The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2022-05-27 13:29:19

PHBR5 - The Complete Psionics Handbook

PHBR5 - The Complete Psionics Handbook

Player's Handbook Rules Supplement

The
Complete

Psionics
Handbook

by Steve Winter

TM

TSR, Inc.

7UI that is comes Jrom the mind; it is based on the mind, it is fashioned by the mind.
— The Pali Canon

CREDITS

Design: Steve Winter, with monster updates by Blake Mobley
Editing: Andria Hayday

Black and white illustrations: Terry Dykstra
Chapter illustrations: Dee Bamett
Color photography (used with permission):

page 1 by Lightscapes, ®The Stock Market
page 9 by Ken Cooper, ®The Image Bank
pages 4 5 and 77 by Steven Hunt, ®The Image Bank

Graphic design: Stephanie Tabat
Typography: Gaye O'Keefe
Production: Dee Bamett, Sarah Feggestad

Playtest coordination and liberal advice: Jon Pickens
Playtesters:

Rich Brewer with Allen Thomas, Mike Mlczeko.
Arthur Collins with Phred Cain, Jason Davis, Jeff Pickett.
Lee G. Irons with Andy Cohen, Matt Harrop, John Whitmer.
Alan Grimes with Bob Bellamy, Leo Hallack, Shaun Homer, Jeff

Kennedy, Mike Leibhart, Sam Orlando, Tim Pontallion,
Alex West.
Caroline R. McBride with Brenda A. Floyd, Joe Floyd, R. Keith
McBride, Sarah McBride, Mary E. Noah, Donnie Wolfgeher.
Mark Middleton with David Boddorf, Tony Caine, Paul Conway,
Jerry Harper, Ed Isaacs, Liz Neese, Kip Romine.
Jim Milan and William Tracy with Gay Milan, Jeff Stevens, Justin
Stevens, Paul Stevens, Teresa Stevens, Jeff Wherry.
Norm Ritchie with Linda Bingle, Mary Conczyk, Dewey Freeh, Mark
Hougaard, Jim Moeller, Jay Tummelson.

TSR, Inc. TSR, Inc. TSR, Ltd.
POB 7 5 6 120 Church End, Cherry Hinton

Lake Geneva, Wl 53147 Cambridge CB1 3LB
U.S.A. United Kingdom

This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the
material contained herein is prohibited without the express written permission of TSR Inc.
Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd.
Distributed to the toy and hobby trade by regional distributors.
AD&D, ADVANCED DUNGEONS & DRAGONS, FORGOTTEN REALMS, DRAGONLANCE and WORLD OF GREYHAWK are
registered trademarks owned by TSR, Inc.
RAVENLOFT, SPELLJAMMER, PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR, Inc.
Printed in the United States of America.

eCopyright 1991, TSR, Inc. All Rights Reserved.

ISBN 1-56076-054-0 2117



Table of Contents

Introduction 6 Wild Talents w, 19
What's Changed? 20
How Does This 6 Determining Powers 20
Fit My Campaign? Strength Points 20
Is Psionics Magical?
6 The Risks .22
Chapter One:
The Psionicist 7 22
Requirements 22
Ability Requirements Chapter Two: 22
Prime Requisites Psionic Combat 24
Racial Restrictions 24
Multi-class Characters Using Powers 25
Dual-class Characters 8 Power Checks 25
Racial Level Limits 25
Alignment 8 Psychic Contests 26
Other Qualifications 26
Initial Funds 8 Psychic Lock 27
A Psionics Primer 27
Psionic Strength Points 8 The Combat Round 27
Power Scores 27
Power Checks 8 Telepathic Combat
Advancement .28
Gaining Disciplines 8 Attack Modes
Gaining Sciences and Devotions 28
Advancing Mid-adventure 8 Defense Modes 28
Raising Psionic Power Scores 33
Psionic Strength Points 8 Attack Modifiers
Gaining Psionic Strength Points 38
Recovering Psionic Strength Points 10 Tangents 38
Defense Modes 42
Special Abilities 10 Other Considerations
Maintaining Powers
THACO and Saving Throws 10 Line of Sight
Followers
Restrictions 10 Touch Attacks
Weapons
Armor 10 Combat Cards
Proficiencies
The Psionicist Group 11

4 • Table of Contents 11 Sidebar:

11 Understanding Power Descriptions,
12

12 Chapter Three:
12 Clairsentience
13
13 Clairsentient Sciences
Clairsentient Devotions
13

13

14

14
14 Chapter Four:
14 Psychokinesis

14 Psychokinetic Sciences

15 Psychokinetic Devotions
15

15

16

18

Chapter Five: 50 Monsters 114
Psychometabolism 50
Psychometabolic Sciences Baku 114
Psychometabolic Devotions Brain Mole 115
53 Cerebral Parasites 116
Chapter Six: 117
Psychoportation Intellect Devourer, adult 118
Psychoportive Sciences 119
Psychoportive Devotions Intellect Devourer, larva (ustilagor) 120
121
Chapter Seven: Shedu 122
Telepathy
Telepathic Sciences Su-Monster 123
Telepathic Devotions
64 Thought Eater 123
Chapter Eight: 64 Vagabond 125
Metapsionics 128
Metapsionic Sciences 68
Metapsionic Devotions Appendices 10
11
Chapter Nine: Monstrous Compendium Update 12
A Psionics Campaign Summary of Psionic Powers 12
Look What I Got! Powers Index 13
Burn Him! 14
*TSR's Campaign Worlds 74 15
Psionics and Magic 74 Tables 15
Monsters, Villains, and other NPCs 79 1: Racial Level Limits 16
Living Psionics 16
Knights of the Floating Table 2: Experience Levels 18
Related Reading 3: Individual Class Awards 20
4: Psionic Power Progression 21
26
5: Inherent Potential
6: Psionic Strength Recovery
93 7: Calculated THACOs
93 8: Saving Throws
97 9: Armor Penalties
10: Proficiency Slots
11: Nonweapon Proficiencies
12: Wild Devotions
13: Wild Sciences
14: Attack vs. Defense Modes
106

106
106
108
109
Ill

Ill
112
113

Table of Contents • 5

I

I

Introduction..................6. TDSthereteenRrmgistihknsPino.gi.n.Pt.os..w....e..r..s............................................................... 20
What's Changed? ..............6 20
HIFsiotPwMsioyDnoCiceassmMTphaaigisgicna?l?.........................67 20

Chapter Two: ..............22
Psionic Combat
UPPossyiwncgehriPcCoChwoeecnrktsess..t..s..........................................222222
Chapter One: .................8
The Psionicist
AInRPPDAOMPiPoosatlutuiiiwwhscaagoliieltlnoneea-irF-mrrniclccQluiLSCalecSnaeuncsshdsvtsoaterPsseler.CclriCe.n.kfiLhsR.mi.ghscARP.a.ie..tama.e.rhr..qabr.at.ri..aciium.iP.c..toilc.i.s.t..aiorn.tee..t...leei.y.s.r...nRm.rRs......s.Rt....e.se.e........qe..sn.........qu.t..t.......r.s..iu..i....s.....ci.....i....r..tt.......e.ei..........o.ms............n...........e...s..........n...............t.......s............................................................................................................111.1111....11888888800000
TTehleepCaothmicbaCtoRmoPbusanytdc.h..i..c....L..o...c...k..............................................222544
Attack Modes ........................... 25
Defense Modes........................... 25
Attack Modifiers ......................... 26
OTthanegreCnotsn.s.id..e.ra..ti.o.n..s..........................................
26
27
Line of Sight............................. 27
CToomubchatACttaarcdkss......................................................
27
27

ADFPRPSARGMAWRTGGTosrpdeeoiHleaehfsdvaaarolaefeticmcoeiiivaAinsriannnniocnwniiaaiPposCnciiiivcntclnnneeoesrgtaeOeAcinSgggirnirM.omoisnPcitsbn.D.PSannnriis.eo.ig.eenngsscilii..nc.dnsi.isoigd.M.teo.itP.ceg.in.s.n.Pn.eSis..stt..i.ipc.sh..iico.ad...Gco.el.....vw.i-.PP.s..n.nS..ar..i...oo.eaio.n..ed.t...c.wi.rr..ns.ugv...n.se...S.d.p...e.e.Ttn.......t..s.rn....D.grh...........te.S.....t.r.u..e...hn......o.c....rv.......g..ow.eP.......o....t...r...o......hts..e.........i..i....s...o.P...n................n..to.........s.......s...i............n......................t..........s.....................................................................................................................................111111111111111111122335233658444445 ..........Sidebar: 28

Understanding Power Descriptions

CClhaaiprsteenr tTihernecee:................28
CCllaaiirrsseennttiieennttDSceivenoctieosn.s.................2338

nChapter Four: ................38
DSceivenoctieosn.s...............4328
Psychokinesis

I Psychokinetic
Psychokinetic

PCshyacphtoemr Feitvaeb:olism.............50 Monsters ............................... 114
.......Psychometabolic Sciences BBIIVTSCSnnhuarheattake-eegroiMdeullnaullbubeeg.oMrcco.h.nattn..tolsDD.d.tPEl.e.e.eea.a.r.vv..rt...ea..oo...r..suu.....i..rr..t..ee..e......rr..s...............al....a....d.....r...u..v.......l.....a.t...........(......u...........s.......t......i.....l.......a.......g...........o...........r......)...........................................................111111111111112221546921807
50 Appendices ............................. 123
....PsychometabolicDevotions .53.

Chapter Six: ..............64
Psychoportation
DSceivenoctieosn.s...............6648
Psychoportive
Psychoportive

TCehlaepptaetrhSye.v.e.n..:............... 74 MPSouomwnemsrtrsaorIyunsdoefCxPo.ms.i.op.ne.in.c.dP.i.uo.mw..eU.r.sp.d...a..t.e.................................111222358

e Telepathic DSceivenoctieosn.s......................7794 Tables
Telepathic
. . . . +;:ic..$.'..+..$ .1111123415968731240::::::::::::::ERPIIAPPCNSWWAnnsxsaraarotdhoiiiivcpmtloollnieaficddeivanniwnrocurcleiiiiDgSkrldiceecnLaecnauTPevPtStneipcveaeesPhvotceodlnonr.reoyweCncoLDtaTltinSeewleLleoHPetsagrlnvinfisorsAetmPete.oshstisnl..C.rsafsiAR..os..ti.lOs..ce...g..we...i...s..rMce.......ae..o...n....rs.....o.v..cd.s........deiis.........eore........s.yn...s.................................................................................................................................................................................................1111111111221213225564061680

CMheatapptesrioEniigchst:................9.3
SDceivenoctieosn.s...................9937
Metapsionic
Metapsionic

Chapter Nine: .........lo6
A Psionics Campaign
IMLKRienvoliinagntshgettedPsrRssof.ieoVatnhdiileicBLTlnPasFgsoSuinil.orRoo.sn.ka.n..s.tH.iWai.Cc.nn.is.magh.d.a.ma.T!n.o.t.pad.t.I.hb.a..M.Glie.e.g.r.o..an..N.tg....W!.i..P.c.....C.o......r.s.....l.d........s......................................................1l111111o000111169611823

Introduction

'What do you think I am, a mind reader?" slowly, at a rate somewhere between the
As a matter of fact, you might be, if you're fighter and mage. At low levels, however, the
psionicist has the potential to be powerful.
an AD&W game character with the right
stuff. All you need is brainpower, discipline, 2) The fist of psionic powers is greatly ex-
and The Complete Psionics Handbook. panded. Original rules included a menu of 50
powers. This book has over 1%.
Psionics-the practiceof extraordinary psy-
chic powers-was included in the original 3) Psionic powers are organized differently.
AD&D game. Some players favored psionic All psionic powers are grouped into six disci-
powers; others found them confusing. Psi- plines: clairsentience (expanded senses), psy-
onics was not included in the AD&D2nd Edi- chokinesis (moving matter through space),
tion game. psychometabolism (altering the body), psy-
choportation (psionic travel), telepathy
Now psionics is back by popular demand, (mind-to-mind contact), and metapsionics(an
and it's better than ever. Powers this great may advanced discipline). Within each discipline
not be for everyone, so psionics is a com- are major powers, called "sciences," and minor
pletely optional addition to the AD&D 2nd powers, called "devotions." Characters can
Edition rules. But if you're ready to put mind only learn powers from the disciplines they
over matter-to test the limitsof inner space- have access to. At 1st level, a character has ac-
then this book is for you. cess to only one discipline,but with experience
he gains access to more.
The Complete Psionics Handbook is not a
reprint of the old psionics rules; it's a complete 4) Psionic powers are treated much like pro-
revision. If you remember the originalAD&D ficiencies. Psionic powers do not work auto-
rules, you'll find much that seems familiar matically. A power is essentially a skill, and
here. Beware: old words may have new mean- using it properly requires a power check.
ing. We've kept a lot of the terminology, but
changed the definitions. Read this book care- 5) Psionic strength points are not divided
fully before you assumean old rule still applies
or jump to conclusions about what certain into attack, defense, and generic batches. All
powers can or cannot do.
of a character's psionic strength points come
What's Changed? from a single pool.

This book contains five major revisions to Numerous other changes, both major and
the original AD&D psionics rules: minor, have been made. To avoid confusion,
players are urged to read this book carefully.
1)The psionicist is a character class. Char-
acterscannot pick up a psionicpower here and How Does This Fit My Campaign?
there just because they have a superior brain.
Psionicists are extraordinary characters who There's no reason why adding psionics to an
develop their powers through arduous train- existingcampaign shoulddisrupt anything. As
ing. (Whilemembers of other classes may oc- a class, psionicistsare no more or less power-
casionally boast a psionic power or two,such ful than any other. Guidelineson how to intro-
characters are mere shadows of true psioni- duce psionics without trauma are given in
cists.) An NPC psionicist has the potential to Chapter 9.
stand his own against any other class. As a PC
in a team of adventurers, the psionicist will Remember, everything in this book is op-
complement other classes well. Most of the tional; none of it is part of the core of the
psionicist's powers are unique. He advances AD&D game. If somethingin here doesn't suit
a particular campaign, rule it out.

Is Psionics Magical?

Many peopleassumethat psionics is just an- do, seems nonsensical -8c.i psluI,,C13L; Lllry
Lu a

other type of magic. The AD&D@game al- cannot be separated. The body produces en-

ready has two types of magic-one wielded by ergy and vitality, the mind gives it shape and

wizards and the other by clerics. So it is not reality.

unreasonable to ask, "Does the game need a Neither does the psioniast study or pray for

third type of magic?" his powers. He carriesthem with him wherever

The answer is no, the game probably does he goes. As long as his mind and body are

not need a third kind of magic. But the ques- rested-i.e., as long as he has not depleted his

tion is misinformed because psionics is not psionic strength-his powers are available

magic. Magic is the ability to shape, control, him.

harness, and utilize natural forces

that infuse the game world and sur-

round the characters. It is based on

the principle that, through the use

of words, gestures, and catalyzing

materials of unique power, these

external energiescan be controlled.

The key element of that state-

ment is externalenerm. Magical ef- k&,
fects are producedxternally by

manipulating outside forces. The

power does not come from inside

the wizard or priest but from some-

where else.

Psionics is the completeopposite

of this. The psionicist shapes, con-

trols, harnesses, and utilizes natu-

ral forces that infusehis own being.

His effort is focused inward rather

than outward. He must be com-

pletely 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 5

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

are only parts of a much greater

unitv. Indeed, discussim one with- c

'out ;he other, as so many people Animate Shadow:A watchman confrontshis dark side

Introduction 7

More than a character of any other class, the gence) are indeed crucial to this class.
psionicist is self-contained. Unlike the fighter However, the essence of psionic ability is the
and thief, he needs no weapons or tools to understanding and mastery of the inner self.
practice his art. Unlike the priest, he needs no
deity. Unlike the wizard, he relies on no out- Although psionic powers are centered in the
side energies. His power comes from within, mind, acquiring and controlling those powers
and he alone gives it shape. demands physical fitness. Meditative study
places tremendous physical strain on the
The psionicist strives to unite every aspect psionicist, not to mention the sheer drain of
of his self into a single, powerful whole. He projecting psychic energy out of one’s body.
looks inward to the essence of his own being, The psionicist need not be muscular, or even
and gains control of his subconscious. exceptionallystrong, but he must maintain his
Through extraordinary discipline, contempla- health and fitness at a high level to fully exer-
tion, and self-awareness, he unlocks the full cise his powers. That‘s why Constitution is
potential of his mind. also a prime requisite for psionicists.

Requirements Racial Restrictions: Humans, halflings,
dwarves, and gnomesoften have a high degree
This section describes the requirements all of psionic talent. Elves and half-elves also ex-
characters must meet to become a psionicist, hibit some natural psionic ability, but they are
including restrictions based on ability scores, unable to pursue it to high levels.

race, and alignment. The DM may waive these Multi-classCharacters:As usual, only demi-
humans can be multi-class characters. Half-
requirements in special circumstances, but lings and dwarves can combine psionics with
players shouldn’t count on it. other classes as shown below. Gnomes, elves,
and half-elves cannot be multi-class psioni-
Ability cists; characters of these races develop their
Requirements: Constitution 11 psionic powers at the expense of all others.

Intelligence 12 Multi-class Multi-class
Wisdom 15 Halflings: Dwarves:
Prime Requisites: Constitution, fighter/psionicist fighter/psionicist
Wisdom thief /psionicist thief /psionicist
Races Allowed: human, halfling, dwarf,
gnome, elf, half-elf Dual-classCharacters:Humans can be dual-
class psionicists within the normal rules and
Ability Requirements: To be eligible for the restrictions for dual-class characters. (See
psionicist class, characters must have ability ”Multi-class and Dual-class Characters” in
scores equal to or greater than those listed Chapter 3 of the Player’s Handbook.)
above for Constitution, Intelligence, and Wis-
dom. Racial Level Limits: Humans can reach the
highest possible experiencelevel as psionicists.
Prime Requisites: The pursuit of psionics re-
quires strict mental and physical discipline, so Characters of other races have limits, as
the psionicist has two prime requisites: Wis- shown on Table 1.Because of their experience
dom and Constitution. limitations, half-elf and elf psionicists are best
suited as NPCs. Players who don’t mind this
Wisdom-the measure of enlightenment ”diminished potential” may still play such
and willpower-is the psionicist’s primary characters, however. (The DM may amend
mental characteristic, not Intelligence. Rea- these level restrictions for characters with ex-
soning and memory (two hallmarks of Intelli-

-8 Chapter One



ceptionally high Wisdom and Constitution Initial Funds
scores; see the optional rule under ”Exceeding
Level Limits” in Chapter 2 of the Dungeon When psionicist characters begin play, they
Master’s Guide.)
have 3d4x10 gold pieces. As usual, skill and
Table 1:
luck will determine what they make of it.
PSIONICIST RACIAL LEVEL LIMITS
A Psionics Primer
Halflings 10
Gnomes 9 All psionicpowers belong to one of six disci-
Dwarves 8 plines: clairsentience, psychokinesis, psycho-
Half-elves 7 metabolism, psychoportation, telepathy, and
Elves 7 metapsionics. Within each discipline are ma-
jor powers, called sciences, and minor
Alignment: Psionicists have only one align- powers, called devotions.
ment restriction: they cannot be chaotic. Dis-
Clairsentient powers allow characters to
cipline is the foundation of all psionic power. gain knowledge that is beyond the normal ca-
pacity of human senses. For example, some
A character whose creed is chaos cannot clairsentientscan see and hear events that are
miles distant, while others can sense poison.
achieve the level of self-control that psionicists
require. Psychokinetic powers move objects-
from molecules to missiles-across space. A
This restriction applies to a character who psychokineticist can throw a rock without
touching it, or agitate molecules in a piece of
becomes chaotic for any reason. Such a char- paper until it bursts into flame.
acter will quickly lose his psionic powers.
Every day in which his alignment is chaotic, Psychometabolic powers affect the body.
the character must make an ability check Biofeedback, healing, and shape-changing are
just a few of the powers known.
against one-half of his Wisdom score, rounded
down. Each time he fails one of these Wisdom Psychoporfive powers move characters
checks, the character loses access to one of his or creatures from one location to another
without crossing space. The traveler simply
disciplines, selected randomly by the Dungeon ceases to exist in one location, and begins to
Master. Furthermore, a chaotic character can- exist somewhere else. He may even travel to
not recover psionic strength points. (Disci- another plane of existence or to another time.
plines and psionic strength points are
Telepathic powers involve direct contact
explained below.) If the character’s alignment between two or more minds. Examplesinclude
returns to normal-or even to another, non- mind reading, personality swapping, and psy-
chaotic alignment-he can recover his disci- chic attacks.
plines, one per day, by successfullymaking the
same halved Wisdom check. Metapsionic powers amplify, augment,
or enhance other psionic abilities. This is an
Other Qualifications: If a character meets advanced, demanding discipline.

all the requirements above, and the player Psionic Strength Points: Characters use psi-
onic powers much like proficiencies, with a
wants to play a psionicist, the PC is assumed few significant differences. Every time a
psionicist uses a psionic devotion or science,
to exhibit psionic potential. Nothing else is re- he must pay its ”cost.” This cost is deducted
quired.

-10 Chapter One

from the character's total psionic strength with a quirk or drawback. See the individual
points, or PSPs. PSPs are similar to hit points,
except that the psionicist spends them will- power descriptions for specifics.
ingly, and he can recover them much faster Players may use the optional "skill score"
than lost hit points. (Psionic strength points
rule for psionic powers, too. If the die roll for
are explained more fully in a section below.) the power check equals the character's power
Power Scores: Like a proficiency, every psi- score, special results occur. Chapters 3
through 8 provide the details.
onic power that a character knows has a score.
In other words, a psionic power score repre- Advancement
sents the character's aptitude in using that par-
ticular power. Power scores are devised awards. (See DM
exactly like proficiency scores. Every psionic
power is associated with one of the character's Table 2: PSIONICIST 1
basic attributes (Strength, Wisdom, etc.). The Psionicist ExDerience
psionic power score equals the character's
6
score for that attribute, plus or minus a spe- 7
cific amount. For example, a psionic power
with a score of "Intelligence -3" has a score 14 1,200,000 9+10
three less than the character's Intelligence. 15 1,500,000 9+12

Power Checks: When a character wants to
use a psionic power, the player makes a psi-
onic power check by rolling ld20. If the num-
ber rolled is equal to or less than the power
score, the character succeeds. (In other words,
he does what he intended.) The player sub-
tracts the cost of the power from his charac-
ter's total pool of psionic strength points.

If the roll exceeds the psionic power score, it
means the character tried to use his power, but
failed. Failure has a price. The player must
subtract half the cost of the power, rounded
up, from the character's psionic strength
points. In most cases, the psionicist can try to
use the same power again immediately (in the
next round). For exceptions, see the individual
power descriptions in this book.

Like a proficiency check, a psionic power
check yields specific results on a die roll of 20

or 1.A "20" always indicates failure. A "1"al-

ways indicates a minimum level of success, re-
gardless of the character's power score. In
other words, even if a character's score has
been reduced to a negative number by penal-
ties, a roll of "1"still succeeds. That doesn't
mean a "1"(or any low number) is the best re-
sult. A "1"means the power works-but often

The Psionicist 11

Table 3:INDIVIDUAL CLASS AWARDS Gaining Sciences and Devotions: Every
new, first-level psionicist knows four powers
Psionic power used to 10 XPIPSP within a single discipline: one science (major
overcome foe or problem power) and three devotions (minor powers).
15XPIPSP With each new experience level, a psionicist
Psionic power used to 100XPAevel gains new powers. Sometimes he gains both
avoid combat sciences and devotions; at other times, only
or hit dice devotions. (See Table 4.)
Defeat psionic opponent 500XP x level
A player can selectnewpowersfor hischarac-
Create psionic item ter assoon asthe psionicist reaches a new experi-
ence level. These new powers can be chosen
Gaining Disciplines: Every psionic power from any discipline the charactercan access, in-
belongs to one of the six disciplineslisted pre- cludmg a discipline that was just gained.
viously. Before a character can learn a psionic
power, he must have access to the appropriate Note: If the optional t r a m rule is in play,
discipline. Psionic characters begin play with characters must train with a mentor until they
access to only one discipline. As they progress reach 7th level. To find the training time in
to new experience levels, they gain access to weeks, subtract the mentor's Wisdom score
additional disciplines. Table 4 shows how from 21. Beyond 7th level, psionicists can train
many disciplines a character has access to at themselves if they pass the necessary checks to
qualify as instructors. The training time for a
each experiencelevel. psionicist instructinghimself is doubled.

Table 4 PSIONIC POWER PROGRESSION Players must follow two simple rules when
choosing new powers for their characters:
EXD. Total Total Total Def.
Within a singlediscipline, the number of de-
5 2 3 10 3 votions that a character knows must be at
6 3 3 11 3 least twice the number of sciences.
7 3 4 12 4 The first disciplinechosen is the character's
primary discipline. A character can never
8 A 1.1 4 learn as many sciences or devotions in an-
other disciplineas he currently knows in his
14 5 7 19 5 primary discipline.
15 I5 8 20 5
Example: Lena's primary discipline is clair-
sentience. She knows three sciences and seven
devotionsin that discipline.Thismeans: a)she
must learn an eighthclairsentientdevotionbe-
fore she can learn a fourth clairsentient sci-
ence, and b) at her current level, she cannot
know more than two sciences or six devotions
in any other single discipline.

Advancing Mid-adventure: Most Dungeon
$%lasters award exDerience Doints at the end of

venturesrather-than in (he middle, so expe-
ence levels are rarely gained in mid-
venture. In the unusual event that a new
level is gained in the middle of an adventure,

12 ch

however, the character should have to wait at Table 5 INHERENT
least until he has a chance to rest and r a p e r -
ate-long enough to recover all his psionic Ability 22 +1
strength points-before gaining any new psi- score 24
onic powers. 15 26 +2
16 +3
Raising Psionic Power Scores:A character 17
can increase a psionic power score when he
reaches a new experience level by "relearning 18

it." (He repeats his studies, and learns some- ble 5, the modifierfor

thing new about a familiar power.) Instead of can add 12 PSPs (2 +
learning a new devotion, the character can
add one point to hispower score in a devotion Recovering Psionic
he already knows. Similarly, he can exchange character who has expended
a new science for a one-point increase in a sci- points can recover those
ence he already knows. easy"-which means
physical activity and
Psionic Strength Points (PSPs) psionic powers (Le., fr

Psionic energy comes from within the char- the character recov
acter. This energy is measured in psionic recover more PSPs
strength points, or PSPs. When a character
uses a psionic power, he expends psionic A character's rate
strength points. The exact cost depends on
which power isused, and how long the charac-
ter uses it.

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

his Wisdom, Intelligence, and Constitution

scores,and his experiencelevel. Wisdom, Intel-
ligence, and Constitution determine the psioni-
cist's inherent potentinl. (Wisdom is the
primary factor.) Experience determines how
well the character has developed that potential.

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

1)Find the character's Wisdom score on Ta-

ble 5, then get his base score from that.

2) Add the appropriate ability modifiers for
the character's Intelligence and Constitution
scores to his base score. This final adjusted
number is the character's inherent potential.

Example: Rowina's ability scores are Wis
17, Con 16, Int 12. Her inherent potential is 25
(24 points for her Wisdom score with a + 1
modifier for her Constitution score). At 1st
level she has 25 PSPs.

The Psionicist 13

I

I

Table 6:PSIONIC STRENGTH RECOVERY special Abilitles

Physical Activity PSPs Recovered In addition to ordinary psionic powers,
Hard exertion* none which are the hallmark of the class, psionicists
Walking, riding have several special abilities. These include
3/hOW their saving throws, THACOs, and psionic
Sitting, resting, (1every 2 turns) powers that operate continuously.
reading
Rejuvenating** , 6/hour (l/turn) Maintaining Powers: Certain psionic
sleeping powers can operate continuously. (Chapters3
12/hour (2/turn) through 8 specify which ones do.) Such
powers can be "switched on" and kept on
* "Hard exertion" includes fighting, running, without interruption, until the user decides to
(or is forced to) "switch them off." This is
digging ditches, walking while encumbered, called maintaining powers.
climbinga rope, scalinga mountain, exploring
Each power that is maintained is handled sep-
a dungeon, swimming, and any other activity arately. In many cam. maintenance entails ex-
the DM wants to include. pen& PSPs by the hour or turn rather
** This refers to use of the psionicist's Rejuve- the melee round (thenorm for psionic com
nation proficiency. If a psionicist is expending PSPs to maintain
power, he cannot recoverpsionic strength poi
Defense Modes that hour. A character cannot spend PSPs
maintain a power when he is sleepingor unco
Psionic defense modes are special powers scious; no continuous power that requ
which all psionicists acquire naturally in time. strength points can operateduring sleep.

Alldefense modes belong to the telepathicdisci- A character can maintain any number o
powers at one time, but he can "switch on"
pline. Psionicists learn these powers automati- initiate only one per round. When maintain
cally as they gain new experience powers are deactivated, the character ca
levels-regardless of whether or not they have drop all maintainedpowers at once, or one
access to the telepathic discipline. Defense round. He cannot drop two or more in
modes do not count toward thepsionicist's max- round and maintain others.
imum number of powersaslistedin Table4. Nor
are they counted when charactersdetermine the THACO and Saving Throws: As
Table 7, a psionicist's THACO ad
relative number of sciences and devotions they equals that of a rogue. Table 8 1
can acquire within a given discipline. throws. Psionicistsgain a +2 bonus on all s
ing throws us. enchantment/charm spells
There are five psionic defense modes: the like. This is in addition to their magica
mind blank fense adjustment for high Wisdom.
thought shield
Followers
mental barrier
tower of iron will At 9th level (which is sometimes called
intellect fortress "name" level), a psionicist becomes a contem-
Each is described in Chapter 7, 'Telepathy." All plative master. He can build a sanctuary (usu-
psionicists automatically know one of thew ally in an isolated place), and use it as his
powers at 1stlevel (player's choice).They learn
another defense mode of the player's choice

every other level-at 3rd, 5th,7th, and 9th.

14 Chapter One

Table 7: PSIONICIST CALCULATED THACh

Level 1 2 3 4 5 6 7 8 9
THACO 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

Table 8: PSIONICIST SAVING THROWS

Paralyzation, Breath
Poison, or Rod, Staff, Petrification

’ Excluding polymorph wand attacks.

’ Excluding those which cause petrification or polymorph.
’ Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

headquarters. Most importantly, he begins to Weapons: Psionicists tend to disdain w e a p
ons of k y sort, given the crudeness and im-
attract followers. precision of such tools compared to psychic
weaponry. Still, a good sidearm is indispensa-
One neophyte psionicist (1st or 2nd level) ble for a last-ditchpersonal defense, and it‘s es-
will arrive each month, coming to study at the sential when a display of psionic power would
feet of the master. These neophytes will arrive be inappropriate. Also, in the rough-and-
regardless of whether or not the master builds tumble frontier areas where adventurers are
a sanctuary. If the master does have a sanctu- common, appearing in public without a
ary, however, he will attract a maximum num- weapon often invites ridicule and trouble.
ber of followers equal to his Charisma score. If
not, the maximum number is halved (rounded Psionicists can use any of the common
down). weapons listed below. Essentially, these are
most small- or medium-sized weapons weigh-
These followers want only to learn. They ing 6 pounds or less.
will serve in any capacity the master chooses.
In return, the master must spend at least 10 short bow throwing axe
hours per week instructing his followers, or orseman’smace
they will leave. dagger orseman‘s pick
dirk
Restrictions knife scimitar
club
Like members of other classes, psionicists hand axe spear
must abide by restrictions when choosing short sword
weapons and armor, and in selecting non- war hammer
weapon proficiencies.

The Psionicist 15

Armor: Psionicists can don armor made of Proficiencies
padded leather, studdedleather, or hide. They
can also carry a small shield. Psionicpowers functionlikeproficiencies, but
they do not replace them. Psionicistscan learn
A psionicist can use his powers while wear- the usual weapon and nonweapon proficiencies
ing a helmet that is psionically active, or one regardless of their powers. proficiencies are ac-
featuring magical enchantments that affect or quired at the rate shown on Table 10.
simulatepsionicpowers. But if the psionicist is
Psionicists can learn a weapon proficiency
wearing a normal helmet of any sort, he can- for any weapon they can use. They can learn
not use his powers. Removing a normal hel- any nonweapon proficiency from the "Gen-
met won't affect the character's armor class, eral" group (see proficiency rules in the
but it may have other effects defined by the
Dungeon Master. For example, a thief who ap- AD&D@2nd Edition Player's Handbook,page
proaches the psionicist from behind may find
the psionicist easy prey. Or, if the DM allows 54, Table 37)or from the Psionicist group, de-
scribed below,
called shots, the character's bare head might
present a tempting target. If the optional proficiency rules in the Play-

Optional Rule: A DM may allowpsionicists er's Handbook are in use, psionicists can gain
to wear any sort of armor, but impose penal-
extra nonweapon proficiency slots based on
ties for heavy armor that's made of metal. (See their Intelligence scores. See Table 4, "Intelli-
Table 9.) This rule createsan across-the-board
reduction in psionic power scores when a gence" in the Player's Handbook to determine
psionicist wears the inappropriate armor.
thesebonus proficiencies(Chapter 5, page 16).
Table 9: PSIONICIST ARMOR PENALTIES Characters can use these extra slots for lan-
guages or nonweapon proficiencies, but never
Armor Psionic additional psionic powers.
Padded, leather, studded Power Score
Initial refers to the number of weapon or
leather, hide Reduction nonweapon proficiency slots received by
psionicists at 1st level.
Brigandine, ring, scale, 0
splint mail # Levels indicates how many levels a psioni-
-1 cist must advance before he receives a new
Chain, banded mail -2 weapon or nonweapon proficiency. Thus,
Plate mail -3 psionicists receive a new weapon proficiency
Field plate -5 everyfive levels-i.e., at levels5,10,15,20, etc.
Full plate -7
They receive a new nonweapon proficiency

every three levels-i.e., at levels 3, 6, 9, 12,etc.
Penalty is the modifier to a psionicist's at-

tack rolls when he fights using a weapon he

Table 1 0
PSIONICIST PROFICIENCY SLOTS

Weapon Nonweapon
Profiaendes
Proficiencies lial #Levels

Group Initial #Levels 33
Psionicist
25

The Psionicist 17

isn’t proficientwith. This penalty is subtracted nus points), he can begin regaining PSPs nor-
directly from the character’srolls to hit. mally. He cannot recover the lost bonus
points, however; he can only recover enough
The Psionicist Group: Table 11 lists seven points to return to his usual maximum.
nonweapon proficiencies which psionicists
can easily learn. These proficiencies-the Hypnosis: With this proficiency,a psionicist
”F’sionicist group”- are an extension of can hypnotise another character-placing the
Table 37 in the A D & P 2nd Edition Player’s subject into a relaxed state in which he is very
Handbook.
susceptibleto suggestions.However, hypnosis
Table 11:PSIONICIST NONWEAM>N is not possible unless the subject is willing and
PROFICIENCIES knows he is being hypnotised.

Proficiencv # Slots Relevant Psionicistswith this proficiency can hypno-
Reauired Abilitv
tize humans and demihumans with ease. Non-
Hmnosis 1 Cha -2 humans can be hypnotized, too, but the DM
should assign a penalty to the proficiency
Reading/Writing 1 Int +1 check. The size of the penalty depends on how
Religion 1 Wis +O inhuman the subject is. A half-orc, for exam-
ple, could be hypnotized with a -2 modifier,
Harness Subconscious:Thismeditativepro- while a lizard man could be hypnotized only
ficiency lets the psionicist temporarily boost with a -8 modifier to the psionicist‘s profi-
his total PSPs. In effect, the proficiency lets
him tap into energyreservesthat lie deepin his ciency check.
subconscious-reserves which are usually un- The act of hypnotizing someone takes about

available to him. It’s like enjoying a shot of five minutes. The subject is then very relaxed
psychic adrenalin. and willing to do almost anythingthat isn’t very
dangerous or against his alignment. Note, how-
Before he can harnesssubconsciousenergies, ever, that a hypnotized subject can be easily
the psionicist’s PSP total must be at its maxi- fooled; the subject may be convinced that he‘s
mum. He then must spendtwodays (48consec- doing one thing, while he’s actually doing an-
utive hours) gatheringthis energy, taking only
necessarybreaksfor eatingand sleeping.At the other. Lawful or good psionicistswho trick their
end of that time, the character makes a profi- subjects in this fashion should beware. Psioni-
ciency check. If he passes, he increaseshis PSP cistswho use hypnotism to makepeople do cha-
total by 20%, rounded up. otic or evil things may find themselves with
alignment problems of their own.
The increase in PSPs lasts 72 hours. At the
end of that time, the character loses as many Hypnotism can have the following(or simi-
strength points as he initially gained, regard- lar) effects:
less of his current total. This loss can never re-
duce his total below 0 points, however. A character can be induced to remember

During the 72 hours of heightened strength, things he has forgotten by reliving a fright-
the character cannot recover PSPs if his cur- ening or distant event.
rent total equals or exceeds his usual maxi- A character can be made calm and unafraid
mum. Once his current total drops below his in the face of a specificsituation that he has
usual maximum (i.e., oncehe has spent all bo-
been prepared for.
A character can be cured of a bad habit or
addiction (but not of curses or magical af-
flictions).
A character can be prepared to impersonate
someone by thoroughly adopting that indi-
vidual’s personality.

18 Chapter One

Hypnotism cannotbe used to increase a char- cists in skill, but they do boast at least one psi-
acter's attributes, give him powers or abilitieshe onic power-which is known as a "wild
doesnot ~ t u r a l lpyossess,let him do thingsthat power" among psionicists.

arebeyond his capabilities,or givehim informa- Any charactercan test for wild powers. (The
charactershouldbe forewarned: such effortsare
tion that he couldn't possibly know. not without risk, asexplained below.)A charac-
Rejuvenation: This proficiency allows a ter can test for wild powers only at specific

character to recover PSPs while he meditates, times: when the character is first created; when
as quickly as if he were sleeping.The character the character's Wisdom increases to a higher
achievesa state of deepconcentration,in which point than it has ever been; the first time the
he focuses and regains his energies. He is still character goes to a psionicist who can perform

consciousand aware of his surroundmgs, so he psychic surgeryon him;when psionin isfirst in-

does not suffer any penaltieson surprise or ini- troduced to the campaign.
tiative rolls, and he is not helpless if attacked. Every character (and NPC and monster, if
(He still can't expend PSPs, however.)
the DM wishes) has a base chance of 1%to
Meditative Focus:Through this proficiency, possess wild powers. This is modified as
a psionicist can focushis mental energy on one shown below:
particular discipline. As a result, his power
scores in that discipline temporarily increase, Each Wis, Con, or Int score of 18 +3
while those in other disciplines decline. Each Wis, Con, or Int score of 17 +2
Each Wis, Con, or Int score of 16 +1
The proficiency requires the character to Character is 5th-8th level
meditate, uninterrupted, for 12 hours. The Character is 9th level or higher +1
last four hours of this meditation are spentin a +2
deep, sleeplike trance. The psionicist can re- Mage, cleric, or nonhuman* x =/2
cover PSPs normally during the entire period.
* Round fractions up. Apply this penalty only
When the meditationis complete, the player
makes a proficiency check. If the character once, even if more than one of these descrip-
passes the check, he has successfully focused tions fits (e.g., a "nonhuman mage").
his mind on one particular discipline (which
was chosen when the process began). All of Once you've determined the character's
the character's psionic power scores in that chance to be a wild talent, roll percentiledice.
discipline are increased by two points for the Subtract 2 from the roll if the character is un-
next 24 hours-or until the character's PSPs der the guidance of a psychic surgeon (see
have been reduced to zero, whichever comes "psychic surgery" in Chapter 8).If the result is
first. All of his power scores in other disci- less than or equal to the modified chance, the
plines are reduced by one for the sameperiod. character has at least one wild power. If the
number is 97 or higher, the character suffers
Gem Cutting, Musical Instrument, Reading/ dire consequences. See "The Risks" below.
Writing, Religion: See the Player's Handbook
for a description of these proficiencies. Example: Consider a 3rd level dwarf cleric
with a Wisdom of 17, Intelligence of 9, and
Wild Talents
Constitution of 16. Hischance to be a wild tal-
A wild talent is someone from any other
character classwho has natural, latent psionic ent is l (base chance) + 2 (Wis 17) + l (Con
potential. This potential can be present in any
character, regardless of class, alignment, or 16) x 0.5 (becausehe's a dwarf). The final re-
race. Wild talents can never approach psioni- sult equals2%. The dwarf has a 2% chance of
being a wild talent. The player rolls a 3 on per-
centile dice. The dwarf has no talent.

The Psionicist 19

L

I

L

Determining Powers: If a character is a wild Table 1 2 WILD DEVOTIONS
talent, the player should roll percentile dice
again and consult Table 12,'Wild Devotions" Clairsentient Devotions
to determine exactly what the character's psi- 04 FeelLight
onic powers are. Most wild talents have only 05 FeelSound
one power. A lucky few (thosewith high-roll-
ing players) boast more than one. Further- 10 RadidNavigation
more, if a character gains any power with a 11 Seesound
prerequisite, he automatically gains the pre-
requisite, too. For example, if the wild talent Psychokinetic Deuotions
knows a telepathic power which requires con- 18 Control Body
tact (an important telepathic power), he auto- 19 Control Flames
matically knows contact, too.
33 Chameleon p o d
Strength Points: Like an actual psionicist, a 34 Chemical Simulatioe.
wild talent has psionic strength points. He re- 38 EctodasmicForm
ceives the minimum number of PSPs neces- 40 n&Armor
sary to use the power (or powers) once. If a
power can be maintained, he receives enough
additional points to pay the maintenance cost
four times. Afterward, the character receives
four additional PSPs every time he gains a new
experience level (he receives no bonus for
levels he already has).

The Risks: Characters who attempt to un-
lock their psionic potential are tampering with
things they cannot begin to understand. If the
dice roll is 97 or higher, the character suffers
the following consequences:

Dice
Roil Result
97 Save vs. death or Wisdom reduced by

ld6 points-permanently
98 Save vs. death or Intelligence reduced

by ld6 points-permanently
99 Save vs. death or Constitution re-

duced by ld6 points-permanently
00 Save vs. death with -5 penalty or

Wisdom, Intelligence, and Constitu-
tion are all reduced to 3-perma-
nently.

44 LendHealth
45 MindOverBody

~ . ., ..

46 Reduction . , '~
47 Share Strength
...

mTable 13:WILD SCIENCES
ce
ince
eadir

72 Soind Link

77-78 Choose any telepathic devotion above 57-58 Prohe

83 Time Shift Psyckwortiae e or &m

84 Time/ %ace Anchor 1.-70 Banishment
-72 Probab'
91-99 Roll on Table 13: Sciences 74 Summo
00 Choose any devotion. Then roll again d
m - 7 ~-roiunnr
consult Table 13.
77-78 Teleport Other

_ _ _79-82 Choose an^ psydto-portiw h
tion

97-99 Choose any science and three devotions
00 Choose any two sciences and four devotions

1

CHAPTER 11

/I

Combat featuring psionicists is no more com- powers. Furthermore, several powers require
plicated than a fight between one or more wiz- an additional power check before they'll yield
ards. In fact, it's similar. During a battle, a speclfic result. Check the individual power
psionicists and wizards tend to employ the descriptions in Chapters 3-8 for details.
same tactics: they avoid enemy hackers and
slashers, and focus their efforts on the strong- Psychic Contests
est opponent or shore up defenses where
needed. Psionic powers often clash "head-on." For
example, one psionicist may make a psionic
A lone psionicist caught by enemy fighters attack against a character with an active psi-
is in serious trouble. Unless he can summon, onic defense. Which power prevails? Does the
create, dominate, or otherwise garner some attack break through the defense, or bounce
help, he probably will be overpowered. For off?A psychic contest determines the answers.
this reason, psionicists-especially NPCs-
rarely travel without an escort if they are ex- Resolving a psychic contest is simple when
pecting trouble. both powers are initiated in the same round.
The two contestants just compare the die rolls
Using Powers for their power checks. The character with the
higher successful roll wins the contest. If nei-
In general, a character can initiate only one ther character's power check succeeds, or if
psionic power per round. There are two key both rolls are equal, the defender "wins" by
exceptions: default. (In other words, a tie goes to the de-
fender.)
Once a power is initiated, a character
can maintain that power for as long as Example: An attacker is usingego whip. The
he can continue paying the mainte- defender has erected a thought barrier. The at-
nance cost. (This assumes that the tacker's ego whip power score is 15, and the
power has a maintenance cost; if no defender's thought barrier score is 12.The ta-
such cost is mentioned in the descrip- ble below shows several possible outcomes of
tion, the power cannot be maintained the psychic contest between these powers.
beyond its initial duration.)
Psionic defense modes (mind blank, Attack Defense
thought shield, mental barrier, intellect Roll Roll Result
fortress, and tower of iron will) do not 11 6 Attacker wins because his
count against the one-power-per-round 3
limit. A character can always use a de- die roll is hlgher.
fense mode and initiate one other psi- 4 9 Defender wins because
onic power in the same round.
16 his die roll is higher.
Power Checks 18 Attacker wins because his
19
The power check is fundamental to psionic attack roll succeeded and
combat. In general, no psionic power func- the defender's roll did
tions unless the character first makes a suc- not-in effect, there is no
cessful power check. (Chapter 1 explains how defense this round.
the check is made.) Modifiers apply for some Defender wins because
his defense roll succeeded
and the attacker's failed.
15 Neither power check suc-

ceeded. The defender
(table continue

L\

._....,.-=.. vz ..,in& H~~nifinalclaytches _ _ ..-ne.

Psionic CombatT$.2S

"wins" by default simply Psychic Lock
because the attacker
diddt. In some psychic contests, there is no clear-
8 8 Tied rolls. Again, the de- cut defender. For example, two characters
fenderwinsby defaultbe- may try to use psychokinesis on the same ob-
cause the attacker didn't ject simultaneously. (They do a little psionic
beat the defense roll. arm-wrestling.) In such a case, the character
with the higher successful die roll stillwins the
15 - The attackerwins this au- contestthat round. In ourexample, the winner
would control the object.
tomatically. His power
check succeeded and his If the power checksindicate a tie, however,
roll is higher than the de- the charactersare deadlocked-or psychically
fender's power score, so locked. Neither character wins that round. To
NO roll will let the de- resolve the conflict, both characters should
fender win. maintain the same powers during the next
round, and engage in a new psychic contest. If
Maintained Powers: In the example above, either characterfailsto maintain his power (ef-
powers were initiated in the same round as the fectivelygiving up), he suffersa backlash and
conflict. Some psychic contests involve a loses 4d4 PSPs immediately.
power that is being maintained-i.e., a power
that was initiated in a previous round. In this In any case, victory may be fleeting. If con-
case, the player whose character is maintain- ditions are right, the loser can challenge the
ing the power must make a new power check winner to a "rematch in the next round.

strictly to resolve the contest. He gains a +1 The Combat Round

bonus to his power scorebecause the power is Psionic conflicts follow the standard
being maintained. If the contest roll "fails," it AD&D@game combat sequence. All psionic
doesn't mean the power fails. It's still being powers-excluding defense modes-are used
maintained-just not very well. For the con- in order of initiative. For example, if a psioni-
test, the character ignores the "failed check cist wants to attack, or plans to teleport to
and instead receives a "successful" result of 1. safety, he can do so when hisnormal chanceto
attack comes around. Psionic defenses work
Multiple Conflicts: In the thick of battle, a throughout the entire round, starting at the
psionicist may be involved in more than one very beginning. Unliie spells, psionic powers
psychic contest per round. If he's using more do not have initiative modifiers.
than one power, the player must make a sepa-
rate die roll for each power used that round. Psionic powers require a certain amount of
concentration. A character who uses one dur-
If he's using a single power against more ing a combat round can move at only half his
than one opponent, the player can make a sep- walking rate. Furthermore, he can be dis-
arate die roll for each opponent. As soon as he rupted like a mage casting a spell. A power
rolls a number he likes, the player may use that is being maintained from a previous
that result for all remaining psychic contests round cannot be disrupted this way, nor can
involving that power, in that round. (In other telepathic tangents that were established in
words, once he getsa power reallywell "tuned previous rounds (seebelow). If a power is dis-
in" during a given round, he canstop "fiddling ruptecj during a preparatory round, the time
with the dial".) This rule applies to telepathic
defense modes, as well as other powers.

invested in preparation is lost. No PSPs are ex- fers a penalty to all of this die rolls. None of
pended when a power is disrupted. these effectsoccur unless the subject's mind is
open to contact, however. If the subject's mind
Telepathic Combat is closed, an attack mode only serves to erode
his resistance. If he is repeatedly struck with
Before a psionicist can use a telepathic an attack mode, his mind can be forced to
power, he must establish contact with the re- open, and contact will be established. (See
cipient's mind. "Contact" is a telepathic devo- "Tangents" below for details.)
tion which paves the way for other telepathic
powers. Usually, a single use of this devotion Learning Attack Modes:A psionicist learns
is all that's required; the psionicist uses contact attack modes in the same way he learns other
first, then follows up with another telepathic powers. The character must fist have access
power. Beings with little or no psionic talent, to the telepathy discipline. Then he must allot
including wild talents, can be contacted in this one of his devotion slots to the power (only
way. So can psionicists and psionic creatures, psionic blast is a science). A character could
provided they cooperate. devote himself completely to learning the at-
tack modes, and know all fiveby 2nd level. Or
The contact devotion never works against a he could learn dozens of telepathic powers
psionicist (or psionic creature) who does not without ever picking up a single attack mode.
allow it to work. This is true even when he's This is the player's option.
sleeping or unconscious. Psionicists normally
have closed minds. Before the contact power The One-Two Punch: Attack modes differ
can work against them, they must intention- from most other psionic powers in one key re-
ally open their minds. They can be selective, gard: a character using an attack mode gets
allowing contact with a friendly power while one bonus attack with that power each round.
closing their minds to hostile characters or (Anattack mode packs a one-two punch.) The
strangers. player rolls two power checks. Each of these
rolls constitutes a separate attack and, if op-
When a subject's mind is closed, he can only posed, is conducted as a separate psychic con-
be contacted through telepathic combat. The test. Both attacks must be directed against the
text below describes five telepathic assaults, or same target. The initial cost of an attack mode
attack modes, that are used to establish con- includes this double attack.
tact with a closed mind. It also describes five
telepathic defenses, which can help prevent Telepathic Defense Modes
such attacks from succeeding. Lastly, it ex-
plains what happens when these opposing A character with psionic powers is not de-
powers clash. fenseless against telepathic attack modes. Five
telepathic powers, known as defense modes,
Telepathic Attack Modes help protect characters from unwanted con-
tact. These powers are mind blank, thought
There are five attack modes: mind thrust, shield, mental barrier, intellect fortress, and
ego whip, id insinuation, psychic crush, and tower of iron will. (SeeChapter 7 for a de-
psionic blast. (SeeChapter 7, "Telepathy," for a scription of each.) Although these powers be-
complete description of each.) Against a mind long to the telepathy discipline, they are
that is open to contact, each of these powers common to all members of the psionicist class.
has specificeffects, For example, ego whip can Psionicists develop these powers naturally as
make a character feel so worthless that he suf- they gain experience levels, regardless of
whether they have access to the telepathy di+

Psionic Combat 25

I

cipline. (See "Defense Modes" in Chapter 1for someone's mind through combat requires
an explanation.)
three successful attacks. (In common par-
When a character activates a telepathic de-
fense mode, it becomes effective at the begin- lance, a single tangent is often called "one-
ning of the round. The character conducts a
psychic contest against every attack mode finger contact" and two tangents "two-finger
coming his way. (Theinitial cost of the defense
contact.") Remember that an attack mode al-
mode covers all attacks in the round.) At any
lows two attacks per round, so it is possible to
point during the round, if he rolls a number he
likes, he can keep it for the rest of the round. establish two tangents per round.
Defense modes have no effect against any psi-
onic powers other than attack modes. A tangent has no direct effects in and of it-

Attack Modifsen self, no matter which attack mode helps to es-

Each attack mode is more effective against tablish it. It is only a "foot in the door." When
some defense modes than others, and vice
versa. This is represented by modifiers which the door is open-i.e., when three tangents
apply to the attacker's power score. Table 14
lists these modifiers. have succeeded-full contact is established.

When an attack modeclashes with a defense This contact is the same condition that is
mode, cross-index the attack with the defense
on Table 14.The resulting modifier is applied achieved when the contact power is used suc-
to the attacker's power score. Thus, positive
modifiers are bonuses and negative modifiers cessfully against a nonpsionicist. (In other
are penalties.
words, the three effective attacks simply take
Tangents
the place of one successful useof contact.) The
Each time an attack mode overcomes a de-
fense mode (or an attack mode succeeds tangents no longer apply when contact is es-
against someone who was not using a defense
mode), the attacker has established a partial tablished. (That's why there's no such thing as
contact called a tangent. Three tangents equal
full contact. Thus, establishing contact with "three-finger contact.")

When full contact is established, the at-

tacker can make no more attacks against the

defender that round. In the next round, he can

use any telepathic power against the defender

that he chooses-provided he's within range

and pays the power cost, of course. Having

contact does not make the use of another tele-

pathic power automatic; it only makes it pos-

sible. Still, the subject is incredibly vulnerable

once contacted. His only means of protection

is an overwhelming counterattack (probably a

nontelepathic attack) or ejection, which is

quite risky. A contacted mind can be domi-

nated, mindwiped, affected by any number of

other telepathic devotions, or crippled by an-

other assault.

Maintaining Tan-

gents: Maintaining

tangents (one or

Mind Thought Mental Intellect Tower of two)costs 1 PSP per
Blank Shield Barrier Fortress Iron Will round. A psionicist
can maintain tan-
Mind Thrust

Id Insinuation

Psychic Crush
Psionic Blast

L

number of minds, however. A tangent is bro- one card for each power his character knows.
ken o d y when 1)the attacker voluntarily Pertinent information includes the power
breaks it by simply announcing he is doing so; score, initial cost and maintenance cost,
2 ) the attacker fails to pay the maintenance range, preparation time, area of effect, and a
cost of 1PSP per round; 3)the attacker uses an brief description of the power's effect.
attack mode against a different target, or; 4)
the attacker is incapacitated. Combat cards serve three purposes. First,
they're a handy reference collection-a sort of
Other Considerations
"psionic spellbook for a character. Second,
Line of Sight: Unless the description states they help speed up the game when psionic
otherwise, psionicists require a line of sight to powers are used during combat. And third,
their target when using a psionic power. Clair- they make psychic contests more equitable.
sentient powers are an obvious exception, as
are many of the telepathic powers which list If a character intends to use a psionic power
power score modifiers for targets which are during combat, the player thumbs through his
outside the psionicist's field of vision. combat cards until he finds the card for that
power. Then he places the card in front of him,
Touch Attacks: Psionic powers with a range face down on the table. When the power takes
of "touch can be used in combat, but they re- effect, he flips the card face up. This way, if
quire a physical attack roll in addition to a two psionicists do battle, neither psionicist
power check to succeed. can detect what his opponent is doing before
he chooses his own action. If a character main-
Combat Cards tains a power from round to round, the card
remains face up on the table as a reminder.
The use of combat cards is optional, but
strongly recommended. Combat cards can also be used to hide psi-
onic activity from other players. When a psi-
A combat card is a 3" x 5" index card (or onic power isput into use, the player can select
something similar) listing pertinent informa- the combat card and show it to the DM only,
tion for one psionic power. Each player makes instead of announcing aloud something that
he may not want everyone to know.

.-_-:..:_-..--.~--m ... ... .. .

Psionic Combat 27

ICHAPTER

Clairsentience

Ciairsentient Sciences experience level, but not both simultaneously.

Aura Sight A psionicist can examine up to two auras
per round. (He must be able to see both sub-
Power Score: Wis -5 jects.) Alternately, he can examine the same
aura twice, to verify his first impression with a
Initial Cost: 9 second reading or to pick up remaining infor-
mation. In any case, the psionicist must make
Maintenance Cost: 9/round a new power check each time he attempts to
interpret an aura.
Range: 50 yds.
The psionicist can be reasonably discreet
Preparation Time: 0 when he uses this power. He doesn't have to
poke at the subject or give him the hairy eye-
Area of Effect: personal ball. However, he doesneed to gaze at the sub-
ject intently. Since the range of this power is
Prerequisites : none the range of vision, the psionicist can go unno-

An aura is a glowing halo or envelope of ticed by maintainii his distance. If he tries to
colored light which surrounds all living sense auras on the people he is conversing
things. It is invisible to the naked eye. A crea- with, they certainly will notice that he is star-
ing and probably will be uncomfortable.
ture's aura reflects both its alignment and its
experience level. The level of the character being analyzed af-
fects the psionicist's power check. The higher
When a psionicist uses thispower, he can see

auras. Interpreting an aura requires some con-

centration, however. With each use of this

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

Understanding Power Descriptions ration time of "1,"the character must spend one full
round preparing. (Hecan't initiate other powers during
Statistics. Each power in Chapters 3 through 8 be- that round, but he can still maintain them.) After one
gins with the following terms: round of preparation-i.e., in round number two-he
can make a power check. If that check fails (or is de-
PowerScore.Thisnumber orless must be rolled on a layed), the character can try to use the power again in
d20 whenever a character makes a power check. (See round three. A power that has been prepared can be
Chapter 1.)A character always makes a power check
when attempting to activate a power. held ready for just one round; if it isn't used after that,
preparation time is wasted (no PSP cost).
Znitial Cost. The number of PSPsexpendedwhen the
power is first used.If a character failshis power check, Area of Effect.The physical area or number of be-
ings which the power affects. "Personal" means the
he must expend half this many PSPs.Some telepathic power only affects the psionicist.

powers list "contact" as their initial cost. That means Prerequisites. Other sciences or devotions which a
the contact power must be established before these character must know before he can use this power.
powers can be used. (See"C&ntact" in Chapter 7 . )
W Optional Results: Each power desaiptim ends
Maintenance Cost. The number of PSPs expended per
with a section marked "Power Score" and another
round (unless another time period is stated) to keep a marked "20." The former describes what happens if a
player rolls his character's power score exactly when
power operating from the previous round. Maintaininga making a power check. The latter describes what hap-
power doesnot require anew power check.If no mainte- pens when the player rolls a natural 20 when making a
nance cost is listed, then the power cannot be maintained. power check. Both results are optional. DMs can use
(A character could reactivateit round after round, how- these results-or devise something similar-to add
ever, making a new power check each time.) spice and a small element of risk to psionics.

Runge. The maximum distance from the psionicist Psionidsts The power descriptionsin thisbook are
(psionicsuser) at which the power can have an effect. written with psionicistsin mind. PsioNc aeatures and
'Touch means the psionicist must touch the target. wild talents often use these powers too-just as psioni-
cists do.
Prmaration Time. How manv rounds a character
must spend preparing to usea power, before he can ac-
tually try to use it. For example, if a power has a prepa-

28 Chapter Three

.I

4
b4

L:

Aura Sight:Mercenary h h g s reveal their true colom

Clairsentience 2 9

the subject's experience level, the tougher it is * Players with the SPELLJAMMER" boxed
set should note that clairaudience works only
-to interpret the subject's aura. This translates within a given crystal sphere or plane.

into a 1penalty for every three levels of the Using clairaudience does not screen out
subject, rounded down. For example, a psioni- background noise around the psionicist. If
cist reading the aura of an 8th level character something in his own neighborhood is raising
would suffer a -2 penalty. a racket, he may have trouble hearing what is
happening somewhere else. Clairaudience also
If the die roll for the power check is a 1,the does not give the psionicist the ability to un-
psionicist's reading is incompleteor slightly in- derstand a foreign or alien language, nor does
correct. For example, the psionicist may learn it help him interpret sounds. For example, if
only the chaotic portion of a chaotic neutral the psionicist hears furniture scraping across
the floor, he can only guess whether it's a chair
alignment. Or he may interpret the character's or something else-just as if he heard it while
level with an error of one or two levels. blindfolded.

Power score: The psionicist can examine up Power Score: The psionicist automatically
to four auras per round instead of two. gains clairvoyance of the area as well.

20: The initiator can't use this power again 20: The psionicist is deaf for Id12 hours.

for 24 hours.

Clairaudience

Power Score: Wis -3 Clairvoyance
Initial Cost:
Maintenance Cost: 6 Power Score: Wis -4
Range: 4/round Initial Cost:
Preparation Time: unlimited Maintenance Cost: 7
0
Area of Effect: Range: 4/round
Prerequisites: special Preparation Time: unlimited
none
Area of Effect: 0
Clairaudience allows the user to hear Prerequisites:
sounds from a distant area. The psionicist special
picks a spot anywhere within range. He then none
can hear everything that he would be able to
hear normally if he were standmg in that spot. Clairvoyance allows the user to see images
If the psionicist has enhanced senses, the
senses apply to clairaudience as well. from a distant area. The psionicist picks a
viewing spot anywhere within range. He can
The farther the 'listening spot" is from the then see anything that he could normally see if
psionicist, the more difficult it is to use this
he were standing in that spot. His field of vi-
power. The table below gives specifics.
sion is no wider than usual, but he can scan the
Range Power Score Modifier area by turning his head.
0
100 yards -2 Clairvoyance does not replace the charac-
1,ooO yards -4
10 miles -6 ter's normal eyesight. The psionicist can still
100 miles -8 "see" what is actually before him, but the dis-
1,OOO miles tant scene is superimposed. For this reason,
10,ooOmiles --1102 most clairvoyantsclose their eyes to avoid the
Interplanetary* confusion of images.

The more distant the viewed area is, the
more difficult it is to use clairvoyance. The ta-
ble below shows how the range to a viewed

area can diminish the psionicist's power score.

Range Power ScoreModifier he lost it. The amount of idamation gained
100 yards depends on the result of the power check. If
1,OOO yards 0
-2 the psionicist's power check is snccesshrl, he
10 miles -4 learns the information listed beds that result
100miles -6
1,OOO miles in the table below, plus all the indonnation
--- 810
10,OOO miles 12 listed above it.
interplanetary*
Power Check
* Players with the SPELLJAMMERwboxed Result In€- * Calaed

set should note that clairvoyance works only 1-2 Last ownefs race
within a given crystal sphere or plane. 3 Last o d s sex
4 Last 0-k w e
Clairvoyance does nothing to enhance the 5 Last owner's ent
character's vision. Unless some other power or
magic is at work, he still cannot see objects 6-7 How last ownm gained and
that are invisible, hidden in shadow, orbehind
lost item
other objects. This power also provides no
sound, so the character actually sees a kind of 8t All this information about
silent movie (without subtitles, of course).
all owners
Oncethe viewing spot ischosen, it isfixed in
space. To enjoy the view from another loca- An object can be reid only once per experi-
tion, the psionicist must use this power an- encelevel of the psi0
at that level reveal no a
other time, and make a new power check. When the clairvoyant ga.ins a new experience
The psionicist's clairvoyant presence is un- level, he can try reading the sameabject again,
even if his object reading score has not
detectable by normal means. It cannot be dis- changed.
pelled, repelled, or kept away by any form of
magic. Power Score-The psionicist automatically
learns all information on the tat& above.
Power Score-The psionicist automatically
20-The psionicist becomes obsessed with
gains clairaudience, too, for the duration of the object; he strives to keep it mtil he can at-
the clairvoyant vision. tempt to read it again.

20-The psionicist is blind for ld4 hours.

Precognition

Object Reading Power Score: Wis - 5
Initial Cost: 24
Power Score: Wis -5 Maintenance Cost:
Initial Cost: 16 M
Maintenance Cost: na Range:
Range: Preparation Time: 0
Preparation Time: 0 Area of Effect:
1 Prerequisites: 5
Area of Effect:
Prerequisites: touch M
none
none

Object reading is the ability to detect psy- Precognition enables the psionicist to fore-
chic impressions left on an object by its pre- see the probable outcome of a course of
vious owner, including his race, sex, age, and action. This foresight is limited to the near
alignment. The power can also reveal how the
owner came to possess the item, as well as how future-no more than several hours from the
time he usesthe power. Furthanare, the char-
acter must describe the intended course of

Clairsentience 31

action in some detail in order to establish the Sensitivity to Psychic Impressions
course of events.
Power Score: Wis - 4
The DM makes the power check secretly. If Initial Cost: 12
the check fails, the character gainsno informa- Maintenance Cost:
tion. If the roll is 20 exactly, the character sees Range: 2hound
himself meeting his own death in a particu- 0
larly nasty and grisly way and must make a Preparation Time: 2
saving throw vs. petrification. If the character Area of Effect: 2Gyard radius
fails the save, he is so completely shaken up by Prerequisites: none
the vision that all his psionic power scores are
reduced by three for ld6 hours. With this power, a psionicist gains a sense of
history. He perceives the residue of powerful
If the power check succeeds, the character emotions which were experienced in a given
sees the most likely outcome of the actions de- area. These impressions offer him a picture of
scribed. The DM has some liberty in describ- the location‘s past.
ing the scene and should use the d20 roll as a
Battles and betrayals, marriages and mur-
guide to how much detail to include. High ders, chiidbirth and great pain-only events
which elicited strong emotional or psychic en-
rolls get more detail. ergy leave their impression on an area. Every-
Even when it’s successful, precognition of- day occurrences leave no residue for the
psionicist to detect.
fers no guarantees. The psionicist sees only
one possible (albeit likely) outcome to a spe- To determine how far into the past a psioni-
cific course of action. If the characters in- cist can delve, divide the result of his power
check by two and round up. This is the num-
volved deviate from the actions the psionicist ber of strong events which he can sense. Only
describes, then they are changing the condi- one event can be noted per round, however,
beginning with the most recent and proceed-
tions and the lines of time, thereby making ing backward through time.
other outcomes more likely. Die rolls (particu-
larly for surprise, initiative, and normal com- The character’s understanding of these
bat) also play a large part in a precognition‘s events is vague and shadowy, as if he were
inaccuracy. The DM cannot be expected to en- viewing a dream. The dominant emotion
gineer die rolls to the players’ advantage, and involved-anger, hate, fear, love, etc.-
even events with 95% certainty fail to occur comes through very clearly.
5%of the time. Anyonewho relies on precog-
nition to the exclusion of caution and common Power Score-The character gains an un-
sense is asking for trouble. usually clear understanding of each event.

Precognition is t i r i i . Regardless of the out- 20-An angry ghost comes forward and at-
come, a psionicist who has used this power tempts to use magicjar against the psionicist.

must rest for at least one turnbefore he can use
any other clairsentient powers (the use of
other disciplines is not affected).

Power Score-The psionicist’s player may

reroll three die rolls to maintain the precogni-
tion’s validity.

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

Ciairsentient Devotions Danger Sense

All-Round Vision Power Score: Wis -3
Initial Cost: 4
Power Score: Wis -3 Maintenance Cost: 3/m
Initial Cost: 6
Maintenance Cost: 4/round Range: special
Range: Preparation Time: 0
Preparation Time: 0 Area of Effect: 10yards
Area of Effect: 0 Prerequisite: none
Prerequisites: personal
none When using danger sense, a psionicist will
experience a slight tingling sensation at the
This power gives the psionicist "eyes in the
back of his neck when a hazar
hack of his head-and in the sides and top, as near. The DM must make
wefl. (Of course, this is figurative; he does not check on the psionicist's

literally sprout eyeballs.) In effect, the charac- character detects the dang
ter can see in all directionssimultaneously. Be- not give the psionicist any specific informa-
sides its obvious application when combined
with the clairvoyancepower, all-round vision tion about the type of danger. He does not
prevents anyone from sneaking up on the
character without some sort of concealment. learn how or when it will strike. However, he
On the down side, the psionicist suffers a -4
does learn the general direction af the threat
penalty against all gaze attacks while using
this power. (i.e., to the right, left, ahead, or behind).

Power Score-Infravision is also gained. The characte
20-The psionicist is blind for ld4 hours.
mine how much
Combat Mind or more, he knows

Power Score: Int -4 anywhere in theimmediate area. If the rollis 8
Initial Cost: 5 or more, he enjoys a full round of warning be-
Maintenance Cost: 4/round
Range: 0 fore that danger strikes. If the roll is 7 or l-,
0 however, the psionicist isn't alert4 until mo-
Preparation Time: personal ments before danger strikes. If the roll is 1 ex-
Area of Effect: none actly, he still hasseveralmoments' warning but
Prerequisites:
the direction is off; e.g., if the attackis coming
A character using thispower has an unusu- from the left, he thinksit iscoming b i n ahead,
behind, or the right (DMsoption).
ally keen understanding of his enemies and
their fighting tactics. As a result, the psioni- If the psionicist and his companions have
cist's side in combat gains a -1 bonus when enough warning, they can do something to
prepare-getting into defensive positions, pre-
making initiative die rolls. This is cumulative paring spells, or runningaway, for example. If
they have less than one round of warning, the
with any other modifiers which may apply.
DM must decide how much preparation is
Power Score-The psionicist (but not his possible. In any case, they always &in a +2

companions) also gains a +1AC bonus. bonus on their own surpriserolls.
Power Score-The psionicist learnshow f a r
20-The psionicist and his companions suf-
away the danger is.
fer a +1 initiative penalty. 20-The psionicist cannot sense danger suc-

cessfully for ld6 hours.

Clairsentience 33

~~

. .t . . .. . ,

Feel Light Power Score-The psionicist can detect
noise like a thief of the same experiencelevel.
Power Score: Wis -3
Initial Cost: 20-For ld4 rounds, any sound causes 1
Maintenance Cost: 7 point of damage per round and is garbled.
Range: 5/round
Preparation Time: 0 Hear Light wis -3
0
Area of Effect: Power Score: 6
Prerequisites: special Initial Cost:
none Maintenance Cost: 3/round
Range:
This extrasensory power allows the psioni- Preparation Time: 0
cist to experience light through tactile sensa- Area of Effect: 0
tions (by touch). His entire body becomes a Prerequisites: special
receiver for light waves. In effect, his body re- none

places his eyes; he can see what his eyeswould This extrasensory power resembles "feel
normally reveal. (Hisfield of vision does not light," but it relies on the character's hearing
change.) This power does not allow him to see rather than his sense of touch. A character
in the dark, sincethere must be light for him to who has been blinded, either artificially, M ~ U -
feel. Nor does it counter magical darkness, rally, or by an injury, can "see" with his ears.
which actually destroys or blockslight waves. Any light waves which reach him are con-
The character gains a +4 bonus when saving verted to sound, and he "hears" the image. The
against gaze attacks. image his mind perceives is just like an image
offeredby normal sight, and the character suf-
Power Score-The character can feel light fersno penalties for anything requiringvision.
in all directions.
Power Score-The psionicist can "hear" in
20-The psionicist becomes overly sensitive
to light for Id10 rounds. Exposure to light the dark, as if he had infravision.
causes 1point of damage per round, and the 20-Bright light causes deafness, and all
character cannot see.
other light is just a buzz.

Feel Sound

Power Score: Wis -3 Know Direction

Initial Cost: 5 Power Score: Int
Maintenance Cost: 3/round Initial Cost: 1
0 Maintenance Cost: na
Range: 0 Range: 0
Preparation Time: special Preparation Time:
none Area of Effect: 0
Area of Effect: Prerequisites: personal
Prerequisites: none

This power is almost identical to feeling The psionicist becomes his own compass.
light, but it makes the psionicist's body sensi- By paying 1 PSP and making a successful
tive to sound. It allows him to continue hear- power check, he knows which way is north.
ing when his ears are disabled. This power
does not detect sound where there is none, Power Score-The power is automatically
however, nor is it effective inside magical si- maintained for one day.
lence. The psionicist gains a +2 bonus against
sonic attacks or effects, including a siren's 20-The psionicist is disoriented; he cannot
use this power again for ld6 hours.
song.

34 Chapter Three



Know Location Poison Sense

Power Score: Int Power Score: Wis
Initial Cost: 10 Initial Cost: 1
Maintenance Cost: na Maintenance Cost: na
Range: Range:
0 0
Preparation Time: Preparation Time: 0
Area of Effect: 5 1-yard radius
Prerequisites: personal Area of Effect: none
none Prerequisites:

This power is useful to characters who fre- This power enables a psionicist to detect the
quently travel by using teleportation, gates, or presence of poison and identify its location
within 1yard of his body (orhis presence, if he
via other planes of existence. When it works, is using clairvoyance or traveling astrally).
the power reveals general information about The type of poison is not revealed, only its
the character's location. The information is presence. Any poison, including animal
usually no more detailed than the response of venom, can be detected.
a simple farmer when asked, 'Where am I?"
Typical answers include "a few miles south- Power Score-The psionicist determinesthe
exact type of poison.
west of Waterdeep...as the crow flies," "in the
20-If poison exists, the sense of it mentally
house of Kilgore the taxidermist," or "adrift on
the Blood Sea." overwhelms the psionicist. The effects match
those of actual exposure to the poison.
The higher the result of the power check, the
more precise the location will be. If the dieroll Radial Navigation
is 8 or more, the location is specified within a
mile or less. If the roll is 7 or less, the location Power Score: Int -3
is specified within 10miles. Initial Cost: 4
Maintenance Cost: 7/hour
The character can get additional informa- Range: 0
tion that is less specificthan the initial answer Preparation Time:
if his player asks for it. (The psionicist does Area of Effect: 0
not make another power check.) For example, Prerequisites:
personal
if the DMs first response is "you're in the none
house of Kilgore the Taxidermist," the player
might then ask where the house is. The DM As long as this power is in use, the psionicist
might answer by saying Kilgore's house is in knows where he is in relation to a fixed start-
Chendl, in the Kingdom of Furyondy. ing point. In other words, no matter how or
wherehe moves, he stillknows the exact direc-
Power Score-The psionicist learns the ex- tion and distance to his starting point.
act location he's trying to determine.
He cannot necessarily tell someone how to
20-Nothing within 100 miles can be lo- get back to that starting point, however. If he
cated with this power for 24 hours. is in a maze or dungeon, for example, he may
know the starting point is 500yards north, but
f? he cannot retrace his steps through the maze
automatically. Radial navigation does en-
hance his ability to do so, however. Every time
the character comes to a decision point-e.g.,
"should I turn right or left?"-the DM makes a

power check for him. If the check succeeds, This power enables a character to
the character knows which way he came. If the
roll fails, he isn't sure. (He can still maintain even in darkness, because sound waves do
the power normally, however.) require light. The character can still
"blinded by silence, however.
Radial navigation can be helpful in several
ways that are not obvious. For example, tele- Power Score-The psionicist can mainta
portation and other extraordinary means of this power for 1 PSP per round.
travel become simpler. Let's say a character
cannot see a particular location because he's 20-Loud sounds cause "blindness," and
blindfolded. He leaves that location, but uses other sounds are as disturbins as bright lights.
radial navigation to get a fix on it. That means
Spirit Sense
he can still teleport back there. Furthermore,if
the character has a fix on a place, he can reach Power Score: Wis -3
it through the astral plane in just seven hours, Initial Cost: 10
the minimum possible (assuming of course
that he can travel through the astral plane). Maintenance Cost: na
And he can reach the same location by dimen- 0
sion walking (see the psychoportation disci- Range: 0
pline) with no chance of getting lost. Radial Preparation Time: I s y a r d radius
navigation can aid in telepathy, too. If the Area of Effect: none
psionicist wants to make telepathic contact, Prerequisites:
and he has a fix on the target's location, he
doesn't suffer the usual penalties for range. Using this power allows the psionicist t
sense the presence of "spirifs" within
If the character stops maintaining this yards-meaning ghosts, banshees, wrai
power, he loses his fix on the location. He can haunts, heucuvas, and revenants. If a s
get it back by resuming this power and making frequently haunts the location at han
psionicist will know it. He will also
a successfulpower check within six hours. Af- when a spirit is within 15 yards, but he w
be able to pinpoint its location.
ter six hours, the location is lost. Only one lo-
cation can be fixed at a time unless the Power Score-The psionicist knows the
character pays the maintenancecost individu- act location of the spirits he senses.

ally for each. 20-The psionicist has aggravated the sp
Power Score-The psionicist can automati- its (DM determines exact result).

cally retrace his steps to the starting point.
20-The psionicist forgets where he is for

ld4 rounds.

See Sound

Power Score: Wis -3
Initial Cost: 6
Maintenance Cost: 3/round

Range: Special
Preparation Time: 0
Area of Effect: personal
Prerequisites: none

I Psychokinesis

I

Psychokinetic Sciences Power Score-The object is permanent. No
cost is expended to maintain it.
Create Object
20-The power backfires, and a personal
belonging (chosenrandomly) disintegrates.

Power Score: Int -4 Detonate
Initial Cost: 16
3/round Power Score: Con -3
Maintenance Cost: 20 yards Initial Cost: 18
Range: 0 Maintenance Cost:
Preparation Time: Range: na
Special Preparation Time:
Area of Effect: telekinesis Area of Effect: 60 yards
Prerequisites: 0
Prerequisites: one item, 8 cu.ft.
A psionicist with this power can assemble telekinesis,
matter from air and the surrounding area to molecular agitation
create a solid object. This object remainsin ex-
istence as long as the psionicist pays the Some psionicists can make a bush self-
power’s maintenance cost. When he stops destruct, or cause a zombie to explode. With
maintaining it, the object breaks into its con- the detonate power, latent energyinsideplants
stituent parts. or inanimate objects can be harnessed, fo-
cused, and released explosively. The power
An object created this way can have any even works against animated undead (skele-
shape, color, and texture the psionicist desires, tons and zombies). It does not affect noncor-
provided it fulfillsat least one of the following pored undead, such as ghosts, because they
aren’t material. Furthermore, the science has
conditions: no effect on animals of any sort, including in-
Fits entirely within a sphere no more telligent creatures such as humans, or undead
with free will.
than 4 feet in diameter.
Fits entirely within a cylinder no The detonation inflicts Id10 points of dam-
age upon all vulnerable objects which the
more than 20 feet long and 1foot in
diameter. psionicist chooses to attack, within 10feet. A
Fits entirely within a cylinder no savingthrow vs. breath weapon reducesdam-
more than 2 feet high and 6 feet in age to half. To determine what percentage of
diameter. the object was destroyed, multiply the result
Weighs no more than 10 pounds. of the psionicist’s power check by 10. If the
product is 100or more-i.e, 100% or more-
Only available materials within 20 yards of the target has been completely destroyed.
the psionicist can be used in the construction. Anything less means a few significant chunks
However, thesematerialscan be rearranged or remain.
restructured if the psionicist also has the
power of molecular rearrangement. By com- No more than 8cubicfeet of material can be
bining these two powers, he could manufac- destroyedwith this power. A portion of a wall
can be blown out, for example, but if the wall
ture diamonds fromcoal dust or a sword from is 10 inches thick, an opening about 3 feet
rocks containing iron ore.
square will appear.
If the power check result is a 1,the item con- Power Score-Damage and range double,
tains a flaw-e.g., a sword breaks when
struck, a diamond containsimpuritiesobvious to 2d10 points and 20 feet, respectively.

to a jeweler, and so on.

38 Chapter Four

Psychokinesis 39

20-The air surrounding the initiator deto- Molecular rearrangement is the psionic
nates; everyone within 10 feet of him is at- equivalent of alchemy. By toying with an ob-
tacked. ject's molecular structure, the psionicist can
change its fundamental nature or properties.
Disintegrate This power cannot create matter or mass from

Power Score: Wis - 4 nothing, however. Nor can it changea materi-
Initial Cost:
Maintenance Cost: 40 al's statefrom liquid to solid, gas to liquid, and
Range:
Preparation Time: na so on. It is best suitedto converting one sort of
Area of Effect: 50 yards element into another, but it can also be used
Prerequisites: 0 for more complex operations-neutralizing a
one item, 8 cu. ft. poison, for example.
telekinesis, soften
Converting one element to another is usu-
The disintegrate science reduces an item or ally a simpleoperation, in which one ounce of
creature to microscopic pieces and scatters material can be changed each hour. Typical
them. Anything is vulnerable unless it is pro- conversions of this type include steel to lead,
tected by magical shielding such as a minor or or any metal to gold. More complex rear-
regular globe of invulnerability or by an iner- rangement, like changing a metal to glass or
tial barrier. The psionicist chooses his target, changing a wooden goblet to a ruby goblet,
but he can disintegrate no more than 8 cubic takes four times longer.
feet of material with one use of this power.
The creationof gold coinsfrom other metals
If the target is an inanimate object, it must ispossible, but it's no way to get rich quick. At
save vs. disintegration; success means it is un- the rate of one ounce per hour, it would take
affected. If the target is a living creature, char- 16 hours-about two work days-to change
acter, or an undead creature with free will, it 10 copper pieces into 10 gold pieces, for a net
must make a saving throw vs. death magic. If profit of 9 gold pieces.
it succeeds, the creature feels only a slight tin-
gle, but is otherwise unaffected. If the save Molecular rearrangement is often used to
fails, the creature is disintegrated (or 8 cubic create superior weapons. A psionically tem-

feet right out of its center, which should be pered weapon may receive a +1 on damage
enough to kill most anything). rolls (see 'Weapon Quality" in Chapter 6 of
the DMG). The process is time-consuming,
Power Score-The power affects 16 cubic however. For example, a typical short sword
feet and saves are made with a -5 penalty. takes at least 40 hours to temper psionically.
(Theaverageshort sword weighs 3pounds, or
20-The power backfires and it affects the 48 ounces, most of which is the blade.) A
initiator (savewith +5 bonus). psionically tempered weapon does not auto-
matically offer a +1 attack-roll bonus. In or-
Molecular Rearrangement der to receive that bonus, the psionicist must
1)have the weaponsmithii proficiency and
Power Score: Int -5 2) make a successful proficiency check when
Initial Cost: he fashions the weapon.
Maintenance Cost: 20
10per hour The psionicist makes his power check when
Range: 2 yards the process is complete. If it fails, he did not
Preparation Time: 2 hours waste all his effort. Thedifferencebetween the
Area of Effect: one item character's die roll and his power score, multi-
Prerequisite: telekinesis, molecular plied by 10, equals the percentage of work
manipulation which must be redone.

40 Chapter Four

Ii

If the roll is 1,the item seems perfect but Telekinesis
contains a hidden flaw which will cause it to
break, or fail, or simply look wrong when it is Power Score: Wis -3
put to use (the ruby goblet might leak, for ex- Initial Cost:
ample, or the sword might contain a soft por- Maintenance Cost: 3+
tion which causes it to bend). Range: 1+/round

This power has no effect against living a-ea- Preparation Time: 30 yards
Area of Effect: 0
tures weighing more than one ounce. Crea- Prerequisite: slngle item
tures weghing one ounce or less are killed if none
their molecules are rearranged.
Telekinesis, or 'TK" for short, is the ability
Power Score-The new material is extraor- to move objects through space without touch-
dinary (DMs arbitration). ing them. All telekinetic efforts tend to be
physically taxing, because they involve real
20-The item is seriously flawedand utterly work. Moving small, light objects is relatively
useless. easy. As the objectsbecome more massive, the
task becomes significantly more difficult.
Project Force
The costs above (3PSPs initially and 1 per
Power Score: Con -2 round of maintenance)assume that the object
Initial Cost: 10 being moved weighs 3 pounds or less. For
Maintenance Cost: na heavier objects, these rules apply:
Range: 200 yards
Preparation Time: 0 The initial cost equals the object's weight
Area of Effect: na in pounds.
Prerequisites: telekinesis The maintenance cost is half the initial
cost, rounded down.
Some psionicists can push, shove, and oth- The character's power score is decreased
erwise bully an opponent from afar. Project by one-third of the object's weight in
force allows the psionicist to focus a psycho- pounds, rounded down.
kinetic "punch against a target up to 200 For example, to telekinetically snatch a 15-
yards away. pound battle axefroma rack, a psionicistmust
pay 15 PSPs and make a power check with a
If used offensively, this punch causes dam- -5 modifier to his score.
age equal to ld6 points plus the target's armor A psionicistusingTK can move an objectup
class (negativearmor classes reduce the dam- to 60 feet per round. The object can serve as a
weapon. In this case, the character attacks us-
age). For example, a target with armor class 5 ing his own THACO score, with a penalty
would suffer 6 to 11points of damage (1to 6 equaling the object's weight modifier ( o n e
points, plus 5). A successful save vs. breath third its weight, rounded down).
Power Score-The character can lift a sec-
weapon reduces the damage by half. ond item of equal or lesser weight simultane
This rather unsubtle blow can also be used ously for the same cost.
20-The psionicist "fumbles" the item,
to trigger traps, throw levers, open doors (if knocking it over, etc.
they aren't locked or latched), break win-

dows, and the like.
Power Score-The blow also knocks down

the target if it is roughly man-sized or smaller.
20-The blow strikes the initiator.

I

Psychokinetic Devotions Animate Shadow

Animate Object Power Score: Wis -3
Initial Cost:
Power Score: Int -3 Maintenance Cost: 7
Initial Cost: 3/round
Maintenance Cost: 8 Range:
Preparation Time: 40 yards
Range: 3/round Area of Effect: 0
Preparation Time: 50 yards Prerequisites: 100sq. ft.
Area of Effect: 0 none
Prerequisites: 1 object, 100lbs.
telekinesis With this devotion the psionicist can ani-

Inanimate objects can be "brought to life" mate the shadow cast by anyone or anything
with this devotion. The objects are not actu- and make it seem to have life of its own. The
ally alive, but they move under the psionicist's shadow can even move away from the person
control as if they were. For example, chairs or thing that cast it. It must, however, remain
may walk, trees may dance, and stones may flatly cast along a surface. It can never be
waddle around. more than two-dimensional.

The object being animated must weigh 100 An animated shadow can't really do any-
pounds or less. The material being animated thing other than startle or amuse someone. It
affects the difficulty of the task; stronger or cannot attack or disrupt a mage's concentra-
more brittle materials are harder to animate tion. In this regard, it is similar to a cantrip's
than weak or floppy materials. Once ani- effect. It can serveas a diversionby entertain-
ing someone or attracting a guard's attention.
mated, however, all materials become flexible
to some extent. Power Score-The range increases to 100

Material Ability Score Power Score: Con -2
Cloth, paper Modifier Initial Cost:
Live wood, dead animal 0 Maintenance Cost: 5
Dead wood -1 Range: na
Preparation Time: 30 yards
Water -2 Area of Effect:
Thin metal Prerequisites: 0
Thick metal -3 1 item, 1 lb.
telekinesis
Stone -4

-5

-6

Fluid motion is not common. The animated This power can make any psionicist a
item moves more like a puppet. Its move- "David when he's facing "Goliath." It's a spe-
ments are jerky and clumsy, and if the item cial variation of the telekinesisscience. Instead
was rigid to begin with, it makes a loud creak- of moving any object relativelyslowly, ballistic
ing, groaning, or grating sound. It can move attack allows the character to hurl a small ob-
60 feet per round (movement rate 6), in any
ject at a target. The object, no more than 1
direction chosen by the psionicist. It can at- pound in weight, an achievedeadly speeds. It
tack as a club with a THACO of 20.
must be within sight of the psioniast and can-
Power Score-Animation is smooth and not be anchored or attached to anything else.
lifelike. A rock is the most common weapon.

20-No additional effect.

I

The psionicist uses his regular THACO to cliff or poking at a red dragon, the victim can
determine whether he hits the target. If he suc- fight another contest with the psionicist to re-
ceeds, the missile inflicts ld6 points of damage gain control (the adrenaline rush of imminent
(assuming, of course, that the character made danger gives him renewed strength).
a successful power check in the first place).
Power Score-The psionicist automatically
Power Score-Damage increases to ld12. wins the initial psychic contest.
20-Ballistic boomerang. The psionicist be-
20-The psionicist suffers partial paralysis
comes the object’s target. (anarm or leg) for Idlo turns.

Control Body Control Flames

Power Score: Con -2 Power Score:
Initiq Cost:
Maintenance Cost: 8

Rarqe: I/round
Preppation Time: 80 yards
Area of Effect: 0
Prerwisites: individual
telekinesis

misscienceallowspsychokinetic control of
another person’s body. In effect, the victim b e

comes a marionette. H e knows that someone

else i s pulling his strings, though, and he‘s
probiably mad as all get-out.

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

pittiag his power scoredirectly against the vic-
tim’sStrength. If the victim wins the contest,

he breaks free (the psioniast still pays the
power cost). In a tie, the contest continues into
the next round, provided the psionicist main-

tains the power. The victim can‘t do anything

else during thiscontest; allhis effort is focused
on retaining control of his own body.

If the power works, the psionicist has rudi-
mentary control over the victim%limbs. He

can make the vidim stand up, sit down, walk,

-turnpound, etc. Thebody can be forced to at-

tack physically, but with a 6 penalty on at-
tack irolls (using the victim’s own THACO).
The victim can’t be forcedto speak. In fact, he
keeps control over his own voice and can say

whadever he likes.
The victim must stay within the &yard

r q or the psionickt’s control is broken au-
tomdtically. If the body is forced to do some-

thing obviously suicidal, like walking off a

Psychokinesis 43

Control Light Thiipower allows the psionicist to shape and
alter existing sounds. As a woman speaks, for
Power Score: Int
Initial Cost: 12 example, the psionickt could change her words
Maintenance Cost: 4/round into a lion’s roar, or even into different words.
Or he could disguise the sound of 20 men
Range: 25 yards marching past a guard as falling rain. Sounds
Preparation Time: can also be layered-so that one singing person
Area of Effect: 0
Prerequisites: sounds like an entire choir,for example.
400 sq. ft. If the character’spower check is a 1, some-
none
thing about the sound he‘s altered isn’t quite
The psionicist can manipulate existing light nght, so it arouses suspicion. If he is trying to
exactly duplicate another voice, this fault oc-
with this devotion. He cannot create light curs on a roll of 1or 2.
from darkness, but he can create darkness
from light. This power can accomplish the fol- This power can also dampen a sound. The
lowing, and anything else the DM allows: player must specifywhich sound the character
intends to eliminate; the power has no area of
Deepen existing shadows, making them effect. For example, the psionicist might quiet
inky black. A thief hiding in this shadow the sound of a hammer, muffle the words
gets a 20% bonus on his ability roll.
Lighten existing shadows, reducing a from someone’s mouth, or eliminate the
thief‘s hiding ability by 20%.
Brighten a light source until it hurts to creaking of a door. He could not do all three
look at it. This gives everyone exposed to simultaneously, however.
the light a -2 penalty on attack rolls.
Dim a light source so it resembles twi- Power Score-The maintenance cost is re-
light. This does not affect anyone’sattack duced to 1PSP per round.
rolls.
Extend shadows into areas that are other- 20-A loud boom erupts from the psioni-
cist’s location.
wise well lit. Only an existingshadow can
be extended, but its size can be increased Control Wind
by 200% (i.e., its size can be tripled).
Extend light into areas that are otherwise Power Score: Con -4
in shadow. Shadows can be reduced in Initial Cost:
size by 50%. Maintenance Cost: 16
Power Score-The maintenance cost is re- Range:
duced to 1PSP per round. Preparation Time: 10/round
20-The effect is the opposite of what is de- Area of Effect: 500 yards
sued, and maintenance fails. Prerequisites: 2

1,OoO yards
telekinesis

Control Sound Int -5 The psionicist can gain limited control over
wind speed and direction with this devotion.
Power Score: 5 The speed of any existing wind can be in-
Initial Cost: 2/round creased or decreased by 10 miles per hour or
Maintenance Cost: 100yards 25%, whichever is greater. The direction of
Range: the wind can also be changed by up to 90 de-
Preparation Time: 0
Area of Effect: na grees-
Prerequisites: none
These changes are temporary, lasting only
as long as the psionicist pays the maintenance

. Chanter Four



cost. The changes occurwithin moments after man voice is being mimicked, this happens on
he wills them, and die out in less than a minute a roll of 1 or 2.
when he stops maintaining them.
Createdsoundscannot have any magical ef-
Winds above 19miles per hour prevent any- fect. The psionicist might duplicate a ban-
thing smaller than a man or a condor from fly- shee's wail, for example, but it cannot harm
ing and impose a - 4 modifier on missile fire.
They also whip up waves on the sea and make anyone.
sailing difficult. Winds gusting at over 32 Power Score-Sound volume can be up to
miles per hour cause minor damage to ships
and buildings. Thesegusts also kick up clouds that of a dragon's roar.
of dust, and prevent all but the largest crea- 20-A loud boom erupts near the initiator.
tures from flying. Winds over 55 miles per
hour prevent all flight, knock down trees and Inertial Barrier
wooden buildings, and threaten to swamp
ships. Winds over 73 miles per hour are hurri- Power Score: Con -3
Initial Cost: 7
cane gales. Maintenance Cost: 5/round
Power Score-The psionicist gains total di-
Range: 0
rection control and can changespeedsby up to Preparation Time:
25 mph or 50%, whichever is greater. Area of Effect: 0
Prerequisites: 3-yard &am.
20-No additional effect. telekinesis

Create Sound The inertial barrier is a defense. The psioni-

Power Score: Int -7 cist creates a bamer of "elastic" air around
Initial Cost: himself and anyone else within 3 yards. Like
8 an unpoppable, semipermeable bubble, this
Maintenance Cost: barrier helps soften missile blows and can
Range: 3/round shield those inside from many forms of dam-
Preparation Time: 100 yards
Area of Effect: age.
Prerequisites: 0 Specifically, the barrier helps protect
na
telekinesis, control against the following, by absorbing some (or
sound with luck all) of the potential damage:

Unlike the control sound devotion, this Any nonmagical missile weapon.
Any physical missile which was created
power allows a psionicist to create sound from with magic.
silence. That means the psionicist can choose Any missile with magical pluses.
Flames.
the source or location of the sound. For exam- Some breath weapon attacks, depending
ple, he can make rocks sing, weapons cast in- on the nature of the breath.
sults, and trees sound as if a battle is occurring Acid. The barrier stops or slows the at-
inside. The sound can be as soft as a whisper tack. This doesn't matter much if the acid
or as loud as several people shouting in uni-
son. Once the sound is created, the psionicist comes from above, because it just drips
can control it without expending additional on the characters.
PSPs (other than normal maintenance). Gas. The barrier turns it aside, at least
partially (dependingon the defender's die
If the die roll for the character's power check
is a 1, the sound is not quite true and may roll), but after a turn it will eventually
arouse suspicion in listeners. If a specific hu- work its way inside and take full effect.

with an inertial bar- Levitation wis -3
in place suffers only one-half damage
om a fall; the barrier absorbs a lot of the Power Score: 12
Initial cost:
but the character still getsbanged Maintenance Cost: 2/d
merhal bamer has no effect against the Range: 0
Preparation Time: 0
t, but it does slowsthem a bit. Anyone Area of Effect: indi-
o cross the barrier must stop moving Prerequisites: telekinesis
e hits it. He can then cross inside (or
Levitation allows the user to fk&. It is the
use of telekinesis on o d .

by simply letting hlms$f fa&
down as he ne= the ground.

Levitation is not frying; it

however. He can

or other fixed object.aad
round in a straight line,
he meetsanother solidQ

pluses the weapon may have.
efender then subtractsthe result of his

e total damage, the weapon falls to 60 feet per round, in
change of direction or speedis
sly to the ground. If the missile is ex-
the power, however, and costs
the barrier does prevent damage, but
A psionicist can always
weight. Additional weight,

equipment or passengem, ES
Every 25 pounds of added
character's power scareby

Power Score--'pAe rate

points of damage.


Click to View FlipBook Version