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<blockquote data-quote="Obly99" data-source="post: 9382200" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Alter Reality</span></strong></p><p></p><p>Clairsentience</p><p></p><p><strong>Psicraft DC:</strong> 342</p><p></p><p><strong>Display: </strong>Mental and Visual</p><p></p><p><strong>Manifestation Time:</strong> 1 standard action</p><p></p><p><strong>Duration:</strong> See text</p><p></p><p><strong>Saving Throw:</strong> See text</p><p></p><p><strong>Power Resistance:</strong> See text</p><p></p><p><strong>To Develop:</strong> 3,078,000 gp; 62 days; <strong>Seed:</strong> fortify (DC 17), transport (DC 21). <strong>Factor:</strong> replicate <em>reality revision</em> (+20 DC), replicate any power or spell of 9th level or lower (+10 DC), create a non-psionic item of up to 100,000 gp (+30 DC), grant a creature a +6 inherent bonus (+10 DC), interplanar travel allowed (+4), no weight limit (+40 DC), undo misfortune (+40 DC), replicate a direct divine intervention (+150 DC).</p><p></p><p></p><p>As <a href="https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-powers/r/reality-revision" target="_blank"><em>reality revision</em></a>, but with more far-reaching effects. A reality revision can produce any one of the following effects.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Duplicate any power or spell of 9th level or lower, even if it’s a power on a discipline-restricted list that you do not have access to.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Undo the harmful effects of many other powers, such as <em>microcosm</em>, <em>geas</em>/<em>quest</em> and <em>insanity</em>.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Create a non-psionic item of up to 100,000 gp in value.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Grant a creature a +6 inherent bonus to an ability score that already has a +5 inherent bonus.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Remove injuries and afflictions. A single alter reality can aid one creature per manifester level, and all subjects are cured of all kinds of afflictions. For example, you could heal all the damage you and your companions have taken, and remove all poison effects from everyone in the part.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Revive the dead. An <em>alter reality</em> can bring a dead creature back to life by duplicating a <em>true resurrection</em> spell. An <em>alter reality</em> can also revive a dead creature whose body has been destroyed (unlike a <em>reality revision</em> power which requires two uses: one to recreate the body and another to infuse the body with life again). An <em>alter reality</em> also prevents a character who was brought back to life from gaining a permanent negative level. This can also revive characters obliterated by the story who cannot even be returned with the power of a deity, like a monk of the healing hands that use its final sacrifice class feature.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Transport travelers. An <em>alter reality</em> can lift two creatures per manifester level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Undo misfortune. An <em>alter reality</em> can undo a single recent event. The alter reality forces the success or failure of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, an <em>alter reality</em> could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The result does not count as a natural 20 or a natural 1 but does count as a success or failure. An unwilling target gets a Will save to negate the effect, and Power Resistance (if any) applies.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">You may try to use an <em>alter reality</em> to produce greater effects than these, but doing so is dangerous. (The <em>alter reality</em> may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion; Per GM discretion, this use of an <em>alter reality</em> may attract the attention of a deity or similarly powerful being.) This generally is equivalent in power to a direct divine intervention.</p> </li> </ul><p>Duplicated powers and spells allow saves and Power/Spell Resistance as normal (but save DCs are for 9th-level powers and spells and are further increased by) and the power is treated as if manifested with 20 power points, allowing the manifester to choose any appropriate augment options. Powers without augment options are simply manifested as normal, but with 9th level save DCs.</p><p></p><p>After manifesting an <em>alter reality</em> you are exhausted and sickened. After 10 minutes, a successful DC 25 Fortitude save removes the sickened condition; this save attempt may also be repeated every 10 minutes until it is lifted. The exhausted condition persists indefinitely until 1 hour of complete rest or it is otherwise magically removed.</p><p></p><p>Manifesting <em>alter reality</em> requires channeling psionic power through specially-treated crystals similar to cognizance crystals that cost 100,000 gp. The crystal is consumed in the manifestation and becomes inert, unable to be used again and losing any value. If a power or spell duplicated by <em>alter reality</em> has a material component that costs more than 100,000 gp, you must provide that component or additional crystals of the same value.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9382200, member: 7035194"] [CENTER][B][SIZE=7]Alter Reality[/SIZE][/B][/CENTER] Clairsentience [B]Psicraft DC:[/B] 342 [B]Display: [/B]Mental and Visual [B]Manifestation Time:[/B] 1 standard action [B]Duration:[/B] See text [B]Saving Throw:[/B] See text [B]Power Resistance:[/B] See text [B]To Develop:[/B] 3,078,000 gp; 62 days; [B]Seed:[/B] fortify (DC 17), transport (DC 21). [B]Factor:[/B] replicate [I]reality revision[/I] (+20 DC), replicate any power or spell of 9th level or lower (+10 DC), create a non-psionic item of up to 100,000 gp (+30 DC), grant a creature a +6 inherent bonus (+10 DC), interplanar travel allowed (+4), no weight limit (+40 DC), undo misfortune (+40 DC), replicate a direct divine intervention (+150 DC). As [URL='https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/psionic-powers/r/reality-revision'][I]reality revision[/I][/URL], but with more far-reaching effects. A reality revision can produce any one of the following effects. [LIST] [*][LEFT]Duplicate any power or spell of 9th level or lower, even if it’s a power on a discipline-restricted list that you do not have access to.[/LEFT] [*][LEFT]Undo the harmful effects of many other powers, such as [I]microcosm[/I], [I]geas[/I]/[I]quest[/I] and [I]insanity[/I].[/LEFT] [*][LEFT]Create a non-psionic item of up to 100,000 gp in value.[/LEFT] [*][LEFT]Grant a creature a +6 inherent bonus to an ability score that already has a +5 inherent bonus.[/LEFT] [*][LEFT]Remove injuries and afflictions. A single alter reality can aid one creature per manifester level, and all subjects are cured of all kinds of afflictions. For example, you could heal all the damage you and your companions have taken, and remove all poison effects from everyone in the part.[/LEFT] [*][LEFT]Revive the dead. An [I]alter reality[/I] can bring a dead creature back to life by duplicating a [I]true resurrection[/I] spell. An [I]alter reality[/I] can also revive a dead creature whose body has been destroyed (unlike a [I]reality revision[/I] power which requires two uses: one to recreate the body and another to infuse the body with life again). An [I]alter reality[/I] also prevents a character who was brought back to life from gaining a permanent negative level. This can also revive characters obliterated by the story who cannot even be returned with the power of a deity, like a monk of the healing hands that use its final sacrifice class feature.[/LEFT] [*][LEFT]Transport travelers. An [I]alter reality[/I] can lift two creatures per manifester level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.[/LEFT] [*][LEFT]Undo misfortune. An [I]alter reality[/I] can undo a single recent event. The alter reality forces the success or failure of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, an [I]alter reality[/I] could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The result does not count as a natural 20 or a natural 1 but does count as a success or failure. An unwilling target gets a Will save to negate the effect, and Power Resistance (if any) applies.[/LEFT] [*][LEFT]You may try to use an [I]alter reality[/I] to produce greater effects than these, but doing so is dangerous. (The [I]alter reality[/I] may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion; Per GM discretion, this use of an [I]alter reality[/I] may attract the attention of a deity or similarly powerful being.) This generally is equivalent in power to a direct divine intervention.[/LEFT] [/LIST] Duplicated powers and spells allow saves and Power/Spell Resistance as normal (but save DCs are for 9th-level powers and spells and are further increased by) and the power is treated as if manifested with 20 power points, allowing the manifester to choose any appropriate augment options. Powers without augment options are simply manifested as normal, but with 9th level save DCs. After manifesting an [I]alter reality[/I] you are exhausted and sickened. After 10 minutes, a successful DC 25 Fortitude save removes the sickened condition; this save attempt may also be repeated every 10 minutes until it is lifted. The exhausted condition persists indefinitely until 1 hour of complete rest or it is otherwise magically removed. Manifesting [I]alter reality[/I] requires channeling psionic power through specially-treated crystals similar to cognizance crystals that cost 100,000 gp. The crystal is consumed in the manifestation and becomes inert, unable to be used again and losing any value. If a power or spell duplicated by [I]alter reality[/I] has a material component that costs more than 100,000 gp, you must provide that component or additional crystals of the same value. [/QUOTE]
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