Psionic Abilities System | [06FEB09] psionics.htm |
Psionics are various powers derived from the brain, and they
enable characters so endowed to perform in ways which resemble magical powers.
They are gained only by special individuals as inborn
traits, by unnatural disturbance of the mind, or monkish mental discipline.
Psionic Ability
Psionic characters have a number of Psionic Disciplines, with
a separate skill for each: Base POW(WIS)% (normal difficulty, i.e. DF 2,
+3 or +d6 per increase). They will also have Psionic Attack/Defence
Modes for psionic combat.
[Conversion from AD&D: Psionic skills should approximately equal half
the total Psionic Ability, i.e. Attack/Defence Strengths]
Using Psionic Abilities
Using psionic powers costs Power Points (roughly 1/5th cost or 5x duration
listed in the PHB). The Level of Mastery with each is 1 per 10% skill
with that discipline.
Psionic Powers
Psionic powers include attack modes, defence modes and disciplines (the
magic-like abilities). The number of each type of power is determined by rolling
percentile dice, adding the bonus, and consulting the following tables (the
bonus is +1 for each unmodified Int/Wis/Cha above 12 and, in addition, per point
above 16 a further +2½ for Int, +1½ for Wis and +½ for Cha):
d100 | Attack Modes | d100 | Defence Modes | d100 | Minor (Devotions) | Major (Sciences) | |||
01-25 | 1 attack mode | 01-25 | 2 defence modes | 01-10 | 1 | 0 | |||
26-50 | 2 attack modes | 26-75 | 3 defence modes | 11-25 | 2 | 0 | |||
51-75 | 3 attack modes | 76-90 | 4 defence modes | 26-40 | 3 | 0 | |||
76-95 | 4 attack modes | 91-100+ | 5 defence modes | 41-55 | 2 | 1 | |||
96-100+ | 5 attack modes | 56-70 | 3 | 1 | |||||
71-80 | 4 | 1 | |||||||
81-90 | 3 | 2 | |||||||
91-95 | 5 | 1 | |||||||
96-100+ | 4 | 2 |
Psionic Attack/Defence Modes
The modes available to a psionic character may be chosen from the lists below.
Psionic individuals always have Defence Mode F (Mind Blank) but
other modes are optionally selected. Note
that Attack Mode A (Psionic Blast) is the only one which can affect non-psionics.
A. Psionic Blast - a wave of mental force much like 'stunning
news', affecting all creatures, even non-psionics, in a conical area.
B. Mind Thrust - a stabbing attack which seeks to short-out the synapses
in the brain of one psionically-sensitive individual.
C. Ego Whip - attacks the ego of one psionic creature, either
with feelings of inferiority/ worthlessness or of superiority/megalomania.
D. Id Insinuation - seeks to loose the uncontrolled subconscious mind against the
super-ego, in all psionically-aware creatures in an area.
E. Psychic Crush - a massive assault upon the target psionic's neurons, attempting to destroy all by
signal-overload. (Usable only with G).
F. Mind Blank - attempts to hide the mind from attack, making its parts unidentifiable.
(All psionics have this defence mode).
G. Thought Shield - cloaks the mind so as to hide first one part, then
another. (This is the only defence mode usable with E).
H. Mental Barrier - a carefully built thought-repetition wall which exposes only that
one small portion of the mind.
I. Intellect Fortress - calls forth the powers of the ego and super-ego to stop attacks.
(Protects a 10ft radius around the user).
J. Tower of Iron Will - relies upon the super-ego to build an unassailable haven for the brain.
(Protects a 3ft radius around the user).
Psionic Combat
Psionic combat is similar to Spirit Combat. It takes place at a rate equal to normal melee
combat and the creatures involved can engage in other activity. One psionic
attack takes a Standard action and one psionic defence can be taken as a Free
action per round. Psionic
attacks are instantaneous but defences persist for 5 full rounds. The procedure
is as follows: on their initiative a psionic character may use a psionic attack
and rolls their Current Power Points x5 to determine it's effectiveness - if
successful, the target(s) lose 1/2/3PP as for normal spirit combat; then any target
psionic character may select and use a psionic defence - if not
blocked, any target character must save (WISx5) against the extra effects (+1/+2
at medium/long range). Defences either block the attack entirely, or do not
affect it. Critical/Fumbled psionic attacks also require the defender/attacker to save (WISx5)
versus insanity. Normal/Special/Critical effects are given on the table
below:
Attack Mode | Cost/Usage | Range [Area] | Effects (+ Special/Critical effects) |
A. Psionic Blast | 5 | 20/40/60ft [20ft cone] | Confusion + wander for 1rnd (Special: wander 1 min; Critical: wander 1 turn) |
B. Mind Thrust | 1 | 30/60/90ft [individual] | Dazed (Special: Stunned; Critical: Unconscious) |
C. Ego Whip | 2 | 40/80/120ft [individual] | Rage (Special: Panic; Critical: Robot) |
D. Id Insinuation | 3 | 60/120/180ft [20x20ft] | Idiocy (Special: Feeblemind; Critical: Coma) |
E. Psychic Crush | 4 | 50ft [individual] | D6 damage to head/skull (Special: 2D6; Critical: 3D6). |
Defence Mode | Cost/Usage | Area Protected | Effects Blocked |
F. Mind Blank | 1/min | Self | Psionic Blast blocked |
G. Thought Shield | 2/min | Self | Psionic Blast/Mind Thrust blocked |
H. Mental Barrier | 3/min | Self | Psionic Blast/Mind Thrust/Ego Whip blocked |
I. Intellect Fortress | 8/min | 10ft radius | Psionic Blast/Mind Thrust/Ego Whip/Id Insinuation blocked |
J. Tower of Iron Will | 10/min | 3ft radius | All psionic attack forms blocked. |
Psionic Attack Effect Definitions
CONFUSION - Roll d6/round: 1-3 Stand Dazed; 4 Attack nearest; 5 Attack assailant;
6 Wander away (for 1 min/rnd/turn - then ends).
DAZED - Stand still, unable to perform actions except Parry and Defence
(duration 1 round).
STUNNED - Stand still, unable to perform any actions except Defence (duration 1
round).
UNCONSCIOUS - Fall unconscious, unable to perform any actions (duration
1 minute).
RAGE - Run towards the assailant, attacking anyone met with whatever comes
to hand (WISx5 save per minute to recover).
PANIC - Run away from the assailant, dropping anything in hand (WISx5 save
per minute to recover).
ROBOT - Mentally controlled, stand Dazed unless their assailant concentrates to force
movement (WISx5 save per minute to recover).
IDIOCY
- Intelligence & Wisdom reduced to 3 and incapable of
reasoned/sensible actions (duration 1 minute).
FEEBLEMIND - Intelligence & Wisdom reduced to 3 (as Idiocy,
but duration permanent until cured by Heal, Restoration or Wish).
COMA -
Fall unconscious, unable to perform any actions (duration d6 days,
so may die of dehydration unless tended).
INSANITY - Roll d30: 1 Dispsomania; 2 Kleptomania; 3 Schizoid (copycat); 4
Pathological Liar; 5 Monomania; 6 Dementia Praecox (pointlessness); 7
Melancholia (hopelessness); 8
Megalomania; 9 Delusional (think they're a king/hero/god); 10 Schizophrenia
(split- personality); 11 Mania; 12 Lunacy; 13 Paranoia; 14
Manic-depression; 15 Hallucinations; 16 Sado-masochism; 17 Homicidal Mania; 18
Hebephrenia (silly games); 19 Suicidal Mania; 20 Catatonia; 21Agoraphobia; 22 Claustrophobia;
23 Demophobia; 24 Dendrophobia; 25 Nyctophobia; 26 Ophiophobia; 27 Xenophobia;
28 Batrachophobia; 29 Satyriasis/Nymphomania; 30 Other Insanity. Lasts until
Healed.
Gaining Psionic Disciplines
One randomly-determined psionic discipline is gained initially. Other
disciplines can be gained through either intensive training (monkish tuition) or
special circumstances (GM whim) - see the standard BRP rules for details.
'Natural' psionics may gain up to their
inborn limit (as rolled); monks have no such limit but may only learn disciplines their
sect can teach. Note that, due to limited availability of the monastic masters
who give such training, monks will only be taught new disciplines when they
prove themselves 'worthy' or have sufficient 'spiritual development ' (which can
be abstracted as meaning they can only have one discipline per 10% Defence, but
may also involve performing special quests or other services for their
master/mentor). Other limitations may also be imposed, such as gaining minor abilities ('devotions')
before related major abilities ('sciences'), or gaining all potential
minor abilities (or at least 5) before any major ones, or similar
restrictions.
d20 | Minor (Devotions) | Description (for full details see below) |
1 | Animal Telepathy | Communicate with creatures including plants. (~PHB) |
2 | Body Control | Resist cold, heat, fire, acid, poison, etcetera. (~PHB, was major) |
3 | Body Equilibrium | Walk on mud, quicksand, water etc and fall slowly. (~PHB) |
4 | Body Weaponry | Skin and limbs become tough as armour and weapons. (~PHB) |
5 | Cellular Adjustment | Cure wounds and diseases. (~PHB) |
6 | Clairvoyance/Clairaudience | Psychic viewing and/or listening. (~PHB, combined) |
7 | Detection of Aura | Sense alignment of creatures and objects. (~PHB, 'D.of Good/Evil' renamed) |
8 | Detection of Magic | Sense magic, including type and strength. (~PHB) |
9 | Domination | Take control of a creature's body. (~PHB) |
10 | Empathy | Sense emotions. (~PHB) |
11 | Hypnosis | Influence the mind of others with verbal suggestion. (~PHB) |
12 | Levitation | Raise own body from the ground with mental power alone. (~PHB) |
13 | Mind Bar | Resist charms, possession and similar mental control/attack. (~PHB, was major) |
14 | Molecular Agitation | Heat boil or burn substances from a distance. (~PHB) |
15 | Movement Trance | Bound along at treble normal running speed for long distances. (New. RW "lung-gom") |
16 | Psionic Combat Mastery | Mastery of all psionic attack and defence modes. (New) |
17 | Psychic Sensitivity | Discern significant history/ownership of an object or area. (~PHB, combined S to P Imp, Obj Read.) |
18 | Suspended Animation | Sleep as if dead for extended periods. (~PHB) |
19 | Telekinesis | Move objects using mental force. (~PHB, was major) |
20 | Transcendent Mastery | Go without food, water and/or sleep for extended periods. (~PHB, 'Mind Over Body' renamed) |
d20 | Major (Sciences) | Description (for full details see below) |
1 | Astral Projection | Send spirit into the Astral Plane and beyond. (~PHB) |
2 | Aura Alteration | Remove curses or hide alignment of self or others. (~PHB) |
3 | Energy Control | Immunity to fire/lightning/cold and similar attacks. (~PHB) |
4 | Etherealness | Shift body into the ethereal plane and beyond. (~PHB) |
5 | Expansion/Reduction | Increase or decrease body size dramatically. (~PHB, combined) |
6 | Extrasensory Perception | Mind reading, also known as E.S.P. (~PHB) |
7 | Immanent Mastery | Immunity to ageing. (New) |
8 | Invisibility | Mentally block others from seeing subject creatures/objects. (~PHB, was minor) |
9 | Mass Domination | Take control of multiple creature's bodies simultaneously. (~PHB) |
10 | Molecular Manipulation | Break objects of various materials. (~PHB) |
11 | Molecular Rearrangement | Transmute metals into other types. (~PHB, also change shapes) |
12 | Precognition | Foresee and influence the future. (modified radically, was minor) |
13 | Psionic Strangulation | Force another creature's body to stop breathing. (New) |
14 | Reincarnation | Find, awaken and accelerate growth of a reborn spirit. (New) |
15 | Shape Alteration | Change shape into animal form. (~PHB) |
16 | Telempathic Projection | Create semi-real images of objects and creatures. (modified: ~Create Image, RW 'tulpas') |
17 | Telepathic Projection | Project image of self to communicate across unlimited distances. (modified: ~Project Image) |
18 | Telepathy | Mental communication over virtually unlimited distances. (~PHB, also influence) |
19 | Teleportation | Instantly transport body over large distances, correctably. (~PHB) |
20 | The Quivering Palm | Set up lethal vibrations in another person's body. (New, from monkish ability) |
PSIONICS - Unnatural spell-like abilities, available to insane followers of the blasphemous old gods of ancient Pandaria, other bizarre creatures and monks.
Psionic Attack Modes | Psionic Blast, Mind Thrust, Ego Whip, Id Insinuation, Psychic Crush |
Psionic Defence Modes | Mind Blank, Thought Shield, Mental Barrier, Intellect Fortress, Tower of Iron Will |
Minor Abilities (Devotions) | Animal Telepathy, Body Control, Body Equilibrium, Body Weaponry, Cellular Adjustment, Clairvoyance/Clairaudience, Detection of Aura, Detection of Magic, Domination, Empathy, Hypnosis, Levitation, Mind Bar, Molecular Agitation, Movement Trance, Psionic Combat Mastery, Psychic Sensitivity, Suspended Animation, Telekinesis, Transcendent Mastery |
Major Abilities (Sciences) | Astral Projection, Aura Alteration, Energy Control, Etherealness, Expansion/Reduction, Extrasensory Perception, Immanent Mastery, Invisibility, Mass Domination, Molecular Manipulation, Molecular Rearrangement, Precognition, Psionic Strangulation, Reincarnation, Shape Alteration, Telempathic Projection, Telepathic Projection, Telepathy, Teleportation, The Quivering Palm |
MINOR DEVOTIONS
ANIMAL TELEPATHY [Range: 10ft/level; Duration:
1 minute/level; Area: 10ft wide path; Save: n/a]
This discipline allows the possessor to communicate with
various forms of living things, the type of animal life and the range determined
by the level of mastery of the possessor. Animal telepathy allows clear
communication but no command or influence beyond the possessor's own
persuasiveness. The discipline operates as follows: 1st Level of Mastery
allows communication with mammals etc.; 2nd amphibians; 3rd avians; 4th
reptiles; 5th fish etc.; 6th arachnids etc; 7th plants.
BODY CONTROL [Range: 0; Duration: 1 hour/level; Area:
individual; Save: None]
This devotion allows the possessor to exist in hostile
environments or elements or withstand substances or radiations destructive to
his/her body, viz. cold, heat, poisonous gases, acids, flame, etc. For each
level of mastery the possessor can withstand what would normally inflict 1 hit point
of damage to his/her body in a single round of exposure. The duration of such body
control is 1 hour maximum for each level of mastery. This discipline
allows breathing under water at 1st level. Takes one round of concentration
to start. [PHB: Major]
BODY EQUILIBRIUM [Range: 0; Duration:
concentration; Area: individual; Save: None]
This discipline allows the user to adjust the weight of
his/her body to correspond with the surface upon which he/she is. Thus, the
possessor can walk upon mud, quicksand, water or whatever. With respect to
falling, this discipline allows the practitioner to slow their fall so that
no damage is sustained, provided they have opportunity to periodically make
contact with a wall or similar surface during their descent: at 1st Level of
Mastery they can fall up to 20ft if within 1ft of a wall; at 3rd level 30ft if
within 4ft; at 10th level any distance if within 8ft. [cf.: monks controlled
falling ability]
BODY WEAPONRY [Range: 0; Duration: 1
hour/level; Area: individual; Save: None]
This Body Weaponry discipline allows the possessor to use
his/her body as both weapon and armour by altering the molecules in the body as
needed. The equivalent damage and armour varies according to the
level of mastery: armour of 1AP per level of mastery, up to a maximum of ten;
damage of D(2+level), rounded down to a standard die. If the psionic uses weapons the body weaponry damage does
not apply, and if they wear armour only the better value applies. Body Weaponry
is incompatible with the Martial Arts skill.
CELLULAR ADJUSTMENT [Range: 0; Duration:
permanent; Area: creature touched; Save: None]
By means of psionic attunement to the cells of an injured
creature, the possessor of this ability is able to heal wounds and/or
injuries or cure diseases at a rate of 1hit point per round of
concentration.
The maximum healing is 1 round per level of mastery per usage. (Diseases are
equivalent to 5 damage for a mild,
early-stage disease and up to 10 for an advanced stage of plague or
leprosy; serious and critical injuries are equivalent to 5 and 10 damage
respectively).
CLAIRVOYANCE/CLAIRAUDIENCE [Range: special ; Duration:
1 minute/level; Area: special ; Save: None]
This discipline empowers the user to see in his/her mind
whatever is within sight range, or hear whatever is within hearing range, from a
chosen locale. Distance is not a factor but the locale must be familiar and on
the same plane of existence,
except that unknown areas up to 20ft distant can also be scanned.
Furthermore, light is a factor whether or not the user has the ability to see
into the infrared or ultraviolet - if the area is dark nothing will be seen.
Metal sheeting or magical protections will foil clairvoyance/clairaudience.
Concentration is required, and the maximum time is 1 minute per level of
mastery. Each usage allows only one mode, either clairvoyance or clairaudience,
although both may be performed simultaneously at a cost of two daily usages.
DETECTION OF AURA [Range: 30ft; Duration:
concentration; Area: one creature/object per level; Save: special]
By means of this discipline the aura of creatures and objects
can be viewed. As level of mastery goes up, the aura of objects becomes more
visible. At 1st level of mastery only extremes of Good/Evil can be discerned,
such as the auras of high-level good/evil clerics and paladins, or angels,
demons and such like creatures of the outer planes; at 2nd level similar
extremes of Law/Chaos can also be noted; at 3rd level strong but ordinary
alignments can be seen, such as those of lower-level clerics or similarly
dedicated persons/creatures; at 5th level the alignments of normal
persons/creatures can be seen; at 7th curses/geases/charms are noticeable; and
at 10th level of mastery the precise alignment, including any tendencies, can be
clearly seen. The discipline requires concentration and the aura of only one
creature/object per round may be viewed.
DETECTION OF MAGIC [Range: 30ft; Duration:
concentration; Area: 5ft wide path; Save: none]
This discipline allows detection of emanations of magic
and also the type of spell (abjuration, conjuration/summoning, etc.) or magic
which has been detected. Determination of type of magic is 5% per level of
mastery, i.e. at 5th level of mastery there is a 25% chance.
DOMINATION [Range: 30ft; Duration: concentration, up
to 1 round per level; Area: one creature; Save: negates (WIS/20)]
By exercise of the discipline of Domination, the psionic
forces the body of another creature to accept signals from his/her own brain,
thus causing the former to do his/her will. The creature is controlled for up
to 1 round per level of mastery. The level of mastery also determines the
maximum Hit Dice of creature that can be dominated: up to 1/4 HD at 1st
level of mastery; 1/2HD at 2nd; 1-1HD at 3rd; 1HD at 4th; 2HD at 5th; 3HD at
6th; and so on. (Note that humans are classed as 1HD creatures). The creature is allowed a saving throw against the
domination effect. Furthermore if the creature dominated is forced to do something
totally against its nature or self-destructive, the victim is allowed an extra saving
throw for each such act (at a further bonus of +4).
EMPATHY [Range: 10ft/level; Duration:
1turn; Area: 10ft wide path; Save: None]
This discipline allows the basic needs, drives and/or
emotions generated by any unshielded sentient mind to be sensed by the
possessor of the psionic power. Thus he/she can sense thirst, hunger, fear,
fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness,
love and like emotions. The discipline functions in a directional path determined
by the direction in which the possessor is facing. Each usage allows emotions
to be sensed in up to one person per level of mastery.
HYPNOSIS [Range: 30ft; Duration: special; Area:
one person/creature; Save: special]
This discipline is similar to suggestion and charm
person/monster spells. It particularly affects creatures with low
intelligence and/or wisdom. By employing this discipline the psionic is
able to instruct the creature as to a course of action which seems reasonable -
no orders to kill self, friends, associates, etc - and perhaps plant a
post-hypnotic suggestion as well, the latter having a 5% per day cumulative
chance of wearing off. Hypnosis affects one person/creature of up to 1
level or hit die per level of mastery of the possessor. Creatures are entitled
to a saving throw (at +2 for range, plus INT and WIS bonuses) and if it
is successful, the hypnosis as no effect.
LEVITATION [Range: 0; Duration: 1
turn/level; Area: individual; Save: none]
This discipline is similar to the magic-user spell Levitate. The
user can levitate his/her person. They can move vertically at a rate of 20ft per
round. Horizontal movement is not empowered. The psionic can carry equipment and
other persons in contact with them, subject to a weight limit of 100lbs per
level of mastery
MIND BAR [Range: 0; Duration: 1
hour/level; Area: individual; Save: special]
The discipline of constructing a Mind Bar protects
the individual from such magical attacks as charm, confusion, ESP, fear,
feeblemind, magic jar, sleep, suggestion. It prevents the possessor from
suffering telepathic influence or possession by such creatures as demons or
devils. Psionic (or magical) powers of domination (any form), empathy, hypnosis
or telepathy do not work against an individual with a Mind Bar; and he/she can
see a psionic trying to use the science of Invisibility. A Mind Bar can
be placed upon the physical body while astrally projecting. The chance of a Mind Bar
successfully blocking such an attack is 50% plus 10% per level of mastery, i.e. 100% at
5th level. Even if this blocking is not successful, the protected
individual gains +5 on saving throws versus psionic or similar attacks. There is a 10% per level
of mastery chance that the
possessor of this power will be able to locate the source of any attack upon
his/her mind the instant it is made, and this includes psionic attacks, as well
as any attempts to magic jar or possess him/her (in the two latter cases this
means identification of the magic jar or the amulet of the being attempting the
attack!).
MOLECULAR AGITATION [Range:
sight; Duration: special; Area: one item or creature; Save: special (WIS/20)]
The power of molecular agitation enables the possessor to
cause the molecules of an item to move more rapidly than is normal. Although
only a small number of molecules can be so moved, continued exercise of the
ability will have the following effects after 10 rounds: paper/parchment/straw -
aflame, burning brightly; dry wood/heavy cloth - scorching and smouldering;
water/wine - boiling (if a small amount); flesh - blistering (each round
thereafter the victim will sustain 1 hp of damage, unless an initial save
succeeds in breaking the psionic attack); metal - hot to touch (at this point
the effect is the same as the druid spell Heat Metal).
While the amount of material that the psionic can affect by molecular agitation
does not appreciably increase, the time requirement does shorten by 1 round per
level of mastery, so that at 10th level and beyond the molecular agitation
effect shown here requires only 1 round to achieve. Note that the item affected
must be in view (clairvoyance included) of the psionic individual.
MOVEMENT TRANCE [Range: 0; Duration:
1 hour/level; Area: self; Save: none]
This discipline allows the psionic to enter a trance-like
state during which they will bound along at high speed towards a specified
destination. They travel at about three times normal running speed, i.e.
approximately 36 miles per hour (a rate of 36" or 18 sq/move) .The
destination must be chosen at the outset, and the psionic's gaze will be fixed
thereon as they lope along directly towards it, simply leaping over intervening obstacles such as gullies, boulders, houses, rivers, etc. The trance will
normally last until the destination is reached or the duration expires. If the
psionic is physically prevented from continuing, they will collapse in a shaking
fit for the remainder of the duration. [cf. monks fast movement (PHB),
"lung-gom" ability].
PSIONIC COMBAT MASTERY [Range: n/a; Duration: n/a; Area:
n/a; Save: n/a]
Possession of this discipline allows the psionic to learn
usages of any psionic attack and/or defence modes. [New]
PSYCHIC SENSITIVITY [Range:
touch/20ft sphere; Duration: concentration; Area: object touched/10ft to
every side; Save: none]
This ability enables the possessor to detect psychic
impressions left on an object by its previous owner. Thus, by handling an
artifact found in a dungeon, the psionic would possibly be able to tell its
owner's race, alignment and probably fate. If the object had a long and
legendary history he would have visions of its past, back through history. Not
all objects (and certainly not all magical objects) give off these impressions,
however.
Deaths and other highly dramatic events leave a psychic
residue i the very earth and stones were they occur which may last for
centuries. The possessor of this ability can sense emotions, perhaps see
momentary visions, of those who have died or suffered some powerful emotion in a
place just by standing in it for a moment, though only one significant detail
is gained per round. [cf. Object Reading, Sensitivity to Psychic
Impressions (PHB)].
SUSPENDED ANIMATION [Range: 0; Duration:
special; Area: individual; Save: none]
This discipline allows the possessor to virtually cease all
life functions (as far as any but minute examination can determine, the
individual is dead). The psionic is able to program his/her body to awaken again
after a set period of time has elapsed, so normal functions will then resume.
With each level of mastery of this ability the individual is able to suspend
animation for 1 week per level cumulative (1 week at 1st level, 3 weeks at 2nd
level, etc). The sleeping individual cannot be awakened before the time he/she
has "set" himself/herself to reawaken. For each week spent in
suspended animation, the individual must spend one day of normal activity before
being able to return to suspended animation. Air is not needed, and temperature
can be as low as 35 degrees Farenheit.
TELEKINESIS [Range: 30ft+10ft/level; Duration:
concentration; Area: special; Save: none]
This ability resembles the magic-user spell Telekinesis. The
psionic individual is able to use the discipline to mentally move (telekinese)
objects weighing up to a maximum of 30gp weight equivalence, cumulative, per
level of mastery, i.e. 30gp weight at 1st level of mastery, 90gp (30+60) at 2nd,
180gp (30+60+90) at 3rd, 300gp at 4th, 450gp at 5th, etc. Duration is a function
of the psionic strength of the individual (cost 3/round). The object to
be telekinesed must be in clear view of the psionically endowed individual.
TRANSCENDENT MASTERY [Range:
0; Duration: 2 days/level; Area: individual; Save: none]
This discipline allows the possessor to suppress or mentally
satisfy the need for water, food, rest and/or sleep. For each level of mastery,
the psionic can use use the discipline for up to 2 consecutive days, so at 2nd
level he/she can go 4 days without water, food, rest or sleep, at 3rd level 6
days, etc. At some point, however, the possessor must spend an equal number of
days of complete rest so as to restore this power. While the individual is not
harmed, the discipline cannot be used again until complete rest is taken. [cf. Mind Over Body
(PHB)].
MAJOR SCIENCES
ASTRAL PROJECTION [Range:
special; Duration: special; Area: individual; Save: none]
This discipline is very similar to the cleric Astral Spell.
Only the psionic can use this power to travel, however, unlike the magic astral
spell. For information on astral travel see PHB Appendix VI, The Known Planes of
Existence.
AURA ALTERATION [Range: touch; Duration:
1day/level; Area: individual; Save: none]
Aura Alteration is a power which can be used in two different
ways: it can be used to change the personal aura of an individual (to
disguise true alignment and show one which is different from the actual) or it
can be used to recognize and remove unfavourable (cursed, geased or
quested) aura in another. [cf. Aura Alteration (PHB)]
ENERGY CONTROL [Range: 0; Duration:
special; Area: 10ft radius; Save: none]
This science allows the possessor to channel energies
directed at or in the presence of his/her body so as to make such energies
harmless or dissipate them. If a spell or energy weapon (fiery breath,
lightning, cold, etc) is directed towards the psionic individual's area, it will
not harm him/her provided the individual expends one daily usage of the
ability. Damage up to to 5hp/level of mastery can be dissipated. Optionally,
other individuals within the area can also be protected, at the cost of one
additional usage each.
ETHEREALNESS [Range: 0; Duration:
concentration; Area: individual + special; Save: none]
This discipline enables the psionic to shift his/her material
body to an ethereal state. At each level of mastery the possessor is also
able to cause up to 50gp weight of material which he/she is touching to likewise
become ethereal. The ethereal individual is able to function on the Ethereal
Plane (for details see PHB Appendix VI, The Known Planes of Existence). He/she
can likewise alter bodily vibrations to materialize in the various planes
touched by the Ethereal (the Elemental and Positive and Negative as well as
Alternative material planes).
EXPANSION/REDUCTION [Range: 0; Duration:
1 turn/level; Area: individual; Save: none]
This discipline allows the psionic to cause his/her body to
become larger or smaller in size, with proportionate increase or
decrease in mass and strength. Increase is limited to a maximum of 1ft
growth per level of mastery of the discipline; decrease is limited to 1ft per
level of mastery down to 6 inches height, then 1 inch per level down to a
minimum of 1" in height. Note that apparel worn can be caused to expand/reduce
with the body, as can weapons used, but magical items so treated have a 5%
chance of being destroyed (d20, 1 in 20). With each level of growth the
possessor gains hit points and strength (if the possessor of this
discipline already has strength equal to that gained by growth, there is no
bonus); with each level of reduction the possessor may lose hit points and
strength (down to the stated maxima). Compare the table below:
Level of Mastery | Height Increase | HP/Damage Bonus | Strength Equivalent | Level of Mastery | Reduced Height | Max. HP | Max. Strength | ||
1st | 1ft | +1 | 17 | 1st | 5ft (from 6ft) | 5 | 16 | ||
2nd | 2ft | +2 | 18 | 2nd | 4ft | 4 | 14 | ||
3rd | 3ft | +3 | 18/51 | 3rd | 3ft | 3 | 12 | ||
4th | 4ft | +4 | 18/76 | 4th | 2ft | 2 | 10 | ||
5th | 5ft | +5 | 18/91 | 5th | 1ft | 1 | 8 | ||
6th | 6ft | +6 | 18/00 (ogre) | 6th | 6 in | 1 | 6 | ||
7th | 7ft | +7 | (hill giant) | 7th | 5 in | 1 | 5 | ||
8th | 8ft | +8 | (stone giant) | 8th | 4 in | 1 | 4 | ||
9th | 9ft | +9 | (frost giant) | 9th | 3 in | 1 | 3 | ||
10th | 10ft | +10 | (fire giant) | 10th | 2 in | 1 | 2 | ||
11th | 11ft | +11 | (cloud giant) | 11th | 1 in | 1 | 1 | ||
12th+ | 12ft | +12 | (storm giant) | 12th+ | 1 in | 1 | 1 |
EXTRASENSORY PERCEPTION [Range:
90ft; Duration: concentration; Area: 10ft wide path; Save: none]
This discipline allows the user to "tune in" to the
unshielded thoughts of the minds of any creatures within range when the power is
employed. In most respects it is identical to the magic-user spell, E.S.P.. Thoughts
received in non-understood languages will be meaningless. Non-intelligent
creatures will transmit "pictures" or raw drives.
IMMANENT MASTERY [Range: 0; Duration:
1day/level, cumulative; Area: individual; Save: none]
This discipline allows the possessor to halt the effects of ageing. To use this power, the psionic must spend a complete day
(eight hours) in meditation. Each usage prevents ageing for one day per
cumulative level of mastery (i.e. 1 day at 1st level, 3 at 2nd, 6 at 3rd, etc).
INVISIBILITY [Range: touch; Duration: 1
turn; Area: 1 HD/level per level of mastery cumulative; Save: none]
This discipline closely resembles the Invisibility spell, but
it is weaker in some ways more powerful in others. It enables the possessor to
become invisible to creatures with only as many levels/hit dice as the psionic
has cumulative levels of mastery: 1 at 1st; 3 at 2nd; 6 at 3rd; etc. However,
psionic Invisibility cannot be detected by any form of magic, only a Mind Bar
being able to prevent the power from operating with respect to that particular
creature, for this power affects minds, not light waves or similar physical
manifestations. The psionic can also place such an invisibility field upon
another person, creature or object.
MASS DOMINATION [Range: 30ft; Duration: special (5
turns per level); Area: special (up to 5 creatures); Save: negates (WIS/15)]
Mass Domination is the power of being able to Dominate (see
Minor Devotions, Domination) up to 5 creatures at one time and to do so for
extended periods of time. The level of mastery also determines the
maximum Hit Dice of creature that can be dominated: up to 1/4 HD at 1st
level of mastery; 1/2HD at 2nd; 1-1HD at 3rd; 1HD at 4th; 2HD at 5th; 3HD at
6th; and so on. (Note that humans are classed as 1HD creatures). Mass Domination lasts for 5 turns per level of mastery of the
psionic exercising the science. Creatures under a Mass Domination attempt
are entitled to a saving throw (WIS/15) to determine if the power affects
them and will never act in any manner which is
obviously self-destructive or against their basic nature.
MOLECULAR MANIPULATION [Range:
10ft; Duration: permanent; Area: special; Save: none]
By exercise of this science, the possessor is able to alter
the molecular arrangement of an item so as to make it weak and fragile and
easily broken. The science requires 1 round to exercise the Molecular
Manipulation. All magical items so attacked are entitled to a saving throw
versus magical fire with each basic +1 giving the item +1 on the saving throw
dice. The ability increases with each level of mastery as shown below: 1st thin cord;
2nd thick cord, leather thong; 3rd thick rope, leather strap, thin wire; 4th thick wire, inch-thick wooden board;
5th light iron chain, two-inch-thick wooden board; 6th heavy iron chain, light steel chain;
7th stock and shackles, foot-thick wooden board; 8th iron bar of one inch diameter, heavy steel chain;
9th iron bar of two-inch diameter, steel bar of one inch diam.; 10th 2ft thick stone wall (man-sized hole);
11th magical chain armour, magical dagger; 12th magical splint armour, magical mace;
13th magical shield, magical axe or flail; 14th magical plate armour, magical sword.
MOLECULAR REARRANGEMENT [Range:
touch; Duration: permanent; Area: special; Save: none]
This science allows the possessor to rearrange the atomic
structure of metals so as to change their shape or transmute one to
another. Up to 10 oz of metal can be transmuted per level of mastery. The
change, however, is dependent upon the relative softness of the metals involved,
and the level of mastery of the psionic as well. This science is so demanding
that it takes 1 turn per ounce of metal transmuted, although shape-alteration
only takes a shorter time: crude work just one round (e.g.
squishing a coin to a blob, bending a sword); but fine work
several minutes (reworking a face on a coin, giving a sharp edge to an iron
bar). The hardness of metals which can be affected increases with Level of Mastery:
1st-3rd gold, lead, very soft; 4th-6th copper, silver, tin, zinc, etc; 7th-9th platinum, nickel, iron, etc;
10th-12th steel; 13th-15th mithril, steel alloys; 16th+ adamantite.
PRECOGNITION [Range: special; Duration:
1 hour/level; Area: special; Save: None]
This discipline allows the psionic to see the possible
future, and perhaps choose a different path if they wish. When the psionic uses
this discipline, they go into a trance for an hour and 'see' up to 1 hour per
level of mastery into the future. In game terms, this possible 'future' is
played out as normal but the psionic has the option to cancel these events and
return to the moment they emerged from their trance. During the 'future' they
may describe what they have seen only in vague, cryptic and ambiguous ways, but
this will be deemed to have been uncannily accurate if the 'future' is allowed
to remain reality.
PSIONIC STRANGULATION [Range: eye contact
(normally up to 30ft); Duration: up to 1 round/level; Area:
1 person; Save: special]
With this discipline the psionic prevents a person from
breathing, for as long as the psionic concentrates up to the duration. The
victim suffers asphyxiation, losing 1hp per round (unless saving
throws (CON/20), each requiring a standard action to attempt, succeed).
REINCARNATION [Range: touch; Duration:
permanent; Area: special; Save: none]
This discipline allows the psionic to locate, awaken and even accelerate the growth
of a reborn spirit. This process must follow these stages (note that all
earlier stages must be performed before later stages are possible):
1 Attunement. Firstly, the psionic must attune themselves to the sought spirit
by contact with the previous material shell (i.e. body). This must be done
within one week of the departure of the spirit (i.e. their death). Each attempt
takes on hour. The chance for success is 10% per level of mastery per attempt.
This will also reveal the form in which the spirit has been reborn.
2. Approximation. Secondly, once attuned, the direction of the new form can be
sought. Each attempt takes one hour. The chance for success is 10% per level of
mastery. There is no time limit for this to be performed.
3. Awakening. Thirdly, once found, the spirit within the new form can be
awakened to knowledge of its previous existence. This requires contact
with the new body. Each attempt takes one hour. The chance for success is 10%
per level of mastery. There is no time limit for this to be performed.
4. Acceleration. Lastly, once awakened, the maturation of the new physical form
can be accelerated until harmonious with the development of the spirit within.
Each attempt takes one hour. The chance for success is 10% per level of mastery.
There is no time limit for this to be performed. The effect is to age the body
by one year (or racial/species equivalent) up to the stage of maturity reached
in the spirit's previous bodily existence, but not beyond physical
maturity.
SHAPE ALTERATION [Range: 0; Duration:
until again altered; Area: individual; Save: none]
The science of Shape Alteration closely resembles the
magic-user spell, Polymorph Self. By means of this discipline, the individual is
able to alter his/her body size, form and composition to nearly any other, the
garments and equipment he/she wears and carries being altered to conform to
parts of the new body shape assumed. Note that Shape Alteration bestows the
normal means of respiration and locomotion of the new form assumed, and strength
proportionate to the size and characteristics, but no other characteristics
peculiar to a certain life form are thus gained, i.e. assuming the shape of a
red dragon does not allow the individual a fiery breath weapon. Note also that
the new shape might preclude the use of weapons, spells, etc. The level of
mastery required for alteration depends upon the type and/or weight: 1
level for each +/-100lb body weight; 1 level for each 10lb
vegetable material to animal material or vice versa*; 2 levels for each 10lb
mineral material to vegetable material or vice versa*; 3 levels for each 10lb
mineral material to animal material or vice versa*. (* includes
alteration of garments and equipment if any class exceeds 5lb weight).
Example: The psionic individual wishes to make a shape alteration to become a
read dragon. The individual is a fighter wearing/carrying 20lbs weight
equivalent of vegetable material and 50lb weight equivalent of mineral material.
These require 2nd and 15th level of mastery respectively. The dragon size
desired is assumed to be about 5 tons, or 10,000lbs. This means that 100th
level of mastery would be required to perform the transformation directly!
However, a psionic of lesser mastery could effect the change in stages: e.g. a
psionic with 10th level of mastery can increase weight by 1000lbs per usage, so
could complete the transformation after a series of 10 alterations. Assuming
the individual has this level of mastery, the equipment et al. would
become parts of the dragon shape - the armour scales, weapons claws, etc.
TELEMPATHIC PROJECTION [Range:
special; Duration: permanent; Area: one object/creature; Save: special]
This science creates a semi-real phantasm which requires
no concentration and lasts until dispelled. As well as the visual component,
minor sound, smell, tactile and thermal effects are included, though not
intelligible speech . The psionic can maintain one such projection per level of
mastery. The projection can be of an object or creature, of size up to
approximately 1 cubic foot per level of mastery. It will display the properties/behaviour
normal for such an item/creature. The psionic cannot control these creations,
beyond his/her normal persuasive ability. Projections must remain in proximity
to the psionic (roughly sight range, though not necessarily remaining in sight
all the time) or they will cease to exist: created creatures will naturally
attempt to remain close to their creator. While they have a lasting existence,
the projections are fundamentally illusionary and so anyone can avoid their
physical effects simply by disbelieving them and making the appropriate saving
throw. The psionic can use this science to dispel
such projections: automatically for one of their own projections, or with a
chance of 10% per level of mastery for projections/illusions created by others.
[cf. PHB Telempathic Projection - which is entirely different, "tulpas"
ability]
TELEPATHIC PROJECTION [Range: special; Duration: concentration (up to 1 round/level); Area: special; Save:
negates (automatic)]
Telepathic Projection enables a form of telepathic communication with
other telepaths or psionics. A translucent image of the psionic will appear in
the vicinity of the individual being contacted, and conversation is possible
with them and/or others nearby. The projection cannot activate psionic abilities
or spell-effects and does not impart knowledge of the target locale. Such
telepathic projections are easily dispelled, failing if the contactee does not
also concentrate on communication, or if there is any type of psychic/magical
interference. Otherwise, the projection can last for up to 1 round per level of
mastery. There is no range limit, and telepathic projection can even communicate
between different planes of existence but note that outer planes typically
disrupt incoming projections and outgoing projections of individuals not attuned
to that plane. [n.b. PHB Telepathic Projection is quite different; cf. Project Image]
TELEPATHY [Range: special; Duration:
concentration; Area: special; Save: special]
This discipline allows the possessor to communicate
mind-to-mind with any other creature with intelligence of 5 or greater. This
obviates the need for knowledge of the language of the creature. The creature to
be communicated with must be in sight or be well-known mentally by the possessor
of this science. In the latter case the distance is not a factor as long as the
telepath and the receiver are on the same plane of existence and not separated
by distances greater than 186,000 miles (1 light second). Telepathic waves can
traverse greater distances only if all the individuals involved are telepathic.
Note that multiple-mind communications by telepathy are possible. While normal
communications are possible, a special form of influence may also be
gained by the
exercise of Telepathy. By expenditure of an extra psionic usage, the psionic
can also implant a suggestion of a particular course of action, but a save
applies (WIS/20). [cf. PHB Telepathic Projection]
TELEPORTATION [Range: 0; Duration:
instantaneous; Area: individual + special; Save: none]
This discipline is very similar to the magic-user spell,
Teleport. When this discipline is used, the psionic instantly transports
himself or herself and, along with a certain amount of additional weight, which
is upon or being touched by them, to a well-known destination. Distance is not a
factor, but inter-planar travel is not possible. The psionic is able to teleport
a maximum weight of 50lbs per level of mastery. If the destination is very
familiar (the psionic has a clear mental picture through actual proximity to and
study of the area) it is unlikely there will be any error in arriving exactly at
the place desired; lesser- known areas increase the probability of error (see
5th-level Magic-user spell, Teleport, for percentage chances). The only major difference is that
psionic usages can be spent to alter the roll (for coming in too low or too high) by 1% per additional psionic
usage expended either to correct low or high mis-teleporting.
THE QUIVERING PALM [Range: touch; Duration:
special; Area: one creature; Save: special]
This, perhaps most terrible power, is that fabled attack
which enables the psionic to set up vibrations in the body of the victim,
and the psionic can then control such vibrations so as to cause death to
occur when the psionic stops them. The psionic merely touches his/her
victim to set up the deadly vibrations. The victim can be virtually any
creature. This power is limited as follows: It can be attempted but once per week, and the psionic must touch the
intended victim within 3 melee rounds or the power is drained for one week; It has no effect on the undead or creatures which can be hit only by magical
weaponry; The victim cannot have more hit dice than the psionic using the power
and, in any event, the total hit points of the victim cannot exceed those of the
psionic by more than 200%, or the power has no effect; The command to die (the control of the vibrations) must be given by the psionic
within a set time limit, or else the vibrations simply cease of their own accord
and do no damage whatsoever. The time limit of death command is one day per
level of mastery the psionic has gained at the time the power is used. [cf.
monk Quivering Palm (PHB)].