3e SRD:Call Weaponry
The manifester calls a weapon from thin air into his or her waiting hand (actually, it is a real weapon hailing from some other random location in the multiverse). The manifester doesn't have to see or know of a weapon to call itin fact, he or she can't ever call a specific weapon. The character just specifies the type. If the specified weapon type is one the manifester can call at his or her level, it appears. If the character calls a projectile weapon, it comes complete with 3d6 bolts, arrows, or sling bullets, as appropriate (the ammunition does not have an enhancement bonus, even at 10th level and above). If the character relinquishes his or her grip on the weapon for 2 or more rounds, it automatically returns to wherever it originally came from.
This material is published under the OGL |
Psychoportation (Dex) [Teleportation] | |
Level: | Psion 1/Psychic Warrior 1 |
---|---|
Display: | Au, Ma |
Range: | Touch |
Effect: | 1 unattended weapon (see text) |
Duration: | 1 hour/level (see text) (D) |
Saving Throw: | None |
Power Points: | 1 (see text) |
As the manifester's level increases, he or she can summon better and better weapons, although the power point cost is also greater.
Level Weapons Power Points
1–3 Simple 1
4–6 Martial 3
7–9 Exotic 7
10–12 +1 enhancement 11
13–15 +2 enhancement 13
15–17 +3 enhancement 15
18–20 +4 enhancement 17
Weapons with enhancement bonuses are assumed to be psionic, unless the manifester specifies otherwise. Weapons gained by call weaponry are distinctive due to the low hum they emit.
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{{ #if Teleportation|}}