Dungeon Master’s Guide 296
APPENDIX L: RANDOM GENERATION of CREATURES FROM THE LOWER PLANES
At times it might be useful to have an unrecognizable creature of evil from the planes of the Abyss, Tarterus, Hades, Gehenna, or Hell. It is no great
matter to sit down and design a fairly interesting one given an hour or so, but time or desire lacking, the following will enable you to create one or
several such monsters in but a few minutes. The format is straight from the AD&D MONSTER MANUAL for ease of recording and handling the
creature(s) developed.
FREQUENCY: Common, uncommon, or rare (d6; 1, 2-3, 4-6)
NO. APPEARING: 1 to 2d4 (circumstances must dictate)
ARMOR CLASS: 17+1d6
MOVE: 30’, 45’, 60’, 75’, or 90’ (d10; 1-2, 3-4. 5-6, 7-8, 9-0); then roll 1d8 (6 = creature also has swimming ability at ½ walking speed, 7-
8 = creature also has flying ability at double walking speed)
HIT DICE: 6+1d4 HD, +1d4-1 bonus hp/HD
% IN LAIR: (circumstances must dictate)
TREASURE TYPE: low value if any (circumstances must dictate)
ATTACKS: See APPEARANCE TABLES on pages 296-297
DAMAGE/ATTACK: See APPEARANCE TABLES on pages 296-297 for natural attacks; or by weapon
SPECIAL ATTACKS: See SPECIAL ATTACKS TABLE on page 297
SPECIAL DEFENSES: See SPECIAL DEFENSES TABLE on page 297
SPECIAL ABILITIES: See OTHER SPECIAL ABILITIES on page 298
MAGIC RESISTANCE: +1 per hit die
INTELLIGENCE: Low, average, very, or high (d4)
ALIGNMENT: According to plane of origin
SIZE: S, M, or L (d8, 1 = S, 2-4 = M, 5-8 = L)
PSlONlC ABILITY: Nil (90%) or as a psionicist with a level equal to the creature’s HD
GENERATE STRENGTH SCORE
Determine the creature’s strength score by adding the result of 1d6 to 14, giving a range of 15-20. Apply STR modifiers to attack and damage rolls.
DETERMINE APPEARANCE
Use the tables on the following page to generate the appearance of the creature, and to determine if the creature has natural attacks. Any
aspect of the creature’s appearance that indicates a natural attack form is marked with an asterisk (*).
A bit of imaginative creation is helpful in using the tables that follow. For example, if the creature's body is amoeba-like, you might well decide to
give it scores of tiny, bubbling sucker mouths over its entire body and omit any mouth on the head. Likewise, you should feel at ease adding to or
amending the tables as you desire in order to arrive at still more diverse and unexpected lower planes creatures.
d8 roll Head d8 roll Head d8 roll Head Adornment d8 roll Head Adornment
1 bat-like 5 humanoid 1 antlers* (1d3) 5 ridge(s)
2 avian 6 simian 2 crest or peak 6 ruff
3 reptilian 7 canine 3 horns* (1d2) 7 spines
4 equine 8 weasel-like 4 knobs 8 none
Dungeon Master’s Guide 297
d8 roll Overall Visage d8 roll Ears d8 roll Back d8 roll Wings (50% chance)
1 gibbering 1 canine 1 maned 1 bat-like
2 menacing 2 elephantine 2 hunched 2 avian
3 rotting 3 human, tiny 3 spiked 3 insectoid
4 pensive, serene 4 human, huge 4 normal 4 membranous
5 diseased 5 trumpet-like 5 normal 5 fan-like
6 twitching 6 reptilian, membrane 6 normal 6 vestigial, bat-like
7 wrinkled - seamed 7 bat-like 7 ridged 7 vestigial, insectoid
8 writhing 8 none 8 spined 8 bat-like
d8 roll Number of Eyes d8 roll Eye Color d8 roll Arms (as applicable) d8 roll Hands (as applicable)
1 1 1 amber 1 humanoid 1 webbed
2 2 2 black 2 humanoid 2 claws/ or talons* (1d3)
3 2 3 blue 3 ursine 3 humanoid
4 2 4 green 4 simian 4 insectoid
5 2 5 metallic 5 tentacles 5 tentacle-fingered
6 3 6 orange-red 6 insectoid 6 withered, bony* (1)
7 3 7 milky white 7 reptilian 7 suckers*□ (1)
8 4 8 sickly yellow 8 frog-like 8 pincered* (1d3)
d8 roll Eye Type d8 roll Nose d8 roll Legs (as applicable) d8 roll Feet (as applicable)
1 insectoid 1 flat, misshapen 1 humanoid 1 hooved* (1d3)
2 reptilian 2 huge, bulbous 2 avian 2 claws/talons* (1d3)
3 frog-like 3 slits only 3 goat-like 3 suckers*□ (1)
4 stalked 4 snout 4 equine 4 humanoid
5 huge, flat 5 tiny 5 elephantine 5 webbed
6 huge, protruding 6 human-like 6 tentacles 6 insectoid
7 humanoid 7 trunk-like 7 insectoid 7 elephantine
8 humanoid 8 blow-hole 8 simian 8 tentacle-toed
d8 roll Mouth d8 roll Torso * indicates a natural attack form that deals the listed damage,
1 fanged* (1d2) 1 bipedal (see below) Increase the die type by 1 (i.e. from 1d4 to 1d6) for Large
2 mandibles*† (1d4) 2 bipedal (see below) creatures and decrease the die type by 1 (i.e. from 1d8 to 1d6)
3 sucker *□ (1d2) 3 bipedal (see below) for Small creatures.
4 bony ridge* (1d2) 4 bipedal (see below)
5 small-toothed 5 quadruped (see below) † indicates a 4 in 6 chance for a poison attack. Poison can be
6 large-toothed 6 quadruped (see below) either lethal (50%) or cause ability damage (50%).
7 tusked* (1d3) 7 serpentine
8 human-like 8 amoeboid □ indicates a blood drain attack that deals 1d4 points of CON
damage per round. The creature can drain a number of CON
d8 roll Bipedal Torso d8 roll Quadruped Torso points equal to its Hit Dice +4 each day.
1 simian 1 bovine
2 ursine 2 feline DETERMINE SPECIAL ATTACKS & DEFENSES
3 avian 3 canine Once you have the form and appearance of the creature,
4 humanoid 4 crab-like determine damage its other special offensive and defensive abilities.
5 porcine 5 equine The tables below suggest a limited number of attack/defense forms.
6 reptilian 6 insectoid The DM is urged to add others of his own creation as appropriate to
7 piscine 7 arachnoid the plane and the creature.
8 insectoid 8 piscine Spell-like and spell use abilities should be based upon intelligence
level and relative strength in Hit Dice. Consult the MONSTER MANUAL
d8 roll General Characteristic I d8 roll General Characteristic II listings for daemons, demons, devils, and night hags for examples.
1 corpulent 1 broad Spell levels for these spell-like abilities or spells should be no greater
2 skeletal 2 muscled than 1/3 to ½ of the creature’s Hit Dice.
3 thin 3 rubbery Spell immunity must be limited to 1d4 pre-determined spells.
4 short 4 waxy Weapon immunity can pertain to iron, silver, or any other, including
5 tall 5 rigid combinations. Creatures with weapon immunity may only be struck
6 bloated 6 slumped by weapons forged or special materials (cold iron or silver, for
7 willowy 7 elongated example) or by magical weapons of a certain value (i.e. +1, +2, etc.)
8 squat 8 asymmetrical
SPECIAL ATTACK TABLE (roll 1d3 to determine # of such attacks)
d8 roll Tail (4 in 6 chance) d8 roll Body Odor d8 roll special attack
1 barbed* (1d3) 1 bloody 1 ability drain
2 canine 2 fishy 2 energy drain
3 goat-like 3 fecal 3 acid, gas or missile discharge
4 equine 4 gangrenous 4 heat generation
5 porcine 5 moldy 5 cold generation
6 prehensile 6 urine 6 spell-like abilities (1d3 spell-like abilities, +1per 3 HD)
7 lion-like 7 vomit 7 spell use (1d4 spells, +1 per 3 HD)
8 stinger*† (1d2) 8 sulphurous 8 summon/gate ability
d8 roll Skin d8 roll Predominant Color SPECIAL DEFENSE TABLE (roll 1d4 to determine the # of such defenses)
1 bald, smooth 1 black
2 furred 2 blue d8 roll special defense
3 hairy, bristled 3 brown 1 acid immunity
4 leathery 4 pale gray 2 cold immunity
5 scaled 5 pale green 3 electrical immunity
6 slimy 6 ruddy (red or pink) 4 heat immunity
7 warted, bumpy 7 jaundiced yellow 5 poison immunity
8 pustule-covered 8 bruised, purplish 6 spell immunity
7 weapon immunity
8 regeneration (1 hp/round)
Dungeon Master’s Guide 298 each monster. A list of new and different factors should be started,
perhaps in the margin, and then fresh ideas added as they come.
OTHER SPECIAL ABILITIES When a monster is devised, cross off the unique features from the
Extraplanar creatures often have other, non-combat, special abilities marginal list.
such as darkvision, scent and/or the ability to speak in tongues.
To avoid having nothing more than different mixtures of the same old
ingredients, be certain that you put a bit of personal creativity into
Dungeon Master’s Guide 299
APPENDIX M: PSIONICS (Optional)
Psionics are various powers derived from the brain, that enable Ability Requirements: Intelligence 9, wisdom 9, charisma 9
characters and creatures so endowed to perform in ways which Hit Die: d6
resemble magical abilities. Alignment: Any
If you opt to include psionic abilities in your campaign the psionicist Races: Any
class should be made available to player characters. Furthermore Weapons: Broadsword, club, dagger, dart, throwing
DMs who choose to include psionic powers in their game should hammer, longsword, quarterstaff, scimitar,
include psionic creatures such as mind flayers, intellect devourers Armor: short sword, sling and spear
and brain moles in their campaigns, as these creatures are drawn to Abilities: None*
those who use psionics and are designed to challenge them. Page Attack and defense modes, psionic powers
274 of this book provides a Psionic Encounter Table for this purpose.
Psionic creatures may still be used even if the following psionic rules *A psionicist may not use psionic powers, attack modes or defense
are not used, though their psionic abilities would, instead, function as modes in armor.
spell-like abilities.
Attack and Defense Modes: All psionicists, as they progress in their
THE PSIONICIST training, master offensive and defensive modes of mental combat.
The psionicist is a member of a class devoted to the exercise of All of these modes, except for psionic blast, may only be employed
innate mental powers. Certain individuals have within them a talent against psionicists or psionically active creatures.
for that sort of thing, and these persons can opt to be psionicists.
Many people assume that psionics is just another type of magic.
Magic is the ability to shape, control, harness, and utilize natural
forces that infuse the game world and surround the characters. It is
based on the principle that, through the use of words, gestures, and
catalyzing materials of unique power, these external energies can be
controlled. The key element of that statement is external energy.
Magical effects are produced externally by manipulating outside
forces. The power does not come from inside the spellcaster but from
somewhere else. Psionics is the complete opposite of this. The
psionicist shapes, controls, harnesses, and utilizes natural forces that
infuse his being. His effort is focused inward rather than outward. He
must be completely in touch with and aware of even the tiniest
workings of his body and mind. This type of knowledge comes from
long and intense meditation coupled with physical extremes. The
psionicist finds enlightenment in both complete exhaustion and
complete relaxation, in both pain and pleasure. The mind and body
are only parts of a much greater unity. Indeed, discussing one
without the other, as so many people do, seems nonsensical to a
psionicist; they cannot be separated. The body produces energy
and vitality; the mind gives it shape and reality. Neither does the
psionicist study nor pray for his powers. He carries them with him
wherever he goes. As long as his mind and body are rested his
psionic strength - his powers - are available to him.
More than a character of any other class, the psionicist is self-
contained. Unlike the fighter and thief, he needs no weapons or
tools to practice his art. Unlike the cleric, he needs no deity. Unlike
the magic-user, he relies on no outside energies. His power comes
from within, and he alone gives it shape. The psionicist strives to unite
every aspect of his self into a single, powerful whole. He looks inward
to the essence of his own being, and gains control of his
subconscious. Through extraordinary discipline, contemplation, and
self -awareness, he unlocks the full potential of his mind.
level hit dice (d6) bonus to hit (BTH) experience points These attack and defense modes may be employed just like other
1 1 0 0 psionic powers (see below). They differ from powers in that attack
2 2 0 and defense modes do not count against the psionicist’s limit of
3 3 +1 2,500 known powers. All psionicists of sufficient level have access to the
4 4 +1 5,000 modes listed below.
5 5 +1 10,000 Attack modes may be used once per round and have an
6 6 +2 20,000 instantaneous duration. All defense modes take one round to
7 7 +2 37,500 activate and, with the exception of mind blank (see below), have a
8 8 +2 75,000 duration of 1 turn. The duration of defense modes increase to 2 turns
9 9 +3 150,000 at level 4 and by an additional turn at levels 8, 12, 16 and 20. Once
10 +2 +3 250,000 a defensive mode is activated a psionicist is free to take other
11 +2 +3 500,000 actions, as maintaining defense modes does not require
12 +2 +4 750,000 concentration on the psionicist’s part).
13 +2 +4 1,000,000
14 +2 +4 1,250,000 attack modes power level range, area of effect
15 +2 +5 1,500,000 mind thrust 1 30’ range, 1 creature
16 +2 +5 1,750,000 ego whip 2 30’ range, 1 creature
17 +2 +5 2,000,000 id insinuation 2 30’ range, 10’ radius
18 +2 +6 2,250,000 psionic blast 3 30’ cone
19 +2 +6 2,500,000 psychic crush 5 30’ range, 1 creature
20 +2 +6 2,750,000
3,000,000
Dungeon Master’s Guide 300 powers per day
mind thrust: mind thrust is a stabbing attack that seeks to short level 0 power level
the synapses of the defender. It deals 1d8 points of damage to 1 U 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
a psionically active creature. The defender may make a 2 6 3
wisdom save to negate this damage. 3 6 4
4 6 5
ego whip: ego whip attacks the ego, either by feelings of 5 6 63
inferiority and worthlessness or by superiority and megalomania. 6 6 64
The attack affects but a single psionically active creature, 7 6 653
dealing 1-2 point of charisma damage and stunning the foe for 8 6 664
1d4 rounds. The defender may make a charisma save for no 9 6 6653
damage. Those making their save are not stunned. 10 6 6664
11 6 66653
id insinuation: id insinuation seeks to loose the uncontrolled 12 6 66664
subconscious mind of the defender, pitting it against the super- 13 6 666653
ego. The attack affects all psionically active creatures in 10’ 14 6 666664
radius, acting as a confusion spell for such targets. A successful 15 6 6666653
wisdom save negates the confusion effect. 16 6 6666664
17 6 66666653
psionic blast: psionic blast is a wave of brain force, in effect 18 6 66666664
much like “stunning news” to the mind. It is the only psionic 19 6 666666653
attack mode that can affect non-psionic creatures, stunning all 20 6 666666664
creatures in 30’ cone for 1 round. A wisdom save negates this 666666665
effect.
psychic crush: psychic crush is a massive assault upon all Bonus Powers: Psionicists with high charisma scores receive bonus
neurons in the brain of a psionically active creature, attempting powers per day. See the bonus powers per day table below for more
to destroy all by a massive overload of signals. The target must information. Note that bonus powers are cumulative, so a psionicist
make a wisdom save or collapse, unconscious and dying, at -1 with an 18 charisma receives one bonus 1st, 2nd and 3rd level power.
hit points. If the target succeeds on its save, it takes 3d6 points of Also note that bonus powers can only be acquired if the psionicist is
damage. of high enough level to use them.
defense modes power level range, area of effect bonus powers to day
thought shield 2 personal
mental barrier 3 personal charisma power level
intellect fortress 4 personal, 10’ x 10’ cylinder score 1 2 34 5 6 7 89
tower of iron will 5 personal, 10’ radius sphere 9-12
mind blank 7 personal 13-15 1
16-17 11
thought shield: thought shield cloaks the mind so as to hide first 18 111
one part, then another. It grants the psionicist Psionic 19 2111
Resistance of +10. 20 22111
21 222111
mental barrier: mental barrier is a carefully built thought 22 3222111
repetition wall that exposes only that small area of the 23 33222111
psionicist’s mind. This power grants the psionicist a +4 bonus to 24 333222111
their saves and armor class versus psionic attacks. 25 433322211
intellect fortress: intellect fortress is a defense that calls forth the Known Powers: A psionicist’s selection of powers is extremely limited.
powers of the ego and super-ego to stop attacks within 10’ of A psionicist begins play knowing four 0-level powers and two 1st level
the psionicist. All damage dealt by psionic powers and attack powers of their choice. At each new psionicist level, he gains one or
modes, including ability damage, is halved for those within the more new powers, as indicated on the following table. The number
fortress. of powers known is not affected by his charisma score.
tower of iron will: tower of iron will relies only upon the super- level 0 powers known
ego to build an unassailable haven for the brain. It effects all 1 4 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
within 10’ of the psionicist, granting Psionic Resistance of +15 to 2 4 2
all creatures within 10’. 3 4 2
4 4 3
mind blank: mind blank attempts to hide the mind from attack, 5 4 31
making its parts unidentifiable. This power works exactly as the 6 4 42
spell mind blank except that it defends against psionic devices 7 4 421
and powers that detect, influence, or read emotions or thoughts 8 4 532
for 24 hours. 9 4 5321
10 4 5432
Psionic Powers: Psionicists use powers selected from the Psionicist 11 4 54321
Powers table on page 301. Unlike spellcasters, psionicists can use any 12 4 55432
known power without preparing it ahead of time, assuming they 13 4 554321
have not yet used up their powers per day for that power level. 14 4 554432
Psionicists need to have an adequate charisma score in order to 15 4 5544321
activate their powers. They must have a minimum charisma of 9 in 16 4 5544432
order to activate powers. Their maximum power level is equal to one 17 4 5544432
half of the psionicist’s charisma score, rounding fractions up. As such, 18 4 55444332
a psionicist with a charisma score of 9 or 10 may activate up to 5th 19 4 554443321
level powers while a psionicist with a charisma score of 15 or 16 may 20 4 554443332
activate up to 8th level powers. 554443333
A psionicist may activate lower level powers in place of higher level
powers that they are unable to use. “U” indicates the the psionicist
can use an unlimited number of 0-level powers each day.
Upon reaching 4th level, and at every even-numbered psionicist level Dungeon Master’s Guide 301
after that (6th, 8th, and so on), a psionicist can choose to learn a new
power in place of one he already knows. In effect, the psionicist Starting Funds: Psionicists begin play with 20-80 gold pieces (2d4x10)
“loses” the old power in exchange for the new one. The new power’s with which to purchase their initial equipment.
level must be the same as that of the power being exchanged, and
it must be at least two levels lower than the highest-level psionicist
power known. A psionicist may swap only a single power at any
given level, and must choose whether or not to swap the power at
the same time that he gains new powers known for the level.
PSIONICIST POWERS*
0-level 1st level 2nd level 3rd level 4th level
1 accelerate healing armor blur alter self blink
2 detect psionics cause fear calm emotions clairaudience/voyance body weaponry
3 know direction charm person change self confusion charm monster
4 message comprehend darkvision cure disease deep slumber
5 languages detect invisibility cure moderate wounds detect scrying
6 cure light wounds esp detect lie dimensional pocket
7 endure elements feign death dispel psionics dominate animals
8 enlarge self forget fear freedom of movement
9 feather fall gust of wind fly hold monster
10 floating disk hold person haste improved invisibility
11 force missile insight invisibility resilient sphere
12 hypnotic pattern levitate lesser restoration scrying
13 lesser body weaponry resist energy neutralize poison shout
14 jump silence 15’ radius nondetection tongues
15 know alignment slow poison protection from energy wall of wind
16 remove fear strength suggestion
17 run telepathy water breathing
18 shield tongues water walk
sleep
5th level 6th level 7th level 8th level 9th level
1 control water antipsionic shell charm plants dimensional lock astral projection
2 control winds break enchantment ethereal jaunt iron body dominate monster
3 dimension door feeblemind forcecage mass charm etherealness
4 dimensional anchor find the path improved restoration plane shift foresight
5 dominate person improved dispel improved scrying power word stun freedom
6 mind fog psionics insanity repulsion power word kill
7 polymorph self mass suggestion phase door reverse gravity shapechange
8 precognition passwall power word blind telekinetic sphere time stop
9 restoration repulsion regeneration whirlwind
10 stoneskin teleport teleport without error
11 telekinesis wall of force
* See pages 303-320 for descriptions of these powers
Dungeon Master’s Guide 302
USING PSIONICS
A character who wishes to activate a psionic ability (whether it is a power, attack or defense mode) announces his intention to the Dungeon Master
during the character’s initiative turn. A character must make all pertinent decisions about the ability (range, target, area, effect, etc.) when the
character begins using it, unless the ability specifies otherwise. The character must make some choice about whom the psionic ability is to affect or
where the effect is to originate, depending on the type of ability used. The Dungeon Master applies whatever result an ability entails using that
ability’s description.
To activate a psionic ability, the character must be able to speak (if the ability has a verbal component) and gesture (if it has a somatic
component). Generally, psionic abilities do not require material components of any sort, with exceptions being noted below. Additionally, the
character must concentrate when activating an ability, as per the concentration rules below. If something interrupts the character’s concentration
while activating a psionic ability, the ability is lost without effect. If the character ever tries to activate an ability in conditions where the
characteristics of that ability (range, area, etc.) cannot be made to conform, the activation fails and the ability is expended with no effect.
Psionic ability durations are measured in rounds, minutes, turns or hours, just as spells are. When the duration expires, the ability’s effect ends.
POWER DESCRIPTIONS: Psionic power descriptions follow the same format as magical spells and, for the most part, mirror spells in their abilities and
description. The “schools” of various powers differ from those of their magical counterparts due to the differences in those powers’ application.
Curative powers, for example, are of the alteration rather than necromantic “school” for psionicists by virtue of their effect and source. In addition,
many alteration powers (such as cure, darkvision, fly, & polymorph powers) are restricted in their application, limited to use by the psionicist alone.
Concentration: To activate an ability, the character must concentrate. If something interrupts the character’s concentration while the
character is activating a power, attack or defense mode, the ability is expended without effect. Sometimes, the Dungeon Master may allow a
concentration check (a charisma check for a psionicist) to see if the ability is disrupted (and lost) or not (activation is completed). Psionicists
add their level to this check.
Psionicists attempting to activate powers while engaged in melee must make a concentration check in order to successfully activate that
power. The DC for this concentration check is equal to 15 plus the level of the power that is being activated.
If damaged while activating a power, the DC is based upon the damage taken as the power is activated. The DC is equal to 15 plus 1 point
per 5 points of damage dealt (round fractions normally). As such, an attack that deals 16 points of damage as a power is being activated
would require a DC 18 concentration check. For effects that do not directly deal damage the DC is equal to 10 plus the threat’s level (usually
the caster level for spells/powers or hit dice for creature abilities).
Anything that could break the character’s concentration when activating a psionic ability can also break the concentration necessary to
maintain that ability.
Psionic attack modes may not be maintained through concentration. Each round that an attack mode is used, the psionicist must reactivate it.
Defense modes, on the other hand, may be maintained without concentration.
A character cannot activate an attack mode or power while concentrating on another one, but may activate either powers or attack modes
while maintaining a defense mode.
The only psionic powers that a character may activate while grappling or pinned are those without somatic components. Even so, the
Dungeon Master will often require a concentration check for the character to activate a power. Vigorous motion, such as from riding a mount,
the rocking of a small boat in rough water or simply being jostled in a similar fashion, might necessitate a concentration check.
SAVING THROWS: As is the case with magic, a creature that successfully saves against a psionic attack without obvious physical effects feels a
hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted
power or attack mode, the attacking psionicist senses that the ability has failed. The psionicist does not sense when creatures succeed at saving
throws against abilities that effect an area.
PSIONIC RESISTANCE: Psionic resistance is a special defensive ability. A defender’s psionic resistance grants them an additional measure of
protection against psionic attacks. If a defender is resisting a psionic power or attack mode with psionic resistance, the user of the power or attack
mode must make a charisma check opposed by the defender’s psionic resistance check. The defender rolls 1d20 and adds their psionic resistance
rating. If the psionic attacker loses this opposed check, the power or attack mode has no effect.
The psionic resistance line of the descriptive text of a power description explains whether or not the psionic resistance applies, as some powers are
not affected by a target creature’s psionic resistance. Psionic resistance applies even if a given power also allows the target creature a saving
throw. The effects of psionic resistance, if any, are applied first, and then the creature may also make a saving throw. In most cases, psionic
resistance applies only when a resistant creature is targeted by the power or attack mode, not when a resistant creature encounters a power that is
already in place, such as a wall of wind.
A creature with psionic resistance must voluntarily drop the resistance in order to receive the effects of a beneficial or harmless power without the
check described above. If a power does not include a psionic resistance entry, then assume no psionic resistance check is allowed.
PSIONICS VERSUS MAGIC: Magical spells and abilities, though similar to psionic powers and abilities in their effects, are vastly different from psionics in
terms of their underlying sources and the means through which they are accessed. The following guidelines demonstrate the limits of magic-to-
psionic interactions:
Dispelling: Dispel magic has a diminished effect on psionic powers while dispel psionics has a diminished effect on magic. When making a
dispel check against the opposing energy, the check is assessed a –5 penalty. A power that automatically negates another psionic effect has
a 50% chance to negate the same magical effect and vice versa.
Enchantment/Charm Spells and Powers: Spells and special abilities that protect the mind against enchantment/charm effects only provide half
of their normal resistance versus psionic enchantment/ charm effects and vice versa. For instance, half-elves would only gain a +1 bonus on
their saving throws to resist psionic sleep and charm attacks (as fractions are always rounded down).
Dead Magic/Null Psionic Areas: Psionics have a chance to be hindered in an area of dead magic (such as in an antimagic shell), and vice
versa. Each round, an opposing effect has only a 50% chance to remain unhindered. If hindered, it is considered suppressed while within the
affected area.
Magic Resistance & Power Resistance: Magic resistance works against powers, and power resistance works against spells, though in both cases
the power resistance and magic resistance is considered to be half of its normal value. Thus a creature with magic resistance +10 resists a
psionic power as though it had power resistance of +5.
PSIONIC POWER DESCRIPTIONS Dungeon Master’s Guide 303
Accelerate Healing antipsionic shell (see the individual power descriptions). Artifacts and
Alteration deities are unaffected by mortal powers such as this.
Level: Psionicist 0 Should a creature be larger than the area enclosed by the barrier,
Components: S any part of it that lies outside the barrier is unaffected by the field.
Activation Time: 1 round
Range: Personal Armor
Target: You Abjuration
Duration: Instantaneous Level: Psionicist 1
Upon activating this power the psionicist’s wounds are instantaneously Components: V, S
bound. Any wounds the psionicist has heal as if they were tended by Activation Time: 1 round
a trained healer. Range: Personal
Target: You
Alter Self Duration: 1 hour/level (dismissible)
Alteration Saving Throw: None
Level: Psionicist 3 Psionic Resistance: No
Components: S By means of this power, the psionicist creates a psychokinetic field of
Activation Time: 1 round force that serves as if it were chainmail armor (+4 bonus to armor
Range: Personal class). The power has no effect on a person already armored and/or
Target: You employing a shield but is cumulative with the shield power. A ring or
Duration: 1 turn/level (dismissible) cloak of protection may be used with the armor power.
When this power is used, the power’s user can alter his appearance The armor power does not hinder movement or prevent the use of
and form - including clothing and equipment - to appear taller or powers, and adds no weight or encumbrance.
shorter; thin, fat, or in between; human, demihuman, humanoid, or
any other generally man-shaped bipedal creature. The new form Astral Projection
must be of the same size category as the psionicist’s true form. Conjuration/Summoning
If the form selected has wings, the psionicist can actually fly, but at Level: Psionicist 9
only ½ of the movement rate (rounded to the nearest 5’ increment) of Components: V, S
a true creature of that type, and with a loss of two maneuverability Activation Time: 30 minutes
classes (to a minimum of E). If the form has gills, the psionicist can Range: Touch
breathe under water as long as the power lasts. However, the Targets: You plus one additional, willing creature touched per two
psionicist does not gain any multiple attack routines or additional psionicist levels
damage allowed to an assumed form. Likewise he retains whatever Duration: See text
sensory powers he had before the power was activated, and does Saving Throw: None
not gain the sensory powers of his new form. Psionic Resistance: Yes
The psionicist’s hit dice, hit points, attack rolls, armor class, and saving By freeing your spirit from your physical body, this power allows you to
throws do not change. The power does not confer special abilities, project an astral body onto another plane altogether. You can bring
attack forms, or defenses. Once the new form is chosen, it remains for the astral forms of other willing creatures with you, provided that these
the duration of the power. The power’s user can change back into his subjects are linked in a circle with you at the time of the casting. These
natural form at will, though this ends the power immediately. A fellow travelers are dependent upon you and must accompany you at
psionicist who is slain automatically returns to his normal form. all times. If something happens to you during the journey, your
When the change occurs, your equipment, if any, either remains worn companions are stranded wherever you left them.
or held by the new form (if it is capable of wearing or holding the You project your astral self onto the Astral Plane, leaving your physical
item), or melds into the new form and becomes non-functional. When body behind on the Material Plane in a state of suspended animation.
you revert to your true form, any objects previously melded into the The power projects an astral copy of you and all you wear or carry onto
new form reappear in the same location on your body they previously the Astral Plane. Since the Astral Plane touches upon other planes, you
occupied and are once again functional. Any new items you wore in can travel astrally to any of these other planes as you will. To enter one,
the assumed form and can’t wear in your normal form fall off and you leave the Astral Plane, forming a new physical body (and
land at your feet; any that you could wear in either form or carry in a equipment) on the plane of existence you have chosen to enter.
body part common to both forms at the time of reversion are still held While you are on the Astral Plane, your astral body is connected at all
in the same way. Any part of the body or piece of equipment that is times to your physical body by a silvery cord. If the cord is broken, you
separated from the whole reverts to its true form. are killed, astrally and physically. Luckily, very few things can destroy a
silver cord. When a second body is formed on a different plane, the
Antipsionic Shell incorporeal silvery cord remains invisibly attached to the new body. If
Abjuration the second body or the astral form is slain, the cord simply returns to your
Level: Psionicist 6 body where it rests on the Material Plane, thereby reviving it from its
Components: S state of suspended animation. Although astral projection is able to
Activation Time: 1 round function on the Astral Plane, it only affects creatures existing on the
Range: Personal Astral Plane; a physical body must be materialized on other planes.
Area: 10’ radius sphere, centered on you You and your companions may travel through the Astral Plane
Duration: 1 turn/level (dismissible) indefinitely. Your bodies simply wait behind in a state of suspended
Saving Throw: None animation until you choose to return your spirits to them. The power lasts
Psionic Resistance: See text until you desire to end it, or until it is terminated by some outside means,
An invisible, spherical barrier surrounds you and moves with you. The such as dispel psionics cast upon either the physical body or the astral
space within this barrier is impervious to most psionic effects, including form, the breaking of the silver cord, or the destruction of your body
powers, psionic abilities held by creatures and psionic attack modes. back on the Material Plane (which kills you).
Likewise, it prevents the functioning of any psionic items or powers
within its confines. Blink
An antipsionic shell suppresses any power or psionic effect used Conjuration/Summoning
within, brought into, or activated in the area, but does not dispel it. Level: Psionicist 2
Time spent within an antipsionic shell counts against the suppressed Components: V, S
power’s duration. Activation Time: 1 round
Dispel psionics does not remove the field. Two or more antipsionic Range: Personal
shells sharing any of the same space have no effect on each other. Target: You
Certain powers, such as wall of force, remain unaffected by Duration: 1 round/level (dismissible)
Dungeon Master’s Guide 304 Break Enchantment
Abjuration
You “blink” back and forth between the Material Plane and the Level: Psionicist 6
Ethereal Plane. You look as though you’re winking in and out of reality Components: V, S
very quickly and at random. Activation Time: 1 minute
Blinking has several effects, as follows: Range: 30’ (Close)
Physical attacks against you have a 50% miss chance. If the attack is Targets: Up to one creature per level, all within 30’ of each other
capable of striking ethereal creatures, the attacker only suffers a –2 Duration: Instantaneous
attack penalty (as you are considered to have 50% concealment). Saving Throw: See text
If the attacker can see invisible creatures, the –2 attack penalty still Psionic Resistance: No
applies. (For an attacker who can both see and strike ethereal This power frees victims from psionic enchantments or mind control of
creatures, there is no attack penalty.) Likewise, your own attacks have any sort. Break enchantment can reverse even an instantaneous effect
a 50% miss chance, since you sometimes go ethereal just as you are such as feeblemind or insanity effects. For each such effect, you make
about to strike. a power use level check (1d20 + psionicist level) with a penalty equal to
Any individually targeted power has a 50% chance to fail against you the power user’s level (or hit dice, for creatures with psionic spell-like
while you’re blinking unless your attacker can target invisible, ethereal powers). Success means that the creature is free of the power, curse, or
creatures. Your own powers have a 50% chance to activate just as effect. For a cursed psionic item, the penalty is equal to the creator’s
you go ethereal, in which case they typically do not affect the level (or 15 if the creator’s level is unknown).
Material Plane. If the power is one that cannot be dispelled by dispel psionics, break
While blinking, you take only half damage from area attacks (but full enchantment works only if that power is 5th level or lower.
damage from those that extend onto the Ethereal Plane). You strike If the effect comes from some permanent psionic item break
as an invisible creature (with a +2 bonus on attack rolls). You take only enchantment does not remove the power from the item, but it does
half damage from falling, since you fall only while you are material. free the victim from the item’s effects.
While blinking, you can step through (but not see through) solid
objects. For each 5 feet of solid material you walk through, there is a Calm Emotions
50% chance that you become material. If this occurs, you are shunted Enchantment/Charm
off to the nearest open space and take 1d6 points of damage per 5 Level: Psionicist 2
feet so traveled. Components: V, S
Since you spend about half your time on the Ethereal Plane, you can Activation Time: 1 round
see and even attack ethereal creatures. You interact with ethereal Range: 100’ (Medium)
creatures roughly the same way you interact with material ones. Area: Creatures in a 20’ radius circle
An ethereal creature is invisible, incorporeal, and capable of moving Duration: Concentration, up to 1 round/level (dismissible)
in any direction, even up or down. As an incorporeal creature, you Saving Throw: Charisma negates
can move through solid objects, including living creatures. An Psionic Resistance: Yes
ethereal creature can see and hear the Material Plane, but This power calms agitated creatures. You have no control over the
everything looks gray and insubstantial. affected creatures, but calm emotions can stop raging creatures from
Abjurations affect you normally. Their effects extend onto the Ethereal fighting or joyous ones from reveling. Creatures so affected cannot take
Plane from the Material Plane, but not vice versa. An ethereal violent actions (although they can defend themselves) nor do anything
creature can’t attack material creatures and powers you use while destructive. Aggressive action against or damage dealt to a calmed
ethereal affect only other ethereal things. Certain material creatures creature immediately breaks the power on all calmed creatures.
or objects have attacks or effects that work on the Ethereal Plane. This power automatically suppresses a bard’s ability to inspire or a
Treat other ethereal creatures and objects as material. barbarian’s berserker rage ability. It also suppresses any fear effects and
removes the confused condition from all targets.
Blur While the power lasts, a suppressed power or effect has no effect. When
Illusion/Phantasm the calm emotions power ends, the original power or effect takes hold
Level: Psionicist 2 of the creature again, provided that its duration has not expired.
Components: V
Activation Time: 1 round Cause Fear
Range: Personal Enchantment/Charm
Target: You Level: Psionicist 1
Duration: 1 minute/level (dismissible) Components: V, S
Saving Throw: None Activation Time: 1 round
Psionic Resistance: No Range: 30’ (Close)
The subject’s outline appears blurred, shifting and wavering. This Target: One living creature with 5 or fewer HD
distortion grants the subject 50% concealment. The detect invisibility Duration: 1d4 rounds or 1 round; see text
power doesn’t counteract the blur effect, but the true seeing power Saving Throw: Charisma negates
does. Psionic Resistance: Yes
Opponents that cannot see the subject ignore the power’s effect The affected creature becomes frightened and flees from the power’s
(though fighting an unseen opponent carries penalties of its own). user as quickly as possible. Creatures with 6 or more hit dice are immune
to this effect. Cause fear counters and dispels remove fear.
Body Weaponry
Alteration Change Self
Level: Psionicist 4 Alteration
Components: S Level: Psionicist 2
Activation Time: 1 round Components: V, S
Range: Personal Activation Time: 1 round
Targets: You Range: Personal
Duration: 1 minute/level Target: You
Saving Throw: None Duration: 1 turn/level (dismissible)
Psionic Resistance: None You make yourself - excluding clothing, weapons, and equipment -look
The body weaponry power allows the possessor to use his body as different. You can seem 1 foot shorter or taller, thin, fat, or in between.
both weapon and shield by altering the molecules in the body as You cannot change your body type (a humanoid psionicist must retain
needed. Weapons created through use of this power must be able to a humanoid form). Otherwise, the extent of the apparent change is up
be wielded by the psionicist and function as deal their usual damage. to you. You could add or obscure a minor feature or look like an entirely
If the weapon is one-handed, the psionicist may alter his other different person.
forearm to create a small shield. Both the weapon and shield The power does not provide the abilities or mannerisms of the chosen
function as if they were +2 items. form, but does alter both your perceived tactile and audible properties.
Use of this power does not prevent the psionicist from activating
powers, even those with somatic components.
Dungeon Master’s Guide 305
Charm Monster is naturally pitch black, you can see in a 10’ radius around the center
Enchantment/Charm of the power’s effect.
Level: Psionicist 4 Clairaudience/clairvoyance functions only on the plane of existence
Target: One living creature you are currently occupying.
Duration: One day/level
This power functions like charm person, except that the effect is not Comprehend Languages
restricted by creature type or size. Divination
Level: Psionicist 1
Charm Person Components: V, S
Enchantment/Charm Activation Time: 1 round
Level: Psionicist 1 Range: Personal
Components: V, S Target: You
Activation Time: 1 round Duration: 1 turn/level
Range: 30’ (Close) You can understand the spoken words of creatures or read otherwise
Target: One humanoid creature incomprehensible written messages. In either case, you must touch
Duration: 1 day/level the creature or the writing. The ability to read does not necessarily
Saving Throw: Charisma negates impart insight into the material, merely its literal meaning. The power
Psionic Resistance: Yes enables you to understand or read an unknown language, not speak
This power makes a humanoid creature regard you as its trusted friend or write it.
and ally (treat the target as having “goodwill” towards you). Written material can be read at the rate of one page (250 words) per
If the creature is currently being threatened or attacked by you or minute. Magical writing cannot be read, though the power reveals
your allies, however, it receives a +5 bonus on its saving throw. that it is magical. It does not decipher codes or reveal messages
The power does not enable you to control the charmed person as if it concealed in otherwise normal text.
were an automaton, but it perceives your words and actions in the
most favorable way. You can try to give the subject orders, but you Confusion
must win an opposed charisma check to convince it to do anything it Enchantment/Charm
wouldn’t ordinarily do (retries are not allowed). An affected creature Level: Psionicist 3
never obeys suicidal or obviously harmful orders, but it might be Components: V, S
convinced that something very dangerous is worth doing. Activation Time: 1 round
Any act by you or your apparent allies that threatens the charmed Range: 100’ (Medium)
person breaks the power. You must speak the person’s language to Area of Effect: 2-8 creatures in a 10’ radius circle
communicate your commands, or else be good at pantomiming. Duration: 1 round/level
Saving Throw: Charisma negates
Clairaudience/Clairvoyance Psionic Resistance: Yes
Divination This power causes the 2d4 targets within the powers area of effect to
Level: Psionicist 3 become confused, making them unable to independently determine
Components: V, S what they will do.
Activation Time: 1 turn Roll on the following table at the beginning of each subject’s turn
Range: Range each round to see what the subject does in that round.
Effect: You can remotely hear or see from a point within 400’
Duration: 1 minute/level (dismissible) d20 behavior
Saving Throw: None 1-2 attack power’s user
Psionic Resistance: No 3-4 act normally
Clairaudience/clairvoyance enables you to hear or see (your choice) 5-10 do nothing but babble incoherently
a remote location almost as if you were there. You don’t need line of 11-14 flee away from power’s user at top possible speed
sight or line of effect, but the locale must be known - a place familiar 15–20 attack nearest creature
to you or an obvious one. Once you have selected the locale, you
may not move your point of perspective but can look in all directions A confused character who can’t carry out the indicated action does
to view the area as desired. Unlike other scrying powers, this power nothing but babble incoherently. Attackers are not at any special
does not allow psionic or supernaturally enhanced senses to work advantage when attacking a confused character. Any confused
through it. If the chosen locale is magically dark, you see nothing. If it
Dungeon Master’s Guide 306 Creatures in the area must make a strength check with a -5
penalty or be knocked prone. Those failing by 5 or more take
character who is attacked automatically attacks its attackers on its 1d4 subdual damage. Flying creatures take 2d4 points of
next turn, as long as it is still confused when its turn comes. damage.
Control Water Tornado: All flames are extinguished. All ranged attacks are
Alteration impossible (even with siege weapons), as are perception checks.
Level: Psionicist 5 Characters in close proximity to a tornado who fail their strength
Components: V, S save are sucked toward the tornado. Those who come in
Activation Time: 1 round contact with the actual funnel cloud are picked up and whirled
Range: 400’ (Long) around for 1d10 rounds, taking 5d8 points of damage per round,
Area: See below before being violently expelled (falling damage may apply).
Duration: 1 turn/level (dismissible) While a tornado’s rotational speed can be as great as 300 mph,
Saving Throw: None; see text the funnel itself moves forward at an average of 30 mph (roughly
Psionic Resistance: No 450’ or 90” per round). A tornado uproots trees, destroys
Depending on the version you choose, the control water power raises buildings, and causes other similar forms of major destruction.
or lowers water. Items held by one of the power’s targets must save versus
Lower Water: This causes water or similar liquid to reduce its depth by crushing if that target failed his save with a “1”.
as much as 2 feet per psionicist level (to a minimum depth of 1 inch).
The water is lowered within a squarish depression whose sides are up Cure Disease
to power’s user level x 10 feet long. In extremely large and deep Alteration
bodies of water, such as a deep ocean, the power creates a Level: Psionicist 3
whirlpool that sweeps ships and similar craft downward, putting them Components: V, S
at risk and rendering them unable to leave by normal movement for Activation Time: 1 round
the duration of the power. When used against water elementals and Range: Personal
other water-based creatures, this power acts as a slow power Target: You
(charisma negates). The power has no effect on other creatures. Duration: Instantaneous
Raise Water: This causes water or similar liquid to rise in height, just as Saving Throw: None
the lower water version causes it to lower. Boats raised in this way slide Psionic Resistance: No
down the sides of the hump that the power creates. If the area Cure disease cures all diseases that the psionicist is suffering from. The
affected by the power includes riverbanks, a beach, or other land power also kills parasites afflicting the psionicist, including green slime
nearby, the water can spill over onto dry land. and others. Certain special diseases may not be countered by this
With either version, you may reduce one horizontal dimension by half power or may be countered only by a psionicist of a certain level or
and double the other horizontal dimension. higher.
Note: Since the power’s duration is instantaneous, it does not prevent
Control Winds reinfection after a new exposure to the same disease at a later date.
Alteration
Level: Psionicist 5 Cure Light Wounds
Components: V, S Alteration
Activation Time: 1 round Level: Psionicist 1
Range: 400’ (Long) Components: V, S
Area: 40’/level radius cylinder, 40’ in height Activation Time: 1 round
Duration: 1 turn/level Range: Personal
Saving Throw: Strength negates Target: You
Psionic Resistance: No Duration: Instantaneous
You alter wind force in the area surrounding you. You can make the Saving Throw: None
wind blow in a certain direction or in a circular pattern, increase its Psionic resistance: No
strength, or decrease its strength. The new wind direction and strength Through the use of this power, you are able to close your wounds and
persist until the power ends or until you choose to alter your heal 1d8+2 points of damage.
handiwork, which requires concentration. You may create an “eye”
of calm air up to 80 feet in diameter at the center of the area if you so Cure Moderate Wounds
desire, and you may choose to limit the area to any cylindrical area Alteration
less than your full limit. Level: Psionicist 3
This power functions like cure light wounds, except that it cures 2d8+4
Wind Strength: For every three psionicist levels, you can increase or points of damage.
decrease wind strength by one level.
Darkvision
Strong Wind: Gusts that automatically extinguish unprotected Alteration
flames (candles, torches, and the like). Such gusts impose a –2 Level: Psionicist 2
penalty on ranged attack rolls and on perception checks. Components: V, S
Creatures in the area must make a strength check with a +5 Activation Time: 1 round
bonus or be knocked prone. Range: Personal
Target: You
Severe Wind: In addition to automatically extinguishing any Duration: 1 hour/level
unprotected flames and have a 50% chance of extinguishing Saving Throw: None
protected flames (such as lanterns). Ranged weapon attacks Psionic Resistance: No
and perception checks are at a –4 penalty. Creatures in the The psionicist gains the ability to see 60’ even in total darkness.
area must make a strength check with no modifier or be Darkvision is black and white only but otherwise like normal sight.
knocked prone. Flying creatures take 1d4 subdual damage. Darkvision does not grant one the ability to see in magical darkness.
Windstorm: Powerful enough to bring down branches if not whole Deep Slumber
trees, windstorms automatically extinguish unprotected flames Enchantment/Charm
and have a 75% chance of blowing out protected flames. Level: Psionicist 4
Ranged weapon attacks are impossible, and even siege Range: 30’ (Close)
weapons have a –4 penalty on attack rolls. Perception checks This power functions like sleep; except that it affects 5d4 hit dice of
are at a –8 penalty. Creatures in the area must make a strength creatures and effects creatures of up to 10 hit dice.
check with a -2 penalty or be knocked prone. Flying creatures
take 1d4 points of damage.
Hurricane-Force Wind: All flames are extinguished. Ranged
attacks are impossible (except with siege weapons, which have
a –8 penalty on attack rolls). Perception checks are impossible.
Detect Invisibility Dungeon Master’s Guide 307
Divination
Level: Psionicist 2 Each round, you can turn to detect psionics in a new area. The power
Components: V, S can penetrate barriers, but 1’ of stone, an inch of common metal, a
Activation Time: 1 round thin sheet of lead, or 3’ of wood or dirt blocks it.
Range: Personal
Area: Special (see text) Detect Scrying
Duration: 1 turn/level (dismissible) Divination
You can see any objects or beings that are invisible within your range Level: Psionicist 4
of vision, as well as any that are ethereal, as if they were normally Components: V, S
visible. Such creatures are visible to you as translucent shapes, Activation Time: 1 round
allowing you easily to discern the difference between visible, invisible, Range: Personal
and ethereal creatures. Area: 40’ radius circle centered on you
The power does not reveal the method used to obtain invisibility. It Duration: 24 hours
does not reveal illusions or enable you to see through opaque objects. Saving Throw: None
It does not reveal creatures that are simply hiding, concealed, or Psionic Resistance: No
otherwise hard to see. You immediately become aware of any attempt to observe you by
means of a scrying power or ability. The power’s area radiates from
Detect Lie (reversible) you and moves as you move. You know the location of every psionic
Divination sensor within the power’s area.
Level: Psionicist 3 If the scrying attempt originates within the area, you also know its
Components: V, S location; otherwise, you and the scrier immediately make opposed
Activation Time: 1 round power user level checks (1d20 + psionicist level). If you at least match
Range: Personal the scrier’s result, you get a visual image of the scrier and an accurate
Area: 60’ cone sense of his direction and distance from you.
Duration: Concentration, up to 1 round/level
Saving Throw: Charisma negates Dimensional Anchor
Psionic Resistance: No Abjuration
Each round, you concentrate on one subject, who must be within Level: Psionicist 5
range. You know if the subject deliberately and knowingly speaks a lie Components: V, S
by discerning disturbances in its aura caused by lying. The power does Activation Time: 1 round
not reveal the truth, uncover unintentional inaccuracies, or necessarily Range: 100’ (Medium)
reveal evasions. You may concentrate on a different subject each Target: 1 creature
round. Duration: 1 minute/level
The reverse of this power, undetectable lie, makes bald-face untruths Saving Throw: None
seem reasonable, or simply counters the detect lie power. Characters Psionic Resistance: Yes
attempting to deceive others with the aid of this power add +10 to their A green ray springs from your outstretched hand. You must make a
charisma check when doing so. The use of undetectable lie does not ranged attack to hit the target. Any creature or object struck by the
require the concentration of the psionicist and lasts for 1 minute/level. ray is covered with a shimmering emerald field that completely blocks
extradimensional travel. Forms of movement barred by a dimensional
Detect Psionics anchor include astral projection, blink, dimension door, ethereal jaunt,
Divination etherealness, plane shift, teleport, and similar powers or psionic
Level: Psionicist 0 abilities.
Components: V, S A dimensional anchor does not interfere with the movement of
Activation Time: 1 round creatures already in ethereal or astral form when the power is cast,
Range: Personal nor does it block extradimensional perception or attack forms.
Area: 60’ cone
Duration: Concentration, up to 1 minute/level (dismissible) Dimensional Lock
Saving Throw: None Abjuration
Psionic Resistance: No Level: Psionicist 8
You detect psionic auras. The amount of information revealed Components: V, S
depends on how long you study a particular area or subject. Activation Time: 1 round
Range: 100’ (Medium)
1st Round: Presence or absence of psionic auras. Area: 20’ radius emanation centered on a point in space
Duration: One day/level
2nd Round: Number of different psionic auras and the power of Saving Throw: None
the most potent aura. If any aura detected in the area is Psionic Resistance: Yes
overwhelming (see aura power below) you are stunned for 1 You create a shimmering emerald barrier that completely blocks
round and the spell ends. extradimensional travel. Forms of movement barred include astral
projection, blink, dimension door, ethereal jaunt, etherealness, plane
3rd Round: The strength and location of each aura. If the items or shift, shadow walk, teleport, and similar powers or psionic abilities.
creatures bearing the auras are in line of sight, you can make Once dimensional lock is in place, extradimensional travel into or out
intelligence checks to determine the school of magic mimicked of the area is not possible.
by each power in use. (Make one check per aura with a DC A dimensional lock does not interfere with the movement of creatures
equal to 10 plus the psionicist level of the power’s user or, for already in ethereal or astral form when the power is cast, nor does it
psionic abilities, the hit dice of the creature.) block extradimensional perception or attack forms. Also, the power
does not prevent summoned creatures from disappearing at the end
Psionic areas, multiple types of psionics, or strong local psionic of a summoning power.
emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a power’s level or the Dimensional Pocket
level of a psionic item’s creator. If an aura falls into more than one Conjuration/Summoning
category, detect psionics indicates the stronger of the two. Level: Psionicist 4
Components: V, S
power or object faint aura power Activation Time: 1 round
0-2 moderate strong overwhelming Range: Touch
functioning power Target: One 10’ radius hemisphere of extradimensional space
(power level) 3 –4 5–8 9+ (deific) Duration: 1 hour/level (dismissible)
Saving Throw: None
psionic item 1-4 5–8 9 - 16 17+ (artifact) Psionic Resistance: No
(creator level)
Dungeon Master’s Guide 308 unknown assume that the item’s creator is level 10, for charged
items, or 15, for permanent items. If you succeed, all the item’s
This power creates an extradimensional space that is outside the psionic properties are suppressed for 1 minute (6 rounds), after
multiverse of extradimensional spaces (“planes”). Creatures in the which the item recovers on its own. A suppressed item becomes
extradimensional space are hidden, beyond the reach of spells or non-psionic for the duration of the effect. An interdimensional
psionic powers (including divinations), unless that spell or power works interface is temporarily closed. A psionic item’s physical
across planes. The space holds as many as eight creatures (of any properties are unchanged. Artifacts and deities are unaffected
size). by mortal powers such as this. You automatically succeed on
Powers cannot cross into or out of extradimensional interface, nor can your dispel check against any power that you cast yourself.
area effects cross it. Those in the extradimensional space can see out
of it though it is invisible from the outside. Counterpower: When dispel psionics is used in this way, the
Anything inside the extradimensional space drops out when the power targets a psionicist and is used as a counterpower. You
power ends. make a psionicist level check opposed by the targeted
Note: It is hazardous to create an extradimensional space within an psionicist’s level check. If your check result is greater than or
existing extradimensional space or to take an extradimensional space equal to that of the opposing psionicist, his power is dispelled.
into an existing one.
Dominate Animal
Dimension Door Enchantment/Charm
Conjuration/Summoning Level: Psionicist 4
Level: Psionicist 5 Components: V, S
Components: V Activation Time: 1 round
Activation Time: 1 round Range: 30’ (Close)
Range: Touch Target: One animal
Target: You and willing creatures Duration: 1 round/level
Duration: Instantaneous Saving Throw: Charisma negates
Saving Throw: None Psionic Resistance: Yes
Psionic Resistance: Yes You can mentally link with an animal and direct it with simple
You instantly transfer yourself from your current location to any other commands such as “attack,” “run,” and “fetch.” Suicidal or self-
spot within 400 feet. You always arrive at exactly the spot desired - destructive commands (including an order to attack a creature larger
whether by simply visualizing the area or by stating direction. After than the dominated animal) are simply ignored.
using this power, you can’t take any other actions until your next turn. Dominate animal establishes a mental link between you and the
You can bring along objects as long as their weight doesn’t exceed subject creature. The animal can be directed by silent mental
your maximum load. You may also bring one additional willing command as long as it remains in range. You need not see the
creature (carrying gear or objects up to its maximum load) per three creature to control it. You do not receive direct sensory input from the
psionicist levels. All creatures to be transported must be in contact creature, but you know what it is experiencing. Because you are
with one another, and at least one of those creatures must be in directing the animal with your own intelligence, it may be able to
contact with you. undertake actions normally beyond its own comprehension.
If you arrive in a place that is already occupied by a solid body, you You need not concentrate exclusively on controlling the creature
and each creature traveling with you take 1d6 points of damage and unless you are trying to direct it to do something it normally couldn’t
are shunted to a random open space on a suitable surface within 100 do. Changing your instructions or giving a dominated creature a new
feet of the intended location. command is the equivalent of redirecting a power, so it takes 1 round
If there is no free space within 100’ you and each creature traveling to do so.
with you take an additional 2d6 points of damage and are shunted to
a free space within 1,000’. If there is no free space within 1,000’ you Dominate Monster
and each creature traveling with you take an additional 4d6 points of Enchantment/Charm
damage and the power simply fails. Level: Psionicist 9
Target: One creature
Dispel Psionics This power functions like dominate person, except that the power is
Abjuration not restricted by creature type.
Level: Psionicist 3
Components: V, S Dominate Person
Activation Time: 1 round Enchantment/Charm
Range: 100’ (Medium) Level: Psionicist 5
Target or Area: One psionic-using creature, or psionic object Components: V, S
Duration: Instantaneous Activation Time: 1 round
Saving Throw: None Range: 30’ (Close)
Psionic Resistance: No Target: One humanoid
You can use dispel psionics to end ongoing powers that have been Duration: One day/level
cast on a creature or object, to temporarily suppress the psionic Saving Throw: Charisma negates
abilities of an item, or to counter another psionicist’s power. A Psionic Resistance: Yes
dispelled power ends as if its duration had expired. Some powers, as You can control the actions of any humanoid creature through a
detailed in their descriptions, can’t be defeated by dispel psionics. telepathic link that you establish with the subject’s mind.
Dispel psionics can dispel psionic spell-like effects just as it does If you and the subject have a common language, you can generally
powers. force the subject to perform as you desire, within the limits of its abilities. If
Note: The effect of a power with an instantaneous duration can’t be no common language exists, you can communicate only basic
dispelled, because the effect is already over before the dispel commands, such as “come here,” “go there,” “fight,” and “stand still.”
psionics can take effect. You know what the subject is experiencing, but you do not receive direct
You choose to use dispel psionics in one of two ways: A targeted sensory input from it, nor can it communicate with you telepathically.
dispel or a counterpower: Once you have given a dominated creature a command, it continues to
attempt to carry out that command to the exclusion of all other activities
Targeted Dispel: One object, creature, or power is the target of except those necessary for day-to-day survival (such as sleeping, eating,
the dispel psionics power. You make a dispel check (1d20 + your and so forth). Because of this limited range of activity, a wisdom check
psionicist level) against each ongoing power currently in effect can determine that the subject’s behavior is being influenced by an
on the object or creature. This roll is opposed by a power level enchantment effect.
check (1d20 + opposing psionicist level) for each targeted Changing your instructions or giving a dominated creature a new
power. If you succeed on a particular check, that power is command is the equivalent of redirecting a power, so it takes 1 round to
dispelled; if you fail, that power remains in effect. do so.
If the object that you target is a psionic item, you make a dispel
check opposed by the item creator’s psionicist level check. If
By concentrating fully on the power, you can receive full sensory input as Dungeon Master’s Guide 309
interpreted by the mind of the subject, though it still can’t communicate
with you. You can’t actually see through the subject’s eyes, so it’s not as Psionic Resistance: No
good as being there yourself, but you still get a good idea of what’s going You detect surface thoughts. The amount of information revealed
on. depends on how long you study a particular area or subject.
Subjects resist this control, and any subject forced to take actions against
its nature receives a new saving throw with a +2 bonus. Obviously self- 1st Round: Presence or absence of thoughts (from conscious
destructive orders are not carried out. Once control is established, the creatures with intelligence scores of 1 or higher).
range at which it can be exercised is unlimited, as long as you and the
subject are on the same plane. You need not see the subject to control it. 2nd Round: Number of thinking minds and the intelligence score
If you don’t spend at least 1 round concentrating on the power each of each. If the highest intelligence is 20 or higher (and at least 5
day, the subject receives a new saving throw to throw off the domination. points higher than your own intelligence score), you are stunned
for 1 round and the power ends. This power does not let you
Endure Elements determine the location of the thinking minds if you can’t see the
Abjuration creatures whose thoughts you are detecting.
Level: Psionicist 1
Components: V, S 3rd Round: Surface thoughts of any mind in the area. A target’s
Activation Time: 1 round successful save prevents you from reading its thoughts, and you
Range: Personal must cast ESP again to have another chance. Creatures of
Target: You animal intelligence have simple, instinctual thoughts that you
Duration: 24 hours can pick up.
Saving Throw: Charisma negates
Psionic Resistance: Yes Each round, you can turn to ESP in a new area. The power can
A psionicist protected by endure elements suffers no harm from being penetrate barriers, but 1’ of stone, an inch of common metal, a thin
in a hot or cold environment. He can exist comfortably in conditions sheet of lead, or 3’ of wood or dirt blocks it.
between –50 and 140 degrees Fahrenheit without having to make
constitution saves (see Environmental Hazards on pages 59 of the Ethereal Jaunt
PLAYERS HANDBOOK for more). His equipment is likewise protected. Conjuration/Summoning
Endure elements doesn’t provide any protection from fire or cold Level: Psionicist 7
damage, nor does it protect against other environmental hazards Components: V, S
such as smoke, lack of air, and so forth. Activation Time: 1 round
Range: Personal
Enlarge Self (reversible) Target: You
Alteration Duration: 1 round/level (dismissible)
Level: Psionicist 1 You become ethereal, along with your equipment. For the duration of
Components: V, S the power, you are in a place called the Ethereal Plane, which
Activation Time: 1 round overlaps the normal, physical, Material Plane. When the power
Range: Personal expires, you return to material existence.
Target: You An ethereal creature is invisible, insubstantial, and capable of moving
Duration: 1 minute/level (dismissible) in any direction, even up or down, albeit at half their normal
Saving Throw: None Movement Rate. As an insubstantial creature, you can move through
Psionic Resistance: No solid objects, including living creatures. An ethereal creature can see
This power causes the instant growth of a Small or Medium demihuman or and hear on the Material Plane, but everything looks gray and
humanoid creature, doubling its height and multiplying its weight by 8. This ephemeral. Sight and hearing onto the Material Plane are limited to
increase changes the creature’s size category to the next larger one. The 60 feet.
target gains a +1 bonus to strength checks and a –1 penalty to dexterity Force effects (such as magic missiles) and abjurations affect an
checks. This power does not change the target’s Movement Rate. ethereal creature normally. Their effects extend onto the Ethereal
If insufficient room is available for the desired growth, the power fails. All Plane from the Material Plane, but not vice versa. An ethereal
equipment worn or carried by a creature is similarly enlarged by the creature can’t attack material creatures, and powers you cast while
power. Melee weapons affected by this power deal more damage, their ethereal affect only other ethereal things. Certain material creatures
damage die improves by 1 type (for example, from a d4 to a d6 or from or objects have attacks or effects that work on the Ethereal Plane.
2d6 to 2d8). Projectile or missile weapons are not affected because, upon Treat other ethereal creatures and ethereal objects as if they were
leaving the power recipient’s possession, they revert to their normal size. material.
Magical properties of enlarged items are not increased by this power. If you end the power and become material while inside a material
Multiple psionic or spell effects that increase size do not stack. object (such as a solid wall), you are shunted off to the nearest open
The reverse of this power, reduce self, causes instant diminution of the space and take 1d6 points of damage per 5 feet that you so travel.
psionicist, halving its height, length, and width and dividing its weight by 8.
This decrease changes the creature’s size category to the next smaller Etherealness
one. The target gains a +1 bonus to dexterity check and a –1 penalty to Conjuration/Summoning
strength checks. This power doesn’t change the target’s Movement Rate. Level: Psionicist 9
All equipment worn or carried by a creature is similarly reduced by the Range: Touch; see text
power. Targets: You and additional, willing creatures
Melee and projectile weapons affected by this power deal less damage, Duration: 1 minute/level (dismissible)
their damage die decreases by 1 type (for example, from a d6 to a d4 or Psionic Resistance: Yes
from 2d8 to 2d6). Other properties, such as magical bonuses, are not This power functions like ethereal jaunt, except that you and other
affected by this power. Multiple effects that reduce size do not stack. willing creatures joined by linked hands (along with their equipment)
become ethereal. Besides yourself, you can bring one creature per
ESP three psionicist levels to the Ethereal Plane. Once ethereal, the
Divination subjects need not stay together. When the power expires, all
Level: Psionicist 2 affected creatures on the Ethereal Plane return to material existence.
Components: V, S
Activation Time: 1 round Fear
Range: Personal Enchantment/Charm
Area: 60’ cone Level: Psionicist 3
Duration: Concentration, up to 1 minute/level (dismissible) Components: V, S
Saving Throw: Wisdom partial; see text Activation Time: 1 round
Range: Personal
Area: 30’ cone
Duration: 1 round/level
Saving Throw: Charisma negates
Psionic Resistance: Yes
Dungeon Master’s Guide 310 Find the Path
Divination
An invisible cone of terror instantaneously bursts forth from your hands, Level: Psionicist 6
forcing living creatures in the area to make a charisma saving throw Components: V, S
or run in fear for the power’s duration. If cornered, a panicked Activation Time: 3 rounds
creature cowers, unable to attack but able to defend itself. Range: Personal
Arcane Material Component: Either the heart of a hen or a white Target: You
feather. Duration: 1 turn/level
Saving Throw: None
Feather Fall Psionic Resistance: No
Alteration The psionicist can find the shortest, most direct physical route to a
Level: Psionicist 1 specified destination, be it the way into or out of a locale. The locale
Components: V can be outdoors, under ground, or even inside a maze power. Find
Activation Time: Instantaneous the path works with respect to locations, not objects or creatures at a
Range: Personal locale. The location must be on the same plane as you are at the time
Targets: You of casting.
Duration: Until landing or 1 round/level The power enables the psionicist to sense the correct direction that
Saving Throw: Charisma negate will eventually lead it to its destination, indicating at appropriate times
Psionic Resistance: Yes the exact path to follow or physical actions to take. For example, the
The affected creature or objects fall slowly. Feather fall instantly power enables the subject to sense trip wires or other, non-magical,
changes the rate at which the psionicist falls to a mere 120 feet per hazards along the way. The power ends when the destination is
round (equivalent to the end of a fall from a few feet) and takes no reached or the duration expires, whichever comes first. Find the path
damage upon landing while the power is in effect. Once the power’s can be used to remove the psionicist and its companions from the
duration expires the normal rate of falling resumes. effect of a maze power in a single round (50% chance of success).
The power affects the psionicist (including gear and carried objects This divination is keyed to the psionicist, not its companions, and its
up to each creature’s maximum load). effect does not predict or allow for the actions of creatures (including
You can cast this power with an instant utterance, quickly enough to guardians).
save yourself if you unexpectedly fall. Casting the power is
instantaneous in its casting and it may even be cast when it isn’t your Fly
turn or if you’ve already acted that round. Alteration
The power also works only upon free-falling or propelled objects. It will Level: Psionicist 3
not affect a sword blow or a charging creature, but it will affect a Components: V, S
projectile or thrown weapon (but not siege ammunition or giant- Activation Time: 1 round
hurled boulders). Range: 30’ (Close)
Target: One creature or object (total weight up to 100 lb. per level)
Feeblemind Duration: 1 minute/level (dismissible)
Enchantment/Charm Saving Throw: Charisma negates
Level: Psionicist 6 Psionic Resistance: Yes
Components: V, S The psionicist or another targeted creature can fly at a Movement
Activation Time: 1 round Rate 120’ (24”) or 90’ (18”) if carrying a medium to heavy load. It can
Range: 100’ (Medium) ascend at half speed and descend at double speed, and its
Target: One creature maneuverability class is B. Using the fly power requires only as much
Duration: Instantaneous concentration as walking, so the subject can attack or cast powers
Saving Throw: Wisdom negates; see text normally. The subject of a fly power can make charge attacks but
Psionic Resistance: Yes cannot carry aloft more weight than its maximum load.
If the target creature fails a wisdom save, its intelligence, wisdom and Should the power duration expire while the subject is still aloft, the
charisma scores each drop to 3 (scores less than 3 are not raised). The power fails slowly. The subject floats downward 120 feet per round for
affected creature is unable cast powers and can barely understand 1d6 rounds. If it reaches the ground in that amount of time, it lands
language or communicate coherently. Still, it knows who its friends are safely. If not, it falls the rest of the distance, taking 1d6 points of
and can follow them and even protect them. The subject remains in damage per 10 feet of fall. Since dispelling a power effectively ends it,
this state until a break enchantment power is used to cancel the the subject also descends in this way if the fly power is dispelled, but
effect of the feeblemind. A creature that can use psionic powers not if it is negated by an antipsionic shell.
takes a –2 penalty on its saving throw.
Forcecage
Feign Death Evocation
Alteration Level: Psionicist 7
Level: Psionicist 2 Components: V, S
Components: V, S Activation Time: 1 round
Activation Time: 1 round Range: 30’ (Close)
Range: Personal Area: Barred cage (20’ cube) or windowless cell (10’ cube)
Target: You Duration: 1 minute/level (dismissible)
Duration: 1 hour/level (dismissible) Saving Throw: None
Saving Throw: None Psionic Resistance: No
Psionic Resistance: No This powerful power brings into being an immobile, invisible cubical
By means of this power, the psionicist can be put into a cataleptic prison of force.
state that is impossible to distinguish from actual death. Although the Creatures within the area are caught and contained unless they are
person/creature affected by the feign death power can smell, hear, too big to fit inside, in which case the power automatically fails.
and know what is going on, no feeling or sight of any sort is possible; Teleportation and other forms of astral travel provide a means of
thus, any wounding or mistreatment of the body will not be felt and escape, but the force walls or bars extend into the Ethereal Plane,
no reaction will occur and damage will be only one-half normal. blocking ethereal travel.
In addition, paralysis, poison, ability score drain or energy drain will not Like the wall of force power, a forcecage resists dispel psionics, but it
affect the individual creature under the influence of this power, but may (50%) be destroyed by a disintegrate spell, sphere of annihilation
poison injected or otherwise introduced into the body will become or rod of cancellation.
effective when the power recipient is no longer under the influence of
this power, although a saving throw is permitted.
The psionicist is able to end the power’s effects at any time desired,
but it requires 1 round for bodily functions to begin again.
Force Missile Dungeon Master’s Guide 311
Evocation
Level: Psionicist 1 Freedom
Components: V, S Abjuration
Activation Time: 1 round Level: Psionicist 9
Range: 100’ (Medium) Components: None
Targets: Up to five creatures Activation Time: 1 round
Duration: Instantaneous Range: Personal
Saving Throw: None Target: You
Psionic Resistance: Yes Duration: Instantaneous
A missile of telekinetic force darts forth from your fingertip and strikes Saving Throw: None
its target unerringly, dealing 1d4+1 points of force damage. Psionic Resistance: Yes
For every two psionicist levels beyond 1st, you gain an additional Through force of will the psionicist is freed from powers and effects
missile - two at 3rd level, three at 5th, four at 7th, and the maximum of that restrict its movement, including grappling, paralysis, sleep, slow,
five missiles at 9th level or higher. If you shoot multiple missiles, you can and stunning.
have them strike a single creature or several creatures. A single missile
can strike only one creature. You must designate targets before you Freedom of Movement
check for psionic resistance or roll damage. Abjuration
Level: Psionicist 4
Foresight Components: V, S
Divination Activation Time: 1 round
Level: Psionicist 9 Range: Personal
Components: V, S Target: You
Activation Time: 1 round Duration: 1 turn/level
Range: Personal and touch Saving Throw: None
Target: You Psionic Resistance: No
Duration: 1 turn/level This power enables you to move and attack normally for the duration
Saving Throw: None of the power, even under the influence of powers that usually
Psionic Resistance: No impedes movement, such as paralysis and slow. The psionicist
This power grants you a powerful sixth sense in relation to yourself and automatically succeeds on any strength check made to resist being
one other creature. Once foresight is cast, you receive instantaneous grappled or dexterity check made to escape from bonds of any sort.
warnings of impending danger or harm to yourself and the power’s The power also allows the psionicist to move and attack normally
other subject. while underwater, even with slashing weapons such as axes and
While your receive warnings about danger to yourself and the other swords or with bludgeoning weapons such as flails, hammers, and
creature, you must communicate what you learn to the other maces, provided that the weapon is wielded in the hand rather than
creature for the warning to be useful. As such the other creature can hurled. The freedom of movement power does not, however, allow
be caught unprepared in the absence of such a warning. Shouting a water breathing.
warning, yanking the person back and telepathically communicating
can all be accomplished before some danger befalls the subject, Gust of Wind
provided you act on the warning without delay. Evocation
While protected by foresight you are never surprised and are immune Level: Psionicist 2
to sneak attacks and the death attacks of assassins. In addition, the Components: V, S
power gives you a general idea of what action you might take to best Activation Time: 1 round
protect yourself and gives you a +4 bonus to AC, initiative rolls and Range: Personal
dexterity saves. The other subject of this power, however, does not Effect: 60’ long by 5’ wide gust of severe wind emanating from you
gain the bonuses or immunities that the personal use of this power Duration: 1 round
grants. Saving Throw: Strength negates
Psionic Resistance: Yes
Forget This power creates a severe blast of air (approximately 50 mph) that
Enchantment/Charm originates from you, affecting all creatures in its path.
Level: Psionicist 2 Small creatures are knocked prone by the force of the wind and take
Components: V, S 1d6 of subdual damage or, if flying, are blown back 1d6x10 feet and
Activation Time: 1 round takes 2d6 points of subdual damage due to battering and buffeting.
Range: 30’ (Close) Medium creatures are unable to move forward against the force of
Area of Effect: 1-4 creatures in a 10’ radius circle the wind or, if flying, are blown back 1d6x5 feet and take 1d6 points of
Duration: Permanent subdual damage.
Saving Throw: Intelligence negates Large creatures may move normally within a gust of wind effect.
Psionic Resistance: Yes A gust of wind can’t move a creature beyond the limit of its range.
By means of this power the psionicist causes creatures within the area Any creature, regardless of size, takes a –4 penalty on ranged attacks
of effect to forget the events of the previous minute (6 rounds of time and any perception checks (including listen checks) in the area of a
previous to the utterance of the power). For every 3 levels of gust of wind.
experience of the psionicist another minute of past time is forgotten. The force of the gust automatically extinguishes candles, torches, and
Forget in no way negates any charm, suggestion, or similar power, but similar unprotected flames. It causes protected flames, such as those
it is possible for the creature to employ such a power against a victim of lanterns, to dance wildly and has a 50% chance to extinguish those
and, later, be forgotten through the use of a forget power. lights.
From 1-4 individual creatures can be affected by the power, at the In addition to the effects noted, a gust of wind can do anything that a
discretion of the psionicist. If only 1 is to be affected, the recipient’s sudden blast of wind would be expected to do. It can create a
charisma save suffers a –2 penalty; if 2 are affected, they suffer a –1 stinging spray of sand or dust, fan a large fire, overturn delicate
penalty; and if 3 or 4 are to be made to forget by this power, they awnings or hangings, heel over a small boat, and blow gases or
save normally. vapors to the edge of its range.
The restoration power, specially cast for this purpose, will restore the
lost memories, as will a break enchantment, but other means will not
automatically serve to do so. A wish spell is only 50% likely to reverse
the effects of the forget power.
Dungeon Master’s Guide 312 Improved Invisibility
Illusion/Phantasm
Haste Level: Psionicist 4
Alteration Components: S
Level: Psionicist 3 Range: Personal
Components: V, S Target: You
Activation Time: 1 round Duration: 1 round/level (dismissible)
Range: Personal This power functions like invisibility, except that it doesn’t end if the
Targets: You psionicist attacks.
Duration: 1 minute/level
Saving Throw: None Improved Restoration
Psionic Resistance: No Conjuration/Summoning
The transmuted psionicist moves and acts more quickly than normal, Level: Psionicist 7
and may make an extra attack each round. The character’s Components: V, S
movement rate is doubled while using this power. When hasted a Casting Time: 1 turn
psionicist may only activate one power per round. This power functions like lesser restoration, except that it also reverses
In addition, a hasted creature gains a +1 bonus on attack rolls and a 1d4 levels drained by a power or psionic creature (50% chance if the
+1 bonus to AC and dexterity checks. Haste dispels and counters drain was not psionic in nature). The drained levels are restored only if
slow. the time since the creature lost the level is no more than one week
per caster level.
Hold Monster Improved restoration also dispels all psionic effects penalizing the
Enchantment/Charm creature’s abilities, cures all temporary ability damage, and restores
Level: Psionicist 4 all points permanently drained from all ability scores. It also eliminates
Components: V, S fatigue and exhaustion, and removes all forms of insanity, confusion,
Target: One living creature and similar mental effects. Improved restoration does not restore
This power functions like hold person, except that it affects any living levels or constitution points lost due to death.
creature that fails its strength save.
Improved Scrying
Hold Person Divination
Enchantment/Charm Level: Psionicist 7
Level: Psionicist 2 Components: V, S
Components: V, S Activation Time: 1 round
Activation Time: 1 round Duration: 1 hour/level
Range: 100’ (Medium) This power functions like scrying, except as noted above. Additionally,
Target: One humanoid creature all of the following powers function reliably through the sensor: detect
Duration: 1 round/level (dismissible); see text psionics, message, telepathy and tongues.
Saving Throw: Strength negates; see text
Psionic Resistance: Yes Insanity
The subject becomes paralyzed and freezes in place. It is aware and Enchantment/Charm
breathes normally but cannot take any actions, even speech. A Level: Psionicist 7
winged creature that is paralyzed cannot flap its wings and falls. A Components: V, S
swimmer can’t swim and may drown. Activation Time: 1 round
Range: 100’ (Medium)
Hypnotic Pattern Target: One living creature
Illusion/Phantasm Duration: Instantaneous
Level: Psionicist 1 Saving Throw: Charisma negates
Components: V, S Psionic Resistance: Yes
Activation Time: 1 round The affected creature suffers from a continuous confusion effect, as
Range: 30’ (Close) the power.
Area: 2d4+1 HD/2 psionicist levels worth of creatures, no two of which Break enchantment or improved restoration restores the creature, and
may be more than 30’ apart magical means of restoring sanity are 50% likely to work.
Duration: 2d4 rounds (dismissible)
Saving Throw: Intelligence negates Insight
Psionic Resistance: Yes Divination
Your gestures and droning incantation fascinate nearby creatures, Level: Psionicist 2
causing them to stop and stare blankly at you. In addition, you can Components: V, S
use their rapt attention to make your suggestions and requests seem Activation Time: 1 minute
more plausible. Roll 2d4 to see how many total hit dice of creatures Range: Personal
you affect. Creatures with fewer HD are affected before creatures Target: You
with more HD. Only creatures that can see or hear you are affected, Duration: Instantaneous
but they do not need to understand you to be fascinated. An insight can tell you whether a particular action will bring good or
If you use this power in combat, each target gains a +2 bonus on its bad results for you in the immediate future.
saving throw. If the power affects only a single creature not in combat In order to gain accurate insights the DM must make a wisdom check,
at the time, the saving throw has a penalty of –2. with a -5 penalty, on the psionicist’s behalf; this roll is made in secret. If
While the subject is fascinated by this power, it reacts as though it the insight succeeds, you get one of four results:
were two steps friendlier in attitude. This allows you to make a single
request of the affected creature (provided you can communicate • weal (if the action will probably bring good results).
with it). The request must be brief and reasonable. Even after the
power ends, the creature retains its new attitude toward you, but only • woe (for bad results).
with respect to that particular request. A creature that fails its saving
throw does not remember that you effected it. • weal and woe (for both).
Improved Dispel Psionics • nothing (for actions that don’t have especially good or bad
Abjuration results).
Level: Psionicist 6
This power functions like dispel psionics, except that you gain and If the power fails, you get the “nothing” result. A psionicist who gets
additional +5 bonus on your psionicist level check. the “nothing” result has no way to tell whether it was the
consequence of a failed or successful insight.
The insight can see into the future only about half an hour, so anything
that might happen after that does not affect the result. Thus, the result
might not take into account the long-term consequences of a Dungeon Master’s Guide 313
contemplated action. All insights used by the same person about the
same topic use the same dice result as the first use. Know Alignment (reversible)
Divination
Invisibility Level: Psionicist 1
Illusion/Phantasm Components: S
Level: Psionicist 3 Casting Time: 1 round
Components: S Range: Personal
Activation Time: 1 round Target: You
Range: Personal Duration: Concentration, up to 1 turn/level; see text (dismissible)
Target: You Saving Throw: None; see text
Duration: 1 minute/level (dismissible) Spell Resistance: Yes
Saving Throw: None The know alignment power enables the psionicist to know the exact
Psionic Resistance: No alignment of a creature within 30’ of him by concentrating upon that
The psionicist becomes invisible, vanishing from sight, even from creature. The psionicist may concentrate upon another creature
darkvision. If the psionicist is carrying gear, that vanishes, too. each round in order to learn its alignment.
Items dropped or put down by an invisible creature become visible; Certain powers (such as undetectable alignment) will negate the
items picked up disappear if tucked into the clothing or pouches worn ability to know alignment.
by the creature. Light, however, never becomes invisible, although a The reverse of this power, undetectable alignment, conceals the
source of light can become so (thus, the effect is that of a light with alignment of psionicist all forms of psionic divination. This use of the
no visible source). Any part of an item that the subject carries but that power does not require the psionicist to maintain concentration.
extends more than 10 feet from it becomes visible.
Of course, the subject is not silenced, and certain other conditions Know Direction
can render the recipient detectable (such as stepping in a puddle). Divination
The power ends if the subject attacks any creature. For purposes of Level: Psionicist 0
this power, an attack includes any power targeting a foe or whose Components: V, S
area of effect includes a foe. Activation Time: 1 round
Actions directed at unattended objects do not break the power. Range: Personal
Causing harm indirectly is not an attack. Thus, an invisible being can Target: You
open doors, talk, eat, climb stairs, cut the ropes holding a rope bridge Duration: Instantaneous
while enemies are on the bridge, remotely trigger traps, open a Psionic Resistance: Yes
portcullis to release attack dogs, and so forth. If the subject attacks You instantly know the direction of north from your current position.
directly, however, it immediately becomes visible along with all its The power is effective in any environment in which “north” exists, but it
gear. may not work in extraplanar settings. Your knowledge of north is
correct at the moment of casting, but you can get lost again within
Iron Body moments if you don’t find some external reference point to help you
Alteration keep track of direction.
Level: Psionicist 8
Components: V, S Lesser Body Weaponry
Activation Time: 1 round Alteration
Range: Personal Level: Psionicist 1
Target: You Components: S
Duration: 1 minute/level (dismissible) Activation Time: 1 round
This power transforms your body into living iron, which grants you Range: Personal
several powerful resistances and abilities. Target: You
You are immune to ability score damage, blindness, deafness, Duration: 1 round/level
disease, drowning, electricity, poison, stunning, and all powers or Saving Throw: None
attacks that affect your physiology or respiration, because you have Psionic Resistance: No
no physiology or respiration while this power is in effect. You cannot The lesser body weaponry power allows the possessor to use his body
drink (and thus can’t use potions) or play wind instruments. You take as both weapon and shield by altering the molecules in the body as
only half damage from acid and fire of all kinds. You may not be needed. Melee weapons created through use of this power must be
sneak attacked and subtract 10 points of damage from every attack able to be wielded one-handed by the psionicist and deal their usual
or power that strikes you. damage. The psionicist may alter his other forearm to create a small
You gain a +3 bonus to all strength checks but your movement rate is shield. This shield functions exactly as a normal shield does.
reduced to half normal. You may not activate psionic powers while Use of this power does not prevent the psionicist from using powers,
affected by the iron body power and suffer a -3 penalty to all even those with somatic components.
dexterity checks. Your unarmed attacks deal 1d6 damage. Your
weight increases by a factor of ten, causing you to sink in water like a Lesser Restoration
stone. However, you could survive the crushing pressure and lack of Conjuration/Summoning
air at the bottom of the ocean - at least until the power duration Level: Psionicist 3
expires. Unfortunately you become vulnerable to all special attacks Components: V, S
that affect iron golems while using this power. Activation Time: 3 rounds
Range: Touch
Jump Target: Creature touched
Alteration Duration: Instantaneous
Level: Psionicist 1 Saving Throw: Charisma negates
Components: V, S Psionic Resistance: Yes
Activation Time: 1 round Lesser restoration dispels any psionic effects reducing one of the
Range: Personal subject’s ability scores or cures 1d4 points of temporary ability
Target: You damage to one of the subject’s ability scores. It also eliminates any
Duration: 1 minute/level (dismissible) fatigue or exhaustion suffered by the character. It does not restore
Saving Throw: None permanent ability drain or drained levels.
Psionic Resistance: No
The subject gets a +10 bonus on all strength checks made in order to
jump. The bonus increases to +15 at psionicist level 6, +20 at level 11
and to +25 (the maximum) at psionicist level 16.
Dungeon Master’s Guide 314 Saving Throw: Wisdom negates
Psionic Resistance: Yes
Levitate Mind fog produces a bank of thin mist that weakens the mental
Alteration resistance of those caught in it. Creatures in the mind fog take a –5
Level: Psionicist 2 penalty on all wisdom and intelligence checks. Affected creatures
Components: V, S take the penalty as long as they remain in the fog and for 2d6 rounds
Activation Time: 1 round thereafter.
Range: 30’ (Close) A creature that successfully saves against the fog is not affected and
Target: One creature or object (total weight up to 100 lb. per level) need not make further saves even if it remains in the fog. The fog is
Duration: 1 minute/level (dismissible) stationary and lasts for 3 turns (or until dispersed by wind).
Saving Throw: Charisma negates A moderate wind (11+ mph) disperses the fog in four rounds; a strong
Psionic Resistance: Yes wind (21+ mph) disperses the fog in 1 round.
Levitate allows you to move yourself, another creature, or an object The fog is thin and does not significantly hamper vision.
up and down as you wish. A creature must be willing to be levitated,
and an object must be unattended or possessed by a willing creature. Neutralize Poison
You can mentally direct the recipient to move up or down as much as Conjuration/Summoning
40 feet each round; doing so takes 1 round. You cannot move the Level: Psionicist 3
recipient horizontally, but the recipient could clamber along the face Components: V, S
of a cliff, for example, or push against a ceiling to move laterally Activation Time: 1 round
(generally at half its base land speed). Range: Personal
A levitating creature that attacks with a melee or ranged weapon Target: You
finds itself increasingly unstable; the first attack has a –1 penalty on Duration: 1 hour/level
attack rolls, the second –2, and so on, to a maximum penalty of –5. A Saving Throw: None
round spent stabilizing allows the creature to begin again at –1. Psionic Resistance: No
You detoxify any sort of venom within your system. You suffer no
Mass Charm additional effects from the poison, and any temporary effects are
Enchantment/Charm ended, but the power does not reverse instantaneous effects, such as
Level: Psionicist 8 hit point damage, temporary ability damage, or effects that don’t go
Components: V away on their own.
Targets: One or more creatures, no two of which can be more than The psionicist is immune to any poison it is exposed to during the
30’ apart duration of the power. Unlike with slow poison, such effects aren’t
Duration: One day/level postponed until after the duration - the psionicist need not make any
This power functions like charm monster, except that mass charm saves against poison effects applied to it during the length of the
affects a number of creatures whose combined HD do not exceed power.
twice your level, or at least one creature regardless of HD. If there are
more potential targets than you can affect, you choose them one at Nondetection
a time until you choose a creature with too many HD. Abjuration
Level: Psionicist 3
Mass Suggestion Components: V, S
Enchantment/Charm Activation Time: 1 round
Level: Psionicist 6 Range: Touch
Range: 100’ (Medium) Target: Creature touched
Targets: One creature/level, no two of which can be more than 30’ Duration: 1 hour/level
apart Saving Throw: Charisma negates
This power functions like suggestion, except that it can affect more Psionic Resistance: Yes
creatures. The same suggestion applies to all these creatures. You or a touched creature become difficult to detect by divination
powers such as clairaudience/clairvoyance, scrying and detect
Message powers. If a divination is attempted against the warded creature or
Alteration item, the user of the divination must succeed on a concentration
Level: Psionicist 0 check with a DC equal to 10 plus the level of the psionicist who cast
Components: V nondetection.
Activation Time: 1 round Nondetection wards the target’s gear as well as the creature itself.
Range: Personal
Targets: One creature/level within 100’ Passwall
Duration: 1 turn/level Conjuration/Summoning
Saving Throw: None Level: Psionicist 6
Psionic Resistance: No Components: V, S
You can whisper messages and receive whispered replies with little Activation Time: 1 round
chance of being overheard. You look toward each creature you Range: Touch
want to receive the message. When you whisper, the whispered Effect: 10’ x 5’ x 10’ opening, +5’ deep per 3 levels above 9th
message is audible to all targeted creatures within range. Magical Duration: 1 hour/level (dismissible)
silence, 1’ of stone, an inch of common metal (or a thin sheet of Saving Throw: None
lead), or 3’ of wood or dirt blocks the power. The message does not Psionic Resistance: No
have to travel in a straight line. It can circumvent a barrier if there is an You create a 10’ high by 5’ wide passage through wooden, plaster, or
open path between you and the subject, and the path’s entire length stone walls, but not through metal or other harder materials. The
lies within the power’s range. The creatures that receive the message passage is 10 feet deep plus an additional 5 feet deep per three
can whisper a reply that you hear. The power transmits sound, not psionicist levels above 9th (15 feet at 12th, 20 feet at 15th, and a
meaning. It doesn’t transcend language barriers. maximum of 25 feet deep at 18th level).
Note: To speak a message, you must mouth the words and whisper, If the wall’s thickness is more than the depth of the passage created,
possibly allowing observers the opportunity to read your lips. then a single passwall simply makes a niche or short tunnel. Several
passwall powers can then form a continuing passage to breach very
Mind Fog thick walls. When passwall ends, creatures within the passage are
Enchantment/Charm ejected out the nearest exit. If someone dispels the passwall or you
Level: Psionicist 5 dismiss it, creatures in the passage are ejected out the far exit, if there
Components: V, S is one, or out the sole exit if there is only one.
Activation Time: 1 round
Range: 100’ (Medium)
Effect: 20’ radius cylinder, 20’ in height
Duration: 3 turns plus 2d6 rounds; see text
Dungeon Master’s Guide 315
Phase Door allow for their use, but does not gain the special attacks or defenses
Conjuration/Summoning possessed by their new form (including psionic abilities and psionic
Level: Psionicist 7 resistance).
Components: V
Activation Time: 1 round Power Word Blind
Range: 30’ (Close) Enchantment/Charm
Effect: Ethereal 10’ x 5’ x10’ opening, + 5’ deep per 3 levels Level: Psionicist 7
Duration: One usage per two levels Components: V
Saving Throw: None Activation Time: 1 round
Psionic Resistance: No Range: 30’ (Close)
This power creates an ethereal passage through wooden, plaster, or Target: One creature with 150 hp or less
stone walls, but not other materials. The phase door is invisible and Duration: See text
inaccessible to all creatures except you, and only you can use the Saving Throw: None
passage. You disappear when you enter the phase door and appear Psionic Resistance: Yes
when you exit. If you desire, you can take one other creature through You utter a single word of power that causes one creature of your
the door. This counts as two uses of the door. The door does not allow choice to become blinded, whether the creature can hear the word
light, sound, or power effects through it, nor can you see through it or not. The duration of the power depends on the target’s current hit
without using it. Thus, the power can provide an escape route, though point total. Any creature that currently has 151 or more hit points is
certain creatures, such as phase spiders, can follow with ease. A gem unaffected by power word blind. Blindness can be removed by break
of true seeing or similar magic has a 50% of revealing a phase door’s enchantment or a successful dispel psionics.
presence but does not allow its use.
A phase door is subject to dispel psionics. If anyone is within the hit points duration
passage when it is dispelled, he is harmlessly ejected just as if he were 50 or less permanent
inside a passwall effect. 51–100 1d4+1 minutes
You can allow other creatures to use the phase door by setting some 101–150 1d4+1 rounds
triggering condition for the door. Such conditions can be as simple or
elaborate as you desire. They can be based on a creature’s name, Power Word Kill
identity, or alignment, but otherwise must be based on observable Enchantment/Charm
actions or qualities. Intangibles such as level, class, hit dice, and hit Level: Psionicist 9
points don’t qualify. Components: V
Activation Time: 1 round
Plane Shift Range: 30’ (Close)
Conjuration/Summoning Target: One living creature with 75 hp or less
Level: Psionicist 8 Duration: Instantaneous
Components: V, S Saving Throw: None
Activation Time: 1 round Psionic Resistance: Yes
Range: Touch You utter a single word of power that instantly kills one creature of
Target: You and additional, willing creatures your choice, whether the creature can hear the word or not. Any
Duration: Instantaneous creature that currently has 76 or more hit points is unaffected by
Saving Throw: Charisma negates power word kill.
Psionic Resistance: Yes
You move yourself or some other creature to another plane of Power Word Stun
existence or alternate dimension. If several willing persons link hands in Enchantment/Charm
a circle, as many as eight can be affected by the plane shift at the Level: Psionicist 8
same time. Precise accuracy as to a particular arrival location on the Components: V
intended plane is nigh impossible. From the Material Plane, you can Activation Time: 1 round
reach any other plane, though you appear 5 to 500 miles (5d%) from Range: 30’ (Close)
your intended destination. Target: One creature with 100 hp or less
Note: Plane shift transports creatures instantaneously and then ends. Duration: See text
The creatures need to find other means if they are to travel back. Saving Throw: None
Psionic Resistance: Yes
Polymorph Self You utter a single word of power that instantly causes one creature of
Alteration your choice to become stunned, whether the creature can hear the
Level: Psionicist 5 word or not. The duration of the power depends on the target’s
Components: V, S current hit point total. Any creature that currently has 101 or more hit
Activation Time: 1 round points is unaffected by power word stun.
Range: Personal
Target: You hit points duration
Duration: 1 minute/level (dismissible) 50 or less 1d4 minutes
Saving Throw: None 51–75 4d4 rounds
Psionic Resistance: No 76–100 1d4 rounds
This power functions like alter self, except that you change into
another form of living creature of any size. The new form may not be Precognition
that of an undead, elemental, extraplanar or animated creature. The Divination
assumed form can’t have more hit dice than your psionicist level (or Level: Psionicist 5
the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th Components: V, S
level. You can’t assume an incorporeal or gaseous form. Activation Time: 1 turn
Upon changing, the psionicist regains lost hit points as if it had rested Range: Personal
for a night. All equipment worn or carried by the polymorphed Target: You
creature melds with their new form and becomes non-functional. If Duration: Instantaneous
slain, the psionicist reverts to his original form, though it remains dead. Similar to insight but more powerful, precognition can provide you
The psionicist gains the physical attributes (including natural weapons with a useful piece of advice in reply to a question concerning a
and sensory abilities) of the new form but retains its own intelligence, specific goal, event, or activity that is to occur within one week. The
wisdom, and charisma scores. It uses the armor class of it new form advice can be as simple as a short phrase, or it might take the form of
but keeps its own hit points and BTH bonuses. The polymorphed a cryptic rhyme or omen. If your party doesn’t act on the information,
psionicist may use their class abilities, so long as their new form would the conditions may change so that the information is no longer useful.
Dungeon Master’s Guide 316 the field must attempt a save. If it fails, it becomes unable to move
toward you for the duration of the power. Repelled creatures’ actions
In order to gain accurate insights the DM must make a wisdom check, are not otherwise restricted.
with a -5 penalty, on the psionicist’s behalf; this roll is made in secret. If They can fight other creatures and can activate powers and attack
the insight succeeds, you get one of four results: you with ranged weapons. If you move closer to an affected
If the power fails, you get the “nothing” result. A psionicist who gets creature, nothing happens. (The creature is not forced back.) the
the “nothing” result has no way to tell whether it was the creature is free to make melee attacks against you if you come within
consequence of a failed or successful insight. striking distance. If a repelled creature moves away from you and
As with insight, multiple precognitions about the same topic by the then tries to turn back toward you, it cannot move any closer if it is still
same psionicist use the same dice result as the first precognitions within the power’s area.
power and yield the same answer each time.
Resilient Sphere
Protection from Energy Evocation
Abjuration Level: Psionicist 4
Level: Psionicist 3 Components: V, S
Components: V, S Activation Time: 1 round
Activation Time: 1 round Range: 30’ (Close)
Range: Touch Effect: 1’ diameter/level sphere, centered on a creature
Target: Personal Duration: 1 minute/level (dismissible)
Duration: 1 turn/level or until discharged Saving Throw: Dexterity negates
Saving Throw: Charisma negates Psionic Resistance: Yes
Psionic Resistance: Yes A globe of shimmering force encloses a creature, provided the
Protection from energy grants temporary immunity to the type of creature is small enough to fit within the diameter of the sphere. The
energy you specify when you activate it (acid, cold, electricity, fire, or sphere contains its subject for the power’s duration. The sphere is not
sonic). When the power absorbs 10 points per psionicist level of subject to damage of any sort except from a targeted dispel psionics
energy damage (to a maximum of 100 points at 10th level), it is power. A rod of cancellation, a rod of negation, a disintegrate spell
discharged. This power may be used in conjunction with the resist have a 50% chance of destroying a resilient sphere. These effects
energy power. The damage absorbed by protection from energy destroy the sphere without harm to the subject. Nothing can pass
would first be reduced by resist energy. through the sphere, inside or out, though the subject can breathe
normally.
Regenerate The subject may struggle, but the sphere cannot be physically moved
Alteration either by people outside it or by the struggles of those within.
Level: Psionicist 7
Components: V, S Resist Energy
Activation Time: 3 rounds Abjuration
Range: Personal Level: Psionicist 2
Target: You Components: V, S
Duration: Instantaneous Activation Time: 1 round
Saving Throw: None Range: Touch
Psionic Resistance: No Target: Personal
The psionicist’s severed body members (fingers, toes, hands, feet, Duration: 1 turn/level
arms, legs, tails, or even heads of multi-headed creatures), broken Saving Throw: Wisdom negates
bones, and ruined organs grow back. After the power is activated, Psionic Resistance: Yes
the physical regeneration is complete in 1 round if the severed This abjuration grants the psionicist limited protection from damage of
members are present and touching the creature. It takes 2d10 rounds whichever one of five energy types you select: acid, cold, electricity,
otherwise. fire, or sonic. The psionicist gains a +2 bonus to saving throws made
Regenerate also cures 6d8 points of damage, rids the subject of against such attacks and only suffers half of the damage that they
fatigue, and eliminates all non-lethal damage the subject has taken. normally would from such attacks. The power protects the psionicist’s
equipment as well. The save bonus provided by this power increases
Remove Fear by +1 per 6 levels of the psionicist (to a maximum of +5 at level 18 and
Abjuration higher).
Level: Psionicist 1 Note: Resist energy overlaps with protection from energy. If the
Components: V, S psionicist is warded by protection from energy and resist energy, the
Activation Time: 1 round protection power absorbs the reduced amount of affected by the
Range: 30’ (Close) resist energy power damage until its power is exhausted.
Targets: One creature plus one additional creature per four levels, no
two of which can be more than 30’ apart Restoration
Duration: 1 turn; see text Conjuration/Summoning
Saving Throw: Charisma negates Level: Psionicist 5
Psionic Resistance: Yes This power functions like lesser restoration, except that it cures all
You instill courage in the subject, granting it a +4 bonus against fear temporary ability damage, and it restores all points permanently
effects for 1 turn. If the subject is under the influence of a fear effect drained from a single ability score (your choice if more than one is
when receiving the power, that effect is suppressed for the duration of drained). It also eliminates any fatigue or exhaustion suffered by the
the power. psionicist.
Remove fear counters and dispels cause fear.
Reverse Gravity
Repulsion Alteration
Abjuration Level: Psionicist 8
Level: Psionicist 7 Components: V, S
Components: V, S Activation Time: 1 round
Activation Time: 1 round Range: 100’ (Medium)
Range: Personal Area: 20’ radius cylinder, 20’ in height
Area: Up to 10’ radius/level sphere centered on you Duration: 1 round/level (dismissible)
Duration: 1 round/level (dismissible) Saving Throw: None; see text
Saving Throw: Charisma negates Psionic Resistance: No
Psionic Resistance: Yes This power reverses gravity in an area, causing all unattached objects
An invisible, mobile field surrounds you and prevents creatures from and creatures within that area to fall upward and reach the top of
approaching you. You decide how big the field is at the time of
casting (to the limit your level allows). Any creature within or entering
the area in 1 round. If some solid object (such as a ceiling) is Dungeon Master’s Guide 317
encountered in this fall, falling objects and creatures strike it in the
same manner as they would during a normal downward fall. If an You gain all the special attacks, defenses and power-like powers of
object or creature reaches the top of the area without striking the assumed form, but you lose your own special attacks, defenses
anything, it remains there, oscillating slightly, until the power ends. At and power-like powers. The new form does not disorient you. Parts of
the end of the power duration, affected objects and creatures fall your body or pieces of equipment that are separated from you do
downward. not revert to their original forms.
Provided it has something to hold onto, a creature caught in the area You can become just about anything you are familiar with. You can
can attempt a dexterity save to secure itself when the power strikes. change form once each round on your initiative, either before or after
Creatures who can fly or levitate can keep themselves from falling. you act. If you use this power to create a disguise, you get a +10
bonus on your charisma or disguise ability check.
Run
Alteration Shield
Level: Psionicist 1 Abjuration
Components: V, S Level: Psionicist 1
Activation Time: 1 round Components: V, S
Range: Personal Activation Time: 1 round
Target: You Range: Personal
Duration: 1 minute/level (dismissible) Target: You
This power increases your base land speed by 30’ per round. There is Duration: 1 minute/level (dismissible)
no effect on other modes of movement, such as burrow, climb, fly, or Shield creates an invisible, mobile disk of force that hovers in front of
swim. As with any effect that increases your speed, this power affects you. Force missiles originating from a point in front of the psionicist are
your jumping distance. automatically blocked by this power. The disk also provides 75% cover
versus attacks and offensive powers originating from a point in front of
Scrying the psionicist.
Divination As such the shield bearer suffers one-half normal damage on a failed
Level: Psionicist 4 save and no damage at all if a saving throw is successful against a
Components: V, S power cast before the psionicist.
Activation Time: 1 hour
Range: See text Shout
Effect Magical sensor Evocation
Duration: 1 minute/level Level: Psionicist 4
Saving Throw: Intelligence negates Components: V
Psionic Resistance: Yes Activation Time: 1 round
You can see and hear some creature, which may be at any distance. Range: Personal
If the subject succeeds at its save, the scrying attempt simply fails. The Area: 30’ cone
difficulty of the save depends on how well you know the subject and Duration: Instantaneous
what sort of physical connection (if any) you have to that creature. Saving Throw: Dexterity partial; see text
Furthermore, if the subject is on another plane, it gets a +5 bonus on its Psionic Resistance: Yes
save. You emit an ear-splitting yell that stuns and damages creatures in its
path. Any creature within the area is stunned for 1d4 rounds and takes
knowledge save modifier 4d4 points of damage. An affected creature is allowed a dexterity
save to reduce the damage by half and negate the stunning effect
none1 +10 of this power. Crystalline creatures suffer double damage from shout.
Any exposed brittle or crystalline object within the cone must make an
secondhand (you’ve heard of the subject) +5 Item Saving Throw or be destroyed. Brittle, ceramic or crystalline items
held or carried need not make Item Saving Throws unless their bearer
firsthand (you’ve met the subject) +0 failed his dexterity saving throw.
The shout power cannot penetrate the silence 15’ radius power.
familiar (you know the subject well) –5
Silence 15’ Radius
1 you must have some sort of connection to a creature you have Conjuration/Summoning
Level: Psionicist 2
no knowledge of. Components: V, S
Activation Time: 1 round
connection save modifier Range: 400’ (Long)
Area: 15’ radius centered on a creature, object, or point in space
likeness or picture –2 Duration: 1 minute/level (dismissible)
Saving Throw: Wisdom negates or none; see text
possession or garment –5 Psionic Resistance: Yes or no; see text
Upon the casting of this power, complete silence prevails in the
body part, lock of hair, bit of nail, etc. –10 affected area. All sound is stopped: Conversation is impossible,
powers with verbal components cannot be cast, and no noise
If the save fails, you can see and hear the subject and the subject’s whatsoever issues from, enters, or passes through the area.
immediate surroundings (approximately 10 feet in all directions of the The power can be cast on a point in space, but the effect is stationary
subject). If the subject moves, the sensor follows at a Movement Rate unless cast on a mobile object. The power can be centered on a
of up to 150’ (30”) per round. creature, and the effect then radiates from the creature and moves
As with all divination (scrying) powers, the sensor has your full visual as it moves. An unwilling creature can attempt a charisma save to
acuity, including any psionic effects. In addition, the following powers negate the power and can use psionic resistance, if any. Items in a
have a 5% chance per psionicist level of operating through the sensor: creature’s possession or psionic items that emit sound receive the
detect evil or good, detect psionics and message. benefits of saves and psionic resistance, but unattended objects and
If the save succeeds, you can’t attempt to scry on that subject again points in space do not. This power provides a defense against sonic or
for at least 24 hours. language-based attacks.
Shapechange
Alteration
Level: Psionicist 9
Components: V, S
Activation Time: 1 round
Range: Personal
Target: You
Duration: 1 turn/level (dismissible)
This power functions like polymorph, except that it enables you to
assume the form of any single non-unique creature of any type or size.
The assumed form cannot have more than your psionicist level in hit
dice (to a maximum of 20 HD). Unlike polymorph, this power allows
incorporeal or gaseous forms to be assumed.
Dungeon Master’s Guide 318 Telekinesis
Alteration
Sleep Level: Psionicist 5
Enchantment/Charm Components: V, S
Level: Psionicist 1 Activation Time: 1 round
Components: V, S Range: 400’ (Long)
Activation Time: 1 round Target or Targets: See text
Range: 100’ (Medium) Duration: Concentration (up to 1 round/ level) or instantaneous; see
Area: One or more living creatures within a 10’ radius circle text
Duration: 1 minute/level Saving Throw: Strength negates or none; see text
Saving Throw: Charisma negates Psionic Resistance: Yes; see text
Psionic Resistance: Yes You move objects or creatures by concentrating on them. Depending
A sleep power causes 2d4 hit dice of creatures to fall into a on the version selected, the power can provide a gentle, sustained
hypnotically induced slumber. Only creatures with 4 or fewer hit dice force, perform a variety of combat maneuvers, or exert a single short,
are affected by this power. Creatures with the fewest HD are violent thrust.
affected first.
Among creatures with equal HD, those who are closest to the power’s Sustained Force: A sustained force moves an object weighing no
point of origin are affected first. Hit dice that are not sufficient to more than 25 pounds per psionicist level (maximum 375 pounds
affect a creature are wasted. at 15th level) at a Movement Rate of 30’ (6”). A creature can
Sleeping creatures are helpless. Slapping or wounding awakens an negate the effect on an object it possesses with a successful
affected creature, but normal noise does not. Awakening a creature strength save or with psionic resistance.
takes 1 round. Sleep does not target unconscious, animated or This version of the power can last 1 round per psionicist level, but
undead creatures. it ends if you cease concentration. The weight can be moved
vertically, horizontally, or in both directions. An object cannot be
Slow Poison moved beyond your range. The power ends if the object is
Conjuration/Summoning forced beyond the range. If you cease concentration for any
Level: Psionicist 2 reason, the object falls or stops.
Components: V, S An object can be telekinetically manipulated as if with one
Activation Time: 1 round hand. For example, a lever or rope can be pulled, a key can be
Range: Personal turned, an object rotated, and so on, if the force required is
Target: You within the weight limitation. You might even be able to untie
Duration: 1 hour/level simple knots, though delicate activities such as these require
Saving Throw: None intelligence checks.
Psionic Resistance: No
The psionicist becomes temporarily immune to poison. Any poison in its Combat Maneuver: Alternatively, once per round, you can use
system or any poison to which it is exposed during the power’s telekinesis to perform a bull rush, disarm, grapple, or overbear.
duration does not affect him until the power’s duration has expired. Resolve these attempts as normal, except that they use your
Slow poison does not cure any damage that poison may have psionicist level in place of your bonus to hit (BTH) and you use
already done. your charisma modifier in place of your strength modifier. No
save is allowed against these attempts, but psionic resistance
Strength applies normally. This version of the power can last 1 round per
Alteration psionicist level, but it ends if you cease concentration.
Level: Psionicist 2
Components: V, S Violent Thrust: Alternatively, the power energy can be spent in a
Activation Time: 1 round single round. You can hurl one object or creature per psionicist
Range: Personal level (maximum 15) that are within range and all within 10 feet of
Target: You each other toward any target within 10 feet per level of all the
Duration: 1 turn/level objects. You can hurl up to a total weight of 25 pounds per
Saving Throw: None psionicist level (maximum 375 pounds at 15th level).
Psionic Resistance: No You must succeed on attack rolls (one per creature or object
Application of this power increases the strength bonus of the thrown) to hit the target with the items, using your bonus to hit
character by 1. This bonus is applied to all strength checks, as well as (BTH) + your charisma modifier. Weapons cause standard
all attack and damage rolls. A character using a strength-boosting damage (with no strength bonus). Other objects cause damage
magic item such as gauntlets of ogre power or a girdle of giant ranging from 1 point per 25 pounds (for less dangerous objects)
strength cannot benefit from this spell. to 1d6 points of damage per 25 pounds (for hard, dense
objects).
Suggestion Creatures who fall within the weight capacity of the power can
Enchantment/Charm be hurled, but they are allowed strength saves (and psionic
Level: Psionicist 3 resistance) to negate the effect, as are those whose held
Components: V, M possessions are targeted by the power. If a telekinesed creature
Activation Time: 1 round is hurled against a solid surface, it takes damage as if it had fallen
Range: 30’ (Close) 10 feet (1d6 points). Hurled objects must save versus crushing.
Target: One living creature
Duration: 1 hour/level or until completed Telekinetic Sphere
Saving Throw: Charisma negates Evocation [Force]
Psionic Resistance: Yes Level: Psionicist 8
You influence the actions of the target creature by suggesting a Components: V, S
course of activity (limited to a sentence or two). The suggestion must Activation Time: 1 round
be worded in such a manner as to make the activity sound Range: 30’ (Close)
reasonable. Asking the creature to do some obviously harmful act Effect: 1’ diameter/level sphere, centered on the target
automatically negates the effect of the power. Duration: 1 minute/level (dismissible)
The suggested course of activity can continue for the entire duration. Saving Throw: Dexterity negates
If the suggested activity can be completed in a shorter time, the Psionic Resistance: Yes
power ends when the subject finishes what it was asked to do. You This power functions like resilient sphere, with the addition that the
can instead specify conditions that will trigger a special activity during creatures or objects inside the globe are nearly weightless. Anything
the duration. If the condition is not met before the power duration contained within a telekinetic sphere weighs only one-sixteenth of its
expires, the activity is not performed. normal weight. You can telekinetically lift and move anything in the
A very reasonable suggestion increases the saving throw DC by the sphere that normally weighs 5,000 pounds by concentrating on the
charisma modifier of the psionicist, if positive.
sphere. You can begin moving a sphere in the round after activating Dungeon Master’s Guide 319
the power. Each round spent concentrating allows you to move the
sphere as much as 60 feet. If you cease concentrating, the sphere Familiarity: “Very familiar” is a place where you have been very
does not move in that round (if on a level surface) or descends at its often and where you feel at home. “Studied carefully” is a place
falling rate (if aloft) until it reaches a level surface, or the power’s you know well, either because you can currently see it, you’ve
duration expires, or you begin concentrating again. If you cease been there often, or you have used other means (such as
concentrating (voluntarily or due to failing a concentration check), scrying) to study the place for at least one hour. “Seen casually”
you can resume concentrating on your next turn or any later turn is a place that you have seen more than once but with which
during the spell’s duration. The sphere falls at a rate of only 120 feet you are not very familiar. “Viewed once” is a place that you
per round, which is not fast enough to cause damage to the contents have seen once, possibly using magic.
of the sphere. You can move the sphere telekinetically even if you
are in it. “False destination” is a place that does not truly exist or if you are
The telekinetic control extends from you out to medium range (100 teleporting to an otherwise familiar location that no longer exists
feet) after the sphere has succeeded in encapsulating its contents. as such or has been so completely altered as to no longer be
familiar to you. When traveling to a false destination, roll 1d20+80
Telepathy to obtain results on the table, rather than rolling d%, since there is
Divination no real destination for you to hope to arrive at or even be off
Level: Psionicist 2 target from.
Components: None
Activation Time: 1 round On Target: You appear where you want to be.
Range: 400’ (Long), see below
Target: One creature of 5 or greater intelligence, see below Off Target: You appear safely a random distance away from the
Duration: 1 minute/level destination in a random direction. Distance off target is
Saving Throw: Charisma negates 1d10x1d10% of the distance that was to be traveled. The
Psionic Resistance: Yes direction off target is determined randomly.
This power allows the possessor to communicate mind-to-mind with
any other creature with intelligence of 5 or greater. This obviates the Similar Area: You wind up in an area that’s visually or thematically
need for knowledge of the language of the creature. The creature to similar to the target area. Generally, you appear in the closest
be communicated with must be within range of the psionicist and similar place within range. If no such area exists within the
may resist the telepathic link with a successful saving throw. power’s range, the power simply fails instead.
Telepathic waves can traverse greater distances only if all individuals
involved are telepathic. Psionicists may contact other psionically Mishap: You and anyone else teleporting with you have gotten
active creatures known to them, at a distance of up to 100 miles per “scrambled.” You each take 1d10 points of damage, and you
level of the sending psionicist. Full concentration is required for reroll on the chart to see where you wind up. For these rerolls, roll
telepathy carried out over such great distances. 1d20+80. Each time “Mishap” comes up, the characters take
Note that multiple-mind communications by telepathy are possible. more damage and must reroll.
While normal communications are possible, no special form of
influence is gained by the exercise of telepathy. Teleport without Error
Conjuration/Summoning
Teleport Level: Psionicist 7
This powers functions like teleport, except that there is no range limit
Conjuration/Summoning and there is no chance you arrive off target. In addition, you need not
have seen the destination, but in that case you must have at least a
Level: Psionicist 6 reliable description of the place to which you are teleporting. If you
attempt to teleport with insufficient information (or with misleading
Components: V information), you disappear and simply reappear in your original
location. Interplanar travel is not possible.
Activation Time: 1 round
Time Stop
Range: Touch Alteration
Level: Psionicist 9
Target: You and additional, willing creatures Components: V
Activation Time: 1 round
Duration: Instantaneous Range: Personal
Target: You
Saving Throw: None Duration: 1d4+1 rounds (apparent time); see text
This power seems to make time cease to flow for everyone but you. In
Psionic Resistance: Yes fact, you speed up so greatly that all other creatures seem frozen,
though they are actually still moving at their normal speeds. You are
This power instantly transports you to a designated destination, which free to act for 1d4+1 rounds of apparent time. Normal and magical
fire, cold, gas, and the like can still harm you.
may be as distant as 100 miles per psionicist level. Interplanar travel is While the time stop is in effect, other creatures are invulnerable to
your attacks and powers; you cannot target such creatures with any
not possible. You can bring along objects as long as their weight attack or power. A power that affects an area and has a duration
longer than the remaining duration of the time stop have their normal
doesn’t exceed your maximum load. You may also bring one effects on other creatures once the time stop ends. Most psionicists
use the additional time to improve their defenses, summon allies, or
additional willing Medium or smaller creature (carrying gear or objects flee from combat.
You cannot move or harm items held, carried, or worn by a creature
up to its maximum load) or its equivalent (see below) per three stuck in normal time, but you can affect any item that is not in another
creature’s possession.
psionicist levels. A Large creature counts as two Medium creatures or You are undetectable while time stop lasts. You cannot enter an area
protected by an antipsionic shell while under the effect of time stop.
more, depending upon its total mass. All creatures to be transported
Tongues
must be in contact with one another, and at least one of those Divination
Level: Psionicist 2
creatures must be in contact with you. As with all powers where the Components: V
Activation Time: 1 round
range is personal and the target is you, you need not make a saving Range: Personal
Target: You
throw, nor is psionic resistance applicable to you. Only objects held or Duration: 1 turn/level
in use (attended) by another person receive saving throws and
psionic resistance.
You must have some clear idea of the location and layout of the
destination. The clearer your mental image, the more likely the
teleportation works. Areas of strong physical or magical energy may
make teleportation more hazardous or even impossible. To see how
well the teleportation works, roll d% and consult the table below. Refer
to the following information for definitions of the terms on the table.
on off similar
familiarity target target area mishap
very familiar 01–97 98–99 100 —
studied carefully 01–94 95–97 98–99 100
seen casually 01–88 89–94 95–98 99–100
viewed once 01–76 77–88 89–96 97–100
false destination — — 81–92 93–100
Dungeon Master’s Guide 320 Water Breathing
Alteration
Saving Throw: None Level: Psionicist 3
Psionic Resistance: No Components: V, S
This power grants the psionicist the ability to speak and understand Activation Time: 1 round
the language of any intelligent creature, whether it is a racial tongue Range: Personal
or a regional dialect. The subject can speak only one language at a Target: You
time, although it may be able to understand several languages. Duration: 2 hours/level; see text
Tongues does not enable the subject to speak with creatures who Saving Throw: None
don’t speak. The subject can make itself understood as far as its voice Psionic Resistance: No
carries. This power does not predispose any creature addressed The psionicist can breathe water freely. The power does not make the
toward the subject in any way. psionicist unable to breathe air and can be reversed to allow water-
breathing creatures to breathe air.
Wall of Force
Evocation Water Walk
Level: Psionicist 6 Alteration
Components: V, S Level: Psionicist 3
Activation Time: 1 round Components: V, S
Range: 30’ (Close) Activation Time: 1 round
Effect: Wall whose area is up to one 10’ square/level Range: Touch
Duration: 1 round /level (dismissible) Targets: One touched creature/level
Saving Throw: None Duration: 1 turn/level (dismissible)
Psionic Resistance: No Saving Throw: Charisma negates
A wall of force power creates an invisible wall of force. The wall Psionic Resistance: Yes
cannot move, it is immune to damage of all kinds, and it is unaffected The transmuted creatures can tread on any liquid as if it were firm
by most powers, including dispel psionics. However magical effects, ground. Mud, oil, snow, quicksand, running water, ice, and even lava
such as a rod of cancellation, a sphere of annihilation, a disintegrate can be traversed easily, since the subjects’ feet hover an inch or two
spell, or a Mordenkainen’s disjunction spell have a 50% chance of above the surface. (Creatures crossing molten lava still take damage
destroying the wall. from the heat because they are near it.) the subjects can walk, run,
Breath weapons and powers cannot pass through the wall in either charge, or otherwise move across the surface as if it were normal
direction, although dimension door, teleport, and similar effects can ground.
bypass the barrier. It blocks ethereal creatures as well as material ones If the power is cast underwater (or while the subjects are partially or
(though ethereal creatures can usually get around the wall by floating wholly submerged in whatever liquid they are in), the subjects are
under or over it through material floors and ceilings). Gaze attacks borne toward the surface at 120 feet per round until they can stand
can operate through a wall of force. on it.
The psionicist can form the wall into a flat, vertical plane whose area is
up to one 10’ square per level. The wall must be continuous and Whirlwind
unbroken when formed. If its surface is broken by any object or Evocation
creature, the power fails. Level: Psionicist 8
Components: V, S
Wall of Wind Activation Time: 1 round
Evocation Range: 400’ (Long)
Level: Psionicist 4 Effect: Cyclone 10’ wide at base, 30’ wide at top, and 30’ tall
Components: V, S Duration: 1 round/level (dismissible)
Activation Time: 1 round Saving Throw: Dexterity negates; see text
Range: 100’ (Medium) Psionic Resistance: Yes
Effect: Wall up to 10’/level long and 5’/level high This power creates a powerful cyclone of raging wind that moves
Duration: 1 round/level through the air, along the ground, or over water at a Movement Rate
Saving Throw: None; see text of 120’. You can concentrate on controlling the cyclone’s every
Psionic Resistance: Yes movement or let it move randomly each round. Directing the
An invisible vertical curtain of wind appears. It is 2 feet thick and of cyclone’s movement requires you to concentrate upon the power.
considerable strength. It is a roaring blast sufficient to blow away any The cyclone always moves during your turn. If the cyclone exceeds
bird smaller than an eagle, or tear papers and similar materials from the power’s range, it moves in a random, uncontrolled fashion for 1d3
unsuspecting hands. (A dexterity save allows a creature to maintain its rounds and then dissipates. (You can’t regain control of the cyclone;
grasp on an object.) Small flying creatures cannot pass through the even if comes back within range.)
barrier. Loose materials and cloth garments fly upward when caught Any Large or smaller creature that comes in contact with the power
in a wall of wind. Arrows and bolts are deflected upward and miss, effect must succeed on a dexterity save or take 3d6 points of
while any other normal ranged weapon passing through the wall damage. A Medium or smaller creature that fails its first save must
suffers a –3 penalty to hit (targets protected by a wall of wind succeed on a second one or be picked up bodily by the cyclone and
effectively have 75% concealment). held suspended in its powerful winds, taking 1d8 points of damage
A giant-thrown boulder, a siege engine projectile, and other massive each round on your turn with no save allowed. You may direct the
ranged weapons are not affected by this power. Gases, most cyclone to eject any carried creatures whenever you wish, depositing
gaseous breath weapons, and creatures in gaseous form cannot pass the hapless souls wherever the cyclone happens to be when they are
through the wall (although it is no barrier to incorporeal creatures). released.
While the wall must be vertical, you can shape it in any continuous
path along the ground that you like. It is possible to create cylindrical
or square wall of wind to enclose specific points.
Dungeon Master’s Guide 321
APPENDIX N: INSPIRATIONAL & EDUCATIONAL READING
Gary Gygax, in APPENDIX N of 1st edition’s DUNGEON MASTERS GUIDE, lists the works of fiction that inspired him to create the Dungeons & Dragons
game. His list was drawn largely from 20th century works of fantasy and science fiction, with an emphasis upon works of pulp fiction.
This tome expands upon this list to include recent works of fantasy as well as works of heroic fiction, epic poetry, mythology and fable. As either a
DM or player it is advised that you familiarize yourself with some, if not all of these works, as they are a great resource for those seeking to enrich their
game world and the stories they create within it:
Abercrombie, Joseph: “First Law” series; Best Served Cold; The Heroes
Andersen, Hans Christian
Anderson, Poul: Three Hearts and Three Lions; The High Crusade; The Broken Sword
Anthony, Piers: “Xanth”, “Apprentice Adept”, and “Incarnations” series
Aspirin, Robert: “Myth” and “Thieves' World” series
Bellairs, John: The Face in the Frost
Bengtsson, Frans G: The Longships
Brackett, Leigh
Brown, Frederic The Age of Fable, The Age of Chivalry, Legends of Charlemagne
Bullfinch, Thomas: “Pellucidar” series; “Mars” series; “Venus” series
Burroughs, Edgar Rice: Alice's Adventures in Wonderland; Through the Looking Glass.
Carroll, Lewis: “World's End” series
Carter, Lin: “Lost World” series
Conan Doyle, Arthur: Lest Darkness Fall; The Fallible Fiend; et al
de Camp, L. Sprague: “Harold Shea” series; The Carnelian Cube
de Camp & Pratt:
Derleth, August “The World of the Tiers” series; et al
Dunsany, Lord Quick Primer for Old School Gaming
Farmer, P. J.: “Kothar” series; “Kyrik” series; et al
Finch, Matthew: The Princess Bride
Fox, Gardner: “Gord” series; Dungeon Masters Guide; World of Greyhawk
Goldman, William: The Iliad; The Odyssey
Gygax, E Gary: “Conan” series, “Kull” series, and “Solomon Kane” series
Homer: “Wheel of Time” series
Howard, R. E.: “Dark Tower” series
Jordan, Robert: Heiro’s Journey
King, Steven: “Fafhrd & Gray Mouser” series; et al
Lanier, Sterling: “Narnia” series
Leiber, Fritz:
Lewis, C.S.: Le Morte d'Arthur.
Lovecraft, H.P. “Song of Ice and Fire” series
Malory, Sir Thomas: Creep, Shadow, Creep; Moon Pool; Dwellers in the Mirage; et al
Martin, George RR: Stormbringer; Stealer of Souls; “Hawkmoon” series (esp. the first three books)
Merritt, A.: Star Mans’s Son; Quag Keep; Witch World
Moorcock, Michael: editor of Swords against Darkness III
Norton, Andre: Blue Star; et al
Offutt, Andrew J.: Changeling Earth; et al
Pratt, Fletcher: The Shadow People; Sign of the Labrys
Saberhagen, Fred: Ivanhoe
Saint Clair, Margaret: Frankenstein
Scott, Sir Walter: Dracula
Shelley, Mary: The Hobbit; The Children of Hurin; “The Lord of the Rings” trilogy
Stoker, Bram: Beowulf; The Nibelungenlied; The Saga of the Volsung; The Song of Roland
Tolkien, J. R. R.: The Eyes of the Overworld; The Dying Earth; et al
Unknown: “Kane” series
Vance, Jack:
Wagner, Karl Edward: Jack of Shadows; “Amber” series; et al
Weinbaum, Stanley
Wellman, Manley Wade
Wells, H.G
Williamson, Jack
Zelazny, Roger:
“Inspiration for all the fantasy work I have done stems directly from the love my father showed when I was a tad, for he spent many hours telling
me stories he made up as he went along, tales of cloaked old men who could grant wishes, of magic rings and enchanted swords, or wicked
sorcerers and dauntless swordsmen.
Then too, countless hundreds of comic books went down, and the long-gone EC ones certainly had their effect. Science fiction, fantasy, and
horror movies were a big influence. In fact, all of us tend to get ample helpings of fantasy when we are very young from fairy tales such as those
written by the Brothers Grimm and Andrew Lang. This often leads to reading books of mythology, paging through bestiaries, and consultation of
compilations of the myths of various lands and peoples.
Upon such a base I built my interest in fantasy, being an avid reader of all science fiction and fantasy literature since 1950.
The following authors were of particular inspiration to me. In some cases I cite specific works, in others, I simply recommend all of their fantasy
writing to you. From such sources, as well as any other imaginative writing or screenplay, you will be able to pluck kernels from which will grow
the fruits of exciting campaigns. Good reading!
The most immediate influences upon AD&D were probably de Camp & Pratt, R. E. Howard, Fritz Leiber, Jack Vance, H. P. Lovecraft, and A.
Merritt; but all of the above authors, as well as many not listed, certainly helped to shape the form of the game. For this reason, and for the
hours of reading enjoyment, I heartily recommend the works of these fine authors to you.”
- E. Gary Gygax, 1979