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BemnalTheFallen

Is Psionics Magical?

Many people assume that psionics is just another type of magic. The AD&D game

already has two types of magic - one wielded by wizards and the other by clerics.

So it is not unreasonable to ask, "Does the game need a third type of magic?"

The answer is no, the game probably does not need a third kind of magic.

But the question is misinformed because psionics is not magic. Magic is the

ability to shape, control, harness, and utilize natural forces that infuse the

game world and surround the characters. It is based on the principle that,

through the use of words, gestures, and catalyzing materials of unique power,

these external energies can be controlled.

The key element of that statement is external energy. Magical effects are

produced externally by manipulating outside forces. The power does not come from

inside the wizard or priest but from somewhere else.

Psionics is the complete opposite of this. The psionicist shapes, controls,

harnesses, and utilizes natural forces that infuse his own being. His effort is

focused inward rather than outward. He must be completely in touch with and

aware of even the tiniest workings of his body and mind.

This type of knowledge comes from long and intense meditation coupled with

physical extremes. The psionicist finds enlightenment in both complete

exhaustion and complete relaxation, in both pain and pleasure. The mind and body

are only parts of a much greater unity. Indeed, discussing one without the

other, as so many people do, seems nonsensical to a psionicist; they cannot be

separated. The body produces energy and vitality, the mind gives it shape and

reality.

Neither does the psionicist study or pray for his powers. He carries them

with him wherever he goes. As long as his mind and body are rested - i.e., as

long as he has not depleted his psionic strength - his powers are available to

him.

A Psionics Primer

All psionic powers belong to one of six disciplines: clairsentience,

psychokinesis, psychometabolism, psychoportation, telepathy, and metapsionics.

Within each discipline are major powers, called sciences, and minor powers,

called devotions.

Clairsentient powers allow characters to gain knowledge that is beyond the

normal capacity of human senses. For example, some clairsentients can see and

hear events that are miles distant, while others can sense poison.

Psychokinetic powers move objects - from molecules to missiles - across

space. A psychokineticist can throw a rock without touching it, or agitate

molecules in a piece of paper until it bursts into flame.

Psychometabolic powers affect the body. Biofeedback, healing, and shapechanging

are just a few of the powers known.

Psychoportive powers move characters or creatures from one location to

another without crossing space. The traveler simply ceases to exist in one

location, and begins to exist somewhere else. He may even travel to another

plane of existence or to another time.

Telepathic powers involve direct contact between two or more minds.

Examples include mind reading, personality swapping, and psychic attacks.

Metapsionic powers amplify, augment, or enhance other psionic abilities.

This is an advanced, demanding discipline.

Psionic Strength Points: Characters use psionic powers much like

proficiencies, with a few significant differences. Every time a psionicist uses

a psionic devotion or science, he must pay its "cost." This cost is deducted from

the character's total psionic strength points, or PSPs. PSPs are similar to hit

points, except that the psionicist spends them willingly, and he can recover them

much faster than lost hit points (psionic strength points are explained more

fully in a section below).

Power Scores: Like a proficiency, every psionic power that a character knows

has a score. In other words, a psionic power score represents the character's

aptitude in using that particular power. Power scores are devised exactly like

proficiency scores. Every psionic power is associated with one of the

character's basic attributes (Strength, Wisdom, etc.). The psionic power score

equals the character's score for that attribute, plus or minus a specific amount.

For example, a psionic power with a score of "intelligence -3" has a score three

less than the character's intelligence.

Power Checks: When a character wants to use a psionic power, the player

makes a psionic power check by rolling 1d20. If the number rolled is equal to or

less than the power score, the character succeeds (in other words, he does what

he intended). The player subtracts the cost of the power from his character's

total pool of psionic strength points.

If the roll exceeds the psionic power score, it means the character tried to

use his power, but failed. Failure has a price. The player must subtract half

the cost of the power, rounded up, from the character's psionic strength points.

In most cases, the psionicist can try to use the same power again immediately (in

the next round). For exceptions, see the individual power descriptions in this

book.

Like a proficiency check, a psionic power check yields specific results on a

die roll of 20 or 1. A "20" always indicates failure. A "1" always indicates a

minimum level of success, regardless of the character's power score. In other

words, even if a character's score has been reduced to a negative number by

penalties, a roll of "1" still succeeds. That doesn't mean a "1" (or any low

number) is the best result. A "1" means the power works - but often with a quirk

or drawback. See the individual power descriptions for specifics.

Players may use the optional "skill score" rule for psionic powers, too. If

the die roll for the power check equals the character's power score, special

results occur. Chapters 3 through 8 provide the details.

Psionic Strength Points (PSPs)

Psionic energy comes from within the character. This energy is measured in

psionic strength points, or PSPs. When a character uses a psionic power, he

expends psionic strength points. The exact cost depends on which power is used,

and how long the character uses it. Note that PSPs cannot be lost because of

sleep or unconsciousness; they can only be expended or drained (see various

Powers and Monsters).

The total number of psionic strength points that a character has depends on

four factors: his Wisdom, Intelligence, and Constitution scores, and his

experience level. Wisdom, Intelligence, and Constitution determine the

psionicist's inherent potential (Wisdom is the primary factor). Experience

determines how well the character has developed that potential.

Follow these steps to calculate a character's total PSPs:

1) Find the character's Wisdom score on Table 5, then get his base score

from that.

2) Add the appropriate ability modifiers for the character's Intelligence

and Constitution scores to his base score. This final adjusted number is the

character's inherent potential.

Example: Rowina's ability scores are Wis 17, Con 16, Int 12. Her inherent

potential is 25 (24 points for her Wisdom score with a 1 modifier for her

Constitution score). At 1st level she has 25 PSPs.

Table 5: INHERENT POTENTIAL

Ability Base Ability

Score Score Modifier

15 20 0

16 22 1

17 24 2

18 26 3

Gaining Psionic Strength Points: Every time a character advances to a new

experience level, he expands his total pool of psionic strength points. To

determine how many PSPs he gains, find the modifier on Table 5 that corresponds

to his Wisdom score. Add this number to 10. The result equals the total PSPs

gained.

Example: Rowina has just advanced to a new level. Her Wisdom is 17.

According to Table 5, the modifier for this score is 2. Rowina can add 12 PSPs

(2 10) to her total pool.

Recovering Psionic Strength Points: A character who has expended psionic

strength points can recover those points by "taking it easy" - which means

engaging in no hard physical activity and refraining from using psionic powers

(i.e., from expending any more PSPs). After each hour in which a character

expends no psionic strength points, check Table 6 to determine how many PSPs the

character recovers. A character can never recover more PSPs than he lost.

A character's rate of recovery depends on how much physical exertion he

experienced during the hour in question. Psionicists recover the most points

when they sleep or meditate for the entire hour of rest. Light activity, such as

walking or riding, diminishes the speed of recovery. Rate each hour according to

the most strenuous physical activity undertaken, even if it lasted only a few

minutes.Chapter 3: Clairsentience

Clairsentient Sciences

Aura Sight

Power Score: Wis -5

Initial Cost: 9

Maintenance Cost: 9/round

Range: 50 yds.

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

An aura is a glowing halo or envelope of colored light which surrounds all

living things. It is invisible to the naked eye. A creature's aura reflects

both its alignment and its experience level.

When a psionicist uses this power, he can see auras. Interpreting an aura

requires some concentration, however. With each use of this power, the

psionicist can learn only one piece of information-either the subject's alignment

or experience level, but not both simultaneously.

A psionicist can examine up to two auras per round (he must be able to see

both subjects). Alternately, he can examine the same aura twice, to verify his

first impression with a second reading or to pick up remaining information. In

any case, the psionicist must make a new power check each time he attempts to

interpret an aura.

The psionicist can be reasonably discreet when he uses this power. He

doesn't have to poke at the subject or give him the hairy eyeball. However, he

does need to gaze at the subject intently. Since the range of this power is the

range of vision, the psionicist can go unnoticed by maintaining his distance. If

he tries to sense auras on the people he is conversing with, they certainly will

notice that he is staring and probably will be uncomfortable.

The level of the character being analyzed affects the psionicist's power

check. The higher the subject's experience level, the tougher it is to interpret

the subject's aura. This translates into a -1 penalty for every three levels of

the subject, rounded down. For example, a psionicist reading the aura of an 8th

level character would suffer a -2 penalty.

If the die roll for the power check is a 1, the psionicist's reading is

incomplete or slightly incorrect. For example, the psionicist may learn only the

chaotic portion of a chaotic neutral alignment. Or he may interpret the

character's level with an error of one or two levels.

Power Score - The psionicist can examine up to four auras per round instead

of two.

20 - The initiator can't use this power again for 24 hours.

Clairaudience

Power Score: Wis -3

Initial Cost: 6

Maintenance Cost: 4/round

Range: unlimited

Preparation Time: 0

Area of Effect: special

Prerequisites: none

Clairaudience allows the user to hear sounds from a distant area. The

psionicist picks a spot anywhere within range. He then can hear everything that

he would be able to hear normally if he were standing in that spot. If the

psionicist has enhanced senses, the senses apply to clairaudience as well.

The farther the "listening spot" is from the psionicist, the more difficult

it is to use this power. The table below gives specifics.

Range Power Score Modifier

100 yards 0

1,000 yards -2

10 miles -4

100 miles -6

1,000 miles -8

10,000 miles -10

Interplanetary* -12

* Players with the SPELLJAMMER boxed set should note that clairaudience works

only within a given crystal sphere or plane.

Using clairaudience does not screen out background noise around the

psionicist. If something in his own neighborhood is raising a racket, he may

have trouble hearing what is happening somewhere else. Clairaudience also does

not give the psionicist the ability to understand a foreign or alien language,

nor does it help him interpret sounds. For example, if the psionicist hears

furniture scraping across the floor, he can only guess whether it's a chair or

something else - just as if he heard it while blindfolded.

Power Score - The psionicist automatically gains clairvoyance of the area as

well.

20 - The psionicist is deaf for 1d12 hours.

Clairvoyance

Power Score: Wis -4

Initial Cost: 7

Maintenance Cost: 4/round

Range: unlimited

Preparation Time: 0

Area of Effect: special

Prerequisites: none

Clairvoyance allows the user to see images from a distant area. The

psionicist picks a viewing spot anywhere within range. He can then see anything

that he could normally see if he were standing in that spot. His field of vision

is no wider than usual, but he can scan the area by turning his head.

Clairvoyance does not replace the character's normal eyesight. The

psionicist can still "see" what is actually before him, but the distant scene is

superimposed. For this reason, most clairvoyants close their eyes to avoid the

confusion of images.

The more distant the viewed area is, the more difficult it is to use

clairvoyance. The table below shows how the range to a viewed area can diminish

the psionicist's power score.

Range Power Score Modifier

100 yards 0

1,000 yards -2

10 miles -4

100 miles -6

1,000 miles -8

10,000 miles -10

interplanetary* -12

* Players with the SPELLJAMMER boxed set should note that clairvoyance works

only within a given crystal sphere or plane.

Clairvoyance does nothing to enhance the character's vision. Unless some

other power or magic is at work, he still cannot see objects that are invisible,

hidden in shadow, or behind other objects. This power also provides no sound, so

the character actually sees a kind of silent movie (without subtitles, of

course).

Once the viewing spot is chosen, it is fixed in space. To enjoy the view

from another location, the psionicist must use this power another time, and make

a new power check.

The psionicist's clairvoyant presence is undetectable by normal means. It

cannot be dispelled, repelled, or kept away by any form of magic.

Power Score - The psionicist automatically gains clairaudience, too, for the

duration of the clairvoyant vision.

20 - The psionicist is blind for 1d4 hours.

Object Reading

Power Score: Wis -5

Initial Cost: 16

Maintenance Cost: na

Range: 0

Preparation Time: 1

Area of Effect: touch

Prerequisites: none

Object reading is the ability to detect psychic impressions left on an

object by its previous owner, including his race, sex, age, and alignment. The

power can also reveal how the owner came to possess the item, as well as how he

lost it. The amount of information gained depends on the result of the power

check. If the psionicist's power check is successful, he learns the information

listed beside that result in the table below, plus all the information listed

above it.

Power Check

Result Information Gained

1-2 Last owner's race

3 Last owner's sex

4 Last owner's age

5 Last owner's alignment

6-7 How last owner gained and lost item

8 All this information about all owners

An object can be read only once per experience level of the psionicist;

additional readings at that level reveal no additional information. When the

clairvoyant gains a new experience level, he can try reading the same object

again, even if his object reading score has not changed.

Power Score - The psionicist automatically learns all information on the

table above.

20 - The psionicist becomes obsessed with the object; he strives to keep it

until he can attempt to read it again.

Precognition

Power Score: Wis -5

Initial Cost: 24

Maintenance Cost: na

Range: 0

Preparation Time: 5

Area of Effect: na

Prerequisites: none

Precognition enables the psionicist to foresee the probable outcome of a

course of action. This foresight is limited to the near future-no more than

several hours from the time he uses the power. Furthermore, the character must

describe the intended course of action in some detail in order to establish the

course of events.

The DM makes the power check secretly. If the check fails, the character

gains no information. If the roll is 20 exactly, the character sees himself

meeting his own death in a particularly nasty and grisly way and must make a

saving throw vs. petrification. If the character fails the save, he is so

completely shaken up by the vision that all his psionic power scores are reduced

by three for 1d6 hours.

If the power check succeeds, the character sees the most likely outcome of

the actions described. The DM has some liberty in describing the scene and

should use the d20 roll as a guide to how much detail to include. High rolls get

more detail.

Even when it's successful, precognition offers no guarantees. The

psionicist sees only one possible (albeit likely) outcome to a specific course of

action. If the characters involved deviate from the actions the psionicist

describes, then they are changing the conditions and the lines of time, thereby

making other outcomes more likely. Die rolls (particularly for surprise,

initiative, and normal combat) also play a large part in a precognition's

inaccuracy. The DM cannot be expected to engineer die rolls to the players'

advantage, and even events with 95% certainty fail to occur 5% of the time.

Anyone who relies on precognition to the exclusion of caution and common sense is

asking for trouble.

Precognition is tiring. Regardless of the outcome, a psionicist who has

used this power must rest for at least one turn before he can use any other

clairsentient powers (the use of other disciplines is not affected).

Power Score - The psionicist's player may reroll three die rolls to maintain

the precognition's validity.

20 - See above. (Not an optional result.)

Sensitivity to Psychic Impressions

Power Score: Wis -4

Initial Cost: 12

Maintenance Cost: 2/round

Range: 0

Preparation Time: 2

Area of Effect: 20-yard radius

Prerequisites: none

With this power, a psionicist gains a sense of history. He perceives the

residue of powerful emotions which were experienced in a given area. These

impressions offer him a picture of the location's past.

Battles and betrayals, marriages and murders, childbirth and great pain -

only events which elicited strong emotional or psychic energy leave their

impression on an area. Everyday occurrences leave no residue for the psionicist

to detect.

To determine how far into the past a psionicist can delve, divide the result

of his power check by two and round up. This is the number of strong events

which he can sense. Only one event can be noted per round, however, beginning

with the most recent and proceeding backward through time.

The character's understanding of these events is vague and shadowy, as if he

were viewing a dream. The dominant emotion involved-anger, hate, fear, love,

etc.- comes through very clearly.

Power Score - The character gains an unusually clear understanding of each

event.

20 - An angry ghost comes forward and attempts to use magic jar against the

psionicist.

Clairsentient Devotions

All-Round Vision

Power Score: Wis -3

Initial Cost: 6

Maintenance Cost: 4/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

This power gives the psionicist "eyes in the back of his head"--and in the

sides and top, as well. (Of course, this is figurative; he does not literally

sprout eyeballs.) In effect, the character can see in all directions

simultaneously. Besides its obvious application when combined with the

clairvoyance power, all-round vision prevents anyone from sneaking up on the

character without some sort of concealment. On the down side, the psionicist

suffers a -4 penalty against all gaze attacks while using this power.

Power Score - Infravision is also gained.

20 - The psionicist is blind for 1d4 hours.

Combat Mind

Power Score: Int -4

Initial Cost: 5

Maintenance Cost: 4/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

A character using this power has an unusually keen understanding of his

enemies and their fighting tactics. As a result, the psionicist's side in combat

gains a -1 bonus when making initiative die rolls. This is cumulative with any

other modifiers which may apply.

Power Score - The psionicist (but not his companions) also gains a 1 AC

bonus.

20 - The psionicist and his companions suffer a 1 initiative penalty.

Danger Sense

Power Score: Wis -3

Initial Cost: 4

Maintenance Cost: 3/turn

Range: special

Preparation Time: 0

Area of Effect: 10 yards

Prerequisite: none

When using danger sense, a psionicist will experience a slight tingling

sensation at the back of his neck when a hazard or threat is near. The DM must

make a successful power check on the psionicist's behalf before the character

detects the danger. This power does not give the psionicist any specific

information about the type of danger. He does not learn how or when it will

strike. However, he does learn the general direction of the threat (i.e., to the

right, left, ahead, or behind).

The character's power check results determine how much warning he gets. If

the roll is 12 or more, he knows whether danger is lurking anywhere in the

immediate area. If the roll is-8 or more, he enjoys a full round of warning

before that danger strikes. If the roll is 7 or less, however, the psionicist

isn't alerted until moments before danger strikes. If the roll is 1 exactly, he

still has several moments' warning but the direction is off; e.g., if the attack,

is coming from the left, he thinks it is coming from ahead, behind, or the right

(DM's option).

If the psionicist and his companions have enough warning, they can do

something to prepare-getting into defensive positions, preparing spells, or

running away, for example. If they have less than one round of warning, the DM

must decide how much preparation is possible. In any case, they always gain a 2

bonus on their own surprise rolls.

Power Score - The psionicist learns how far away the danger is.

20 - The psionicist cannot sense danger successfully for 1d6 hours.

Feel Light

Power Score: Wis -3

Initial Cost: 7

Maintenance Cost: 5/round

Range: 0

Preparation Time: 0

Area of Effect: special

Prerequisites: none

This extrasensory power allows the psionicist to experience light through

tactile sensations (by touch). His entire body becomes a receiver for light

waves. In effect, his body replaces his eyes; he can see what his eyes would

normally reveal. (His field of vision does not change.) This power does not

allow him to see in the dark, since there must be light for him to feel. Nor

does it counter magical darkness, which actually destroys or blocks light waves.

The character gains a 4 bonus when saving against gaze attacks.

Power Score - The character can feel light in all directions.

20 - The psionicist becomes overly sensitive to light for 1d10 rounds.

Exposure to light causes 1 point of damage per round, and the character cannot

see.

Feel Sound

Power Score: Wis -3

Initial Cost: 5

Maintenance Cost: 3/round

Range: 0

Preparation Time: 0

Area of Effect: special

Prerequisites: none

This power is almost identical to feeling light, but it makes the

psionicist's body sensitive to sound. It allows him to continue hearing when his

ears are disabled. This power does not detect sound where there is none,

however, nor is it effective inside magical silence. The psionicist gains a 2

bonus against sonic attacks or effects, including a siren's song.

Power Score - The psionicist can detect noise like a thief of the same

experience level.

20 - For 1d4 rounds, any sound causes 1 point of damage per round and is

garbled.

Hear Light

Power Score: Wis -3

Initial Cost: 6

Maintenance Cost: 3/round

Range: 0

Preparation Time: 0

Area of Effect: special

Prerequisites: none

This extrasensory power resembles "feel light:' but it relies on the

character's hearing rather than his sense of touch. A character who has been

blinded, either artificially, naturally, or by an injury, can "see" with his

ears. Any light waves which reach him are converted to sound, and he "hears" the

image. The image his mind perceives is just like an image offered by normal

sight, and the character suffers no penalties for anything requiring vision.

Power Score - The psionicist can "hear" in the dark, as if he had

infravision.

20 - Bright light causes deafness, and all other light is just a buzz.

Know Direction

Power Score: Int

Initial Cost: 1

Maintenance Cost: na

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

The psionicist becomes his own compass. By paying 1 PSP and making a

successful power check, he knows which way is north.

Power Score - The power is automatically maintained for one day.

20 - The psionicist is disoriented; he cannot use this power again for 1d6

hours.

Know Location

Power Score: Int

Initial Cost: 10

Maintenance Cost: na

Range: 0

Preparation Time: 5

Area of Effect: personal

Prerequisites: none

This power is useful to characters who frequently travel by using

teleportation, gates, or via other planes of existence. When it works, the power

reveals general information about the character's location. The information is

usually no more detailed than the response of a simple farmer when asked, "Where

am I?" Typical answers include "a few miles southwest of Waterdeep... as the

crow flies," "in the house of Kilgore the taxidermist," or "adrift on the Blood

Sea."

The higher the result of the power check, the more precise the location will

be. If the die roll is 8 or more, the location is specified within a mile or

less. If the roll is 7 or less, the location is specified within 10 miles.

The character can get additional information that is less specific than the

initial answer if his player asks for it (the psionicist does not make another

power check). For example, if the DMS first response is "you're in the house of

Kilgore the Taxidermist," the player might then ask where the house is. The DM

might answer by saying Kilgore's house is in Chendl, in the Kingdom of Furyondy.

Power Score - The psionicist learns the exact location he's trying to

determine.

20 - Nothing within 100 miles can be located with this power for 24 hours.

Poison Sense

Power Score: Wis

Initial Cost: 1

Maintenance Cost: na

Range: 0

Preparation Time: 0

Area of Effect: 1-yard radius

Prerequisites: none

This power enables a psionicist to detect the presence of poison and

identify its location within 1 yard of his body (or his presence, if he is using

clairvoyance or traveling astrally). The type of poison is not revealed, only

its presence. Any poison, including animal venom, can be detected.

Power Score - The psionicist determines the exact type of poison.

20 - If poison exists, the sense of it mentally overwhelms the psionicist.

The effects match those of actual exposure to the poison.

Radial Navigation

Power Score: Int -3

Initial Cost: 4

Maintenance Cost: 7/hour

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

As long as this power is in use, the psionicist knows where he is in

relation to a fixed starting point. In other words, no matter how or where he

moves, he still knows the exact direction and distance to his starting point.

He cannot necessarily tell someone how to get back to that starting point,

however. If he is in a maze or dungeon, for example, he may know the starting

point is 500 yards north, but he cannot retrace his steps through the maze

automatically. Radial navigation does enhance his ability to do so, however.

Every time the character comes to a decision point - e.g., "should I turn right

or left?" - the DM makes a power check for him. If the check succeeds, the

character knows which way he came. If the roll fails, he isn't sure. (He can

still maintain the power normally, however.)

Radial navigation can be helpful in several ways that are not obvious. For

example, teleportation and other extraordinary means of travel become simpler.

Let's say a character cannot see a particular location because he's blindfolded.

He leaves that location, but uses radial navigation to get a fix on it. That

means he can still teleport back there. Furthermore, if the character has a fix

on a place, he can reach it through the astral plane in just seven hours, the

minimum possible (assuming of course that he can travel through the astral

plane). And he can reach the same location by dimension walking (see the

psychoportation discipline) with no chance of getting lost. Radial navigation

can aid in telepathy, too. If the psionicist wants to make telepathic contact,

and he has a fix on the target's location, he doesn't suffer the usual penalties

for range.

If the character stops maintaining this power, he loses his fix on the

location. He can get it back by resuming this power and making a successful

power check within six hours. After six hours, the location is lost. Only one

location can be fixed at a time unless the character pays the maintenance cost

individually for each.

Power Score - The psionicist can automatically retrace his steps to the

starting point.

20 - The psionicist forgets where he is for 1d4 rounds.

See Sound

Power Score: Wis -3

Initial Cost: 6

Maintenance Cost: 3/round

Range: special

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

This power enables a character to perceive sound waves visually - with his

eyes - by converting the sound waves to light impulses (it works in much the same

way as feel light). Only a character who can see normally can use this power.

The psionicist can see sound even in darkness, because sound waves do not require

light. The character can still be "blinded" by silence, however.

Power Score - The psionicist can maintain this power for 1 PSP per round.

20 - Loud sounds cause "blindness", and all other sounds are as disturbing

as bright lights.

Spirit Sense

Power Score: Wis -3

Initial Cost: 10

Maintenance Cost: na

Range: 0

Preparation Time: 0

Area of Effect: 15-yard radius

Prerequisites: none

Using this power allows the psionicist to sense the presence of "spirits"

within 15 yards - meaning ghosts, banshees, wraiths, haunts, heucuvas, and

revenants. If a spirit frequently haunts the location at hand, the psionicist

will know it. He will also know when a spirit is within 15 yards, but he won't

be able to pinpoint its location.

Power Score - The psionicist knows the exact location of the spirits he

senses.

20 - The psionicist has aggravated the spirits (DM determines exact result).

Chapter 4: Psychokinesis

Psychokinetic Sciences

Create Object

Power Score: Int -4

Initial Cost: 16

Maintenance Cost: 3/round

Range: 20 yards

Preparation Time: 0

Area of Effect: special

Prerequisites: telekinesis

A psionicist with this power can assemble matter from air and the

surrounding area to create a solid object. This object remains in existence as

long as the psionicist pays the power's maintenance cost. When he stops

maintaining it, the object breaks into its constituent parts.

An object created this way can have any shape, color, and texture the

psionicist desires, provided it fulfills at least one of the following

conditions:

Fits entirely within a sphere no more than 4 feet in diameter.

Fits entirely within a cylinder no more than 20 feet long and 1 foot in

diameter.

Fits entirely within a cylinder no more than 2 feet high and 6 feet in

diameter.

Weighs no more than 10 pounds.

Only available materials within 20 yards of the psionicist can be used in

the construction. However, these materials can be rearranged or restructured if

the psionicist also has the power of molecular rearrangement. By combining these

two powers, he could manufacture diamonds from coal dust or a sword from rocks

containing iron ore.

If the power check result is a 1, the item contains a flaw - e.g., a sword

breaks when struck, a diamond contains impurities obvious to a jeweler, and so

on.

Power Score - The object is permanent. No cost is expended to maintain it.

20 - The power backfires, and a personal belonging (chosen randomly)

disintegrates.

Detonate

Power Score: Con -3

Initial Cost: 18

Maintenance Cost: na

Range: 60 yards

Preparation Time: 0

Area of Effect: one item, 8 cu. ft.

Prerequisites: telekinesis, molecular agitation

Some psionicists can make a bush self-destruct, or cause a zombie to

explode. With the detonate power, latent energy inside plants or inanimate

objects can be harnessed, focused, and released explosively. The power even

works against animated undead (skeletons and zombies). It does not affect

noncorporeal undead, such as ghosts, because they aren't material. Furthermore,

the science has no effect on animals of any sort, including intelligent creatures

such as humans, or undead with free will.

The detonation inflicts 1d10 points of damage upon all vulnerable objects

which the psionicist chooses to attack, within 10 feet. A saving throw vs.

breath weapon reduces damage to half. To determine what percentage of the object

was destroyed, multiply the result of the psionicist's power check by 10. If the

product is 100 or more - i.e., 100% or more - the target has been completely

destroyed. Anything less means a few significant chunks remain.

No more than 8 cubic feet of material can be destroyed with this power. A

portion of a wall can be blown out, for example, but if the wall is 10 inches

thick, an opening about 3 feet square will appear.

Power Score - Damage and range double, to 2d10 points and 20 feet,

respectively.

20 - The air surrounding the initiator detonates; everyone within 10 feet of

him is attacked.

Disintegrate

Power Score: Wis -4

Initial Cost: 40

Maintenance Cost: na

Range: 50 yards

Preparation Time: 0

Area of Effect: one item, 8 cu. ft.

Prerequisites: telekinesis, soften

The disintegrate science reduces an item or creature to microscopic pieces

and scatters them. Anything is vulnerable unless it is protected by magical

shielding such as a minor or regular globe of invulnerability or by an inertial

barrier. The psionicist chooses his target, but he can disintegrate no more than

8 cubic feet of material with one use of this power.

If the target is an inanimate object, it must save vs. disintegration;

success means it is unaffected. If the target is a living creature, character,

or an undead creature with free will, it must make a saving throw vs. death

magic. If it succeeds, the creature feels only a slight tingle, but is otherwise

unaffected. If the save fails, the creature is disintegrated (or 8 cubic feet

right out of its center, which should be enough to kill most anything).

Power Score - The power affects 16 cubic feet and saves are made with a -5

penalty.

20 - The power backfires and it affects the initiator (save with 5 bonus).

Molecular Rearrangement

Power Score: Int -5

Initial Cost: 20

Maintenance Cost: 10 per hour

Range: 2 yards

Preparation Time: 2 hours

Area of Effect: one item

Prerequisite: telekinesis, molecular manipulation

Molecular rearrangement is the psionic equivalent of alchemy. By toying

with an object's molecular structure, the psionicist can change its fundamental

nature or properties. This power cannot create matter or mass from nothing,

however. Nor can it change a material's state from liquid to solid, gas to

liquid, and so on. It is best suited to converting one sort of element into

another, but it can also be used for more complex operations - neutralizing a

poison, for example.

Converting one element to another is usually a simple operation, in which

one ounce of material can be changed each hour. Typical conversions of this type

include steel to lead, or any metal to gold. More complex rearrangement, like

changing a metal to glass or changing a wooden goblet to a ruby goblet, takes

four times longer.

The creation of gold coins from other metals is possible, but it's no way to

get rich quick. At the rate of one ounce per hour, it would take 16 hours -

about two work days - to change 10 copper pieces into 10 gold pieces, for a net

profit of 9 gold pieces.

Molecular rearrangement is often used to create superior weapons. A

psionically tempered weapon may receive a 1 on damage rolls (see "Weapon

Quality " in Chapter 6 of the DMG). The process is time-consuming, however. For

example, a typical short sword takes at least 40 hours to temper psionically.

(The average short sword weighs 3 pounds, or 48 ounces, most of which is the

blade.) A psionically tempered weapon does not automatically offer a 1 attackroll

bonus. In order to receive that bonus, the psionicist must 1) have the

weaponsmithing proficiency and 2) make a successful proficiency check when he

fashions the weapon.

The psionicist makes his power check when the process is complete. If it

fails, he did not waste all his effort. The difference between the character's

die roll and his power score, multiplied by 10, equals the percentage of work

which must be redone.

If the roll is 1, the item seems perfect but contains a hidden flaw which

will cause it to break, or fail, or simply look wrong when it is put to use (the

ruby goblet might leak, for example, or the sword might contain a soft portion

which causes it to bend).

This power has no effect against living creatures weighing more than one

ounce. Creatures weighing one ounce or less are killed if their molecules are

rearranged.

Power Score - The new material is extraordinary (DM's arbitration).

20 - The item is seriously flawed and utterly useless.

Project Force

Power Score: Con -2

Initial Cost: 10

Maintenance Cost: na

Range: 200 yards

Preparation Time: 0

Area of Effect: na

Prerequisites: telekinesis

Some psionicists can push, shove, and otherwise bully an opponent from afar.

Project force allows the psionicist to focus a psychokinetic "punch" against a

target up to 200 yards away.

If used offensively, this punch causes damage equal to 1d6 points plus the

target's armor class (negative armor classes reduce the damage). For example, a

target with armor class 5 would suffer 6 to 11 points of damage (1 to 6 points,

plus 5). A successful save vs. breath weapon reduces the damage by half.

This rather unsubtle blow can also be used to trigger traps, throw levers,

open doors (if they aren't locked or latched), break windows, and the like.

Power Score - The blow also knocks down the target if it is roughly mansized

or smaller.

20 - The blow strikes the initiator.

Telekinesis

Power Score: Wis -3

Initial Cost: 3

Maintenance Cost: 1/round

Range: 30 yards

Preparation Time: 0

Area of Effect: single item

Prerequisite: none

Telekinesis, or "TK" for short, is the ability to move objects through space

without touching them. All telekinetic efforts tend to be physically taxing,

because they involve real work. Moving small, light objects is relatively easy.

As the objects become more massive, the task becomes significantly more

difficult.

The costs above (3 PSPs initially and 1 per round of maintenance) assume

that the object being moved weighs 3 pounds or less. For heavier objects, these

rules apply:

• The initial cost equals the object's weight in pounds.

• The maintenance cost is half the initial cost, rounded down.

• The character's power score is decreased by one-third of the object's weight

in pounds, rounded down.

For example, to telekinetically snatch a 15-pound battle axe from a rack, a

psionicist must pay 15 PSPs and make a power check with a -5 modifier to his

score.

A psionicist using TK can move an object up to 60 feet per round. The

object can serve as a weapon. In this case, the character attacks using his own

THACO score, with a penalty equaling the objects weight modifier (one-third its

weight, rounded down).

Power Score - The character can lift a second item of equal or lesser weight

simultaneously for the same cost.

20 - The psionicist "fumbles" the item, knocking it over, etc.

Psychokinetic Devotions

Animate Object

Power Score: Int -3

Initial Cost: 8

Maintenance Cost: 3/round

Range: 50 yards

Preparation Time: 0

Area of Effect: 1 object, 100 lbs.

Prerequisites: telekinesis

Inanimate objects can be "brought to life" with this devotion. The objects

are not actually alive, but they move under the psionicist's control as if they

were. For example, chairs may walk, trees may dance, and stones may waddle

around.

The object being animated must weigh 100 pounds or less. The material being

animated affects the difficulty of the task; stronger or more brittle materials

are harder to animate than weak or floppy materials. Once animated, however, all

materials become flexible to some extent.

Ability Score

Material Modifier

Cloth, paper 0

Live wood, dead animal -1

Dead wood -2

Water -3

Thin metal -4

Thick metal -5

Stone -6

Fluid motion is not common. The animated item moves more like a puppet.

Its movements are jerky and clumsy, and if the item was rigid to begin with, it

makes a loud creaking, groaning, or grating sound. It can move 60 feet per round

(movement rate 6), in any direction chosen by the psionicist. It can attack as a

club with a THAC0 of 20.

Power Score - Animation is smooth and lifelike.

20 - No additional effect.

Animate Shadow

Power Score: Wis -3

Initial Cost: 7

Maintenance Cost: 3/round

Range: 40 yards

Preparation Time: 0

Area of Effect: 100 sq. ft.

Prerequisites: none

With this devotion the psionicist can animate the shadow cast by anyone or

anything and make it seem to have life of its own. The shadow can even move away

from the person or thing that cast it. It must, however, remain flatly cast

along a surf ace. It can never be more than two-dimensional.

An animated shadow can't really do anything other than startle or amuse

someone. It cannot attack or disrupt a mage's concentration. In this regard, it

is similar to a cantrip's effect. It can serve as a diversion by entertaining

someone or attracting a guard's attention.

Power Score - The range increases to 100 yards.

20 - The shadow disappears completely for one round.

Ballistic Attack

Power Score: Con -2

Initial Cost: 5

Maintenance Cost: na

Range: 30 yards

Preparation Time: 0

Area of Effect: 1 item, 1 lb.

Prerequisites: telekinesis

This power can make any psionicist a "David" when he's facing "Goliath."

It's a special variation of the telekinesis science. Instead of moving any

object relatively slowly, ballistic attack allows the character to hurl a small

object at a target. The object, no more than 1 pound in weight, can achieve

deadly speeds. It must be within sight of the psionicist and cannot be anchored

or attached to anything else. A rock is the most common weapon.

The psionicist uses his regular THACO to determine whether he hits the

target. If he succeeds, the missile inflicts 1d6 points of damage (assuming, of

course, that the character made a successful power check in the first place).

Power Score - Damage increases to 1d12.

20 - Ballistic boomerang. The psionicist becomes the object's target.

Control Body

Power Score: Con -2

Initial Cost: 8

Maintenance Cost: 8/round

Range: 80 yards

Preparation Time: 0

Area of Effect: individual

Prerequisites: telekinesis

This science allows psychokinetic control of another person's body. In

effect, the victim becomes a marionette. He knows that someone else is pulling

his strings, though, and he's probably mad as all get-out.

Before this science actually works, the psionicist must engage in a psychic

contest, pitting his power score directly against the victims Strength. If the

victim wins the contest, he breaks free (the psionicist still pays the power

cost). In a tie, the contest continues into the next round, provided the

psionicist maintains the power. The victim can't do anything else during this

contest; all his effort is focused on retaining control of his own body.

If the power works, the psionicist has rudimentary control over the victim's

limbs. He can make the victim stand up, sit down, walk, turn around, etc. The

body can be forced to attack physically, but with a -6 penalty on attack rolls

(using the victim's own THACO). The victim can't be forced to speak. In fact,

he keeps control over his own voice and can say whatever he likes.

The victim must stay within the 80-yard range or the psionicist's control is

broken automatically. If the body is forced to do something obviously suicidal,

like walking off a cliff or poking at a red dragon, the victim can fight another

contest with the psionicist to regain control (the adrenaline rush of imminent

danger gives him renewed strength).

Power Score - The psionicist automatically wins the initial psychic contest.

20 - The psionicist suffers partial paralysis (an arm or leg) for 1d10

turns.

Control Flames

Power Score: Wis -1

Initial Cost: 6

Maintenance Cost: 3/round

Range: 40 yards

Preparation Time: 0

Area of Effect: 10 sq. ft.

Prerequisites: telekinesis

By controlling flames, a psionicist can make a normal fire bigger, smaller,

hotter, or colder. He can even make it move around as if it were a living

creature.

A fire's size can be increased by 100% or decreased by 50%. If the fire's

heat is increased, it causes double damage. If its heat is reduced, the damage

is halved. This applies to flaming torches, burning oil, and other normal fires,

but not to magical fires such as fireballs or burning hands.

An animated fire can move up to 90 feet per round (MR 9). It can be shaped

like a person or an animal, as long as it covers no more than 10 square feet of

ground. If the fire moves away from its fuel, it can survive for only one more

round, then dies out.

An animated fire can also attack by engulfing an opponent. The psionicist

must make an attack roll using his regular THACO. If successful, the attack

causes 1d6 points of damage.

Power Score - Size can increase up to 200 % or decrease to 0% (the fire is

extinguished).

20 - The psionicist burns himself, suffering 1d4 points of damage.

Control Light

Power Score: Int

Initial Cost: 12

Maintenance Cost: 4/round

Range: 25 yards

Preparation Time: 0

Area of Effect: 400 sq. ft.

Prerequisites: none

The psionicist can manipulate existing light with this devotion. He cannot

create light from darkness, but he can create darkness from light. This power

can accomplish the following, and anything else the DM allows:

• Deepen existing shadows, making them inky black. A thief hiding in this

shadow gets a 20% bonus on his ability roll.

• Lighten existing shadows, reducing a thief's hiding ability by 20%.

• Brighten a light source until it hurts to look at it. This gives everyone

exposed to the light a -2 penalty on attack rolls.

• Dim a light source so it resembles twilight. This does not affect anyone's

attack rolls.

• Extend shadows into areas that are otherwise well lit. Only an existing

shadow can be extended, but its size can be increased by 200% (i.e., its

size can be tripled).

• Extend light into areas that are otherwise in shadow. Shadows can be

reduced in size by 50%.

Power Score - The maintenance cost is reduced to 1 PSP per round.

20 - The effect is the opposite of what is desired, and maintenance fails.

Control Sound

Power Score: Int -5

Initial Cost: 5

Maintenance Cost: 2/round

Range: 100 yards

Preparation Time: 0

Area of Effect: na

Prerequisites: none

This power allows the psionicist to shape and alter existing sounds. As a

woman speaks, for example, the psionicist could change her words into a lion's

roar, or even into different words. Or he could disguise the sound of 20 men

marching past a guard as falling rain. Sounds can also be layered-so that one

singing person sounds like an entire choir, for example.

If the character's power check is a 1, something about the sound he's

altered isn't quite right, so it arouses suspicion. If he is trying to exactly

duplicate another voice, this fault occurs on a roll of 1 or 2.

This power can also dampen a sound. The player must specify which sound the

character intends to eliminate; the power has no area of effect. For example,

the psionicist might quiet the sound of a hammer, muffle the words from someone's

mouth, or eliminate the creaking of a door. He could not do all three

simultaneously, however.

Power Score - The maintenance cost is reduced to 1 PSP per round.

20 - A loud boom erupts from the psionicist's location.

Control Wind

Power Score: Con -4

Initial Cost: 16

Maintenance Cost: 10/round

Range: 500 yards

Preparation Time: 2

Area of Effect: 1,000 yards

Prerequisites: telekinesis

The psionicist can gain limited control over wind speed and direction with

this devotion. The speed of any existing wind can be increased or decreased by

10 miles per hour or 25%, whichever is greater. The direction of the wind can

also be changed by up to 90 degrees.

These changes are temporary, lasting only as long as the psionicist pays the

maintenance cost. The changes occur within moments after he wills them, and die

out in less than a minute when he stops maintaining them.

Winds above 19 miles per hour prevent anything smaller than a man or a

condor from flying and impose a -4 modifier on missile fire. They also whip up

waves on the sea and make sailing difficult. Winds gusting at over 32 miles per

hour cause minor damage to ships and buildings. These gusts also kick up clouds

of dust, and prevent all but the largest creatures from flying. Winds over 55

miles per hour prevent all flight, knock down trees and wooden buildings, and

threaten to swamp ships. Winds over 73 miles per hour are hurricane gales.

Power Score - The psionicist gains total direction control and can change

speeds by up to 25 mph or 50%, whichever is greater.

20 - No additional effect.

Create Sound

Power Score: Int -7

Initial Cost: 8

Maintenance Cost: 3/round

Range: 100 yards

Preparation Time: 0

Area of Effect: na

Prerequisites: telekinesis, control sound

Unlike the control sound devotion, this power allows a psionicist to create

sound from silence. That means the psionicist can choose the source or location

of the sound. For example, he can make rocks sing, weapons cast insults, and

trees sound as if a battle is occurring inside. The sound can be as soft as a

whisper or as loud as several people shouting in unison. Once the sound is

created, the psionicist can control it without expending additional PSPs (other

than normal maintenance).

If the die roll for the character's power check is a 1, the sound is not

quite true and may arouse suspicion in listeners. If a specific human voice is

being mimicked, this happens on a roll of 1 or 2.

Created sounds cannot have any magical effect. The psionicist might

duplicate a banshee's wail, for example, but it cannot harm anyone.

Power Score - Sound volume can be up to that of a dragon's roar.

20 - A loud boom erupts near the initiator.

Inertial Barrier

Power Score: Con -3

Initial Cost: 7

Maintenance Cost: 5/round

Range: 0

Preparation Time: 0

Area of Effect: 3-yard diam.

Prerequisites: telekinesis

The inertial barrier is a defense. The psionicist creates a barrier of

"elastic" air around himself and anyone else within 3 yards. Like an unpoppable,

semipermeable bubble, this barrier helps soften missile blows and can shield

those inside from many forms of damage.

Specifically, the barrier helps protect against the following, by absorbing

some (or with luck all) of the potential damage:

• Any nonmagical missile weapon.

• Any physical missile which was created with magic.

• Any missile with magical pluses.

• Flames.

• Some breath weapon attacks, depending on the nature of the breath.

• Acid. The barrier stops or slows the attack. This doesn't matter much if

the acid comes from above, because it just drips on the characters.

• Gas. The barrier turns it aside, at least partially (depending on the

defender's die roll), but after a turn it will eventually work its way

inside and take full effect.

• Falling. A psionicist with an inertial barrier in place suffers only onehalf

damage from a fall; the barrier absorbs a lot of the impact, but the

character still gets banged around inside.

The inertial barrier has no effect against the following :

• Missiles conjured from pure magic.

• Raw heat or cold.

• Pure energy or light

• Gaze weapons.

Furthermore, the barrier cannot keep enemies out, but it does slow them a

bit. Anyone trying to cross the barrier must stop moving when he hits it. He

can then cross inside (or outside) in the next round.

Handling Missile Attacks; The inertial barrier saps energy from missile

weapons by tightening around them as they pass through. If a missile strikes its

target inside the barrier, the attacker rolls damage normally. The defender then

rolls the same type of die (as the attacker just did) to see how much damage the

barrier absorbed. The defender does not include any magical pluses the weapon

may have.

The defender then subtracts the result of his die roll from the attacker's

damage. If anything is left over, the defender loses that many hit points. If

the defender's roll equals or exceeds the total damage, the weapon falls

harmlessly to the ground. If the missile is explosive, the barrier does prevent

damage, but not the explosion.

The barrier does not differentiate the direction of travel. If a weapon is

fired from the inside, the penalties above still apply.

Power Score - The barrier blocks an additional point per die.

20 - The psionicist creates a bizarre wind pocket that knocks him to the

ground.

Levitation

Power Score: Wis -3

Initial Cost: 12

Maintenance Cost: 2/round

Range: 0

Preparation Time: 0

Area of Effect: individual

Prerequisites: telekinesis

Levitation allows the user to float. It is the use of telekinesis on

oneself.

A character can lift himself at the rate of 1 foot per second, or 60 feet

per round. The character can descend as quickly as he wants by simply letting

himself fall, then slowing down as he nears the ground.

Levitation is not flying; it doesn't provide any horizontal movement. The

character can hover motionless, and will drift with the wind, however. He can

also push himself off a wall or other fixed object and drift up to 60 feet per

round in a straight line, but he can't stop until he meets another solid object

or lowers himself to the ground.

Two other powers - control wind and project force - can help the levitating

psionicist propel himself forward. Control wind allows him to determine the

direction in which he drifts. Project force allows him to create a 'Wall"

wherever it's wanted; movement is up to 60 feet per round, in any direction.

Each change of direction or speed is a distinct use of the power, however, and

costs PSPs.

A psionicist can always levitate his own weight. Additional weight,

however, such as equipment or passengers, is a hindrance. Every 25 pounds of

added weight reduces the character's power score by one point.

Power Score - The rate of levitation is doubled (to 120 feet/round).

20 - The psionicist doubles his weight for one round. If he falls, he

suffers an extra d6 points of damage.

Molecular Agitation

Power Score: Wis

Initial Cost: 7

Maintenance Cost: 6/round

Range: 40 yards

Preparation Time: 0

Area of Effect: 1 item, 20 lbs.

Prerequisites: none

Molecular agitation enables the user to excite the molecules of a substance:

paper ignites, wood smolders, skin blisters, water boils, etc. The list below

shows what's possible, depending on how many rounds the substance is agitated.

1 round: readily flammable materials (e.g., paper, dry grass) ignite, skin

becomes red and tender (1 point of damage), wood becomes dark.

2 rounds: wood smolders and smokes, metal becomes hot to the touch, skin blisters

(ld4 points of damage), hair smolders, paint shrivels.

3 rounds: wood ignites, metal scorches (ld4 points of damage), skin burns away

(ld6 points of damage), water boils, lead melts (damage does not increase after

this round, but does continue).

4 rounds: steel grows soft.

5 rounds: steel melts.

Where items are concerned, allow saving throws against destruction, but add

a 10 penalty to the saving throw number (this heat is quite destructive, coming

from inside the material rather than outside).

Power Score - After round one, the rate of agitation doubles (3 rounds of

damage occurs in just 2, 5 rounds of damage occurs in 3).

20 - An item belonging to the psionicist (chosen at random) is affected for

one round.

Molecular Manipulation

Power Score: Int -3

Initial Cost: 6

Maintenance Cost: 5/round

Range: 15 yards

Preparation Time: 1

Area of Effect: 2 sq. inches

Prerequisites: telekinesis

This power allows the user to weaken the molecular bonds within an object or

structure. When someone stresses the object or strikes a blow it, it snaps.

The psionicist can create a "breaking point" of approximately two square

inches per round. Deterioration occurs across a plane (in two dimensions, not

three). One round's work is enough to fatally weaken most small objects - e.g.,

swords, ropes, saddle straps, belts, and bows. Larger objects require more time,

and DM discretion.

DMs must decide how vulnerable this power makes larger, oddly shaped items

like shields or doors. They should keep in mind that an object need not be in

two pieces before it's virtually useless. For example, a little boat with a

cracked hull is unsafe at sea. And a shield that is split halfway across offers

little or no protection; if successive blows don't shatter it, they certainly

will rattle the holders arm unmercifully.

Power Score - Weakening occurs at twice the rate above.

20 - The item is strengthened. Now it requires twice the normal effort to

weaken.

Soften

Power Score: Int

Initial Cost: 4

Maintenance Cost: 3/round

Range: 30 yards

Preparation Time: 0

Area of Effect: 1 object, 10 lbs.

Prerequisites: none

This power resembles molecular manipulation, except that it weakens the

entire object instead of small area across a single plane. The object softens

overall, losing its rigidity and strength. Specific effects vary, depending on

the material.

Metal: For each round of softening, weapons incur a -1 penalty to attack

rolls and cause one less point of damage, cumulatively. The armor class of metal

armor increases one point per round of softening. After 10 rounds, any metal

becomes soft and rubbery, but retains its shape.

Wood: Like metal, weapons with wooden shafts or handles suffer a -1 penalty

to attack rolls and damage per round of softening. After six rounds, wood

becomes stringy and rubbery but retains its shape. After 10 rounds, the grain

can be split easily and a punch can break through even the hardest and thickest

doors or chests.

Stone: After two rounds, stone becomes noticeably soft to the touch. After

five rounds, it can be worked like stiff clay, but this is as soft as it gets.

Magical Items: Save vs. crushing blow to escape the effect entirely.

Living Tissue: No effect.

DMs can use their own judgement and the examples above to handle other

materials.

Power Score - All effects are doubled.

20 - The item is strengthened, and can't be affected again until the

psionicist gains one level.

Chapter 5: Psychometabolism

Psychometabolic Sciences

Animal Affinity

Power Score: Con -4

Initial Cost: 15

Maintenance Cost: 4/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

When the psionicist first learns this power, he develops an affinity for a

particular type of animal. He cannot choose the animal; the affinity is dictated

by his aura. To determine the nature of the affinity, the psionicist's player

rolls 1d20 and consults the table below. From that point on, when the character

invokes this power, he can claim one of the animal's attributes as his own -

temporarily. He can gain the animal's armor class, movement rate and mode,

attacks and damage, THAC0, hit points, or any other special ability. Only one of

these can be used at a time, however.

The effect lasts as long as the psionicist maintains the power. Switching

to a different ability means paying the initial cost of the power again, and

making a new power check.

The character does undergo a physical change when this power is invoked.

The extent of the change depends on the animal and the ability. For example,

adopting a hawk's movement obviously requires wings, while attacking like a tiger

calls for fangs and claws.

1 Ape

2 Barracuda

3 Boar

4 Bull

5 Crocodile

6 Eagle, giant

7 Elephant

8 Falcon

9 Griffon

10 Grizzly bear

11 Lion

12 Panther (black leopard)

13 Percheron (draft horse)

14 Peregrine falcon (hawk)

15 Rattlesnake

16 Scorpion, giant

17 Shark

18 Stag

19 Tiger

20 Wolf

Power Score - The character gains two abilities instead of one.

20 - The character's skin takes on the appearance of the animal's skin until

the power is used again successfully (no change in AC).

Complete Healing

Power Score: Con

Initial Cost: 30

Maintenance Cost: na

Range: 0

Preparation Time: 24 hours

Area of Effect: personal

Prerequisite: none

The psionicist who has mastered this power can heal himself completely of

all ailments, wounds, and normal diseases. He places himself in a trance for 24

hours to accomplish the healing. The trance is deep, and cannot be broken unless

the character loses 5 or more hit points. As he uses this power, the

psionicist's body is repairing itself at an incredible rate. At the end of the

24-hour period, the character awakes, restored to complete health in every regard

except for the 30 PSPs he expended to use complete healing.

If the character's power check fails, he breaks his trance after only one

hour, having realized that the power was not working. Only 5 PSPs have been

expended.

Power Score - The healing occurs in just one hour.

20 - The psionicist awakes after the full 24 hours to discover that the

attempt failed. He has expended 5 PSPs.

Death Field

Power Score: Con -8

Initial Cost: 40

Maintenance Cost: na

Range: 0

Preparation Time: 3

Area of Effect: 20 yd. rad.

Prerequisite: none

A death field is a life-sapping region of negative energy. Only psionicists

of evil alignment can learn this power without suffering side effects. If any

other psionicist tries to learn the death field, his alignment will gradually be

twisted toward evil as he explores this very dark portion of his psyche.

A successful death field takes it toll on everyone inside it, including the

psionicist. Before he initiates this power, he must decide how many hit points

he will sacrifice. If the power works, the loss is inevitable; he gets no saving

throw. Every other living thing within the death field must make a saving throw

vs. death. Those who succeed escape damage.

Those who fail lose the same number of hit points as the psionicist. For

the weak, that can mean death.

Power Score - The psionicist loses only half the number of hit points he

specifies; victims who fail their saving throws lose the full amount.

20 - The power fails, but the psionicist loses the hit points anyway.

Energy Containment

Power Score: Con -2

Initial Cost: 10

Maintenance Cost: na

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

A psionicist with this power has trained himself to safely absorb and

assimilate energy from electricity, fire, cold, heat, and sound energy that would

fry, freeze, or otherwise harm a normal character. Any physical assault based on

these energy types can be drawn into the psionicist's body. The character

transforms the energy, and safely releases it as visible radiance (light).

In effect, this protects the psionicist against energy attacks. If the

psionicist makes a successful power check, he can double the result of his die

roll when saving against an energy attack. If the character makes a successful

saving throw, he suffers no damage from the attack. If he fails, he suffers only

half damage, regardless of what the spell description (if applicable) states.

When the character absorbs energy, he radiates visible light for a number of

rounds equal to the points of damage he absorbed. If he suffered half damage, he

radiates for that many rounds. If he suffered no damage, roll for damage anyway

to see how long he glows.

This glow is definitely noticeable, but it is soft, and illuminates no more

than an area with a 2-yard radius.

Power Score - All saves against energy attacks automatically succeed during

the round in which the power is in effect.

20 - The psionicist becomes an energy attractor for 1 turn. All saves vs.

energy attacks fail, causing full standard damage.

Life Draining

Power Score: Con -3

Initial Cost: 11

Maintenance Cost: 5/round

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisites: none

With this devotion, a psionicist can drain hit points from another character

and use them to recover his own. This transfer occurs at the rate of 1d6 points

per round.

The character can absorb up to 10 more hit points than his healthy total,

but these bonus points last only one hour. After that, if the psionicist still

has more hit points than he should, the excess points vanish.

Power Score - Rate of drain increases to 1d20 points per round.

20 - Backfire! Half of the psionicist's remaining hit points are absorbed by

the target, reversing the power's effects.

Metamorphosis

Power Score: Con -6

Initial Cost: 21

Maintenance Cost: 1/turn

Range: 0

Preparation Time: 5

Area of Effect: personal

Prerequisites: none

This science resembles polymorphing, but it has a much wider application.

The psionicist can change himself into anything with approximately the same mass

as his body: a wolf, a condor, a chair, a rock, a tree. While in this form, he

retains his own hit points and THAC0, if possible, but gains the armor class of

the new form. The psionicist also gains all physical attacks that form allows,

but no magical or special abilities (this all depends on the new form; a tree

cannot attack, so THAC0s and attacks are meaningless).

Like any massive change of shape, however, this causes great physical

stress. The psionicist must make a system shock roll to survive the change. If

the roll fails, he does not die, but the PSPs are expended and he passes out for

2d6 turns.

Power Score - The system shock roll automatically succeeds, and the new

form's mass can be up to three times that of the psionicist's body.

20 - The psionicist must save vs. paralyzation. Failure means he changes to

the new form permanently.

Shadow-form

Power Score: Con -6

Initial Cost: 12

Maintenance Cost: 3/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

A psionicist using this power actually transforms himself into living

shadow, along with his clothing, armor, and up to 20 pounds of equipment. He can

blend perfectly into any other shadow and travel with a movement rate of 6. He

can only travel through darkness and shadow, however. Areas of open light are

impassable.

While in shadow-form, the psionicist can be detected only by life detection,

other types of psychic detection, or by a true seeing spell. He cannot harm

anyone physically, or manipulate any corporeal object, but he can still use

psionic powers.

If the psionicist rolls a 1 on his power check, he becomes shadow but none

of his clothing or equipment makes the switch.

Power Score - The psionicist gains all desirable powers of the "shadow"

monster for 1d4 turns.

20 - The player must roll a save vs. lightning for the psionicist's most

valuable item. If it fails, the item becomes shadow and drifts away, lost

forever.

Psychometabolic Devotions

Absorb Disease

Power Score: Con -3

Initial Cost: 12

Maintenance Cost: na

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisite: none

This power lets the psionicist take the disease from another character's

body, and absorb it himself. Presumably, the psionicist will then heal himself

(using complete healing). This power can absorb magical diseases, but not

curses, such as lycanthropy.

Power Score - The disease is automatically destroyed by the psionicist's

immune system.

20 - The disease remains in the victim while spreading to the psionicist.

Adrenaline Control

Power Score: Con -3

Initial Cost: 8

Maintenance Cost: 4/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

By controlling the production and release of adrenaline in his system, the

psionicist can give himself temporary physical boosts on demand. When he

increases his adrenaline, the character gains 1d6 points, which he can add

directly to his Strength, Dexterity, or Constitution scores however he chooses.

He enjoys all the normal bonuses for high physical attributes while this power is

in effect.

If the psionicist's power check result is a 1, he overtaxes his system with

this adrenaline. He still gets the boost, but he loses twice that many hit

points, too.

Power Score - Instead of dividing the d6 result, the character applies that

many points to each of the three attributes.

20 - The psionicist must make a successful system shock roll or suffer a 50%

loss in current hps and pass out for 1d8 hours.

Aging

Power Score: Con -7

Initial Cost: 15

Maintenance Cost: na

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisite: none

With this power, an evil psionicist can cause unnatural aging by touch

(other psionicists can use this power, too, but their alignment would begin to

twist toward evil). The victim ages 1d4 years instantly and must make a saving

throw vs. polymorph. Failure means that the change was traumatic, and he ages

another year automatically.

If the psionicist's power check result was a 1, there is a backlash and he,

too, ages 1d4 years.

Power Score - The victim ages 1d20 years.

20 - The psionicist ages 1d10 years.

Biofeedback

Power Score: Con -2

Initial Cost: 6

Maintenance Cost: 3/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

Biofeedback is the power to control the flow of blood through one's own

body. This power has two key effects.

First, the psionicist can easily control bleeding. As a result, he suffers

two fewer points of damage from every attack against him which causes physical

injury.

Second, by flooding key portions of his body with blood, the psionicist

effectively cushions blows against him and reduces their effect. The character's

armor class is reduced by one.

Power Score - AC is reduced by three.

20 - Excessive blood flow results in scattered bruises and a 10% hp loss.

Body Control

Power Score: Con -4

Initial Cost: 7

Maintenance Cost: 5/turn

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

This power allows a psionicist to adapt his body to a hostile environment.

The change must be keyed to a specific surrounding: water, acid, extreme heat,

extreme cold, an elemental plane, etc. If the power works, the psionicist not

only survives, he fits in like a native organism. He can breathe and move

normally, and he takes no damage simply from being in that environment.

An attack in any form does not constitute an environment. For example, a

character who can survive subarctic temperatures is still vulnerable to a cone of

cold.

Power Score - The psionicist can adapt himself to a new environment while

maintaining the power.

20 - The character becomes even more vulnerable, and the environment causes

1d4 points of damage per round (a second use of body control halts damage).

Body Equilibrium

Power Score: Con -3

Initial Cost: 2

Maintenance Cost: 2/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

Body equilibrium allows the user to adjust the weight of his or her body to

correspond with the surface he's standing on. Thus he can walk on water,

quicksand, or even a spider's web without sinking or breaking through. If the

character is falling when he uses this power, he will fall 120 feet per round -

slow enough to escape injury.

Because of his lightness, the character must be wary of wind gusts, which

can easily sweep him up and blow him away.

Power Score - The effect lasts up to a day without maintenance.

20 - The psionicist's weight instantly rises by a factor of 10; he must use

body equilibrium to fix the problem.

Body Weaponry

Power Score: Con -3

Initial Cost: 9

Maintenance Cost: 4/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

Body weaponry allows the psionicist to convert one of his arms into a

weapon. Virtually any sort of weapon can be imitated - except a short bow, hand

crossbow, light crossbow, or any weapon the psionicist cannot normally use. The

arm actually becomes wood and/or metal, and assumes the weapon's form. It

behaves in every respect like a normal weapon of the chosen type, with a bonus:

it can never be dropped or stolen.

Power Score - The "armament" gives the psionicist a 1 attack bonus (but no

damage bonus).

20 - The psionicist must make a system shock roll or pass out for 1d10

rounds.

Catfall

Power Score: Dex -2

Initial Cost: 4

Maintenance Cost: na

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

A character using this power can spring like a cat in the same round, and

always land gracefully on his feet. He still suffers damage from falling, but

the damage is halved. He can jump down 30 feet without risking any injury at

all.

Power Score - The psionicist can jump 50 feet instead of 30 during this

single use of the power.

20 - No effect.

Cause Decay

Power Score: Con -2

Initial Cost: 4

Maintenance Cost: na

Range: touch

Preparation Time: 0

Area of Effect: 60 lbs.

Prerequisite: none

This power works only against inanimate objects. The psionicist's touch

causes instant decay: metal rusts, wood ages and splits, cloth falls to dust.

The DM rolls a saving throw vs. acid for the item touched. If this fails, the

item - or a maximum of 60 pounds of it - is consumed by decay within one round.

Power Score - The save automatically fails.

20 - One of the psionicist's own items decays (no save) - either the first

item touched, or an item chosen randomly by the DM.

Cell Adjustment

Power Score: Con -3

Initial Cost: 5

Maintenance Cost: up to 20/round

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisite: none

Cell adjustment allows the psionicist to heal wounds and cure diseases. Any

sort of wound can be healed, but only nonmagical diseases are affected (e.g.,

this power cannot heal mummy rot, nor can it cure a lycanthropic curse).

The psionicist can cure a disease in one round by spending 5 PSPs and making

a successful power check. If the die roll equals a 1, he succeeds but it's

doubly taxing (10 PSPs). If it equals a 2, he fails because the disease is too

widespread; he must spend another 5 PSPs and try again next round.

A "cure" doesn't automatically restore hit points lost due to illness; it

merely arrests the disease. However, the psionicist can heal up to 4 points of

damage in each subsequent round by spending 5 psionic strength points per hit

point recovered. He cannot cure the disease and restore hit points during the

same round.

Power Score - All disease - or up to 10 points of damage - is instantly

healed at a cost of 5 PSPs.

20 - The psionicist suffers 1d10 points of damage but the patient is

unaffected.

Chameleon Power

Power Score: Con -1

Initial Cost: 6

Maintenance Cost: 3/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

The psionicist using this power actually changes the coloration of his skin,

clothing, and equipment to match his background. The match is automatic; he does

not choose the appearance. The change takes several seconds. As he moves, the

coloration changes and shifts to reflect any changes in the surroundings.

In effect, chameleon power makes a psionicist very difficult to spot. If

the character remains stationary, he can avoid detection simply by making a

successful power check. If the character moves, his power score is reduced by

three when he makes the check.

This power is most effective in natural surroundings, where one's coloration

would logically conceal him. In an urban setting, or in an area without natural

cover during broad daylight, the character's chameleon power score is halved

(rounded down).

Power Score - The psionicist's power score gains a 3 bonus during "hiding"

checks.

20 - The psionicist's colorations strongly clash with the background; he

sticks out like a sore thumb.

Chemical Simulation

Power Score: Con -4

Initial Cost: 9

Maintenance Cost: 6/round

Range: touch

Preparation Time: 1

Area of Effect: varies

Prerequisite: none

With this devotion, a psionicist can make his body simulate the action of

acids. The character secretes an "acid" through his hand.

Any item he touches and holds briefly must make a saving throw vs., acid or

be dissolved. If used as a weapon, this acid cannot inflict more than two or

three points of damage, though it can cause considerable pain.

Power Score - All saves for normal items fail; magical items still get a

saving throw.

20 - Acid oozes from the psionicist's sweat glands; all items touching his

skin must save vs. acid.

Displacement

Power Score: Con -3

Initial Cost: 6

Maintenance Cost: 3/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

This power resembles the displacer beast's natural ability to make itself

appear to be up to 3 feet from his actual location. The psionicist decides where

this false image will appear. This is a very effective means of protecting

oneself from attack, giving the psionicist a two-point bonus on his armor class

(lowering it two points). True seeing will reveal the character's real location.

Power Score - The AC bonus is 4

20 - No effect.

Double Pain

Power Score: Con -3

Initial Cost: 7

Maintenance Cost: na

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisite: none

By touching another person, the psionicist greatly lowers that character's

pain threshold (even a little scrape will feel like a serious injury). The

effect lasts one turn. During that time, all damage scored against that

character is doubled. However, only half of this damage is real; the other half

represents the amplified pain. When the character's total of real damage and

pain reduces his hit points to zero or less, he passes out. He will regain

consciousness 1d10 rounds later. At that time he also regains "fake" hit points

- those lost only to pain.

If the victim does not pass out in one turn (the duration of this power's

effects), damage scored against him is no longer doubled. However, the points of

"pain damage" which he has an already incurred will remain in effect for another

1d6 rounds.

Power Score - The victim must make a system shock roll upon each hit, or

pass out due to the excruciating pain.

20 - The power backfires and affects the psionicist for one hour.

Ectoplasmic Form

Power Score: Con -4

Initial Cost: 9

Maintenance Cost: 9/round

Range: 0

Preparation Time: 1

Area of Effect: personal

Prerequisite: none

With this power a psionicist converts himself to ectoplasm, (a fine-spun,

smoky substance). He becomes insubstantial, ghostlike, and able to walk through

solid material as if it didn't exist. The psionicist is still visible as a wispy

outline. He moves at his normal movement rate and in the normal fashion (e.g.,

if he couldn't fly before, he can't now).

The psionicist can also convert the following to ectoplasm: his clothing,

armor, and up to 15 pounds of equipment that he's carrying.

Power Score - The maintenance cost is 3 PSPs per round.

20 - The psionicist's items become ectoplasmic, but he doesn't. He must use

this power again (successfully) to retrieve them.

Enhanced Strength

Power Score: Wis -3

Initial Cost: varies

Maintenance Cost: varies

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

A psionicist can increase his physical Strength score to a maximum of 18

through this devotion. The PSP cost is twice the number of points he adds to his

Strength score. (If he fails, he loses half this amount; see Chapter 1.) The

maintenance cost per round equals the number of Strength points he has added.

Physical Strength cannot be raised above 18 psionically. The psionicist

does not qualify for exceptional Strength bonuses if he raises his Strength to

18.

Power Score - The psionicist can raise his strength to 18/00, with each 25%

increase costing an additional PSP.

20 - The power backfires and lowers Strength by 1d6 until arrested by this

power.

Expansion

Power Score: Con -2

Initial Cost: 6

Maintenance Cost: 1/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

The psionicist can expand his own body proportions in any dimension: height,

length, width, or thickness. He can increase any or all of these proportions by

50% of their original size per round. Maximum expansion is four times original

size.

This power has no effect on clothing or equipment. Ability scores don't

increase either. In other words, the character does not grow stronger simply

because he became taller. However, being very big often has other advantages.

Power Score - Maximum expansion becomes 10 times and the rate is 100% per

round.

20 - The psionicist shrinks by 50% until arrested by this power.

Flesh Armor

Power Score: Con -3

Initial Cost: 8

Maintenance Cost: 4/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

The psionicist transforms his own skin into armor. No one can see the

change, but it's as if he had actually acquired some type of armor. The type of

armor his body mimics depends on the result of his power check, as shown in the

following table:

1 left hand functions as a shield, AC 9

2 leather, AC 8

3-4 ring mail, AC 7

5-6 scale mail, AC 6

7-8 chain mail, AC 5

9-10 banded mail, AC 4

11 plate mail, AC 3

Because this armor is part of his body, the psionicist can enjoy its

benefits without suffering any penalty he might have if he were actually wearing

that type of armor. The armor created by this power weighs nothing, has no

magnetic properties, and in no way encumbers the psionicist.

Power Score - The psionicist gains a 1 bonus to the armor class listed

above.

20 - The power just grows ugly hair over his body, which must be shaved off

or he loses 2 points of Charisma.

Graft Weapon

Power Score: Con -5

Initial Cost: 10

Maintenance Cost: 1/round

Range: touch

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

With this power the psionicist can graft any one-handed melee weapon

directly onto his body. He picks up the weapon, activates this power, and the

weapon becomes an extension of the character's arm. Assuming the character is

proficient with that type of weapon, he gains a l bonus to attack rolls and

damage. If he is not proficient with the weapon, he suffers the usual

nonproficiency penalties, but still gets the l bonus.

Power Score - The 1 bonus for attacks and damage increases to 4.

20 - The weapon has been weakened; it will break on any attack roll of 1.

Heightened Senses

Power Score: Con

Initial Cost: 5

Maintenance Cost: 1/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

By means of this devotion the psionicist sharpens all five of his normal

senses: sight, hearing, taste, touch, and smell. This has several effects, which

are described below. The DM may allow additional applications as he sees fit.

First, the character has a good chance to notice thieves who are hiding in

shadows or moving silently. The thief's skill chance is halved when someone with

heightened senses is observing him. Even if the thief is already hidden, he must

roll again when a character with heightened senses enters the picture.

Second, the psionicist can track someone like a bloodhound. He must make an

intelligence check every turn to stay on the trail or recover the trail if it is

lost. His movement rate when tracking is 6. The trail can be no more than 24

hours old.

Third, the psionicist's ranges for hearing and seeing are tripled. He can,

for example, identify a person (in daylight) at a range of 400 yards.

Fourth, the character can taste poisons or other impurities in quantities

that are much too small to cause any harm.

Fifth, the character can identify almost anything by touch. He can, for

example, tell two gold pieces from each other after having previously handled

just one of them. He can also tell if something has been handled in the last

five minutes simply by handling it himself.

Power Score - One of the heightened senses (chosen randomly) stays with the

psionicist for a full day.

20 - 0ne of the psionicist's five senses is lost for 1d12 hours.

Immovability

Power Score: Con -5

Initial Cost: 9

Maintenance Cost: 6/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisite: none

When a psionicist makes himself immovable, he is exactly that. A tremendous

amount of force is required to uproot him from his spot.

Moving the psionicist requires a combined Strength total that is at least 10

times greater than his immovability score (Con -5). If a character is pushing

the psionicist, and makes a successful bend bars roll, that character can double

the Strength he's contributing to the total. Even if a group manages to move the

psionicist once, they may not be able to move him any easier the next time. The

psionicist remains immovable until he stops maintaining the power.

This power has nothing to do with weight. A character will not crash

through the floor because he made himself immovable. He has instead attached

himself to the fabric of the universe, which is considerably more powerful than

the strongest castle. He does, however, need a horizontal surface as an anchor.

If the psionicist's power check results in a 1, he attaches himself so well

that even he can't break free simply by shutting off the power. He must pay the

initial cost again (9 PSPs) to free himself.

Power Score - Moving the psionicist becomes impossible.

20 - The psionicist can't stop the power; he maintains it until he runs out

of PSPs.

Lend Health

Power Score: Con -1

Initial Cost: 4

Maintenance Cost: na

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisites: none

Lend health is a power of healing. The psionicist who makes a successful

power check can transfer his own hit points to someone else he is touching. Each

hit point transferred heals one point of damage. The character can transfer as

many points as he wants to in a single round.

If the psionicist tries to transfer hit points when he has fewer than five

remaining, he must make another power check. If this fails, he cannot transfer

the points. In any case, he cannot transfer hit points if he has only one

remaining.

The beneficiary of this power can never exceed his normal, healthy total of

hit points.

Power Score - Every point drained from the psionicist heals two hit points

in the beneficiary.

20 - The psionicist suffers all the wounds which his target currently has.

No one is healed.

Mind Over Body

Power Score: Wis -3

Initial Cost: na

Maintenance Cost: 10/day

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisites: none

Mind over body allows the user to suppress his body's need for food, water,

and sleep. In exchange for one hour of meditation per day, all of the

psionicist's physical needs are overcome. He does not feel hunger, exhaustion,

or thirst, nor does he suffer any ability reductions for privation.

The psionicist can also suppress the basic needs of others while suppressing

his own. To do so, he must pay an additional 10 PSPs per person and spend an

additional hour of meditation per person. Each person being aided must be in

physical contact with the psionicist throughout the entire period of meditation.

Usually, all the characters hold hands, forming a continuous line or circle.

The psionicist can survive in this fashion for a number of days equal to his

experience level, or five days, whichever is more. At the end of that time, he

collapses from exhaustion. He must then rest one day for every two days spent

sublimating his body's needs. Or he can be restored through 24 hours of complete

healing. These rules also apply to any characters the psionicist has aided.

Power Score - The psionicist need not rest after using this power.

20 - The power fails, but the psionicist collapses with exhaustion and must

rest for 24 hours.

Reduction

Power Score: Con -2

Initial Cost: varies

Maintenance Cost: 1/round

Range: 0

Preparation Time: 0

Area of Effect: personal

Prerequisites: none

This power is the reverse of expansion. The psionicist can reduce his

body's dimensions along any or all axes: height, length, width, or thickness.

The change amounts to 1 foot per PSP spent, until the dimension being affected is

1 foot or less. After that, the psionicist can halve his dimensions each time he

spends a PSP.

For example, let's assume Magnilda (a dual-class psionicist and warrior

maiden) stands 6 feet tall. Five strength points reduce her height to 1 foot.

Three more strength points halve her size three times: to 6 inches, then 3

inches, and finally to 1.5 inches.

Now let's assume Magnilda only wants to make her arm thin enough to slide

through a keyhole. At its thickest point, her arm measures 4 inches across.

Three strength points will reduce the thickness of her arm to 1/2 inch (from 4 to

2, then to 1, then to 1/2) without altering its length at all. She can now slide

her arm through the keyhole and unlock the door from the inside.

Power Score - Each PSP spent results in twice the described effect (if

desired).

20 - The psionicist doubles in size, and stays this big for an hour or until

he uses this power again successfully.

Share Strength

Power Score: Con -4

Initial Cost: 6

Maintenance Cost: 2/round

Range: touch

Preparation Time: 0

Area of Effect: individual

Prerequisites: none

The psionicist can effectively lend his physical Strength to another

character. The psionicist sacrifices two of his own Strength points (ability

points, not PSPs) for every single point the recipient gains. This transfer

remains in effect until the psionicist stops paying the devotion's maintenance

cost; then all points return in one round. If the recipient is killed before the

psionicist gets his Strength points back, the psionicist's Strength score is

permanently reduced.

If the psionicist's die roll is a 1, he must expend three points for each

point his pal gains, instead of two for one.

Power Score - The point transfer is 1:1.

20 - The psionicist loses one Strength point for a day. If he fails a save

vs., paralyzation, the loss is permanent.

Suspend Animation

Power Score: Con -3

Initial Cost: 12

Maintenance Cost: na

Range: 0/touch

Preparation Time: 5

Area of Effect: individual

Prerequisites: none

With this power a psionicist can "play dead" - bringing all life functions

to a virtual halt. Only the most careful examination will show that the

character is still alive. Even psionic powers such as life detection and ESP

will not turn up any evidence of life unless those powers are maintained for at

least three minutes. Use of the probe power will detect life immediately.

The psionicist can remain in suspended animation for a number of weeks equal

to the results of his power check - or less. When he wishes to put himself to

sleep, he first decides when he wants to wake. Then he makes his power check.

If the number rolled is less than the time he hoped to be "suspended" he awakens

prematurely.

Another willing character can also be suspended for the same PSP cost (not

at the same time as the psionicist, however). This has a preparation time of one

hour and a range of touch.

Power Score - The psionicist remains aware of his surroundings and can wake

at any time he chooses.

20 - The psionicist falls unconscious and only violent slapping can revive

him.

7/18/2013 #1
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