Call Armor

Psychoportation (Teleportation)
Level: Justice 2, psychic warrior 1
Display: Material
Manifesting Time: 1 round
Range: 0 ft.
Effect: One suit of armor or shield; see text
Duration: 1 min./level (D); see text
Saving Throw: None
Power Resistance: No
Power Points: Justice 3, psychic warrior 1

Armor appears on your body, answering your mental call.

You call a suit of armor or a shield to you, seemingly from thin air. (Actually, it is a real item snatched from some other random location in space and time.) You don't have to see or know of the item to call it. In fact, you can't ever call a specific item; you just specify the kind (chain shirt, full plate, buckler, and so on). The item is made of ordinary materials appropriate for its kind. Armor appears correctly donned, and a shield appears on the proper arm. Armor and shields gained by call armor are distinctive due to their astral glimmer.

If a called suit of armor is ever off your body or you relinquish your grip on a called shield for 2 or more consecutive rounds, the object automatically returns to its point of origin. (For this purpose, you're considered to be wearing armor when you're donning or shedding it.)

Augment: You can augment this power in one or both of the following ways.

1. For every 4 additional power points you spend, the item's enhancement bonus to Armor Class improves by 1.
For example, if you spend 15 power points, you call a shield or a suit of armor with a +3 enhancement bonus to Armor Class.

2. If you spend 4 additional power points, you can alter the substance of the armor to make it mithral. If you spend 8 additional power points, you can make it adamantine.