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AD&D - Player Option - Skills & Powers (2.5e)

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Published by Capn_Ragnar, 2022-12-28 00:32:14

AD&D - Player Option - Skills & Powers (2.5e)

AD&D - Player Option - Skills & Powers (2.5e)

Keywords: Dungeons & Dragons,DnD,AD&D,TTRPG,TSR

I

tion, and contact between the two minds is broken. If the Psychic Contests
power's effect already took place in the round in which the
mind re-closed, the psionicist expends the full PSP cost. If Sometimes two or more psionicists try to use a psionic
the power's effect didn't take place yet in the round, then power on the same target. For example, two psionicists
the lower PSP cost is subtracted from the psionicist's PSP mighttry to use telekinesisto move a stone in two different
total (as if the activation attempt failed). If the psionicist directions, or they might attempt to teleport the same char-
wants to reestablishcontact, he'll have to once again open acter to different locations, or they might use any psionic
the target's mind. powers in such a way as to .be in direct conflict with each
other. Which power use prevails?The struggle results in a
Psionica in a Round psychic contest.

A psionicist can do several actions during a single round. To resolve a psychic contest, compare the competing
He can: characters' MTHACO rolls madeto activate the powers.The
character who has the lowest successful MTHACO roll wins
Make as many psionic attacks as his experience level the contest. If none of the competing characters roll suc-
indicates. cessfully, none of the power uses succeed. If one character
Use one psionic defense. succeeds and the others fail the rolls, then that character
Activate one psionic power against an open mind. wins the contest. If competing characters have the same
Maintain as many previously successfully activated MTHACO score and they roll the same numbers on the
powersas he wishes, provided he can afford to continue dice, then a psychic lock occurs.
payingthe PSP costs. Further, if a psionic attack succeeds
and opens a closed mind, a psionic power can be used In a psychic lock, neither competing character wins the
against the mind that same round. psychic contest that round. Both are applying equal
psionic pressure, thus creatinga stalemate. To resolve the
Limitations to Psionic Powers contest, both characters must pay the power's PSP cost
and engage in another round of psychic contest. If either
Psionic powers have definite limitations. Some of these character fails to pay the cost-effectively giving up-that
character suffers a psychic backlash and loses 4d4 P F c
already have been discussed, but are repeated here to immediately.
emphasize them. Other limitations are new.
Psionics and MBgic
PSPs: Psionicistsand wild talents have a finite amount of
psionic strength availableto them at any given time. This Psionics and magic use completely different forces.
strength, expressed as PSPs, must be expended to use Psionics uses internal energy, while magic taps into extra-
psionic attacks, defenses, and powers. The total also planar power. Both arts can produce similar effects, but
indicates how much damage a hero's psionic defenses they do so in very different ways. For this reason, psionics
can withstand before his mind opens. As such, the and magic don't ordinarily mix. Magical spells, for in-
psionic character must always balance the use of stance, can't be used to detect or dispel psionic activity,
powers, attacks, and defenses with how strong he wants unless otherwise stated. Likewise, psionic powers can't
his own internal walls to remain. detect magic that simulates psionic abilities. Lastly, if a
Line of Sight: All psionic attacks and most powers psionicist uses a psychokinetic, psychometabolic, psy-
require line of sight to use. If line of sight is blocked, choportive, or telepathic power against a magical illusion,
most psionics won't work he automaticallygets a savingthrow vs. spell to disbelieve
Touch: Some psionic powers have a range of "touch," it. Specific spells, as listed below, intermix with psionics in
These can be used in melee combat, but they require a the following ways.
physical attack roll und an MTHACO roll to work. Like all
psionic powers, they only can be used against open is spell blocks the effects of psionic
minds. pot.
Obstructions: Anythingthat hindersa character'snormal
vision blocks line of sight. Unless the description states D 'rm:This spell detects telepathic control, such
otherwise, psionicists require a line of sight to use a as dc
power. Obvious exceptions to this rule are the clairsen- This spell allows the caster to see
tient powers and many of the telepathic powers. How- D ---_ _ ....
ever, certain materials can obstructthese psionic powers clearly psionic invisibility, astral travelers, shadowform, and
if they completely block the target. These are lead and ethereal creatures. It doesn't work against characters in
iron (at least 1 inch thick), obsidian (at least 2 inches other dimensions.
thick), stone (at least 1 foot thick), and the untimugic !magic:This spell has no effect on psionics.
t scrying: This spell will detect psionic scrying,
shell spell. though psionicistsget a save vs. spell to avoid detection.

Psionics

ESP: If this spell is used against psionicists, they get a psionicistsThe psionicistcharacterworks to mold
savFeavlsse. svpiseilol wn:ithThais+s2peblol nwuosrktso negate the effects. mind, body, and spirit into a unified@
against psionics, though
powerful whole. The hero's internal energy, or psionic
psionicists get a save vs. spell to negate effects. strength, comes from deep within himself-from a place
Forbiddance:This spell effectivelyblocks all teleporta- psionicists call the nexus. This energy is given form and pur-
tion and metabolic powers. pose by the individual's strength of will. Through extraordi-
Free action: This spell overcomes all psychokinetic nary discipline, long contemplation, and deepening aware-
effects against the subject's body, as well as domination. ness of self, the psionicisttaps the vast potential of his
Globe of invulnerability/minor globe of invulnera- mind.

bility: These spells have no effect on psionics. Psionicists must meet or exceed the following prerequi-
Magicjar: Psionicists use their combined Wisdom and
sites.
Constitution scores when determining the differential Ability requirements: Constitution 1 1, Intelligence 12,

modifier. Wisdom 15
Mind blank: Psionicists get a save vs. spell to over- Prime requisites: Wisdom, Constitution
come this enchantment. Races allowed: Any
Misdirection: This spell has no effect on psionics.
Mislead: A Dsionic attack reveals this spell, but the first
attack automat'icallyfails.
Nondetection: This spell works
normally against psionics.
otiluke's resilient sphere: Psion-

ics can't penetrate this spell's protec-

tion.
Protection from evil/protection

from evil, IO-foot radius: These
speSllpsepllroimvidmeu+n2ityb:onTuhsisessptoelMl hAaGs .no

effect on psionics.

Trap the soul: Psioniciststrapped
by this spell can't use any psionic

powers.

Psionicists and
Wild Talenta

Psionic powers can be used by any
character class, though one class spe-
cializes in the use of psionics: the
psionicist. Wild talents are a subclas-
sification within other character
classes. These characters possess one
or two psionic powers. Their main
vocation is that of their class. For
instance, a priest could have a psionic
ability or two, but he relies primarily
on the skills of his class. A psionicist,

on the other hand, relies almost
entirely on his psionic gifts. The differ-
ences between the two types of psi-
onic characters are explained in the
section that follows.

151



Psionics

Becausethe pursuitof psionics require strict mentaland it from the following small-sized items: hand crossbow,
physical discipline, a psionicist has two prime requisites: dagger, dart, dirk, knife, scourge, sickle, and short sword.
Wisdom and Constitution. His primary mental ability score
is Wisdom. As the measure of his willpower and enlighten- Psionicists can only use the following types of armor:
ment, Wisdom promotes the understandingand mastery
of the inner self-the essence of psionic ability. Likewise, padded, leather, studded leather, and hide. They may also
the tremendousstress of using psionics requires a healthy carry small shields.
body to house a fit mind. This is where Constitution comes
into play. Lastly, Intelligence is important to psionicists Psionicist Benefits
because of the reasoning and memorization necessary to
the class. Psionicists have their own THACOs, which are listed on
the THACOs and MTHACOs, above, along with their respec-
All races eligible for use as player characters can be- tive MTHACOs. MTHACOsfor wild talents are listed on the
come psionicists. Human psionicists have no limit on the same table, though these characters must refer to their
levels of experience they can attain in their chosen class. class's own THACO tables for calculated attack rolls.
Half-elves, half-orcs, and half-ogres (due to their partial
human heritage) can reach 12th level. Halflings and Psionicists gain a +2 bonus on all saving throws vs. en-
gnomes can attain 10thlevel. Dwarvesand elves can reach chantment/charm spells. This is in addition to any magical
only 8th level as psionicists.All creatures not listed here defense adjustmentsfor high Wisdom scores. the Psionicist
can reach loth level. Saving Throw table lists saving throws for this character
class.
Dual-Classedand
Multiclassed Psionicists At 9th level, a psionicist becomes a contemplative
master. Such a master can build a sanctuary to use as his
A human character who has scores of 15 or more in the headquarters and can attract followers. A 1st-level psioni-
prime requisites of his first class and scores of 17 or more cist arrives monthly to study with the master, regardlessof
in the prime. requisites of the class he switches to can be a whether he builds a sanctuary. The maximum number of
followers is equal to the master's Charisma score if he
dual-classed psionicist. See the Ployer's Hondbook, for builds a sanctuary, or half that number roundeddown if he
doesn't.
more details on dual-class benefits and restrictions.
Demihuman characters can be multiclassed psionicists if A master's followers want to learn. They serve in any
capacity the master chooses as long as the master spends
they meet the requirements in the Hoyer's Hondbook. at least 10 hours per week instructingthem. If the master
doesn't live up to this schedule, the followers leave to find
Alignment someone else.

Psionicists can be of any alignment, save chaotic. The Psionicist Advancement1
discipline integral to psionics can't be maintained by chaotic
characters. If a psionicist's alignment shifts to chaotic for any A psionicist earns experience points and advances in
reason, he quickly begins to lose psionic powers. Every day level like members of other classes, as outlinedon Table 79
his alignment remains chaotic, the character must make an below.
ability check against one-half his Wisdom score, rounded
down. Each time the character fails this check, he loses Psionicistsand P8Ps
access to one psionic discipline and all the powers related
to it. The discipline is selected randomly by the DM. A psionicist determines his initial PSP total by adding

Psionicists who change to chaotic alignment can't bonuses awardedfor high Wisdom, Constitution, and Intelli-
recover PSPs. If a psionicist's alignment tums from chaotic gence scores to a base of 15, then adding the result of a
backto nonchaotic, he beginsto recover lost disciplines at a
rate of one per day. This is accomplished by making the + +1d6 die roll: Int bonus + 15 + ld6 =
same halved Wisdom check described above-success indi- Wis bonus
cates the return of a random discipline from those that Con bonus
were lost. 1st-levelPSP total.
With every level increase, up to the 9th level, a psionicist
Weapon and Armor Restrictions gains additional PSPs by adding the bonuses to a 1d6 die
+ + +roll:
Psionicists disdain using weapons of any sort. Further, Wis bonus Con bonus Int bonus ld6 = PSPs
they don't have the time to properly train in their use. If a gained per level (2 through 8).
psionicist character wants to use a weapon, he must select Startingat 9th level, a psionicist gains just 3 PSPs per

+level, plus his Wisdom bonus.
Wis bonus 3 = PSPs gained per level (9th level
and higher).

153

Table 79: Psionicist Experience Levels ression Psionic
Experience Hit Dice .I

8,800 4 II2 2 9
16,500 5
2 3 10 23/23

600,000 9+4 4 6 16 5/5 I I

16 1,800,000 9+14 I 1I
2.100.000 9+16
I 17

I'

Gaining Disciplines and Powers Proficiencies

Every psionic power belongs to one of the five psionic Like all character classes, psionicists have various profi-
disciplines: clairsentience, psychokinesis, psychometabo- ciencies available to them. The Psionicist Proficiency Slots
/ism, psychoportution, and telepathy. Powers are either table below, lists the initial number of weapon and non-
major (and are calledsciences) or minor (called devotions). weapon proficiencies available to this class, as wgl as the
Before a psionicist can learn a psionic power, he must have rates at which these characters earn new slots. Characters
access to the appropriate discipline. start with the initial two weapon and three nonwapon pro-
ficiencies available to psionicists. Psionicists can learn a
At 1st level, a psionicist selects one discipline. This is his
primary discipline. As a psionicist advances in level, he weapon proficiencyfor any weapon they can use.
gains access to additional disciplines (as shown on the
Psionic Progressiontable. A psionicist stark out at 1st level Table 81: Psionidst Proficiency Slots
with four powers within his primary discipline: one science
and three devotions. with each advance in level, the psion- WeaponProticiencies Nonweopon Rofickncies
icist gains additional disciplines and powers, as outlined. Initial #Levels Penahy Initial #Levels
Some additional points to consider includethe following:
2 5 -4 3 3
A player can select new powers for his characteras soon
Initial Refers to the number of proficiency slots avail-
as the character reaches a new experience level. These X Levels able to 1st-level psionicists.
new powers can be selected from any discipline the Indicates how many levels a psionicist must
character has access to, including a discipline that was Penalty
just gained. advance before receiving a new slot. He
Within a single discipline, a charactermust have twice as receives one new weapon slot at levels 5, IO,
15, and 20. He receives one new nonweapon
many devotions as sciences. For example, a player can't slot at levels 3, 6, 9, 12, 15, and 18.
select a third telepathic science until his character has at A modifier to a psionicist's attack roll when he
least six telepathic devotions. uses a weapon he isn't proficientwith.
A charactercan never learn as many sciences and devc-

tions in another discipline as he knows in his primarydis-
cipline. This provides a focus for a hero that he can
adhereto throughout his career.

154

- Psionics

Bonus Prof'i d e s be at its maximum. Two full davs (48 consecutive hours)
must be spent gathering energy from subconscious
A psionicist receives bonus proficiencies upon creation. reserves. At the end of this time, the psionicist makes a
They don't take up any of a psionicist's available slots. proficiency check. Success increases his PSP total by
These bonus proficiencies are contact and psionic 20%, rounded up.
defense, which allow the psionicist to participate in
psionic combat. The extra PSPs remain available for 72 hours or until
they are used up, whichever comes first. At the end of 72
Ine tame Deiow (along wirn the "General" group table in hours, the psionicist loses as many PSPs as he gained from
the PHB) lists the nonweapon proficiencies available to his current total (though the total won't drop below 0).
psionicists at the regular slot cost. Add one to the cost for
nrficienrieq taken from other groups. During the 72 hours of boosted energy, the psionicist
can't recover PSPs if his current total equals or exceeds his
Proficiency --- :iencier Modifier usual maximum. Once all of the bonus PSPs have been
Contact Slots 0 used, PSPs can be recovered normally up to the usual
Mental Armor 1 Sroup--- -2 maximum.
Ability
1 This proficiency allows a psionicist to
Wisdom foLl IIIcIIIaI Fllergy into one discipline, causing all
Wisdom pov.-.- within that discipline to receive MTHACO roll
bonuses; powers related to other disciplines receive
---Psionicist Group--- MTHACO roll penalties.
Proficiency Slots Ability Modifier
2 The psionicist must meditate for 12 consecutive hours.
Gem Cutting Dexterity -2 He recovers PSPs normally during this meditative state.
Harness Subconscious 2 Wisdom -1 When the period ends, the character makes a proficiency
Meditative Focus check. Success means he has focused his energy into the
1 Wisdom +1 chosen discipline. All MTHACO rolls for powers within that
discipline receive a +2 bonus for the next 24 hours or until
Musical Instrument 1 Dexterity -1 his PSP total is reduced to 0, whichever comes first. All
other disciplines get a -1 penalty for the same period.
Readinwriting 1 Intelligence +1
Rejuvenation 1 Mental Armor: This proficiency allows a character to
Wisdom -1 improve his mental armor class (MAC). Each time this pro-
Religion 1 Wisdom 0 ficiency is placed in an available nonweapon slot, the char-
acter's MAC improves. Nonpsionicists improve by +1 for
Note: Italicized proficiencies are described in this book All each slot; psionicists improve by +2. The proficiency may
others are in the Player'sHandbook. only be slotted once per level advancement.

This proficiency gives characters access to the Rejuvenation: This proficiency allows a psionicist to
U L L xfkorms necessary to open a closed mind. recover PSPs more quickly than is usual by entering a reju-
Contact allows characters to gain psionic attacks as they venating trance. This state of deep concentration requires a
become available with level advancement. successful proficiency check. For every hour a hero main-
Psionicists automatically receive this proficiency. It tains this trance (and makes the check), he regains PSPs at
doesn't take up any of their available slots. As a psionicist twice the usual rate (one-quarter of his total instead of one-
increases in level, he automatically receives psionic attack eighth). He can't expend PSPs while in this trance, and his
forms as outlined on the Psionic Progression table. Psionic state is much like deep sleep.
attack forms don't fill up a psionicist's proficiency slots.
A wild talent is a hero from any
wild talents, on the other hand, must select contact character class other than the
and place it in an available nonweapon proficiency slot if psionicist class who has natural psionic potential. This
they want to gain its benefits. Once contact is slotted, a potential can be present in any character, regardless of
wild talent selects one psionic attack. He may select an class, alignment, or race. The alignment restrictions of the
additional attack by placing it in an available nonweapon psionicist class don't apply to wild talents.
slot after he has advanced the appropriate number of lev- Wild talents have one or two psionic powers, up to three
els, according to his group's progression rate. Wild talents psionic defenses, and up to three psionic attacks at their
mav never have more than three of the five psionic attack disposal once they've reached full power. The psionic
for defenses come naturally, one at a time, according to the
Psionic Progressiontable.
s: Through the use of this profi- Psionic attacks are only gained after the PC places the
contact proficiency in an available nonweapon proficiency
ciency, - .;ionicist temporarily boosts his PSP total. To

procure these extra PSPs, the psionicist's PSP total must

155

1

slot. A wild talent chooses one of the five attack forms at * Round fractions up. Apply this penalty only once, even if
that time. He may select a second and a third attack form checkinga non human wizard or the like.
when slots become available according to his group profi-
ciency progression(as outlined in the Player’s Handbook). Once a character‘s chance to be a wild talent is deter-
mined, roll percentiledice. Results are as follows:
Testing for Wild Talents
I f the result is more than the modifiedchance and less
Testing for wild talents involves risk. The test must be than 97;the character is not a wild talent.
performed when a character is created, when a character‘s I f the resultis less than or equalto the modifiedchance,
Wisdom score increases, when psionics are introduced into the character is a wild talent. The player rolls percentile
a campaign, or the first time a character receives psychic dice and consults the Wlld Talents table. His character‘s
surgery. PSPs are determined as under the Psionic Strength
Points section.
Every character and monster has a base chance of lo/, to I f the result is 97,the character must save vs. death or
be a wild talent. This is modified as follows: his Wisdom is permanently reduced by Id6 points.
I f the result is 98, the character must save vs. death or
Each Wis, Con, or Int score of 18+ +3O/O his Intelligenceis permanently reduced by 1d6 points.
Each wis, Con, or Int score of 17 I f the result is 99,the character must save vs. death or
Each Wis, Con, or Int score of 16 ++2% his Constitutionis permanently reduced by 1d6 points.
Character is 5th to 8th level 1o/o
Character is 9th level or higher +1% If the result is 100,the character must save vs. death at
Wizard, priest, or non human*
+2% -5 or his Wisdom, Intelligence, and Constitution scores
K! are all permanently reducedto 3 points.

Table 83: Wild Talents
Roll Roll Roll Roll

l d l o 0 Wild Devotion 1 d l W Wild Devotion IdlOO Wild Devotion -I d l o 0 Wild Science
, .- Clainentient Devotions - - Psychometabolic Devo”-- ~ - - PsYchoDortive Devotions -
01-02 All-roundvision 28-29 Absorb diseasi 71-72 Astral projection - ClairsentientSciences

01-06 Aura sight

03 Combatmind 30-3 1 Adrenaline control 73-74 Dimensionaldoor 07-14 Clairaudience

04-05 Dangersense 32 Asins 75-77 Dimensionwalk 15-22 Clairvoyance
06-07 Feel light 33-34 Biofeedback 78-79 Dream travel 23-27 Objea reading
35 Body connol
08 Feelsound 80-81 Phase 28-32 Precognition

09 Hear light 36 Body equilibrium - TelepathicDevotions- 33-36 Sensitivityto psychic

10 Know direction 37-38 Body weaponty impressions

11-12 Know location 39-40 Catfall 82-84 Conceal thoughts --Psychokinetic Science
13 Poison sense 41 Cause decay 85-87 Empathy

14-15 Radial navigation 4 2 4 3 Cell adjustment 88-89 ESP 37-44 Telekinesis

16-17 Seesound 44-45 Chameleon power 90-91 Life detection

18 Spiritsense 46 Chemical simulation 92-93 Psychic messenge chometabolic Sciences -

47 Displacement 94-96 Send thoughts 45-49 Animal affinity
50-53 Complete healing
- Psychokinetic Devotions- 48-49 Double pain 97-98 Roll twodevotions

19-20 Animate shadow 50 Ectoplasmicform 99 Roll one science 54-55 bathfield

21-22 Control light 51-52 Enhanced strength 100 Roll one devotion and 56-61 Energy containment

23-24 Control sound 53 Expansion one science 62-63 Life draining

25 Molecular agitation 54-55 Flesh armor 64-72 Metamorphosis

26-27 Soften 56 Graft weapon 72-80 Shadowform

57-58 Heightenedsenses - Psychoportive Sciences -

59 Immovability

60-6 1 Lend health 81-83 Probabilitytravel

62-63 Mind over body 84-86 Teleprt

64-65 Reduction - TelepathicSciences
66-67 Share strength

68-70 Suspend animation 87-92 Mindlink

93-95 No science gained
96-100 Roll twosciences

Psionics

There are five parame 0

Psionic ters integral to each I
Powers psionic power. They
1
are:

MAC: The number that the user
must roll against with an MTHACO roll
to activate the power against an open

mind. Bonuses to a powel's MAC score
make it lower, thus harder to hit. While
penalties make it higher, and thus eas-
ier to roll against. See "Using Psionic
Powers'' for more details.

PSP Cost: The number of PSPs that
must be spent per round to use a
psionic power. The secondary number
is the PSP cost if the MTHACO roll fails.

Range: The maximumdistancefrom

the user at which the power has an
effect. "Touch" requires the user to
make physical contact with the target-
that is, a THACO roll.

Area of Effect: The physical area or
number of beings a power affects. "Per-
sonal" only affectsthe user.

Prerequisite: Other sciences or
devotions a character must know
before being able to use a particular
power. Some prerequisites will list a
level. This is the lowest level a psionicist
usingthis psionic power can be.

Once a psionicist has mastered the
powers of his mind, the results can be
as spectacular as the explosiveforce of
the psychokinetic science called deto-
nate or as subtle as the clairsentient
devotion called see sound. Originally
from The Complete Book of Psionics,
Dragon Kings, and The Will and the
Way, the psionic powers described in
this chapter have been revisedto reflect
the new psionics system.

Obviously, not every psionic power
could be contained here. For the most
part, however, changes have been kept

to a minimum and are listed on the
Psionic Powers Summary. The sum-

mary provides the statistics needed to
convert existing powers to the new sys-
tem. The revised statistics, the MAC
score, and the reconfigured PSP cost
replacethe power score, initial cost, and
maintenancecost from the old psionics

system.
The powers are divided alphabeti-

cally into the five disciplines (clairsen-

157

and telepathy). The major powers (sciences) are presented element: 1) blue (lawful); 2) gray (neutral); 3) red (cha- !
first in each section, followed by the minor powers (devo- otic); 4) white (good); or 5) black (evil). Relative level of
tions). Each entry includes certain parameters,as described power can be described as follows: 1) dim aura (a low-
in the accompanyingsidebar. level target, 1st to 5th level); 2) bright aura (a mid level tar-
get; 6th to 13th level); 3) dazzling aura (a high-leveltarget,
If you're new to psionics, skip the following paragraph. 14th to 20th level); and 4) blindingaura (a target above
20th level).
The explanation of the changes from the old psionics sys-
tem to the new may be confusing. If you've used psionics Clairaudience
often in your past campaigns, however, the following para- ( d a i t i e n t sdence)
graph may help you understandthe why behind some of
the system changes. MAC: 8 (base)

Power scores have been replacedby MAC scores, as the PSP cost: 5/2
base mechanicfor psionio has been changed from a profi- Range: Unlimited
ciency system to a combat system. Initial costs and mainte- Area of Effect: Special
nance costs have been combined into a single PSP cost. Prerequisite: None
Preparationtime has been eliminated. Optional resultsalso
have been eliminated, though they can still be used if DMs This power allows the user to hear sounds from a distant
and players desire. area. The user picks a location he knows, makes an
MTHACO roll, then listensto everythinghe would be able to
Clair~%efltientClairsentient powers ailow cnar- hear normally if he were standing in that spot. If the user
acters to perceive things beyond has enhanced hearing,that ability also appliesto the use of
Powers the natural range of human and clairaudience.The power doesn't screen out noise around
demihuman senses. Revised sci- the user's physical body, which may make it difficultto hear
sounds elsewhere. The power doesn't provide any abilities
ences and devotions are presented below. to understandlanguages or interpret sounds. The distance

Aura 8ight of the listening spot modifies the power's MAC, as shown
(clairsentient science) below.

MAC: 7 (base) Range Power's MAC
100 yards 8
PSP cost: 913 6
Range: 50 yards 1,000 yards 4
Area of Effect: Personal 10 miles 2
Prerequisite: None
100 miles 0
With this power, the user can oerea auras (the nor- 1,000 miles
mally invisible envelope of colored light that surrounds all 0.000 miles -2
living things). Each use of the power gives the user one interplanetary* -4
piece of information-either the target's alignment (one
portionof it) or relative level of power, but not both simul- * Clairaudience only works within a given plane or crystal
taneously.
sphere.
This power can be used twice per round (for two PSP
costs and with two MTHACO rolls) to examinetwo different For example, a user trying to hear something 10,000
auras or the same aura twice. The user can be discreet, but miles away would require a roll against a lower MAC.
he needsto gaze at the target. Usingthe powerfrom a dis- Instead of 8, for the closest range, the mental armor class
tance is less noticeablethan using it up close.
would now be -2. If the user's MTHACO is 15, he needs to
The level (or Hit Dice) of the target character affectsthe roll a 17 to successfullyemploy this power.
MTHACO roll. The higher the level of the target, the tougher
it is to interpret the aura. The power's MAC should be Clairvoyance
improvedby 1 for every three levels (or HD) the target has, (clairsentient science)
rounded down. For example, an 8th-level target improves
the power's MAC by 2, making it MAC 5 (and therefore MAC: 7 (base)
harder to roll against). PSP cost: 5/2
Range: Unlimited
The DM should relate game-related information in a Area of Effect: Special
story sense, rather than in mechanicalterms. In the case of Prerequisite: None
alignment, the user sees colored light that represents an

158

Psionics

This power allows the user to see images from a distant All-RoundVision
location. The user picks a spot he knows, makes an (clairsentient devotion)
MTHACO roll, then looks at everything he would be able to
see if he were standing in that spot. The user's field of MAC: 8
vision is the same as normal, and turning his head allows PSP cost: 5/2
him to scan the area. Range: 0
Area of Effect: Personal
Clairvoyance doesn't replace normal vision. The user still Prerequisite: None
sees what's around his physical location, with the distant
scene superimposed. Closing one's eyes blocks the double This power lets the user see in all directions simultane
vision and leaves only the distant scene. This power doesn't ously. This has obvious benefits, includinga +2 surprise roll
enhance vision, so hidden or invisible objects remain unde- bonus to the user for encounters where beingable to see is
tected. The distant scene is visual only; there is no sound. an advantage. There is a penalty, however. While this power
is in effect,gaze attacks against the user receivea +4 bonus.
The distance of the viewing spot modifies the power's

MAC, as shown below.

Range Power's MAC Combat Mind
100 yards 7 (clairsentient devotion)
5
1,000 yards 3 MAC: 6
10 miles
1 PSP cost: 4/2
100 miles Range: 0
1,000 miles -1 Area of Effect: Personal
10,000 miles -3 Prerequisite: None
Interplanetary* -5

*Clairvoyance only works within a given plane or crystal This power gives the user an unusually keen under-
sphere.
standingof his enemies and their fightingtactics.As a result,
Object Rading
(clairsentient science) the user's side gains a -1 bonus to all initiative rolls during
combat for every round the power is in effect. This bonus is
in addition to any other modifiersthat may apply.

MAC: 7 Danger Qense
PSP cost: 12/6 (clairsentient devotion)
Range:
Area of Effect: 0 MAC: 8
Touch
Prerequisite: PSP cost: 3/ 1
None Range: 50 yards
Area of Effect: Personal
This power allows the user to detect psionic impressions Prerequisite: None
left on an object by a previous owner. These impressions
include the owner's race, sex, age, and alignment. The This power produces a slight tingling sensation at the
power can also reveal how the owner came to possess the back of the user's neck whenever a hazard or threat is near.
When a character wants to activate this power, the DM
item and how he lost it. An object can be read successfully makes the MTHACO roll for the character in secret. The DM
only once per experience level. Additional readings at the
same level reveal no new information. informs the user whether the power has been successfully
activated, but not how high the roll was. For every round
The amount of information gained depends on the that the user keeps the power in effect, he receives
MTHACO roll. Success rolls start with the number the user advance warning about the general direction of a threat.
needs to get MAC 7 and then improvefrom there, as noted
below. The user learnsthe information listed, plus all results No details about the type of danger are learned, or how or
above it. when the danger will strike. How much warningdepends on
the MTHACO roll. If the roll succeeds by +1 to +6, the user
Success Roll Information Gained receives warning just moments before danger strikes. This
0 to +2 Last owner's race gives him the opportunity to act before the danger strikes in
+3 to +4 Last owner's sex the round, but no time to warn others. If the roll succeeds by
+5 to +6 Last owner's age +7 or better.the user knows whether dangver is lurkinvgwithin
+7 Last owner's alignment
How last owner gained and lost object
+8 and up
rr I

.1

Chapter 9 i

In addition to the above benefits, the Dower avives the tractions. While in the trance, the user gains a + I bonus to t
user a +2 bonus to surprise rolls. all mentalattack rolls, in addition to any other modifiersthat
I
Feel 6uund may apply.
(clairsentient devotion) The trance ends when the user chooses to end it, by any 1

MAC: 8 moderatephysicalcontact (a blow, shake, or slap), or when ,'
his PSPs are reduced to 0. As his attention is completely
PSP cost: 412 focused on the psionic battlefield, any melee attacks against t
Range: 0 him hit automaticallyand cause maximumdamage.
Area of Effect: Personal
Prerequisite: None Poison knse

(clairsentient devotion)

This power makes the user's body sensitive to sound. It MAC: 10
a l l m the user to continue to hear even if his ears are dis-
abled. He can't detect sound where there is none, and the PSP cost: 1/1
power doesn't work within areas of magical silence. The Range: 1-yard radius
user gains a +2 bonus against all sonic attacks or effects, Area of Effect: Personal
includinga siren's song. Prerequisite: None

Know Location This power enables a user to detect the presenceof poi-
son and identify its location within 1 yard of his body (or
(clairsentient devotion) presence, if he uses clairvoyance or astral projection). The
type of poison and how it can be negated aren't revealed,
MAC: 8 only its presence.

PSP cost: 8/3 Psionic Qense
Range: 0
Area of Effect: Personal (dairsentient devotion)
Prerequisite: None

This power aids characters who travel via teleportation, MAC: 8
gates, or other planes of existence. When used successfully, PSP cost: 2/ 1
it reveals general information about the user's location. The Range: 200-yard radius
information is no more detailed than the responses of a Area of Effect: Personal
simple farmer to the question 'Where am I?"Some typical Prerequisite: Mindlink

responses are '14few miles southwestof Wingot Mountain"; This power allows the user to detect psionic activity any-
where within 200 yards of his location. Any expenditure of
"In the house of Fletch the Blind"; and "On a tropical island PSPs constitutes psionic activity. The first successful use of
in the Turomil Sea." this power reveals whether someone or something is psion-
ically active within range. A second successful use of the
+The higher a successful MTHACO roll, the more precise
power in the following round reveals how powerfulthe activ-
the location. A roll of 1 to +4 higher than the MAC speci- 'ky is and where the psionic activity is taking place (direction
fies a location within 10 miles. A roll of +7 or +8 higher and distance). If psionic activity is occurring in more than
than the MAC targets an area within a mile. A roll of +9 or one locationwithin the range, the user detects all of it.
higher than the MAC gives the location in a planar context
("the Astral Plane"). Power levels are as follows: 1) low psionic activity (1 to
5 PSPs per round); 2) moderate psionic activity (6 to 12
Martial Trance PSPs per round); and 3) high psionic activity(1 3+ PSPs per
round).
(clairsentient devotion)

MAC: 7 &e &bund
713
PSP cost: (clairsentient devotion)
Range: 50 yards
Area of Effect: Personal MAC: 8
Prerequisite: 3rd level
PSP cost: 4/2
This power helpsthe user in psionic combat. By entering Range: Specibl
Area of Effect: Personal
a trance before combat begins, the user focuses his com- Prerequisite: None
plete attention on the psionic activity, tuning out other dis-

160

Psionics

This power enables a user to perceive sound waves visu- (0 Intelligence) plants and inanimate objects. The power
ally by convertingthose waves into light impulses. Only a also works against animated undead (skeletons and zom-
character who can see with normal vision can use this bies), but doesn't affect incorporeal undead. It can't be used
power. He can see sound even in darkness, as sound waves against animals, intelligent creatures, or free-willed undead.
don't require light. The user can be "blinded" by silence,
however. The explosion causes destructive damage to the target,
basedon the MTHACOroll. If the roll is equal to the power's
Psycho1 * ztic Powers Psychokinetic MAC, 1OVo of the target area is destroyed. For every number
rolled above the MAC, an additional loo/, is destroyed, up
objects across space using only the energ; of a character's to a total of 8 cubic feet of material (by a single power use).
mind. Revisedsciences and devotions are presented below.
Monsters such as skeletons and golems targeted by the
Create Object detonate power take damage based on the percentage of
their mass that was destroyed, losing an equal percentage
(psychokinetic science) of hit points. Magically animated material, like golems, can
make a savingthrow vs. spell to resist detonation.
MAC: 6
Weapons and armor that have been detonated receive
PSP cost: 7/3 penalties of -1 to attack rolls and AC values for each 10%
Range: 20 yards
Area of Effect: Special I destroyed. Magical items make a saving throw vs. disinte-
Prerequisite: Telekinesis
-gration to resist detonation. Vulnerable objects or living
This power allows a user to assem-
ble matter from air and the surrounding

area to create a solid object. Only mate- I
rials within 20 yards of the user can be
used in the construction. The object Lr.
remains in existence for every round
that the user continues to pay the PSP
cost. Duringthe roundthat the PSP cost
II
isn't paid, the object breaks apart. An
object created with this power can have

my shape, color, and texture the user

desires, provided it fulfills at least one of P
hese conditions:
Fits within a sphere no more than 4

feet in diameter. A
* Fits within a cylinder no more than
20 feet high and 1 foot
9 fits within a cylinder no minodrieamtheatner2.

feet high and 6 feet in diameter.
Weighs no more than 10 pounds.

Detonate

(psychokinetic science)

MAC:

PSP cost: 15/5
Range: 60 yards
Area of Effect: 1 item, 8 cubic feet
Prerequisite: Telekinesis, molecular

agitation

with this power, the user harnesses, c-
focuses, and explosively releases the
latent psionic energy inside non sentient

1

ChaDptter 9 ,,
I

things within 10 feet of the target suffer Id10 points of For example, if a hero whose THACO is 15 wants to attack a
damage from the resulting explosion. A save vs. breath priestess whose AC is 0, he needs an 18 or better to hit her
weapon reduces damage to half. with a 10-pound rock.

Project Force Telekinesis can be used to perform very fine work, such
as writing or sewing. The user must be capable of perform-
(psychokinetic science) ing the work himself, and a second MTHACO roll (and sec-
ond round of power use) is needed to complete fine work.
MAC: 6 If the hero wants to use the power to pull an item away
PSP cost: 10/4 from an opponent, use the rules for psychic contests,
Range: 200 yards except that the defender uses his Strength score to decide
Area of Effect: Personal
Prerequisite: Telekinesis the contest.

This power allows the user to focus a psychokinetic Animate Object
"punch" against a target up to 200 yards away. If used
offensively, this punch causes damage equal to ld6 points (psychokinetic devotion)
plus the target's Armor Class (negative armor classes are
subtracted from the die roll). Only AC provided by actual MAC: 7 (base)
armor is added to or subtracted from the roll-not Dexterity PSP cost:
or magical bonuses. A successful save vs. breath weapon Range: 5/2
reducesthe damage to half. Area of Effect: 50 yards
Prerequisite: 1 item, 100 pounds
Project force can also be used to trigger traps, throw Telekinesis
levers, open doors (not locked or latched), break windows,
etc. No attack roll is needed, just the MTHACO roll to acti- This power allows the user to control the movement of
vate it. an othewise inanimate object, giving it the appearance of
life. For example, animate object can make chairs walk or
Telekinesis stones dance, though objects beinganimated must weigh
100 pounds or less. The material the item is made of
(psychokinetic science) affects the difficulty of the task, as indicated below.

MAC: 8 Material Powets MAC
PSP cost: 3+/1 Cloth, paper 7
Live wood, dead animal
Range: 30 yards Deadwood, bone 6
Area of Effect: 1 item Water 5
Prerequisite: None Thin metal 4

This power allows the user to move objects without Thick metal 3
touching them. Telekinesis tends to be physically taxing, as Stone 2
it takes a lot of internal energy to move objects. Small 1
objects are easy. But larger, more massive objects are signif-
icantly more difficult. Once animated, all materials become flexible to some
extent, though fluid motion is uncommon. Animated
The cost listed above assumes the object being moved items move like puppets, with jerky, clumsy motions. if
weighs three pounds or less. For heavier objects, use the the item was rigid initially, it makes loud creaking, groan-
following: ing, or grating sounds as it moves. An animated item
moves up to 60 feet a round (movement rate 6). It can
PSP cost equals the item's weight in pounds. be used to attack, acting like a club with a THACO of 20
and a damage score of 1d6 points.
The power's MAC improves by a bonus equal to one-
Coptrol Light
third of the item's weight, rounded down. For example,
m~~ ovinga 10-pound rock requires rollingagainst a MAC (psychokinetic devotion)
ot 5.

Telekinesis moves the ta 60 feet per MAC: 8
round. Items moving at sucb a slow rate of speed don't
make effective weapons, but items weighing more than PSP cost: 6/2
Range: 25 yards
three pounds can be used to disrupt spellcasting or psionic Area of Effect: 400 square feet
use. The user rolls his base THACO score to hit, with a pen- Prerequisite: None
alty equal to one-third of the item's weight, rounded down.

162

Psionics

This power allows the user to manipulateambient light. the round that the PSP cost is not paid. t
He can't create light from darkness, but he can create
darkness from light. Use of control light can accomplish Wind above 19 miles per hour prevents anything smaller
the following:
than a human from flying and imposes a -4 modifier on
Deepen existingshadows. A thief hidden in such shad- missile fire. On the water, such wind makes sailing difficult.
Wind gusting at more than 32 miles per hour causes minor
ows receives a +20% bonus to his hide-in-shadows damage to ships and buildings. This wind also kicks up
rolls. clouds of dust and prevents all but the largest creatures
Brighten existingshadows. This reduces a thief's hiding from flying. Wind more than 55 miles per hour prevents all
flight, knocks down trees and wooden buildings, and may
ability by 20%.
Brighten a light source until it becomes blinding. Those swamp ships. Wind more than 73 miles per hour is a hurri-
cane gale.
exposed to the light receive a -2 penaltyto attack rolls.
Dim a light source. This has no effect on attack rolls. Inertial Barrier
Extend shadows into areas that are well lit. Only exist-
(psychokinetic devotion)
ing shadows can be lengthened, increasing in size by
200%. MAC: 6
Extend light into areas that are in shadow. Shadows can
be reduced by 50%. PSP cost: 6/2
Range: 0
Control bund Area of Effect: 3-yard diameter
Prerequisite: Telekinesis
(psychokinetic devotion)

MAC 5 This power is used as a defense, creating a barrier of

PSP cost: 3/ 1 psionic energy around the user and anyone within three
Range: 100 yards yards of him. This barrier softens missile blows, shielding
Area of Effect: 1 specific sound the user from damage by slowing and absorbing some or
Prerequisite: None all of the potential damage caused by incoming attacks.
However, the barrier also slows oufgoing missile attacks-a
This power allows the user to shape and alter existing drawback the user should consider.

sounds. A man's words could emerge as a lion's roar, or The power protectsagainst damage from these forms of
the noise of marchingsoldiers can be made to sound like
the wind of a sandstorm. Sounds also can be layered, so attack: any nonmagicalmissileweapon; any physical missile
that one singer can be made to sound like a choir. Control created by magic; any missile with magical bonuses;
sound can also dampen a noise. The player must specify
what sound his character intends to eliminate. For flames; some breath weapon attacks (depending on the
example, the user might quiet the strike of a hammer or
erase the creak of a door. He couldn't eliminate both at nature of the breath); acid; gas; all forms of disintegration;
once, however. and falling (damage is halved). Inertial barrier cannot stop
missiles conjured from pure magic or protect against raw
Control Wind heat or cold, pure energy or light, or gaze weapons. An iner-
tial barrier cannot keep enemies out, but it does slow them.
(psychokinetic devotion) Anyone trying to cross a barrier must stop moving when
contact is made. In the next round, the barrier can be
MAC: 5
12/5 crossed (either enteringor exiting).
PSP cost: 500 yards Missileweapons, whether passing into or out of the bar-
Range:
Area of Effect: 1,000 yards rier, inflict damage in a modifiedfashion becausethe power
Prerequisite: Telekinesis saps energy from the missile. If a missile strikes its target
after passing through the barrier (in either direction), the
with this power, a user can gain limited control over wind attacker rolls for damage as normal. However, the defender
speed and direction. The speed of any existingwind can be then rolls the same die to see how much damage the bar-
increased or decreased by 10 miles per hour or 259(0- rier absorbed. (Note: The defender doesn't include any
whichever is greater. The direction of the wind can be magical bonuses the weapon may have.) The defender
changed by up to 90 degrees. These changes are tempo- subtracts his die roll from the attacker's damage total. If any-
rary, lasting only as long as the PSP cost is paid. The thing remains, the defender loses that many hit points. If
changes occur in the round that the power is successfully the defender's roll equals or exceeds the total damage, the
activated. The wind returnsto its original course and speed weapon falls harmlessly to the ground. If the missile is
explosive, the barrier prevents weapon damage but not

explosive damage.

Chapter 9
I

Levitation Magical items receive saving throws against magical fire,
but a +10 penalty is applied to the number needed. The
(psychokinetic devotion) heat produced by this power is highly destructive as it
comes from inside the item instead of outside.
MAC: a (base)

PSP cost: s/2
Range: 0
Area of Effect: Personal Molecular Manipulation

Prerequisite: Telekinesis (psychokinetic devotion)

This power allows the user to float by using telekinesis MAC: 7
on himself. The user can lifi himself at the rate of 1 foot a
second, or 60 feet a round. He can descend as quickly as PSP cost: 6/2
he wants by simply letting himself fall, then slowing down Range: 15 yards
as he nears the ground. The user can always levitate his Area of Effect:
own weight. Additional weight, such as equipment or pas- Prerequisite: 2 square inches
sengers, is a hindrance. Every 25 pounds of added weight Telekinesis
improves the power's MAC by 1.
This power allows the user to weaken an object's mol-
Levitation isn't flying. The power provides no horizontal ecular bonds. When stress is applied to the object or a
movement. The user can hover motionlessly and drift with blow is struck, itssnaps. The user can create one "weak
the wind, or he can push off a wall or other fixed object and point" of approximately 2 square inches each round.
Deterioration occurs across a plane (in two dimensions,
drift up to 60 feet a round in a straight line. He can't stop,
however, until he meets another solid object, lowers him- not three). One round's application is enough to fatally
self to the ground, or stops paying the PSP cost. Two weaken most small objects (knives, ropes, saddle straps,
powers-controlwind and project force-can help the levi-
tating user propel himself forward and change direction. bows, etc.). Larger objects require more time and are sub-
The use of these additional powers reauires the extra ject to the DM's discretion.
expenditure of PSPs and MTHACO rolls.
The DM must decide how vulnerable molecular manip-
ulation makes larger, oddly shaped items (such as doors
and shields). An object need not be in two pieces to be
useless. A small boat, for example, is unsafe if it has a
crack in its hull.

Molecular Agitation ps~chometaboliaPcfsfeyccht tohmeeutasbeor'slicbpoodwyebrys
(psychokinetic devotion)

MAC: 10 Powers altering it in some way.
Revised sciences and
PSP cost: 7/3 devotions are presented in this section.
Range: 40 yards
Area of Effect: 1 item, 20 pounds Animal Affinity
Prerequisite: None

This power enables the user to excite the molecules of a (psychometabolic science)

substance, causing paper to ignite, wood to smolder, or skin MAC: 5
to blister,for example.The degree of destruction is as follows,
depOennedirnoguonnd.thReenaudmilybflearmomf raobulnedms tahteeriitaelsm, sisucahgitaastepda:per PSP cost: 7/3
Range: 0
and dry grass, ignite; skin becomes red and tender (1 Area of Effect: Personal
Prerequisite: None
point of damage); wood becomes dark.
Two rounds. Wood smolders and smokes; metal With this power, the user develops an affinity for a particular
animal type. Roll on the list below to determine the animal
becomes hot to the touch; skin blisters (1 d4 points of type (see the MONSTROMUASNUAfoLr descriptions). The user
dTahmreaegreo)u; nhdasi.r melts; paint shrivels. undergoes a physical change when this power is used, d e
Wood ignites; metal scorches (1 d4 points pending on the animal and ability. For example, he may
gain wings or claws.
of damage); skin burns away (Id6 points of damage);
water boils, lead melts. The damage inflicted doesn't When the user activates this power, he temporarily gains
increase beyond this round, but targets continue to suf- one of the animal's attributes. He can gain the animal's
fer the 1d4 or 1d6 points for each subsequent round Armor Class; movement rate and mode; physical attacks,
tFhoeurproowuenrdsco. Snttieneulegsr.ows soft damage, and THACO; hit points; or any other special abil-
Five rounds. Steel melts. ity-though only one of these can be gained at a time. The

Psionics

attribute lasts for every round that the
cost is paid. Switching to a different
attribute requires a new MTHACO roll.

1d20 Result
1
Ape
2 Barracuda
Boar
3 Bull
4 Crocodile
5 Eagle, giant
6 Elephant
7 Falcon
Griffon
8 Grizzly bear
Lion
9 Panther (black leopard)
10 Draft horse
Peregrinefalcon (hawk)
11 Rattlesnake
12 Scorpion, giant
Shark
13 Stag
14 Tiger
Wolf
15
16
17
18
19
20

* Constrictor or poison, player's choice.

Complete Healing

(psychometabolic science)

MAC: 7
PSP cost:
Range: 25/5
Area of Effect: 0
Prerequisite: Personal
None

This power allows the user to heal
himself completely of all ailments,
wounds, and normal diseases. He
must place himself in a trance for 24
hours to accomplish the healing. The
trance is deep; it can't be broken
unless the user loses 5 or more hit
points. During the healingtrance, the

usefs body repairs itself at an incredi-
ble rate. At the end of the 24 hours, he
awakens, restored to complete health
in every regard except for the PSPs
expended to use the power. If the user
fails his MTHACO roll, the power can't
be activated; the trance breaks after 1

hour, costing !iPSPs.

Chapter 9

hwis

MAC: 4 Area of Effect: Personal
PSP cost: Prerequisite: None
Range: 6/3
Area of Effect: 0
Prerequisite: Personal
None

This power resembles magicalpolymorphing,but it has This power temporarily boosts the amount of adrenaline
a wider application. The user can change himself into uny- in the user's system, giving him physical advantages. He
thing with approximately the same mass as his body: a gains l d 6 points to divide among his Strength, Dexterity,
wolf, a chair, or even a tree. While in this form, the user
retains his own hit points and THACO, but he gains the AC and Constitution scores as he chooses, thus increasing
of the new form. He also gains all physical attacks the them while the power is in effect. He receives all of the nor-
form allows, but no magical or special abilities. A new mal bonuses for high ability scores during this period. (If
attack ability depends on the form chosen; a tree, for used to increase Constitution,the user might temporarily
gain bonus hit points. Damage suffered is subtracted from
example, can't attack, so it has no THACO. Nonmagical the extra hit points first.)
movement is also gained. If the user metamorphs into
another character race, use the MonstrousManual book's Exceeding racial maximums is dangerous. When an
descriptions for that race. attribute is increased beyond the racial maximum and the
user stops paying the PSP cost, he must make a system
Some forms have intrinsic advantages. Changing into a shock check; he suffers 1d6 points of physical damage if
fish or rock renders the user immune to drowning though the roll fails.
he doesn't retain any senses not normally associated with
his new form. He may opt to keep some of his own Body Control
senses when he transforms, but these are likely to give
him away. @ycMM&olic devotion)

Like any massive change of shape, metamorphosis MAC: i
causes great physical stress. The user must make a sys- PSP cost:
tem shock roll. If the rollfails, he expends 6 PSPs, changes Range: i/2
form only for 1 round, and immediately passes niit for Area of Effect: 0
Prerequisite: Personal
2d6 turns. None

6hadowform This power a l l o w the user to adapt his body to a hostile
environment. The change must be keyed to a specific sur-
(psychometabolic science)
rounding: water, acid, extreme heat, extreme cold, an ele-
mental plane, etc If the power works, the user not only sur-
MAC: 5
vives, he behaves like a native organism. He can breathe
PSP cost: 5/2 and move normally, suffering no damage from the environ-
Range: 0 ment. Ho is
Area of Effect: Personal still vulne ?rt,oaachcaornaectoefr who can survive extreme cold
Prerequisite: None spell.
cold

This power transforms the user into living shadow. Body Qquilibrium
The user, his clothing, armor, and up to 20 pounds of (p*bolic devotion)
equipment all transform. He can blend perfectly into any
other shadow. His movement rate, however, i s 6 MAC: 1 6
(regardless of what it was before), and he can only travel
through darkness and shadow. Areas of open light are PSP cost: I/ 1
impassable. Range: J
Area of Effect: Personal
While in shadowform, the user only can be noticed by prerequisite: None
life detection, other types of psionic detection, or by a
true seeing spell. He can't harm anyone physically or This power allows the user to adjust his body weight to
manipulate any corporeal objects, but he can use psionic correspond to the surface he's standing on. Thus, he can
powers. walk on water, quicksand, silt, or even a spider's web with-
out sinking or breaking through. If the user is falling when

166

Psionics

he activates this power, he falls slowly enough to escape This power allows the user to heal wounds and cure 1
injury. Becauseof how light weight the user becomes when
this power is in effect, he must be wary of wind gusts, which nonmagical diseases-excludingsuch unnatural diseases as
can easily blow him about. mummy rot and lycanthropy. He can cure a disease in 1
round by spending 5 PSPs and making a successful
Body Weaponry MTHACO roll. If the roll fails, the disease is too widespread
(psychometabolicdevotion)
in the victim's system. The user must continue spending 5
MAC: t PSPs each round until he succeeds in activating the power.
Note that a cure performed through this power doesn't
PSP cost: t automatically restore lost hit points. However, the user can
Range: 0 heal up to 4 points of damage in each subsequent round
Area of Effect: Personal by spending 5 PSPs per hit point recovered (4 hit points for
Prerequisite: None 20 PSPs per round maximum). The user can't cure a dis-
ease and restore hit points durine the same rniind

This power allows the user to convert one of his arms Chameleon Power
into a weapon. Virtually any sort of weapon can be imitated,
except rangedweapons (such as bows) or any weapon the (psychometabolic devotior
user isn't proficientwith. The arm actually becomes rock,
bone, wood, or metal and assumes the weapon's form. It MAC: 471(b1 ase) \c, .,,
behaves in every respect like a normal weapon of the cho-
PSP cost: 0
sen type, with the bonus that it can't be dropped or stolen. Range:
Area of Effect: Personal
Prerequisite: None

Cannibalize This power changes the coloration of the user's skin,
(psychometabolic devotion)
clothing, and equipmentto match the nearest background.
MAC 7 The match is automatic; the user doesn't choose the
PSP cost 0 appearance. The change takes several seconds to occur. As
Range: the user moves, the coloration shifts to reflect any changes
Area of Effect: 0 in the surroundings.
Prerequisite: Personal
5th level This power makesthe user extremely difficultto spot. For
every round the power is in effect and the user remains still,
This power allows the user to cannibalizehis own body for he can avoid detection simply by successfully rollingagainst
extra PSPs. When activated successfully, the user can take the power's MAC. If the user moves, the MAC score
Constitution points and convertthem directly to PSPs at a ratio increases (to MAC 5). Chameleon power is most effective
of 1:8 (1 Constitution point equals 8 PSPs). The user can in natural surroundings, where the user's coloration can
access these PSPs any time, as if they were part of his total. best conceal him. In an urban setting or in an area without

The Constitution reduction isn't permanent, but it is natural cover during broad daylight, the power's MAC score
debilitating and long-lasting.The user immediately loses is improved to MAC 3.
bonus hit points that accompany high Constitution scores.
HMtened 8enses
His system shock and resurrection survival chances are (psychometabolic devotion
reduced. All psychometabolic powers receive MAC bonuses
(making them harder to use) equal to the number of Con- MAC: 7
stitution points that were cannibalized. The user recovers 311
one cannibalized point of Constitution per week of rest. PSP cost: 0
Rest means staying quietly in a safe place; adventuringis Range: Personal
not allowed. Area of Effect: None
Prerequisite:

Cell Adjustment This power allows the user to sharpen all his normal
(.p. sy.chometabolic devotion) senses: sight, hearing, taste, smell, and touch. (DMs might
MAC: allow other applicationsas they see fit.) With heightened
senses, the user has a good chance to notice thieves hiding
PSP cost: in shadows or moving silently. This is represented by a

Range: Touch thief's skill chance beingcut in ha orneone with height-
Area of Effect: Individual ened sen~esis observing him. E f the thief is already
Prerequisite: None

I

hidden, he must roll again when the user of this power after arriving, suffering a -2 penalty on all die rolls for initia-
enters the area. tive, attacks, and savingthrows. The user can make the sum
moned creature appear anywhere within 200 yards of his
Someone with heightened senses can also track by position. If the user rolls the MAC number exactly, the crea-
sense of smell. He must make an Intelligence check every ture appears within 10yards. The PSP cost is 40 for a crea-
turn to stay on the trail or to recover it if he loses it While ture from the Astral or Ethereal Planes, 80 for one from the
tracking the user's movement rate is reduced by 50%. The Inner or Outer Planes. Failure costs half the indicatedPSPs.
trail can be no more than 24 hours old. Ranges for the
user's hearing and seeing are tripled while this power is in The user choosesthe plane from which the creature will
effect. Further, he can ingest small quantities of possibly come. He doesn't choose the creature, however; that's
poisoned or impure foods, identifyingthe substance with- determined at random. A creature from the Elemental
out causing himself harm. The user can identify almost any- Planes is usually an elemental of the appropriate type. A
thing by touch. He can identify any item he has previously creature from the Outer Planes could be a nativeor a visitor.
handled and can also tell if an item was handled in the last DMs are encouragedto see the PLANESCAPEl'ine for ideas.
five minutes.
This power offers no control over the summoned crea-
Psychoportive Powers aTIhese powers ture and doesn't return it to its home plane after a set
onic amount of time-it merely teleports something from there
travel, moving a character without physical action.'Revised to here. To be rid of the creature, the user must banish it
teleport it again, kill it, or somehow control it

sciences and devotions are below.

Babishment Teleport

(psychoportive science)

(pqchoportiw science) MAC: 9 (base)

MAC: 8 PSP cost: 10+/5+
PSP cost: 15/6 Range: Unlimited
5 yards Area of Effect: Personal
Range: Individual Prerequisite: None
Area of Effect: Teleport
This power allows the user to travel to a familiar spot.
Prerequisite: Teleport is instantaneousand always takes a character to a
fixed location. There is a slight audible pop at both ends,
With this power, the user can teleport a creature against signaling use of the power. The destination must be a place
its will to a pocket dimension and hold it there for as longas the user knows or can picture mentally. Even if the user
he chooses to continue spending 15 PSPs per round. The never has been there, he may still know a location via use
creature being banishedmust be within 5 yards of the user. of ESP or another power. He can also teleport to a place
The pocket dimension is featureless, with a benign environ- even if it has changed from the way he pictures it;
ment-hot or cold, light or dark, but not so much as to rearrangementwon't hamperthe teleport power.

cause injury. Restraints don't affect this power. The user can bring his
The banished creature returns to its original location as clothes, small items, and equipment (up to onefifth of his
body mass). Doublingthe amount of PSPs spent to activate
soon as the user stops paying the PSP cost. This the power lets the user carry up to three times his body
mass, or to take along up to two others he has a firm grasp
boomerangfeature won't harm the creature. If the creature on. The cost to use this power varies with the distance trav-
has access to the Astral or Ethereal Planes, or if it can tele- eled, as indicated below.
port between planes, it can try to return prior to the expira-
tion of the power by rolling an Intelligencecheck at -3.

8udmon Planar Creature Distance PSP cost Power's MAC

(psychoportive science) 10 yards 10/5 9

MAC: 6 100 yards 20/10 8
PSP cost: 40/20 or 80/40
Range: 200 yards 1,000 yards 30/15 7
Area of Effect: 1 creature 10 miles
Prerequisite: Teleport 100 miles 40/20 6
50/25 5
1,000 miles 60/30

With this power, the user can reach into another plane, 10.000 miles 70/35
grab whatever creature he happensto find there, and teleport Interplanetary* 100/50
it to his own plane. The creature is disoriented for 1 round
* Teleport only works within a given plane or crysral sphere.

I

(psycioportive science) if the user travels to another location on the same plane as
his real body. He can view that distant location in astral
MAC: 8 (base) form, but he can't affect the area in any physical, magical, or
PSP cost: 10+/5+ psionic way.
Range: Unlimited
Blink
k e a of Effect: 1-3 individuals (psychoportive devotion)
Prerequisite: Teleport
MAC 9
This power is identicalto teleport, except that it is used 412
PSP cost: 0
to teleport characters other than the user. The user stays Range: Personal
where he is while someone else is teleported. The charac- Area of Effect: Teleport
ter must be willing to be teleported or otherwise have an Prerequisite:

open mind. If the user pays twice the usual PSP cost, he This power allows the user to make a series of random,
short-range teleportations that make him very hard to hit in
can teleport up to three characters-provided they are firmly combat Each round, the user automatically blinks once at a
grasping one another.
randomly determinedtime in the initiative order. Roll I d l o
Distance PSP cost Power's MAC
10 yards 10/5 8 and note the initiative number of the blink. To strike at the
100 yards 20/10 user, his opponents must have a better initiative than his
1,000 yards 30/15 7 blink time. The user may attempt to strike before he blinks,
10 miles 6 but he must beat the blink initiative with his own roll or hold
100 miles 40/20 5 his action until the end of the round. Each blink carries the
1,000 miles 33/25 4 user 3d10 feet in a random direction. (Roll 1d8: 1 =straight
60/30 3
10,000 miles 70/35 2 ahead; 2 = ahead and to the right; 3 =to the right; and so
Interplanetary* 100/50
1 on.) However, the user's blink won't carry him into a solid
object or any kindof danger, such as into a fire or Over a cliff.
* Teleport other only works within a given plane or crystal
Dimensional Door
sphere.

A 8 t d Projection (psychopottive devotion)

(psychoportive devotion) MAC: 7 (base)

MAC: 8 PSP cost: 31 1
Range: 50+ yards
PSP cost: 3/ 1
Range: Not applicable Area of Effect: Not applicable
Area of Effect: Personal
Prerequisite: None Prerequisite: None

This power allows the user to travel without his physical With this power, the user opens a human-sized portal
body by creatingan astral form that immediately leaps into that leads to the edge of another dimension.The edge acts
the Astral Plane. Only creatures or characters who are also as a lightning-quick transit system, carrying travelers to a
on the Astral Plane can see it. A silvery cord connects the destination chosen by the user. A gleaming portal appears
in front of him. At the same time, an identical portal
astral body to the physical one. This translucent string appears wherever the user wants it (within the power's
stretches 10 feet from the astral body before becoming range). The door can have any orientation desired. Step-
invisible. If the cord is severed, both the astral and physical
bodies die-killing the user. The cord is nearly indestructible, ping into either portal allows a character to immediately
ohrowtheevseirl.veItrosnwlyorcdanofbaegsiethvyearendkib. y a powerful psionic wind step out of the other. Both doors remain in place as longas
the PSP cost is met.
The Astral Plane is used to get to other destinations-a
distant point on the Prime Material or a location on another A door has only one side and no thickness; it doesn't
plane, for example. When the user reaches his destination, exist from the "back" and can't be used to screen missile
a temporary physical body is formed there. It resemblesthe attacks. Up to five characters each round can use a door. If
user's real body, and the two remain connected by the sil- a group lines up, 10 can step through a round.
very cord. However, a temporary physical body isn't formed
Commutingvia this power is disorienting. Indeed, a trav-

eler emerges dazed and can't attack or move for a round.
Even just poking a head through a door requires a system
shock roll. Failure means the hero loses 500/0of his current

I

Psionics

hit points and passes out for 1d6 rounds. Attacks made interact) with dimension walk&
through a door suffer a -4 penalty. Distances between
doors improvethe power's MAC, as below.

Distance Between Doors MAC Bonus Phase

50 yards (psychoportive devotion)
75 yards
100 yards MAC: 10
150 yards
200 yards PSP cost: 6/2
Range: 0
Area of Effect: Personal
Prerequisite: None

Dimension Walk This power allowsthe user to shift his body into a differ-

(psychoportive devotion) ent frequency of motion, making him transparent to the
unphased world around him. While this power is in effect,
MAC: 8 the user can walk through solid matter. No physical force or
energy can harm him, though other phased objects or crea-
PSP cost: 512 tures can do so.
Range: Not applicable
Area of Effect: Personal
Prerequisite: None

With this power, the user opens a I
vaguely shimmering portal, which lets
him travel from place to place in his I
own dimension by piercing other It
dimensions at right angles. This has

two advantages over a dimensional
door. The first being that a dimension

walk isn't physically traumatizing, and
the second being that the range of
travel is greater. The user can actually
travel through this dimension at the
speed of 21 miles per turn. However,
this power allows only the user to
travel, and the portal closes behind
him instantly.

The user finds himself engulfed in a
featureless, inky grayness. He can't see
where he is or where he's going. He
has only his instinct to guide him, and
he must make a Wisdom check every
turn. If these checks succeed, he'll find

himself at his chosen destination
when he steps out of the dimensional
realm. If any check fails, he strays off

course by several miles. The DM can
place the character in any location
within the maximum distance he trav-
eled from his starting point. It's up to
the user to figure out his location, as
the power does nothing to help him
gain his bearings.

The user can take with him whatever

he can carry, though bags of holding

and other dimensional devices spill
their contents if taken into the gray

1

A Dhased character can move verticallv at 10 feet each This power only can be used on an open mind. With it,
round; over solid ground at his normal moiement rate; over
water or silt at half normal; and through solid matter at one- the user projects mental commands into the mind of one
fourth the normal rate. If a character fails to pay the cost
while movingthrough solid matter, he suffers 3d10 pointsof other being. The dominated target knows what's happening,
damage, falls into a coma for 1d6 hours, and phases imme- but he can't resist the user'swill, so he is forced to do nearly
diately into the Ethereal Plane. Note that a phased character anything the user wishes. The targefs abilities remain unaf-
isn't affected by gravity. If a hero is falling off a cliff and acti-
vates this power, he retains any momentum he had and fected by this power, and he can be made to use any power
phases into the ground 2%feet for every 10feet he falls. He he possesses-assuming the user knows about it. Domina-
must then have enough PSPs to reverse his fall and phase tion doesn't revealfacts or secrets about the target.

out of the ground or suffer the consequences noted above. When dominationis attempted,the target makes a saving
A phased characterreceives a +2 bonus to his MAC dur-
throw vs. spell. If successful, the target isn't dominated. If the
ing psionic combat and gets a +2 bonusto all savingthrows save fails, the target falls under the user's control for as long
vs. mind-affectingmagic or effects. Conversely, his MTHACO as the user paysthe PSP cost The PSP cost is dependenton
receives a -2 penalty.
the target's level, as shown below. Later, if the target is forced
to do something against his alignment, he can attempt
another saving throw to regain his free will.

Teleport Trigger Target's Level PSP cost
6/3
(psychoportive devotion) 1-5 levels or HD 12/z
6-10 levels or HD
MAC: a 11-15 levels or HD 22/11

PSP cost: 2 per hour/l +16-20 levels or HD 32/16
Range: Unlimited 50/25
21 levels or HD

Area of Effect: Personal Mindlink
Prerequisite: Teleport
(telepathic science)

This power allows the user to establish a specific event MAC: 8
that will instantly activate his teleport power. It is a reflexive 7+/3+
event, occurringas soon as the conditions are met without PSP cost:
any conscious effort on the part of the user. After success- Unlimited
fully rollingthe power's MAC number, the user must specify Range: Individual
where he wants to teleport and define very specifically what Area of Effect: None
conditionswill trigger that telepoh These conditions can be Prerequisite:
anything he chooses, but they must happen in his immedi-
This power only can be used on an open mind, allowing
ate vicinity to activate the trigger. the user to communicate wordlessly with any intelligent
When the teleport is triggered, the user must have
creature. This is two-way communication. It isn't the same
enough PSPs remaining to pay the teleport cost. (If he as mind reading, because the user receives only those
thoughts the target wants to send. Language isn't a barrier
doesn't, the power fails to activate.) He must also make a to mindlink. The PSP cost is determined by the target's
teleport MTHACO roll. If the roll fails, the power doesn't level, as shown below.
work The trigger remainsactive as longas the user pays the
PSP cost. Target's Level PSP cost

Telepathic Powers Telepathic powers in- 1-5 levels or HD 7/3
volve the direct contact 6-10 levels or HD 814
of two or more minds. Revised sciences and devotions are 11-15 levels or HD 9/5
presented below in this section.
+16-20 levels or HD

2 1 levels or HD

Domination Probe

(telepathic science) (telepathic science)

MAC: 8 MAC 8
PSP cost: 6+/3+ PSP cost:
30 yards 8+/4+
Range: Individual Range: 2 yards
Area of Effect: Mindlink Area of Effect: Individual
Prerequisite: Prerequisite: ESP

Psionics

This power only can be used against an open mind. MTHACO roll equals the MAC number, the procedure
With it, the user can dig deeply into a target's subcon- takes 2 turns. Likewise. this Dower can also remove a per-
scious. If the target fails a savingthrow vs. spell, then all of manently implanted power: The PSP cost is determined
his memories and knowledge are accessible to the user- by the target's level, as below.
from memories deep below the surface to those still fresh
in the target's mind. The information is true (or at least the Target's Level PSP Cost
target believes it to be true).
1-5 levels or HD 9/5
A probe can be tried during melee if the user is close 6-10 levels or HD 1O/L
enough and the target's mind is opened. The user knows 11-15 levels or HD 11/6
when a probed spellcaster is casting a spell and what the 12/6
general effects of that spell are. The user can learn the +16-20 levels or HD 14/7
answer to one question per round, though DMs can alter
this rate. Complex questions and answers may take longer 21 levels or HD
than a round to resolve. The PSP cost is per the target's
Awe
level, as shown below.
(telepathic devotion)

rarget's Level PSP cost MAC: 6
PSP cost: 4+/2+
1-5 levels or HD 8/4
5- 10 levels or HD 9/5 Range: 0
11-15 levels or HD 10/5 Area of Effect: 20 yards
16-20 levels or HD . 11/6 Prerequisite: Mindlink
21+ levels or HD
13/7 This power only works on an open mind. With it, the
user can cause another character to hold him in awe.
Paychic Qurgery Characters affected by this power are mentally cowed-
they sense the user's "awesome might." They have no
(telepathic science) desire to serve or befriend the user, but they won't attack
him unless forced to do so. If possible, they'll avoid the
MAC: 8 user completely and take the first opportunity to escape
PSP cost: 9+/5+
his presence.The PSP cost for this power is based on the
Range: Touch target's level, as shown below.
Area of Effect: Individual
Prerequisite: Mindlink 7th level Target's Level PSP cost

This power allows the user to repair psionic damage. 1-5 levels or HD 4/2
512
He can operate on himself if need be, but the power's 61-11-015lelevevelslsoor rHHDD 6/l
MAC improves to 5. Phobias, aversions, idiocy, comas, 8/4
seizures-all these mental ailments and more can be 16-20 levels or HD 9/5
treated and cured. However, curses or magical conditions 21+ levels or HD

such as charms can't be cured by this power. Nor can the Conceal Thoughts
surgery cure possession,though it can identify such a con-
dition and force psionic combat. Most such ailments can (telepathic devotion)
be cured in 1 turn. If the MTHACO roll fails, the problem is
too great for the user; he can try again when he gains a MAC: 10
new experience level.
PSP cost: 4/2
This power has two special uses. First, it can help char- Range: 0
acters unleash their wild talents. If the user performs this Area of Effect: 3 yards
kind of operation successfully, the patient gains a +2% Prerequisite: None
bonus to his wild talent roll.
This defensive power protectsthe user against psionic or
Second, the user can make the effect of any telepathic magical ESP, probes, rnindlinks, and other powers and
power permanentwithout any PSP costs. The power isn't spells that read or detect thoughts. It gives the user a +2
bestowed upon the recipient, only the effect, This has the MAC bonus and a +2 to saving throws when defending
following restrictions: 1) The power must have a range against such effects.
greater than 0; 2) the surgeon must know the power and
successfullyuse it on the patient; 3) the user can't do this

type of operation to himself or another psionicist; 4) only
one power can be made permanent per turn, and 5) if the

(telepathic devotion)

MAC: 6 1 16-20 levels or HD
21+ levels or HD
PSP cost: 6+/3+
Ranee: Unlimited Invisibility

Areiof Effect: Individual
Prerequisite: None

This power only works on an open mind. Extrasensory (telepathic devotion)
perception (ESP) allows the user to read someone else's
mind. The user can perceive surface or active thoughts. He MAC: 6
PSP cost: 3+/2+
can't use ESP to explore a target's memories or to delve Range: 100 yards
into his subconscious. Most intelligent creatures tend to Area of Effect: Individual
think in words, so language can be a barrier to understand-
ing. Unintelligent creatures think in pictures. Magical Prerequisite: Mindlink
thought, such as when a wizard casts a spell, is unintelligible
to this power. However, the user can recognize such This power only can be used on open minds. It differs
significantly from the spell invi.ibi/ity.This is a delusion that
thoughts as part of the spellcasting process.The PSP cost is affects specific minds, not an illusion that affects eveyone;
shown below. the only real change occurs in those whose minds were

Target's Level PSP cost opened. Thus, the user must.openeach mind he wants to
6/3 deceive, for only to these mindswill he appear invisible.He
1-5 levels or HD 714 can see himself, and so can anyone whose mind wasn't
8/4 opened. Only beings within 100 yards can be affected by
6-10 levels or HD 9/5 this power.
11/6
11-15 levels or HD The user must make a separate MTHACO roll for each
2161+-20levleelvseolsr or HD delusion and pay a separate PSP cost for each. A delusion is
HD definedas one invisiblecharacter as perceivedby one other
being. The user can make anyone who is human size or
Inflict Pain smaller invisiblewith this power, not just himself. Note that
(telepathic devotion) this power affects vision only; observers may still be able to
hear or smell "invisible" characters.PSP costs are as follows.
MAC: 5
Target's Level PSP cost
PSP cost: 3+/2+
Range: Touch 1-5 levels or HD 3/2
Area of Effect: Individual 6-10 levels or HD 412
Prerequisite: Mindlink 11-15 levels or HD 5/3
6/3
'This power only can be used on an open mind. It is a +16-20 levels or HD 8/4
particularly nastyform of torture, although no actual harm is
inflicted on the target, and the power leaves no physical 2 1 levels or HD
scars or marks. Only evil characters can learn this power
freely; others find their alignments twisting toward evil if Life Detection

they learn and use inflict pain. (telepathic devotion)
If the target is an NPC who is being questioned, he is
MAC: 7
allowed a saving throw vs. paralyzationto withstand the
agony. If he fails, he begs for mercy and answers questions PSP cost: 3/ 1
Range: 100 yards
as the DM sees fit. If the user finds a way to employ this Area of Effect: Varies
power in combat, the target is still entitledto a savingthrow. Prerequisite: None
Success means he grits histeeth and keeps on fighting. Fail-
ure means the pain imposes a -4 penalty to his attack rolls This power allows the user to scan for the presence of
that round or disrupts and ruins spellcasting. PSP costs living, thinking creatures within a limited area. If he is scan-
depend on the target's level. ning at short range, he can cover a large angle. At long
range, the angle is significantly reduced. He can scan 180

degrees to a range of 40 yards, 90 degrees to 60 yards, or
30 degrees to 100 yards. One round of scanning detects

174

Psionics

humans, demihumans, humanoids, mammals, and mon- Pgionic Powers Below is a listingof all psionic
sters with 8 or more Hit Dice. A second round detects all Dowers currently in the AD&D
creatures with less than 8 Hit Dice. In either case, the user 6ummary game. Each has two new sta-
receives an accurate count. tistics,a MACscore and a PSP

The DM should make the MTHACO roll and keep it cost, replacing the old power score, initial cost, and mainte-
secret from the player. If the user doesn‘t detect anything, nance cost from the original source. The number to the right
he won‘t know whether nothing‘s there or the power failed. of the slash is the cost if the MTHACO roll fails. All other
details of the powers remain the same, unless new descrip
tions have been provided in this book Powers are from The
&end Thoughts
(telepathic devotion) Complete RionicsHandbook unless noted othewise.

MAC: 8 -Table 84: P-IlOnicCPlaoirwseenr0tientSciences
PSP cost: 3+/2+ Power MAC PSPCost
Range: Unlimited Appraise 6 . 14/6

Area of Effect: Individual Aura sight’ 7 9/3
Prerequisite: None Clairaudience’ 8
Clairvoyance’
This power only works on an open mind, allowingthe Cosmic a~areness~.~ 7 5/1
user to send his thoughts to another mind via one-way 7
communication. He can send informationor simply use the 9 8/3
power to distract the target. If the target is a wizard castinga Detection3 7 12/6
spell, he gets a save vs. spell. If the wizard fails his save, his Object reading’
concentration is broken and the spell fails. If the target is 8 18/10
distracted while in melee combat, he receives a -2 penalty
to all attack rolls. 6 16/6

Spirit lore2.3 8 5/3
7 13/5

Subjective reality2r3 8 14/7

Target‘s Level PSP cost True s ~ g h t ~ . ~ 8
1-5 levels or HD - -ClairsentientDevotions
6-10 levels or HD 3/2 Power MAC PSP Cost
11-15 levels or HD 4/2 All-round vision’ 8 5/2
5/3 Bone reading2$3 10 15/5
+16-20 levels or HD Combat mind’
613 6
? 1 levels or HD 814
Danger sense’
I

B6i ht Link Environment4
Feel light
(te epathic devotion) J

Feel moisture4 9
Feel sound’
MAC: 6 8
PSP cost: 5+ per turn/3+ Hear light
Range: Unlimited Know course3 8
Area of Effect: Individual
Prerequisite: Mindlink Know direction 4/hwr/2
Know location’
Only usable against open minds, this power lets the user Martial trance’G2 J 1/1
tap into another‘s visual senses, allowing him to see what- Poison sense’ 8 8/3
ever that being sees. The user‘s own vision is unaffected. If Predestination*,4 7 7/3
the linked character is subjected to a gaze attack, the user Probability manipulation2a3 10 1/1
must make an appropriate savingthrow or also be affected 9 9/year/4
by the gaze.
Psionic sense’r2 6 10/5
Radial navigation
Retrospection2 8 2/ 1
7 6/hour/3

Safe path2a3 8 120/40
See ethereal3 8
Target‘s Level PSP cost See magic3 6/3
See sound’ 7 3/ 1
1-5 levels or HD 5/3 Sensitivity to observation3 9 6/2
6-10 levels or HD 6/3 Spirit sense 8 4/2
11-15 levels or HE 7/4 Trail of destr~ction~~~ 5/2
16-20 levels or HC 8/4 10 w4
21+ levels or HD 8
9

in

Weather prediction2Z4 7 1014 Metamorphosis’ 4 613
Nerve manipulation2> 6 14/5
--Psychokinetic Sciences Poison simulation23 6 16/6 i
Power MAC PSPCost
6 7/3 Regenerate2” 5 8/turn/4
Create objectl.2 Shadowform 5 5/2
Split personality2 8 15/6

Detonate1e2 5 15/5 --Psychometabolic Devotions

Disintegrate2 7 30/10 Power MAC PSP cost

Kinetic control3 7 813 Absorb disease 6 10/4
Megakinesis23
20+/ 1o+
Molecular rearrangement2 ” 12/hour/6 Accelerate3 6 10/5
Adrenaline control‘
Project force1e2 6 1014 6 5/2
Suppress magi^^,^ 5 8+/4+ Alter feat~res~,~ 7 4/turn/2

Telekinesis’ 8 3+/1+ Aging 5 9/5

Telekinetic barrier2s3 6 12/5 Biofeedback 6 4/2
Body control’
Telekinetic flight2r3 8 7/3 5 6/2 /_*l_c.d__
Body equilibrium’ 6
-PsychometicDevotions
Body weapontyl 6
Cannibalize’”
Power MAC 70
Animate 7
Animate shadow 8 Carapace4 8 2/1
Ballistic attack2 6
9 Catfall 7
Compact4 6
Concentrate ~ a t e r ~ , ~ 6 Cause decay 6
Control body2 8 Cause sleep3
Control flames2 Cell adjustment’ 9
8
Control light 5 Chameleon power’ 6
Control sound’ 7
5 Chemical simulation 5
Control wind’J 7 Cognitive trance3
Create sound2 10 8
8 Displacement
Cyrokinesis3 Double pain 6
9
~efie~t23 6 Ectoplasmic form 6
Ghost writing2s4 8 5
Inertial barrier1e2 Enhanced strength
Levitation1,2 8 Enhancement2 8
7
Magnetize3 Expansion 9
Mass manipulation2f3 IO 6
8 Fighting trance3
Molecularagitation’, 9
Molecular bonding2> 7 Flesh armor
Molecular manipulation’f2 7 Forced symmetv 6
Momentum theft2,3 7
7 Gird2 7
Opposite reaction2a4 8
Return flight4 6 Craft weapon 7
Soften 7 r
Stasis field2
Static discharge2s3 Heightened senses’
lmmovability
I

Intensify2 J

Iron will3 10

Lend health 411
Magnify2 varies
Mind over body
8 1O/dav/4
Pheromonedischarge4
Photosynthesis3 8 2/i
7 3/tum/l
-Psychornetubolic Sciences - Prolong2
Power MAC PSPCost Redudon 5 3/ 1
Animal affinity’ 6 varies
5 7/3 Rigidity2z4
Complete healing’ 7 25/5 Share strength 6 5/3
Death field Spider touch3 5 3/ 1
3 35/15 Splice2 3/ 1
Elemental composition2,3 3 813 Strength of the land2.4 vai leS vanes
Energy containment Suspend animation 6
6 9/3 6 4/2
Life draining 6/3

Psionics

-PsychoportiveSciences - -Telepathic Devotions - -- I

Power MaAC PSPCOst Power MAC PSP cost
Banishment’,2 15/6 Acceptance4 4/turn/2
a
Alignment stabilization4 9 11/day/4
Planar transp~sition~,~ 6 varies 9 varies
Probabilitytravel Amnesia2’ 7 8/3
a 11/hour/5 Attraction2
Summon planar creature1r2 6 40/20 or 80/40
Summon planar energy’,’ Aversion2 7 a13
a 30/10 Awe1e2 6 4+/2+
Teleport’ 9 10+/5+ Beast mastery2f4
Teleport other’s2 a 6+/day/3+
a 10+/5+ Conceal thoughts’ 10
Time trave1203 varies 30+/hour/l5+
7 12+/6+ Convergence2 10 8/3
W~rmhole~~~
Daydream2 10 412
-Bychoportive Devotions. - 10 3/ 1
Empathy
ESP’ 6 6+/3+
Power MAC PSP cost 6
Astral projection’ 3/ 1 False sensory inputz 5/2
a Focus forgiveness4 a 4/hour/2
Blink1,2-3 9 4/2
Dimensional door’ 7 3/ 1 Hivemind4 9 2/ 1
8 6/3
Dimensional screen2b 6 7/3 Identity penetration 9 6/day/3
Impossibletask4
Dimension blader3 7 5/2 Incarnationawareness 7 12/5
5 3+/2+
Dimensionwalk’ a 5/2 Inflict pain1a2
Dream travel
7 1/25miles/l Insect mind4 7

Duodirnension3 6 6/3 Invinciblefoes2 8
8 5/2
Ethereal travele? 10 6/2 6
Phase’s3
Phase object2a 9 6+/3+ Life detection’ 7

Pocket dimension3 10 6/turn/3 Mind bar 7
9
Shadow walk3 7 9+/4+ MysterioustraveleP
Phobia amplification2 9
Spatial distortion3 6 5+/3+ 6!
6 30+/12+ Plant mind3
Summon object2J
TeleporI lock2s3 8 4/2 Post-hypnoticsuggestion2 7
Teleport object2e4
Teleport trigger1G2 7 25+/1 O+ Psionic inflation2 8 7/3
Time d i l a t i ~ n ~ , ~ Psionic residue4 8 15/5
Time duplicate2s3 a 2/hour/l Psionic vampirism2r3
Time shift2 a varies a varies
a 22/11 Psychic blade2c3 6 5+/2+
Eme/space anchor a 16/6 Psychic drain2
a 3/ 1 Psychic impersonation2 7 14/6
10 5/hour/2

Wrench 8 10/5 Psychic messenger 5 4/;
Receptacle2
-Telepathic Sciences - a0
Reptile mind4 7 2/ 1
Power MAC PSP cost Repugnance2 8 8/3
10/5 Send thoughts’ 8 3+/2+
Aura alteration2 a 6+/3+ Sensory suppi )n23
Domination’s2 a varies
Sight link1t2 I 5+/tum/3+
Emp&er2 4 varies
Fate link2 5 6/turn/3 Sound link2 6 5+/turn/2+

Hall~cination~,~ 7 varies Suppress fear3 10 5/2
Synaptic static2
Mass domination2 6 varies 6 11/5 ’
Mindflame2$3 7 30/15
Mindlink’ Taste link2 I 5+/tum/2+
a 7+/3+ Telempathic projection2
I 5/2
Mindwipe2 5 813 True worship4 10 5/2
Truthear2
Probel.2 8 a+/4+ 10 3/ 1
Psychic surgeryl.2 Notes
a 9+/5+ I Revised power described in this book
Superior invisibility2 6 6/rd/target
Switch personality2 5 40/15 2 Power requiresa prerequisiteto use.
Power described in The W//and the My USR 243 1).
Ultrablast’ 75/25 Power described in Dragon Kings (TSR 2408).

ble 2: Stamina Weight Allowance Table 4 Aim Pick
Stamina Score 5
3 10 Aim Missile
4-5
6-7 20 scorr
8-9 35
10-1 1 40 6
12-13 45 7 0 -20
14-15 55
16 70 IL-IJ 0V
17 85 0 +5
18 110 16
18/01-50 135 17
18/51-75 160
18/76-90
18/9 1-99 185
18/00 235
335
19 485
535
LI
635
22 785
23 935
24
25 1,235
1,535

Table 3: I Table 5 B ce
Muscle Balance

k

IL " +1
6 7 0 0 -25%
14 0 0
80

18 +1 +3 12 0%
18/01-50 +1 +3 13-.

19 +3 I 7 I16(6) 40 1'
20 +3 16(8) 50
17(10) 60 19 +3 4
.I 20 +3 4

1

HC System Poison TaRbeleas8o:nReason II Max. #
Is
IL 504b 0
55% 0 12 6th
13 65% 13 6th
70% " 14 7th
I 75% 0
19 18 9th
80% 0 19 9th
85%
88% +I ath

95%

P-folr

99%
99%

25 100% +4
Resurrection
Table 7: Fitness Hit Poin'
Fi
!

7 0 60%
n 0 654

18 +2(+4) 100%7
+2(+5)
19 10Wl

I24 +2(+7)*** b
I25 1 00%
+2(+7j-

179

Table 10: Intuition BS-'onus Appendix Loyalty
Intuition
96 spdl

Failure

35%
I6 0 6- -2

7 0 30% 7

20% 9-1 1
15%

I& -I" 13 +3 f

13 1st 0% 16 +4 8

1

19 1st 4m . . 22 +14
20 2nd 4th +16 35

3rd, 5ti- 0%
4th, 5tt
5th, 5tt

6th. 6th

6th; 7th

Table 11:Willpower Table 13: Appearance
will- -
Magic Dt Appearance Reaction
Score Adjustment
3
-5
4
-4
5 -3
6
-1
7' , 0

8- 1
13
14
15 e3
16 t 5
19 +4 1* 17 +6
+4 18
+4 19

20 +9
21 +10
6* 22 +11
7* 23 +12
24 +13
25 +14

ComIDiled Tables

Point Allotments for Starting Charactersby Race Table 1:Background Events
Race Character Points 1d20 EW-i
45’ 1 Accused of a crime
Dwarves 2 Apprenticeship
Elves 45 3 Enslaved
4 Exiled
Gnomes 45 5 Failed business venture
6 Fell in love
Halflings 35 7 Fled a disaster
8 Found or stole a valuable item
Halfelves 25 9 Homeless
10 Ideological differences
Half-orcs 15 1 1 Joined the circus
15 12 Kidnapped
Half-ogres 15 13 Killed someone
Humans 14 Made a powerful enemy
15 Orphaned
Racial Abilities 16 Ran away from home
Racial abilities cost 5 to 15 character points each, or they 17 Reformed
can be purchased for varying amounts as character pack- 18 Touched by magic
ages. 19 Went to sea
20 Witnessed a crime
Point Allotments for Starting Charactersby Class
Class Character Points
Fighter 15

Paiadin 60

Ranger 60

Thieves 80

Bards 70 Table 27: Thieving Skill Base Scores
Skill Base Chance
Clerics 125 15%

Druid 100 Pick Pockets 10%

Wizard 40 Open Locks 5%
10%
specialist wizard 30 And/Remove Traps
Move Silently
5%
All class abilities cost 5 to 15 character points. Hide in Shadows
15%
Detect Noise 60%
Climb Walls
Nonplayer Character Point Allotment Read Languages 046
Class Character Points 5%
Apprentice 10 Detect magic
Detect illusion 1 Wcl

Skilled 15 Bribe

Master 20 Tunneling 13YO

Escape bonds 1@!

Bonus Points
Bonus proficiency points for a high intelligence can be
spent on Intelligence-based nonweapon proficiencies.
Fighters can spend the points on weapon proficiencies or
on Intelligencebasednonweapon proficiencies.

I

Appendix
LI

I

--L’Ie 14: Racial Reauirements I

,rc Half-ogre HaMinn Humi

WiS 3/18 3/18 3/18 3/14 -, - -- r
3/17 3/18
3/1
Cha 3/1178 8/18 3/18 3/18 3/12 3/8 3/18

*Halfling fighten cannot possess exceflonal Strength xores.

Table 15: Racial Adjustments Table 40: Social Ranks Table
Social rank
Race Adjustments 2d6 roll
Dwarf 2-3 Lower dass
Elf +1 Con,-1 Cha 4-7 Lower middle class
Gnome +1 De&-1 Con
+1 Int-1 wis 8-10 Upper middle class
Upper dass
Half-elf None 11-12
Half-orc +1 Str, +1 Con, -2 Cha

Half-ogre +1 Str, +1 Con, -1 Int, -1 Cha

Halfling +1 Dex,-1 Str

Human None

-u This symbol representsunlimited dass advancementfor characters of thoseraces
A member of this race cannot choose this class.

Table 41:Character Kit Table
Roll percentile dice to determine an adventurer‘s kit.

01-03 Acrobat 33-35 Jester 66-68 Savage
04-06 Amazon 36-39 Marher 69-72 Scholar
07-09 Animal Master 40-42 Merchant 73-76 Scout
10-12 Assassin 43-45 Mw’c 77-79 Sharpshooter
13-16 Barbarian 46-48 Noble 80-83 Soldier
17-19 Beggar 49-5 1 Outlaw 84-86 Smuggler
20-22 Cavalier 52-55 Peasant Hero 87-89 Spy
23-25 Pirate 90-93 Swashbuckler
26-29 Diplomat 56-58 Pugilist
Explorer 59-62 Rider 94-96 Thug
30-32 Gladiator 63-65 97-00 Weapon Maste

182

Com.piled Tables
l.

Table 28: Thieving Si."' D-iil Adjustments

Open Locks . ,"

Rnd/Rernove
Move Silently

Hide in Shadows

Escape bonds -

Table 29: Thieving Skill DexterityAdjustments

0
5
5

10% I

Table 30: Thidng Skill Armor Adjustments

No Armor.-'

+1Ph

+-10%
1go/,

Table 31:Bard Scroll Use
Bard Level % Chance
1 10%
2 20%
3 300/'0
4 40%
5 50%
6 60%
7 70%
8 80%
9 90%

183

Appendix

Table 45: NonweaponProficiency Groups
GENERAL

Nisdorn/Willpower, Cha

Deep Diving 2 , rr-- -
mEngineering 4
2 I Dexteri$Balance; Constitution/Health
Heraldry 3 I htelligence/Reason, Wisdorn/lntuition

....,.. :harisrna/Appearance, Wisdorn/lntuit

lodern languages Yisdorn/lntuition, Intelligence/Knowledge
Nawgabon
Wisdom/lntuition. Intellinence/Knowle
a .d.

Intelligence/Kndedge

I
LIntelligence/Knowledae

mhari&na/Leadership-
6 Lhtelligence/Knowledge,Wisdorn/lnturtion

S-inging . . VisdornbVillpower, Dexteri@Balance
Visdorn/Willpower, Dexterity/Balanre
be-:a-i--I-I-C"- )exteriW/Airn. Wisdorn/lntuition
onernaso qexteri$/Awn, wisciom/lntuit-
rvimming 2 5 Charisrna/Leadenhip
iilorinn
Strennthjstarnina'
weavlng
PRIEST 3 6 Intelligence/Reason, DexteriD//Aim

Initial r .

/Intuition, Intelligence/Knowledge

.HerbIa.li.s. m 36

Compiled Tables

Table 45: Nonweapon Proficiency Groups (continued)

iAncient Histor

Appraising

-Blind-fighting

Dexterity/Aim, Wisdom /Intuition
Dexterity/Balance

WARRIOR Intelligence/Knowledgc
Blind-finhtinL
Bowyer/Fletcher

Running 2 5 Willpowe
Set Snares 4 8 Strength/Stamna, -, ,stitution/FitneL
Dextentv/Aim, Wisdorn/lntuition
Intelligence/Knowledge,VVlsdorn/Wi

Intelligence/Knowledge, Dexterity/Ai

Wisdorn/lntuition, Intelligence/Knowled

3r Intelligence/Reason, Wisdom/lntuition I
Intelligence/Knowledge, Wisdorn/lntuitior
Intelligence/Knowledge

*Cost in character point&' . . .. .r ,.
..>.
i . ..i. .. . . ..
.

Table 46: ltaits I Table 47: Disadvantages

Animal Ernpan., i Irritating Personality 6
Artistic Ability 5
r'imate Sense 5 Phobia: Endosed Spaces
Phobia: Heights
oublejointec $ob": Magic

:IWI iaiiui I obia: Monstc

ent Irnrnunity/Poison

Inherent Irnrnunity/Disease

nherent Immunity/Co
nherent Irnmunity/He
Internal Cornpas
Keen eyesight

Light Sleeper 5
Luckv 6-

Phobia: Water 6 -I
Tongue-tied 6
Unlucky 8
'recise Memoty

rable 44: A b i l i Modifiersto Proficiency Scores Table 4 8 Initial Character Point Expendim-- w
Weawn Roficiencies
Ability/ Proficiency
Subability Modifier
3 -5
4 -4
5 -3
6 -2 Thief
7 -1 Bard

8-13 0

14 +1

15 +2

16 +3 PurchasingWeapon ProficienciesOut of Claa -.
17 +4
18+ +5 I
Character Class Weapon Character Point

Class is From COSt

Weapon Proficiency Slots Rogue Warrioi 4
Priest Wamot
Class Character Point Cost per Slot
Wizard Rogue
Warrior 2 Wizard
Warrior
Rogue 3
Priest 3
Warriors can purchasea proficiency in any single weapon at
Wizard 3 a cost of 2 character p o i & ~ r ~ : : ~ ~ ~ aXV~MS~WP~~AWm ,

ComBiled Tables

Table 50: NonproficiencyAttack Penalties GainingWeapon Specialization Minimum
Level
Class Nonproficiency Familiarity Character 1
Character Class Point Cost
Warrior -2 -1 2
Fighter 2
Wizard -5 -3 Multi-dass Fighter 3
Priest 4 5
-3 -2 Ranger/Paladin 6
7
Rogue -3 -2 4

Psionicist -4 -2 Priest 1

NonclassedNPC -4 -2 Rogues d

Wizards 10

Table 52: FightingStyles by Character Class
Fighting Style Eligible Classes
All GainingWeapon Expertise
Onehanded Weapon
Character Class Character Point Cost'
Weapon and Shield Warriors, Priests Warrior
Two-handedWeapon Warriors, Priests, Mages 3
Rogues
Two Weapon Warriors, Rogues 4

Missile Warriors, Rogues Priests 4

Horse Archer Warriors, Rogues Wizards 5
All
Thrown Weapon * The character point cost is reduced by 1 if the character

Special* Varies elects to gain an expertise with his weapon of choice.

* This category includes styles specific to certain weapons GainingWeapon Mastery
and/or cultural backgrounds. Examples include the net
and trident style used by some Roman gladiators, or the
twin sais of a skilled ninja.

Character Minimum
Level
m o Weapon Style Character Class Point Cost
5
The proficiency slot spent to specialize in this difficult Fighter 4 6
style requires 1 additional character point when it is first Multiclass Fighter 7
acquired-except for rangers, who can buy it for the same Ranger/Paladin a
a
cost as any other fightingstyle specialization.

Gaining Proficienciesin Weapon Groups, Buying Character Points
Warriors Only Characters can buy character points with wealth. Exchang-
ing one-third of a character's money nets 1 point. At the
Character Point Cost Group DM's discretion, up to 3 point can be gained this way.

4 tight Gaining Character Points
Each time a character gains an experience level, he also
6 broad gains 3 to 5 character points-at the DM's discretion-that
can be used on weapon and nonweapon proficiencies or
Designatinga Weapon of Choice saved for use during the game.
Character Point Cost
Character Class

Warrior 2

Rogues 2

Priests 2

Wizards 4

187

Index

.ld12forhtpoints ..................... 47 AAAAAAAAAAAAAiFAAAAAA4xwtntsttrtturmusuunrtttttstetmaaaanamimatretatsromaccoccMacoosbtxckkkktrmkliscrr*cm.soakrempgie.amibpgarantndaym.tbdiedohtCukbre.ioyc.sl.qjntw.ssijaudel.n..i&.uiskpusst...ezc...ypastrvth...ac.s.i...moidr...o..dkc..s....ldf..........en.ie#....s.c.........nsw......k.....n....t...s.......n...a.o....p............rc..n............r.s.....y..i.....p.....oi.................fMrr...a............o..s.............i....fll........u.i..i......d.s..............r....e........et..........s.........n.....................c......................y................................................................................................................................3......................3...1..........-..4.6.6.3..3..4..,11..,.11.1111114.499929843364037.55171616235865683827753240 GE2Fd .caccCccCochhhhathlhiwrawbfaaaiaploaaadaef.empuarornmbrreaanigaptuyqsnpkytedceoefepidi.drnmniletfaa4ceee.e.ipuggaenr.pt..irposartelln.h.apnoip.i.nunnnsm..nrc.itc.rwodcp.apl.ofg..laqekoiei.pg.en.t.oadon.mi...oec..tr.k.w..f...sc.se..&iw.e.s..........e..ia..n.w.t..n..e.......ds.e...r........C.r.d...........se............~.......ie.....e....d..........................ss...........i...............n.......................................g........................................................................................................................................................................................................................................................................................................................I..l....19..69......-,..1t11112..A31.598846885228129511029917383787695876838480
A
B ccCccCcCcGCcccccCCcCcacucCcCcCCCCCaaCcClorrroyoaooaoulaacwomrook2oooolmuleeMlnoCoabenipfrhkinmdrocnmuscb-nmmminmmmtaasswtatnntnbsske\RMernrrseimctfsailbtbbrtmJaebp?sizbmseprelaebotdmneebmoyon.dpdaWlealsSibgsatklaWnstrwianggwu0aoopmsihuntwrtitmtrrodsmlm&ggl.sianbms.nrihatdgsnh..e.oohd.i.m&a.ph.t3apimoioveilo..he..a.knu.c..mnU.knSe.ghihep..t..bqnW.n.l.b.tw..ban.d.ncseiiei....y..acm.e.m.aug.a.uh.tid...scedw...t.a.r...e..ang..mk..w.ksa.os....h.aeb....l...ei...ii..lwi...sC.t.i...a..n.co..nr..p...ss.r.c.B...6n.........ta.......,..er..giii..ce.f.h.....p..d...t.t....l..a.....s.h...s..h..............e.........ik........ht..t.ou....................y.psh..a.b.....e.............m.........n........e....soa...g...............n............a........g.........a..ni................so....tr.................n.....u................r..........n.............om.....s.................a..................i.......i................i..ed........I..............................s........................................................................................................................................................................................................................................................................................................................................................2................................9....11......................44..............9M9.35..1..116.............156..6.........11.1111.-..1.111111.1111...222.234835962922604665555936455007434001.1695690750873922373569655768999759G2099.
AAAbbRbbb$irbhrghherhi@iialaeliiniaaaiatttclyklieoklllefflfiisa-w-vmiahcisocenla.hdgfvataegcndfe.j.srunt.cew.....sdt.k...t...aot.s...m....rrh..e.....v.p..se......e.r..bi...n...on....i.s...c.t..f..s..l!...id..ia...,o......l...k.e..nr.......a...s....n.....c.......a......i...a.....e..........l......s............................................................................................................................................................................................................43422332323.238.11113369247475
.kAA&AA'AAAAAAAAAAAAAAAAA&AAAAAAAAAAAAAAAAAAAAAAAaAlqcpmpnpnnnnnnnmpnliicnnncmdllglbacbbcllemlmmbbdlitacuk-ptptgiiiceiiiiumnmqkcpibriddruemmmeicommmmrmrigiworaleeiiparievetriliornahtiuerncmeenmnllhrutgbeiatzesabpisnthyeeiiyaaaatwraaaatmuian.miuwiintneenmioiiascirsyxesokaisirrt.lltllllalinbp.lsssitcasmspmn.naetetnixtomoait.senmfltaleth.unddccmsi.deicroreeotins.lhonosgd.aoorfac.ucnoimbfa.oooogrj.nve..urtiicmi.afueisuiber.ovueed.id.ciensstfr.nr.sr.dse.sUn.eneuemjssis.psee.i.mhfned....s.tp.s.stc.ede.phh.ieisit.absti.of.anone....a...m..udi.g.eiocsias.hl..ir.n.oe.oacio..t....g.pyg./r.rt.n.e..yanhsei.d..n....e...af.no.b.r.c..r.e.s..o..g...q.gs...hy..cns...i.rjt.....c....in.yum.nrst........e..e.k..u......yli..ee....t...o.e..i....it.e.xtm.s.......s..s....d....i....s.q.ry..m.e..l..r.........r..t....Ma...........,s.e...m.u...e.......................mt..t........t.st......m.....l.i...r....i....hs.e.o...l...p........ae.............................e..i..n.en......s...i.m.......e..............t.......t.......................ns.f.....v.....h..........................es..........t......i......,..........o..n.....s.........n................................r..........d.g........t....a..............................................................c............s.......................................i...........k..a..........................................i...............l...........l.................l...............s.......................................................................................................................................................................................................................................................................................................................................31.9..........5.6.;,9...7.....1...0..-...-.11.11...1111.1111..,,9.3926...9569929.656%16925833.0.620682330.055631.1I6.5834025555876595696394244844824896279878461O BBBBBBBBBBBBBBkBBBBBBBBBBBeBBBBBBBuuduaorurrloraoaeXeaaaaMleaoboaduiieiortnorgbnylbwsgyisdnlnrwctknac4lddbwttnkaddiulkbheodlgekeeduwupninakt/ysysdzmpiebgai.n-esrncxsgn.mceetiwehfbmcer.airiamogiuie..po.qgbeaggsormcd.oaarSag.r.ona.bOcs/.rupraukh.hopapg.o.nk3e..rs..vupeh.einbhtuas..fe.ei....f.li.eitsf.lis..nlnwwidl.elt.pin...ryrir./..l.sgb.cm..ns.a..ltqd.eg...s..s..ci.ih.ehud..e.i.c..gd...b....u.ee.....ev....t..u.t.v..ng.....ay.ee....n......pe...r..a....m..c.r....r..r.....ta.......tn..d....mi..........pe........e.......t..p............s...d..so...s..............e...............o....;....i.............n.i...n............l................lm.....t........s........t.....s...............................................................................................................................................................................................................................................................................................................................................................................................................................................................................2....2.....1......................9...9..7.....................,....3213.1.5..4574.3.8.1.,..111111.11111...44499896955026226226153556202167.11570926605063483724666598844680

C
CCCCCWeeaaanlvnilmnatnaaliipdubgejararurjsae..nte.d.mc..uo.e..r.n.t.n.is.o.t..&.n..r....a.....t....i.o.......n.......s..........................................................................5....7.....61.-1.96686.72967

188

Index

D EEgleomwehnitpal.s.p.e..ll.b.o..n.u.s.............................. . .I46 n
b
...58
Dagger b GGtGGGifeaetehfmonmz.meei.ncrre.agua.tltei.pt.r.irn...o...g.f....ia.......e......n......a......e......s........................................................................ .99

Damage ....
DDDDDaaaaarrnmnkkcgaeAiengglrgweesses.n.e..sq..e.u...i.p.....m......e....n...t................................................................. 1
.97
. Gladiator .......................
..115296
.27 GGGlnibonlel s.s..................................................................... ,106

. ..
G ............................3300
...............................................................................I.1415384
G

G

G
G
G
G
.................................... 52 ...........................,111234
G
C

EExxcileeded.i.n.g.l.e.v.e..l l.im..i.ts............................... . . . ...23 H

.10 Halfelves ......

Haif-orcs ........ . . . ....................................1.3342

...............60 Hafflingabilitie-

h a i h ...................................
........................................................................1.....1..261,-157611728 Hatsartdlolftueotllso.uw.rp..r.i.s..e.....................................................................
H
Dimensionwalk ..................... ,171 H ........................4..91,6959

F H
HHHHeeiigghhtteenneeddsdeifnfisceusltie.s.........................................2....91,34
FFFFFFaaaaaasntmiiltiteghahidufltiuiaeceblirasium.tlmye.s,.orin.wu..e.e.n.s..a.ts..p.v...o..e..n..n.....t...u......r..e......................................... ....10

.49

....................................................,.141.6070 ................................3.1.,..9393
FFAFFAmiiirnsnreehdd-5/ebi/narluegenimcld..dt.r.oiri.n.cev..agme..l..ot..rr.eva....e..sp.....i.ssw....t...a..i....l.n.d.....c...e...e..r....n..o.......e.n......s......s...........t........r.....a......p........s.............................................,..31..4..61....,,15919326988060
Hide in shadows ..............................m....,52,..532998
.................41
DDwwaarrvveesne.q.u..ip..m..e.n.t..............................................,....1223334 HHHHHoooittpmlbdpogioenoilignenbssttlibsan.od...jnu...us...................................................... .lo

E 1 74 FFoorrgeestrymo.v.e.m..e.n..t............................................... .30 HHHouwrmsseaenahordcidhdecprhrsoatvryailseciote.nr.sl.e..v...e...l...l.i..m....i..t.s...............I....1......6...,..11..10133370963
.39 FFroeuenzdeo.r.s.t.o.l.e.a..v.a.l.u.a................. .31
EEaffseilcyk.d.oi.sf.trt.ar.ac.itt.es.d.................................................................... .89 .31

Index

I LLLLLLLLLLLLLLLiouiiiiiieiooooznggmmmfecarywcwvahehakaaniiiirdtttttteeyadoeeeaslltsrreyhafdddt..mlictmeoi.lse.bsl.awmae.na.icat.i.gr.sodp.entm.s.a.sih.redoa.e...gy.to.rl.np...ei...c.rp..o.......a...d.s...n........l.a...i.....o...i..s..st........en....s.e.........m.i.....lc.....e..................cp........u.......t.o.....i.s.....o.......w...e.......n...............e................a....................................................................................................................................................4..............8.............3....6999...1.,...1111l111.444626066o6257011338928432875504 MMMMMMoooooncnlndlhgeeeeiacfcryyyreuuailnllelacam.gntrr.edaa.mpr.inrnp.moag.ofn..ic.i.i.nop..i.et.u..snn...la..c.....t.yi....o.....m.n..........l..k......................................................................................1....2..1..-..11111.49262622324240

IIkIIIIIIlIlIImmdnlnmdmdmnnlnufceefermmiplmppsniraonrceerritsvulotuluooioairaifinnsnnpnvsvysgloiuheiaiitebirontycenyaydidann.g.asatntt.smiilpiontoo.sidt..iearon.tohi.or.dcafm.nf.veh.fien.s.ie.a.ir.a.nrte..e..mee..r.aa...mn.n...n.s..e...ic..c.e..n.....e...i..e.....t....s2......s......6..................................2..............9.................................3................1...................................3.................3................-................3.................4.........................3....6.........111111..285.352450406017969906666367784 M wMMMMMMMMMMMMMMMMMMMMMeUuoooooooyuuuoouuuuoeanm&lnn&rusvssvussllxmutptetisciisseneiiniip-ccJpncodctlttseottmemataees/lanslkaareaiiprlnirrnwlpinsbi.seesnin.pmdnspium,e.go.ns.nsnsepeosd.o.lw.nitalttendpuePte.dcs.s.wlspnuayerg.his..mcicltibtsrauisn.aen..iagiims.oaoa..rre.bdpgre....vy.nl..asn.ienot....zne.....eeil.c.c..sonn.ta....c.s..tn...ice......tt.en.s.....icm.h.....ro...t.......u..s....o...n......la.......em...o............s.....v...l.......s...t.b.......e.e..............r.......1.lr...a..........y.....l......5.i.n.......m............,..c....................e.3...i...........t............s..7.......................,..........................4.........................8........................,..........................1.5....................2..0............-..........1..5.....3...2...1.11111111.112..,.042367065237421.5220201115896399383460480408
N
pass ............ MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMAaaaeaaaaeeeaeeeeaaaaaaeiaeeTiiasisdbrdndgcCggseslxdrttrdnlnixxxxnnrlpcHneenaaodddcditeteiteinisiiiiehittittecceemmmmmdetethmpanaaaall.Kinaaeibe,eosrarcbna.asulllyll.aucpuuuutitrtldoolOit.AoAnanaaiiabEt.ains.r.ovotmfsiommmmle.ratsnnirtnit.awl.tapeng.ncmetini.amesfozna.cu.krse.se..hgmaiecpa.np.nrifnc.onec.csntsb..t.ooni.ok.eotaerb.eu.srkupe.i...isag.er.ccr.s,oeosm..npr..imm..ms......ltsus.emi..i.q.Cfbneo..st...i..ca....s.os..y..ybb.e.yu....n.alo......a.l.....en....e..l.eqi.....sd......ms.p..l.........ine..r...r....uc...m..sj.........m....u..v....c....o...om.i............pp....e..fs......r.y........f.e.........e...o..m..tl.....o...........m...n.sM.....r.s..w.............a.n...w.......pe.t.................e.....e...t......e..n....ia............n....n..r...m......l.....t........r..s.l.....g...ts....r....................i........so.....................................e......r.....................s......................................................n...................................................1.....................................4..................................3..........................................................................1.........1..111............?.4.....1..4...34......369..8..3....3.3..--.-..........8.1..1.1.....1111111111111111...3.4268224..23642.74423652445364254111111.714693836397266579735470796980708381
Mindlink ........ ...............172 NNNNNNNNNNNMeooooooaoWKwnnnvnnbc\wwippe-plgoteaasriaraeeemo'dboipotaarfiv.ifspooinppldc.etnoniooiye.c.nen.nnn...utnme.u...cpppc..n..ryie.rnyr...tros...aa.deo...tf..sd..t.....sl.a....e..ky.c.......ns.k..k.....t.d....e...p.q......me.........es.g...s........r..n....o............u.a.........p.........k....s....................................................................................................-......,,...1111...8.7960411616.69444832133
J
JJJJJaueuovgsminetgeeplliinrdning.tbgh.o..en...a..u....rs..c....u....s................................................................................................................. MMMMMMMMMMMiiiiiiiiiocsnsnssnnndcsdssoiiiinnnmeieiitelllggeaeeglmlurauatdda.manrldee.atee.jttn.ualeoe.e./gsbcucm..utitt.s..mliiaioo..rt.ey.g.e..nne..qe..ns..ba.u.sd.c.t..obi.io.ps.....ni.rlma....ie..tu...d.i.se..e.s..v....s..na..........tn.........t.....a...........g..........e..........s.................................................2.......l6.....l....63-....11....1111...39400333111113643237 0
29
'72 190 OoOOOOOooOOOOOgpbnrutrprbppnhiipreeetxeetjeeeleihaonnnnuhnrcaw.ntta&rtademrn..aearnole..e.elcie..nord.dkraei.q.e.dnrnedss...ussgo.d.i..n.it...pw..rW...g...i....mc..l....e....et.....i..e..d.o.a..........ngn....p........te...so.............n................*................................................................................................4..............8...............-..............4..................9............,...........5................l1..1.....l.......4.6.613.6-.1,.51.,11111,140345740521117345482979741
11 P
100
100 PSPcgplimoSaosiwni.ttss.ien.rg...c...o....s....t....s.........................................................................................1...4.3.-.111114454594407

K
KKKKKKKKKKKinoeeeeeniitdlclseeeeeoboenrnnnnnwwoedal.aetdhotlpsaelo.twyleopisd.fu.neaame.t.agcgesc..drehteiit..gniso.o..o.sheg..r...nney..nt....en..s.s......s.e..e......e......n...........s..........e.................................................................................................................................................................................................................................91.,6..111111284600600011357705077711

L
LLLLLLLLLLLLLe&aaeaeeeeeaeSznabhaaaavanaSygpoerdtdudrrhnnnurlSvem.aeiali.sanilnr...tmregsoa.pngg...weeh.rne...ciybppt.sio.so..epl,..loe...,r.im.padnknr.....e.alei..uc.a..eno.xc.r..h..sl.ngrccti.....aey.tee..m.....lmae...n......no.....d...ti..s....d...n..ci.tn.......'...shsp....g......ta.....r.r....ono.................uc.f......i.....ec..s............i....e....c..............n.h.............c.a.............i..r..e.......a...........s.....c.............t......e..............n.......1.........8........................92...2...0..9...,..,1111..-.3360423964.132.1124396307772.2823

recovering .. .... .. .. .. .................. PCBBlsiisooaaaaacccabapbbbbioeahuesnldwrnnnaollddini-tqrannmilreindriirmalmieccaouyycnmkiaysanlueaisaddpdb.hyceerpannitliey.o.ajgoesmlaqurlaecd..ifwlchonneisu.peof.zo.eittfjveepnt..ireeni.bomlnnio.irl.s.cic.b.jsntn.eil.p.ieo.t.to..r.ey..icor.i.n.on.n.E.u..sy.t.w...t..tn.S.m....r.........eo.P..dg.............r.l...ae....................si......n.........................i............n...........................g...................................................................................................................................................................................................................................................................................................................................11111111111111111.111111.4666666655566775647555786687277797306464408884 TPPbPbesisisoot!ttttssuuli€ieeeoeeoounnI.ussrllplulnneedmeeiiiimnnacicciikppcpddmggthsisohoonsssmtiarttrer.er..cratttcpr.en..nspynoth...srn.irstdgo.i..ap.egg.h.w..e.frl.gt.aie.a...dh.e.er..n...c.e.r....rp..at.s.en........ro......r.d....a.i......c.n..e..e.......l.at....s...a...s...s........t....s..u...................r............e.......................................................................................................................................................1..........4.....3......-1..111111114b7564456.422182340_

starting total Psychic contests ....................
sPPPPPhPpaaaeaaesrlaniaMntslnsltdtywaeipniznnrrigiskotnthhhgg..oipre...beus..r.isto..t.est...r..i..a.o......cn......e.............................................................................................................. Psychic crush ........
101 psychdcineticpowers ................
48
49 Pugilist .............. ............n
39

g .............................1..5..3..8...52. 55
96

...........

.................... 138

concealthoughis ...............................11.7632 R
RRRRRRRaaaaaaaccccccdeiiiiiadaaasalllllaaalle.aedb.nbnv.jimgeulii.ltuslii.eiialtt.imysm=g.r.eeaei..tsnns..td.s....a...r.et...d.sh...j.ut...r.isi....cnt..mt..i.o...g.e.n...sn.s...kt....si..l...ls...........................................2...2..,...43458213
....................................................................................................4..9......95655. 16106 dccddroiaemenntaogetrtneenoarslotwiseobenijnen.dscw.et.a...lk.................................................................................... 163
161
171
dimensional door ..................1.70

PPrroobficeie.n.a..e.s...a.n.d..c.h..a.ra..c.te.r..p.o.i.n.ts......... . . . .1.8772 ...........154 RRRRaaaanlcctyiiaaafllwrwvieaaenyraidafprsnootnsm.s..h....o...m....e.....................

bonus ............. inflict pain ......... ..........1.74 Ranger ....................... 9
.................... 90 .RRRRRRRRRRRRReaeeeeeeeeeeeaanaallamjfceiuaogddgodccvvroditevitomainelmioavoerinngsnnnniernant’iangldg.gsgaaibpt.gupii/dbdoco.sade.Pijinn.sulg.inl.tSaulse.i..-..egcdPs.t.....s.msav...s.......a...s....e........nt........in....n.t.......a...t.....g.......g.........a.....e.........b........s..........i.......l......i.......t........i...e.................s......................................................................................................................................2561.2916.,...11111..692385005041_0352470212542_
levitation .......................... 164
mnoanxwimeuampornatin..g.s......................................... 88 life detection . . . . . . . . . .
86 oopmrpmlPPlmmlmiiingnmbobheoaaihoeasijnesiltirtttsenakdtoarcoieucatm.altnftaiuicnl.rolsiotselnta..kraiinegroa.ai.rrpnsn.hnnd..hgma.stsc.i..no.gee...a..g.si..t...n.ia..s.......i...t.p.....i..o........u.......n.....l......a..................t..i..........o................n..............................................................................................................................................................1.............4......9....-1....111111111111.5.6756656567570012449046002
PPPsssppsPyyyesccidoeyhhlconoOshpkioicmcoiunrsneesteiudttviancregbs.ppe.eoo.rolywi.w.p.e...eo..r.rw.s..s...e....r.....s.......................................................................................1I..b64I
.............8.7
....a
..........115
163
......................................................2...9........3456..4971
48..-4..9.......5..1....6..1......436..237

........... ........78

Index

RRRRRRmooouoqPlc-umanpknunneadgdiunsn.n.sgype.oe.qs.me...iuo....eian.p...s.i...mcp.......a..e.p.....dn.....c.i..t...o.a.......nf....i...c.s......i...e...........n.........c.........i...e.........s......................................................................................................111111.35K91000211302262) WSSsSSSSSSsSSSSSSSSSSS*SSdttuuwpwwpttuuuwwupttpopooaeimofsbbIpimpppnynmrwebamaueanoaaniaemwpntmrroragtnleanalnrisieooellcurlmvenllmd&tMcbntuimilbh.msrggngmhmdahsafmretiuar.ooeibeuarralbreldlaeiisSaieesng.egis.tntaurnl.nfoeylvlioy.titssm.w.eafsle.scs&pgil.ne..ss..ippsncm.s...kt.on.ee.ya..s.iiu..il.hp...oo.l....gnoa.ge..rq.no...s.......enn.o..c.rnn.rs.a...u......c..n...y..c...en....a.......b....e..i....ek..pn...e.w......pp...r......i...s.y.....mlt.........n....rca....ii......z...i........kc....et..r.l.........e.saa...........h.s.e....s..................n...rd...a,...ta.....d...............s....t..in.......n...........t.sr............i.ac...............~..............e...n........................r..................g..........e..............................e....................................r..................s................................'.............................................................................................................................2....................................6...................................................................3..............1.......1.........0...............2....6.....................-........3X....11.1.1....2.2.3.8.3......--...111...112.11..333.1.84.3234324482200K5663020121111394833389627364648300288630920628) W
8
S*em sh TTTTTTTTuuurrrwwiaadedrmnnooinbenfeihfb-ninxenewalgtirgl.nainnabi.ugpsd.gpo.no.teno..i.dfod..un..e..n..s.w.as...s..d..t.e.y.....a.l......e..p.........o...........n.....................................................................................................................5.......1.......4..9l.8l.,.6-61,19?2
SsSSSsSSSMSSSSSSsWSSSSSSSSSkWsSSSSgsSSssSsSks!swsSSSSkppppphpaeeipecpoeaomonhliceeumkhhieeihhhmeaaopeg~inadwneuleteuneeeeneasgevustuevdaaicvceahookiaayhlylkaagbeeuuupcIglkodaaccgehpanlaesrneerSndddrdarrlllodipmdrtpnedi%&eiglprrrdtgiilkkgnnadogtadedaoraondlaokbMa.adaotWlodgietmetgssiieiruelangdgbmcrwpdww.nnbuinlaewflneot.tbp.wadlmhilrwkartsyiaedehom.zoonog..o.eogsin.kknhWngea.eenociifletotoan.tmrnwtto..a.nf.i.neio..sinu.pg.iSau.tdhhtrikomfdhwrdps.dtcog..o...ernr..eu.sati..-so...rigrsdesssatd.tio....y.dtcruii...meipn..m..ias.pag.m..slineiz.u.htw.ec..;nc..g..n..n.....aa.....wr.n.l.eab.cs..n..htf...a.r.....at...e.y.n...g.n.s...icc........yirwt.r...o...c....ef.mn....n...tsg.de........e..c..i.cn....u........a....ni.g...m..o..t.......sib..aee...e.......c.....s...a...y..u......uh..h.....g..-.....n....s..........e.q.......yl....h.........ss.s.....t........a....e....e..d..........ut....i........a.........n..e.............................en......is................n....p.........g........s..............s...................c...........d....m.............-............................................e..e...............................................e......................d.............................................n..............................................w......................t.................................................................e.......................................................................a............................2............................................p.....................6..............................................o...............................................................n.................................3.................................................................1..............................................................................................................................3......................................................................3........1.1.....1............................3.32.......9...64.425.5.2.-..-.9.6.32..9...1.1.11..1.11111.1111111111111.111.32355536518356364.135988514883554846540762167704647202032310111111710187891895.295590660534326653335092900974902267586.
TTTTTTTTTTTTTTTTTTTTTTTTTlTThrroarohohhoahhhtaeiaaaeaddhankwigpuwuuruoirbii-ddlhlniee.ckdereeeelloagfs.roicngeheeuakekIepgpvfvprpfowhchtrriigseMriangltooanwionifsgleneo.aqieho.is.gprh..tnrkr.agerofdhoge-.wlt.'tt.t.eo.ixiWgtaescldi.u.tnoc.cil..ss...ibnrsedwid.n.r.pe.wha.iskh..t..Dgoys..s.hdpjv.Pc,.i....anuile...a.g..nelse....my.o..mspt.l.s.....lsfe....lw...,.rkl.d..w.w...t..ri.....ar.a.hnm.i.....o..a.n..........gi.e\.b.....g.i.l.rf...g.......c.el.....i.i.m.sni.s....cd....l...........n.i...t....t......e.y.......o..i.......t...e...........s..l.....n.....r.e........s......................c....a.............................y.............d.............................................j..........................u................................................m......................................................................e............................................n................................................k...................................................................................................................................................................1......................1.....3....6.3.8.6.-..,..-1.1111.1111111111111..3154803242Y355553.102041161467777711343853334248II432.4113228220 u-v

vUUuspepippnmeeg.rrhpdmsyw.iisd..os.dmn.l..ei..id...a.....s......s.....................................................................................................9.....111..691sM357aa .

w-2
WWWwWwWWwWWWWWWeeeaeeeeeeaaedcahmppaaraaaaassarhaIrtirpltlppppopppmtioaSpdtboho~poooooofJSreroQiMnoandnsnnnmnnreirlnce.rmnrhfglaperat.in.masnaoteeein.rrl.naqatlmcsrowtof..sbrdekesSictp..iwfeybroipSdilbtrl..itsddohlsceneaai.tS.oiheMtsr.i.ou.nf.nninyoyi..n...dsltctiubn...Sys....ided.s...y...s..e.........,.......l...s..s...e.....p...t.....y........v...s..&..............e....i..........o.........l..........n.......................i............d....................s.........................t.........s............................................................1...................1...................2....................................................11..I..1..1...1..11....2.146.8.12-.--.-1..11.11111111.9112824544651511111119721833634573587778
WwwMWWwMMwWWwbWMvlwiozkeszei~seaeewpwwamimktaraodaapmg?rmaappl.oeildortlLpdrrolaevphhdl.tfddoeaipivcdoiiwiawnotsne.tersirpseoonedssndntrhglia.e.voa.nswppensanpb.nd..e.tsk&r.nlmedefs.t.t.lcsc.p..nlaaulie.a..p.kre..lie..4ioebtm...s..pr..ch.c..w8...olt.....re...ilrs..o..i..aoe....f-.i..n.l.mi....e4.l..r...dg.v..i....g.....zd........9Crea..e......a.....e..g.l....n....,s.t.........sae5....i...c......o......ss.......1....i........ns.....e..i...o..........,........s.....5.....n............................3................................................5.............................5.................................,.................5....................................7........................,......,.......1..........6..................5..........0.............1................-....,............6..........1..............1.........5.........,.5.ll.1..-a.a7...1,,11,1111.11..62965656524221w4I2.011211W11796063004000754684181


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