile damage, and a successful saving throw does not prevent the Constitution damage.
- If you spend 2 additional power points, this power gains the [Evil] descriptor, causes 2d6 additional points of damage, and causes the subject to be dazed for 1d3 rounds on a failed Fortitude save, but it does not cause any Constitution damage.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.
Targeted MindClairsentience [Mind-Affecting]Level: Psion 2, Psychic Warrior 2
Display: Vi
Manifestation Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature with an Intelligence score
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 3
You can pinpoint the location of a creature by knowing the location of its mind. The creature loses any concealment bonus it might have had. You must be able to perceive the creature initially when manifesting this power. If the target moves out of your line of sight after being targeted, you still know where it is. If the creature becomes immune to mind-affecting powers, this power ends. If the creature moves out of range, the power ends.
Augment: If you spend 6 additional power points, the duration of this power becomes 1 hour per level and it does not end if the subject moves out of range. You cannot pinpoint a creature on another plane, but you can tell what plane it is on.
Vile ClawPsychometabolism [Evil]Level: Psion 3, Psychic Warrior 3
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5
Your fingers grow into long, dark talons that drip with ichor. The power grants you a natural claw attack with a base damage of 1d8 for a medium creature. You can use this claw attack with any free hand, but you can only make attacks as though you had one claw (you can use other claw attacks and take advantage of bonus attacks with this claw as normal).
Augment: You can augment this power in one or more of the following ways:
- If you spend 2 additional power points, the base damage of the claw increases by one step and it causes 1 point of Constitution damage on each hit.
- If you spend 2 additional power points, the base damage of the claw increases by one step and the damage it causes is considered vile damage.
- If you spend 6 additional power points, the claw becomes semimaterial when you attack with it, allowing you to use it as an incorporeal touch attack instead of as a normal claw, whichever is more beneficial.
Comments
Expanding Your Mind: New Psychic Warrior Feats, Powers, and Ranged Weapon Enhancements
I like making augments that add a little extra functionality. The basic targeted mind is a limited, single target version of blindsense. This new augment makes it good for tracking a fleeing creature as well.
The Splintered Mind: Rebels of the Scarlet Brotherhood
Augments! I may have gone a little overboard. Generally, I tried to add augments that improved the effects that were already present or add a little more utility.
Since I made the truth seeker work off the seer/telepath/psion lists, I made the truth seeker only powers into specific discipline powers.
I made fairy tale be Concentration + 1 round/level with a 2 point augment for permanent since it got dropped from level 3 to 2 for psions to accommodate letting truth seekers get it as 2nd level.
Expanding Your Mind: Thirteen New Slightly Evil Powers and More...
Spontaneous combustion was already officially updated.
Hellish mist and vile mist have been folded into ectoplasmic mist.
Bloodletting and caducity of flesh have been rolled into synaptic shock.
Claw of abomination, claw of the fiend, and claw of the shadow demon have been rolled together and renamed vile claw.
Change log
25/6/2017: Reposted to
Min Max Forums storm shelter. Updated formatting. Merged powers from multiple articles into one post.
November 2011 or so: First posted.