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Published by archangel777, 2022-05-27 13:29:19

PHBR5 - The Complete Psionics Handbook

PHBR5 - The Complete Psionics Handbook

Molecular Agitation Molecular Manipulation

Power Score: Wis Power Score: Int -3
Initial Cost: 7 Initial Cost: 6
Maintenance Cost: 6/round Maintenance Cost: 5/round
40 yards
Range: 0 Range: 15yards
Preparation Time: 1item, 20 lbs. Preparation Time: 1
Area of Effect: none Area of Effect: 2 sq. inches
Prerequisites: telekinesis
Prerequisites:

Molecular agitation enables the user to ex- This power allows the user to weaken the
cite the molecules of a substance: paper ig- molecular bonds within an object or struc-
nites, wood smolders, skin blisters, water ture. When someone stresses the object or
boils, etc. The list below shows what‘s possi- strikes a blow it, it snaps.

ble, depending on how many rounds the sub- The psionicist can create a “breakingpoi
stance is agitated. of auuroximatelv two sauare inches per
round: Deterioration occ&across a plane-(in
1 round: readily flammable materials (e.g., two dimensions,not three). One rounds work
paper, dry grass) ignite, skin becomes red
and tender (1point of damage), wood b e is enough to fatally weaken most small
comes dark. objects-e.g., swords, ropes, saddle straps,
belts, and bows. Larger objects require more
2 rounds: wood smolders and smokes, metal
time, and DM discretion.
becomes hot to the touch, skin blisters (ld4
points of damage), hair smolders, paint DMs must decide how vulnerable t
shrivels. uower makes larrrer, oddlv shaped items 1
3 rounds: wood ignites, metal scorches (ld4 shields or doors-They should-keep in mind
that an object need not be in two pieces before
points of damage), skin burns away (ld6
points of damage), water boils, lead melts it’s virtually useless. For example, a little boat
with a cracked hull is unsafe at sea. And a
(damagedoes not increase after this round,
but does continue). shield that is split halfway across offers little
or no protection; if successive blows don’t
4 rounds: steel grows soft. shatterit, they certainlywill rattle the holder‘s
5 rounds: steel melts. arm unmercifully.

Where items are concerned, allow saving Power Score-Weakening occurs at twi
throws against destruction, but add a +10 the rate above.
penalty to the saving throw number (this heat
is quite destructive, coming from inside th 20-The item is strengthened. Now it
quires twice the normal effort to weaken.
material rather than outside).

Power Score-After round one, the

-agitation doubles (3 rounds of damage oc

in iust 2. 5 rounds of damme occurs in 3).
20-An item belonging to the psionicist
hosen at random) is affected for one round.

Power Score: 4 Wood: Like metal, weapons with wooden
Initial Cost: shafts or handles suffer a -1penalty to attack
Maintenance Cost: 3/round rolls and damage per round of softening. Af-
Range: 30 yards ter six rounds, wood becomes stringy and rub-
Preparation Time: 0 bery but retains its shape. After 10rounds, the
1 object, 10 lbs. grain can be split easily and a punch can break
Area of Effect: none through even the hardest and thickest doors
Prerequisites: or chests.

This power resembles molecular manipula- Stone: After two rounds, stone becomes
tion, except that it weakens the entire object noticeably soft to the touch. After five
instead of small area across a singleplane. The rounds, it can be worked like stiff clay, but
this is as soft as it gets.
object softens overall, losing its rigidity and
strength. Specific effects vary, depending on Magical Items: Save vs. crushing blow
escape the effect entirely.
the material.
Metal: For each round of softening, weap- Living Tissue: No effect.

ons incur a -1 penalty to attack rolls and DMs can use their own judgement
cause one less point of damage, cumulatively. examples above to handle other mater1
The armor class of metal armor increases one
Power Score-All effects are doubl
point per round of softening. After 10rounds,

Psychokinesis 49

CHAPTER

511 Psychometabolism

Psvchometabolic Science 12 Panther (black leopa
Percheron (drafth
Power Score: Con -4
Initial Cost: 15 16 Scorpion, giant
Maintenance Cost: 4/round
0 wer Score-The
Range: 0 ities instead of one.
Preparation Time:
Area of Effect: personal 20-The character's skin takes on
Prerequisite: none
.pearance of the animal's skinuntil the
when the psionicist first learns this power,
he develops an affinity for a particular type of used again successfully (no change in AC)
animal. He cannot choose the animal; the af-
Complete Healing
finity is dictated by his aura. To determine the
nature of the affinity, the psionicist's player Power Score: Con
Initial Cost: 30
rolls ld20 and consults the table below. Maintenance Cost: na
From that point on, when the character in- 0
Range: 24 hours
vokes this power, he can claim one of the ani- Preparation Time: uersonal
mal's attributes as his own-temporarily. He Area of Effect: none
Prerequisite:
can gain the animal's armor class, movement
rate and mode, attacks and damage, THACO, The psionicist who has mastered this
can heal himself completely of all ail
hit points, or any other special ability. Only wounds, and normal diseases. He places
one of these can be used at a time, however. self in a trance for 24 hours to accomplish the
The effect lasts as long as the psionidst main-
healing. The trance is deep, and cannot be bro-
tains the power. Switching to a different abil- ken unless the character loses 5 or more hit
ity means paying the initial cost of the power
again, and making a new power check. points. As he uses this power, the psionicist's

The character does undergo a physical body is repairing itself at an incredible rate. At
change when this power is invoked. The ex- the end of the 24-hour period, the character
tent of the change depends on the animal and awakes. restored to comolete health in everv
the ability. For example, adopting a hawks regard except for the 30 k P s he expended
use complete healii.
'fkemovement obviously requires wings, while at-
If the character's power check fails,
t a c h a tiger calls for fangs and claws. breaks his trance after only one hour, havinR

Barracuda ' .' : : . -:. J.: !';. .,

4 Bull
5 Crocodile

Power Score-The heaking occurs in ju

one hour.
20-The psionicist awakes after the full 24

hours to discover that the attemut failed. He

I11 Lion

50 Chapter Five



Death Field energy that would fry, freeze, or otherwise

Power Score: Con -8 harm a normal character. Any physical assault
Initial Cost: 40 based on these energy typescan be drawn into
Maintenance Cost: na
Range: the psioniast's body. The charactertransforms
Preparation Time: 0 the energy, and safelyreleases it asvisible radi-
Area of Effect: 3
Prerequisite: ance (light).
20 yd. rad. In effect,this protects the psionicist against
none
energy attacks. If the psioniast makes a suc-
A death field is a life-sapping region of neg- cessful power check, he can double the result
ative energy. Only psionicists of evil align- of his die roll when saving against an energy
ment can learn this power without suffering attack. If the charactermakes a successful sav-
side effects. If any other psionicist tries to ing throw, he suffers no damage from the at-
learn the death field, his alignment will gradu- tack. If he fails, he suffers only half damage,

ally be twisted toward evil as he explores this regardless of what the spell description (if ap-
very dark portion of his psyche.
plicable) states.
A successful death field takes it toll on ev-
eryone inside it, including the psionicist. Be- When the character absorbs energy, he radi-
ates visible l i t for a number of rounds equal
fore he initiates this power, he must decide to the points of damage he absorbed. If he suf-
how many hit points he will sacrifice. If the fered half damage, he radiates for that many
power works, the loss is inevitable; he gets no rounds. If he suffered no damage, roll for
saving throw. Every other living thing within
the death field must make a saving throw vs. damage anyway to see how long he glows.
death. Those who succeed escape damage. Thisglow is definitelynoticeable, but it is soft,
Those who fail lose the same number of hit
and illuminatesno more thanan area with a 2-
points as the psionicist. For the weak, that can
mean death. yard radius.
Power Score-All saves against energy at-
Power Score-The pionidst loses only half
tacks automaticallysucceed during the round
the number of hit points he specifies; victims
who fail their saving throws lose the full in which the power is in effect.
amount.
20-The psionicist becomes an energy at-
20-The power fails, but the psionicist loses
tractor for 1 turn.AU saves vs. energy attacks
the hit points anyway.
fail, causing full standard damage.

Life Draining

Energy Containment Power Score: Con -3
Initial cost: 11
kPower S ore: Con - 2 Maintenance Cost: 5/round
10
Initial C st: na Range: touch
Preparation Time: 0
Mainten nceCost: 0 AreaofEffect: individual
Range: I 0 Prerequisitm none

bPrepara '.on Time: personal With this devotion, a
none
Area of fect: hit points from another
Prerequi ite: th
$A psibnicist with this power has trained at

himself safeIy absorb and assimilate energy points than his healthy total, but
from elgtricity, fire, cold, heat, and sound-

52 Chaoter Five

only one hour. After that, if the Shadow-form

Power Score: Con -6
Initial Cost: 12
/round

by the target, Aria of Effect: personal
Prerequisites: none
nce Cost: l/tum
A psionicist usingthis power actually trang I
none
les polymorphing, but it forms himself into living shadow, along wi
er application. The psionicist his clothing, armor, and up to 20 pounds
elf into anything with approx-
ame mass as his body: a wolf, a $equipment. He can blend perfectly into an
a chair, a rock, a tree. While in this
e retains his own hit points and other shadow and travel with a moveme
if possible, but gains the armor class rate of 6. He can only travel through darknesg
sionicist also gains all and shadow, however. Areas of open light a&
rm allows, but no mag- impassable.

. (This all depends on While in shadow-form, the psionicist can be
detected only by life detection, other types of
e cannot attack, so psychic detection, or by a true seeing spell. He
cannot harm anyone physically, or manipu-
y massive changeof shape, however, late any corporeal object, but he can still use
stress. The psionicist
roll to survive the psionic powers.
es not die, but the
asses out for 2d6 If the psionicist rolls a 1on his power check,

Score-The system shock roil duto- he becomes shadow but none of his clothing or
succeeds, and the new form’s mass equipment makes the switch.
to three times that of the psionicist’s
Power Score-The psionicist gains all desir-
able powers of the ”shadow”monster for ld4
turns.

20-The player must roll a save vs. light-
ning for the psionicist’s most valuable item. 1
it fails, the item becomes shadow and drift
away, lost forever.

Psychometabolic Devotions

Absorb Disease

Power Score: Con -3
Initial Cost: 12
Maintenance Cost:
M
Range:
Preparation Time: touch
Area of Effect: 0
Prerequisite: individual
none

,

Psychometabolism 53

This e w e r lets the psionicist takethe disease By controlling the production and release of
adrenalii in his system, the psionicist can give
,from anbther character's body, and absorb it himself temporary physical boosts on de-
mand. When he increases his adrenalin, the
himself. Presumably, the psionicist will then character gains Id6 points, which he can add
heal hirhself (using complete healing). This directly to kis Strength, Dexterity, or Consti-
power can absorb magical diseases, but not tution scores however he chooses. He enjoys
curses, such as lycanthropy. all the normal bonuses for high physical c'

Power Score-The disease is automatically tributes while this power is in effect.
If the psionidst's power check result is a
A .destroy d by the psionidst's immune system.
20- e disease remains in the victim while he overtaxes his system with this adrenali

;preadiv to the psionicist. He still gets the boost, but he 1 0 s twice th

Adrenabin Control Con -3 many hit points, too.
8 Power Score-Instead of dividing the d6 re-
Power Score:
Initial Cost: 4/round sult, the character applies that many points to
Maintenance Cost: 0 each of the three attributes.
Range: 0
Preparation Time: personal 20-The psionicist must make a successful
Area of Effect: none system shock roll or suffer a 50%loss in cur-
Prerequisite:
rent hps and pass out for Id8 hours.

Animal Affiniw Two ogres have an eye-openingexperience.

54 Chapter Five

Aging Body Control

Power Score: Con - 7 Power Score: Con -4
Initial Cost: 15 Initial Cost: 7
Maintenance Cost: na Maintenance Cost: 5/turn
Range: 0
Preparation Time: touch Range:
Area of Effect: 0 Preparation Time: 0
Prerequisite: individual Area of Effect:
none Prerequisite: none

With this power, an evil psionicist can cause neThis power allows a psionicist to adapt his

unnaural aging by touch. (Other psionicists body to a hostile en+oment. change

can U s e this power, too, but their alignment must be keyed to a spedfic surrounding: wa-

be* to twist toward The victim ter, acid, extreme heat, extreme cold, an ele-

ages-ld4Yeam and must make a sav- mental plane, etc. If the power works, the
b throw Vs*POlymOrPh- Failure means that
psionicist not only survives, he fitsin likea na-
the ClhWFwas traumatic. and heages another
tive organism. He can breathe and move nor-
year (automatically.
mally, and he takes no damage simply from
If t le psioniast’s power check result was a 1,
beingin that en&onmat.
there is a backlash and he, too, ages ld4 years.
An attack in any form does not constitute
Power Score-The victim ages l a 0 Years-
an environment. For example, a &ara&ar
20 -The psionicist ages Idlo years.
who can survivesubarctictemperaturesis still

Biofeedback vulnerable to a cone of cold.

Power Score-The psionicist can adapt

Con -2 himself to a new environment whiie maintain-
6
ing the power.

20-The character becomes even more vul-

0 nerable, and the environment causes ld4
0
personal points of damage per round. (A second use of
none
body control halts damage.)
dback is the power to control the flow
through one’s own body. This power Body Equilibrium

sily control bleed- Power Score: Con -3
uffers two fewer points of Initial Cost: 2
attack against him which Maintenance Cost: 2/round
0
g key portions of his Range: 0
psionicist effectively Preparation Time: personal
him and reduces their Area of Effect: none
or class is reduced Prerequisite:

r Score-AC is reduced by three. Body equilibrium allows the user to adjust
ive blood flow results in scat- the weight of his or her body to correspond
and a 10% hp loss. with the surface he‘s s t a n w on. Thus he can
walk on water, quicksand, or even a spider‘s
web without sinking or breaking through. If
the character is falling when he uses this

I

Psvchometabolism 55

5 6 Chapter Five

power, he will fall 120 feet per round-slow A character using thispower canspringlike a
enough to escape injury.
cat in the same round, and always land grace
Because of his lightness, the character must fully on his feet. He still suffers damage from
be wary of wind gusts, which can easily sweep falling, but the damage is halved. He can jump
him up and blow him away. down 30 feet without riskingany injury at all.

Power Score-The effect lasts up to a day Power Score-The psionicist can jump 50
without maintenance.
feet instead of 30 during this single use of the
20-The psionicist's weight instantly rises power.
by a factor of 10; he must use body equilib-
rium to fix the problem. 20-No effect.

Cause Decay

Body Weaponry Power Score: Con -2
Initial Cost:
Power Score: Con -3 Maintenance Cost: 4
Initial Cost: 9 na
Maintenance Cost: 4/round Range: touch
0 Preparation Time: 0
Range: Area of Effect: 60 lbs
Preparation Time: 0 Prerequisite: none
Area of Effect: personal
Prerequisite: none This power works only against inanimate

Body weaponry allows the psionicist to objects. The psionicist's touch causes instant
decay: metal rusts, wood ages and splits, cloth
convert one of his arms into a weapon. Vitu-
ally any sort of weapon can be imitated- falls to dust. The DM rolls a saving throw vs.
except a short bow, hand crossbow, light acid for the item touched. If this fails, the
crossbow, or any weapon the psionicist can- item-or a maximum of 60 pounds of it-is
not normally use. The arm actually becomes consumed by decay within one round.
wood and/or metal, and assumes the weap-
on's form. It behaves in every respect like a Power Score-The save automatically fails.
normal weapon of the chosen type, with a bo- 20-One of the psionicist's own items de-
nus: it can never be dropped or stolen.
cays (no save)-either the first item touched,
Power Score-The "armament" gives the or an item chosen randomly by the DM.

psionicist a +1attack bonus (but no damage Cell Adjustment

bonus). Power Score: Con -3
20-The psionicist must make a system Initial Cost: 5
Maintenance Cost: up to 2O/round
shock roll or pass out for Id10 rounds. Range: touch
Preparation Time: 0
catfall Dex -2 Area of Effect: individual
4 Prerequisite: none
Power Score: na
Initial Cost: 0 Cell adjustment allows the psionicist to heal
Maintenance Cost: 0 wounds and cure diseases. Any sort of wound
Range: personal can be healed, but only nonmagical diseases
Preparation Time: none are affected (e.g., this power cannot heal
Area of Effect: mummy rot, nor can it cure a lycanthropic
Prerequisite: curse).

The psionicist can cure a disease in one light, the character'schameleonpower score is
halved (rounded down).
:ound by spending 5 PSPs and making a
Power Score-The psionicist's power score
succesful power check. If the die roll equals a gains a + 3 bonus during "hiding" checks.

1,he succeedsbut it's doubly taxing (10PSPs). -20-The psionicist's colorations strongly

If it equals a 2, he fails because the disease is clash with the b a k o u n d ; he sticks out like
sore thumb.
too widespread; he must spend another5PSPs

and try again next round.

A "cure" doesn't automatically restore hit

points lost due to illness; it merely arrests the Chemical Simulation

disease. However, the psionicist can heal up to Power Score: Con -4
Initial Cost: 9
4 points of damage in each subsequent round Maintenance Cost: 6/round
touch
by spending 5 psionic strength points per hit Range: 1
Preparation Time:
point recovered. He cannot cure the disease

nd restore hit points during the same round.

.,..,:+ , ,., ., Power Score-All disease-or UD to 10
, .'p.1oints of damage-is instantly healedat a cost

of 5 PSPs.

20-The psionicist suffers Id10 points of

damage but the patient is unaffected. his body simulate the action of adds. The
character secretes an "acid" through his hand.
Chameleon Power Any item he touches and holds briefly must
make a saving throw vs. acid or be dissolved.
Power Score: Con -1 If used as a weapon, this acid cannot inflict
Initial Cost: 6 more than two or three points of damage,
Maintenance Cost: 3lround though it can cause considerable pain.

Range: 0 Power Score-All saves for normal items
Preparation Time: 0
Area of Effect: personal fail; magical items still get a saving throw.
Prerequisite: none 20-Acid oozes from the psionicist's sweat

The psionidst using this power actually glands; all items touching hi skin must save
hanges the coloration of his skin, clothing, vs. acid.
and equipment to match his background. The
Displacement
match is automatic; he does not choose the ap-
pearance. The change takes several seconds. Power Score: Con -3
As he moves, the coloration changesand shifts Initial Cost: 6
to reflect any changes in the surroundings. Maintenance Cost: 3/round
0
In effect, chameleon power makes a psioni- Range: 0
Preparation T i m e personal
t very difficult to spot. If the character re- Area of Effect: none
Prerequisite:
ins stationary, he can avoid detection
simply by making a successful power check. If This power resembles the displacer beast's
the character moves, his power score is re- natural abilityto makeitselfappear to be up to
3 feet from his actual location. The psionidst
uced by three when he makes the check. decides where this false image will appear.
This power is most effective in natural sur-
Thii is a very effective means of protecting
oneself from attack, aving the psionidst a

5 8 * Chapter Five

itwo- oint bonus on his armor class (lowering Preparation Time: 1
Area of Effect: personal
it tw points). Tme seeingwill reveal the char- Prerequisite: none
acter' real location.
With this power a psionicist converts him-
Po er Score-The AC bonus is +4.
self to ectoplasm, (a fine-spun, smoky sub-
20 Noeffect. stance). He becomes insubstantial, ghostlike,

Double Pain and able to walk throughsolid material as if it
didn't exist. The psionicist is still visible as a
individual whispy outline. He moves at his normal move-
none ment rate and in the normal fashion (e.g., if he

ther person, the psionicist couldn't fly before, he can't now).
character's pain threshold. The psionicist can also convert the follow-
will feel like a serious in-
effect lasts one turn. During that ing to ectoplasm: his clothing, armor, and up
mage scored against that character
However, only half of this damage to 15pounds of equipment that he's carrying.
other half represents the amplified Power Score-The maintenance cost is 3
en the character's total of real dam-
PSPs per round.
his hit points to zero or 20-The psionicist's items become ectoplas-

mic, but he doesn't. He must use this power
again (successfully)to retrieve them.

"fake" hit points-those lost only to Enhanced Strength wis -3

victim does not pass out in one turn Power Score: Varies
ation of this power's effects), damage Initial Cost:
gainst him isno longer doubled. How- Maintenance Cost: Varies
points of "pain damage" which he has
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none

er Score-The victim must make a sys- A psionicist can increase his physical
roll upon each hit, or pass out due Strength score to a maximum of 18 through
this devotion. The PSP cost is twice the num-
s and affects the ber of points he adds to his Strength score. (If
he fails, he loseshalf this amount; see Chapter
Ectoplasmic Form Con - 4
9 1.)The maintenance cost per round equalsthe
Power Score: 9/round number of Strength points he has added.
Initial Cost: 0
Maintenance Cost: Physical Strength cannot be raised above 18
Range: psionically. The psionicist does not qualify for
exceptional Strength bonuses if he raises his
Strength to 18.

Power Score-The psionicist can raise his

strength to 18/00, with each 25% increase

costing an additional PSP.
20-The power backfires and lowers

Strength by ld6 until arrested by this power.

I

Psychometabolism 59

Expansion 1 left hand functionsas a shield, AC 9
2 leather, AC 8
Power Score: Con -2 3-4 ring mail, AC 7
Initial Cost: 6 5-6 scale mail, AC 6
Maintenance Cost: l/round 7-8 chain mail, AC 5
Range: 0 9-10 banded mail, AC 4
Preparation Time: 0
Area of Effect: personal 11+ plate mail, AC 3
Prerequisite: none
Because this armor is part of his body, the
The psionicist can expand his own body psionicist can enjoy its benefits without suffer-
proportions in any dimension: height, length, ingany penalty he might have if he were actu-
width, or thickness. He can increase any or all ally wearing that type of armor. The armor
of these proportions by 50% of their original created by this power weighs n o t h i i . has no
size per round. Maximum expansion is four magnetic properties, and in no way en
times original size. bers the psionicist.

This power has no effect on clothing or Power Score-The psionicist gains a +1
equipment. Ability scores don't increase ei-
ther. In other words, the character does not nus to the armor class listed above.
grow stronger simply because he became 20-The power just growsugly hair over h
taller. However, being very big often has other
advantages. body, which must be shaved off or he loses 2
points of Charisma.
Power Score-Maximum expansion be-
comes 10 times and the rate is 100% per Graft Wmpon
round.
Power Score: Con -5
20-The psionicist shrinksby 50%until ar- Initial Cost: 10
rested by this power. Maintenance Cost: l/round
Range: touch
Flesh Armor Preparation Time: 0
Area of Effeck personal
Power Score: Con -3 Prerequisite: none
Initial Cost: 8
Maintenance Cost: 4/round With this power the psioriicist can graft
Range: 0 onehanded melee weapon directly onto h
Preparation Time: 0 body. He picks up the weapon, activates this
power, and the weapon becomes an extension
Area of Effect: personal of the character's ann.Assuming the character
Prerequisite: none is proficient with that type of weapon, he
gains a +1 bonus to attack rolls and damage.
The psionicist transforms his own skin into If he is not proficient with the weapon, he suf-
armor. No one can see the change, but it's as if
he had actually acquired some type of armor. fers the usual nonproficiency penalties,

The type of armor his body mimics depends still gets the +1 bonus.
on the result of his power check, as shown in Power Score-The +1 bonus for att
the followinp. table:
and damage increases to +4.
20-The weapon has been weakened; it will

break on any attack roll of 1.

60 Chapter Five

Immovability

enance Cost: lhound Power Score: Con -5
none Initial Cost: 9
Maintenance Cost: 6/round
taste, touch, and smell. This has sev-
ts, which are described below. The Range: 0
Preparation Time: 0
the psionicist’s ranges for hearing Area of Effect: personal
g are tripled. He can, for example, Prerequisite: none
a person (indaylight)at a range of 400
When a psionicist makes himself immov-
iecesfrom each other after having previ-
handled just one of them. He can also able, he is exactly that. A tremendousamount
something has been handled in the last of force is required to uproot him from his

spot.

Moving the psionicist requires a combined
Strength total that is at least 10 times greater
than his immovability score (Con -5). If a
character is pushmg the psionicist, and makes
a successful bend bars roll,that character can
double the Strengthhe‘s contributing to the to-
tal. Even if a group manages to move the
psionicist once, they may not be able to move
him any easier the next time. The psionicist re-
mains immovable until he stops maintaining
the power.

This power has nothing to do with weight.
A character will not crash through the floor
because he made himself immovable. He has
instead attached himself to the fabric of the
universe, which is considerably more power-
ful than the strongest casde. He does, how-
ever, need a horizontal surface as an anchor.

If the psionicist’spower check results in a 1,
he attaches himself so well that even he can‘t

break free simply by shutting off the power.
He must pay the initial cost again (9 PSPs) to
free himself.

Power Score-Moving the psionicist be-
comes impossible.

20-The psionicist can’t stop the power; he
maintains it until he runs out of PSPs.

of the psionicist’s five senses is lost

Lend Health come. He does not feel hunner, exhaustion, os
thirst, nor does he suffer any ability redu
Power Score: Con -1 tions for privation.
Initial Cost:
Maintenance Cost: 4 The psionicist can also suppress the ba
Range: needs of others while suppressinghis own.
Preparation Time: na do so,he must pay an additional 10PSPs
Area of Effect: touch person and spend an additional hour of m
Prerequisites: 0 tation per person. Each person being ai
individual must be in physical contact with the psion
none throughout the entire period of meditat

Lend health is a power of healing. The Usually, all the charactershold hands, form
psionicist who makes a succesful power check
can transfer his own hit points to someone else a continuous line or circle.
The psionicist can survivein this fashionf
he is touching. Each hit point transferred heals
a number of days equal to his experienceleve
one point of damage. The character can trans- or five days, whichever is more. At the end of
fer as many points as he wants to in a single
round. that time, he collapses from exhaustion. He
must then rest one day for every two days
If the psionicist tries to transfer hit points spent sublimating his body’s needs. Or he can
be restored through 24 hours of comdete heal-
when he has fewer than five remaining, he ing. Thee rules also apply to any haracte
the psionicist has aided.
must make another power check. If this fails,
he cannot transfer the points. In any case,he Power Score-The psionicist need not re
after using this power.
cannot transfer hit points if he has only one re-
20-The power fails, but the psionicist c
maining. lapses with-exhaustion and mist rest for 24
The beneficiary of this power can never ex-
S.
ceed his normal, healthy total of hit points.
m
Power Score-Every point drainedfrom the
psionicist heals two hit points in the benefi- r u w u xore: Con -2
ciary. InitiakCost: Varies
Maintenance Cost: l/round
20-The psionicist suffers all the wounds 0
which his target currently has. No one is Range: 0
Preparation Time personal
healed. Area of Effect: none
Prerequisites:
Mind Over Body

Power Score: Wis -3 This power is the reverse of expansion. T
Initial Cost: na
Maintenance Cost: 1O/day psioniast can reduce his body’; dimensions
Range: touch
Preparation Time: along any or all axes: height, length, width, or
Area of Effect: 0
individual thickness. The change amounts to 1foot per
rerequisites: none PSP spent, until the dimension being affected
is 1foot or less. After that. the Dsionicist can
Mind over body allows the user to suppress
his bodv‘s need for food, water, and sleep. In halve his dimensions ea& tim; he spends
exchange for one hour of meditation per-day, PSP.
all of the psionicist’s physical needs are over-
For example, let‘s assume Magnilda (a dua

class psioni&st and wamor maiden) stands 6

feet tall. Five strength points reduce her height Suspend Animation

to 1foot. Threemore strength points halve her Power Score: Con -3
size three times: to 6 inches, then 3inches, and Initial Cost: 12
finally to 1.5 inches. Maintenance Cost: na
Range:
Now let's assume Magnilda only wants to Preparation Time: O/touch
make her arm thin enough to slide through a Area of Effect:
keyhole. At its thickest point, her arm mea- Prerequisites: 5
sures 4 inches across. Three strength points
will reduce the thickness of her arm to V 2 inch With this power a psionicist can "play
(from 4 to 2, then to 1,then to 1/2)without al- dead-bringing all life functions to a virtual
tering its length at all. She can now slide her halt. Only the most careful examination will
arm through the keyhole and unlock the door show that the character is still alive. Even psi-
from the inside. onicpowers such as lifedetection and ESP will
not turn up any evidence of life unless those
Power Score-Each PSP spent results in powers are maintained for at least three min-
twice the described effect (if desired). utes. Use of the probe power will detect lifeim-
mediately.
20-The psionicist doubles in size, and
stays this big for an hour or until he uses this The psionicist can remain in suspended ani-
power again successfully. mation for a number of weeks equal to the re-
sults of his power check-or less. When he
Share Strength wishes to put himself to sleep, he first decides
when he wants to wake. Then he makes his
Power Score: Con - 4 power check. If the number rolled is less than
Initial Cost: the time he hoped to be "suspended," he
Maintenance Cost: 6 awakens prematurely.
Range:
Preparation Time: 2/round Another willing character can also be sus-
touch pended for the same PSP cost (not at the same
Area of Effect: 0 time as the psionicist, however). This has a
Prerequisites: preparation kme of one hour and a range
individual touch.
none
Power Score-The psionicist remains awar
The psionicist can effectively lenL .is physi- of his surroundings&d can wake at any time
cal Strength to another character. The psioni- he chooses.
cist sacrifices two of his own Strength points
(ability points, not PSPs) for every single 20-The psionicist falls unconscious and
point the recipient gains. This transfer remains only violent slapping can revive him.

in effect until the psionicist stops paying the
devotion's maintenance cost; then all points
return in one round. If the recipient is killed
before the psionicist gets his Strength points
back, the psionicist's Strength score is perma-
nently reduced.

If the psionicist's die roll is a 1,he must ex-
pend three points for each point his pal gains,

instead of two for one.
Power Score-The point transfer is 1:l.
20-The psionicist loses one Strength point

for a day. If he failsa savevs. paralyzation, the
loss is permanent.

1

PC

Psychoportation 1

Psychoportive Sciences stops paying the maintenance cost, but the
psionidst himself must return via some other
Banishment method: teleportation, probabilitytravel, etc.

Power Score: Int -1 Probability Travel
Initial Cost: 30
Maintenance Cost: lO/round Power Score Int
Range: 5 yards Initial Cost: 20
Preparation Time: 0 Maintenance Cost: 8/hour
Area of Effect: unlimited
Prerequisites: individual Range: 2
teleport Preparation Time: individual
Area of Effect: none
With this power, the psionidst can teleport Prerequisites:
a creature against its will to a pocket dimen-
With probability travel, a pshnicist
sion and hold it there. The creature being ban-
ished must be extremely close-within 5 verse the astralplane physically as if he’s in as-
yards. The pocket dimension is a featureless
area with a benign environment-it may be tral form. Thispower has a distinct advantage

hot or cold, dark or I&, but not so much that over magical astral travel. When a wizard uses
it will cause injury. the astral spell, he forms an astral body, which

Banishment has a boomerang feature. If the remains connected to his material body by a

psionicist fails to pay the pay the maintenance silvery cord. In contrast, a psionicist using
cost, the banished creature automatically re- probability travel never leaves his physical

turns to its originallocation. The creaturecan- form; he brings it along. He has no cord, so,
not reappear in a location that now contains unlikethe wizard, he cannever die because his
other matter, however (e.g., to a doorway cord has been severed. (Onthe other hand, he
that has been closed, or to a spot that now has can still be blown to bits.)
a sharp stakes upon it). If this happens, the
The astral plane boasts nothiing that would
creature returns to the nearest open space. In
attract tourists, but its two-dimensional color
other words, psionicists cannot rely on the pools serve as highways to the outer planes.
These pools, scattered randomly throughout
boomerang feature to kill or harm a creature. the astral plane, provide connections to all
As long as the psionicist pays the mainte- surface layers of the outer planes.

nance cost, the creaturewill not automatically Travel through the astral plane is speedy: 10
return. If the creature has access to the astral
or ethereal planes, or it can teleport between yards per minute per Intelligence point. How-
ever, distance on the astral plane does not
planes, it could try to retum that way. If the equate to distance on other planes. After
banisher is still maintaining the power, how- ld6 +6 hours of travel, the traveler reaches the
ever, a psychic contest takes place. If the color pool he sought. There is a flat 75%
banisherwins, the victim is prevented from re- chancethat thispool leadsto the exact destina-
tion the character wants. Otherwise,it is at
kming. least 10miles off target-maybe more.
Power Score-The banished figure cannot
The psioniast can take other persons (asde-
leturn of its own accord; it must wait until it is fined by the cham person spell) along on his
probability trip. Each passenger costs 12 extra
allowed to return. PSPs initially, plus 4 extra PSPs per hour, and
20-Both the intended victim and the adds one-half hour to the time needed to find
the correct color pool. Passengers must travel
psionicist are banished to the same place. The
lther figure bounces back when the psionicist

64 Chapter Six

Dimensional D w c Juan deades not to stay for dinner.

Psych1 lrtation 6 5

voluntarily; this power cannot drag a charac- psionic power does neither; it merely teleports
ter into the astral plane against his will.
something. To be rid of the creature, the
Combat on the astral plane is unusual. The
traveler’s physical body cannot affect astral psionicist must banish it, teleport it again, kill
bodies in any way. However, psionic powers it, or control it somehow. If the creature is in-
do work against the minds of astral travelers. telligent, the psionicist might reason with it.
Most magical items do not work in the astral However, the creature is almost certain to fly
into a murderous rage when it discovers its
plane. Magical itemswhich are keyed to a par-
ticular plane do function there, often with en- plight.
The psionicist can make the summoned
hanced effect.
creature materialize anywhere within 200
If the psionicist simply turns off this power yards of his present position. This is a tremen-
while in the astral plane, he doesn’t leave. In- dous advantage, sincethe creature, at least ini-
stead, he’s stranded, unable to move except by tially, has no idea who summoned it. Its anger
physically pushing off of solid objects (which
are extremely rare in the astral plane). He’s is liiely to be vented against the first target it
finds. However, if the psionicist‘s power check
also stranded if he runs out of PSPs or is
knocked unconscious on the astral plane. The result was a 2, this range is reduced to 50
only exit from this plane is a color pool. yards. If the result was a 1,the creature pops
in within 10yards. Obviously, some risk is in-
If you’d like to learn more about traveling volved.

on the astral plane, see the AD&Whandbook The psionicist choosesthe plane from which
Manual of the Planes. the creaturewill come. He does not choose the
creature, however; that’s determined at ran-
Power Score-The color pool is right where dom. A creature from one of the elemental
the character wants it to be. planes usually wit1 be an elemental of the ap-
propriate type. A creaturefrom an outer plane
20-The character attracts the attention of
an astral creature, which may or may not be probably will be a native of that particular
hostile, at the DMs discretion. plane, but it could also be a visitor, or even an
adventurer who happened to be in the wrong
Summon Planar Creature place at the right time. In contrast, the astral
or ethereal planes are a cornucopia of crea-
Power Score: Int - 4 tures, frequented by beings of every imagina-
Initial Cost:
Maintenance Cost: 45/90 ble description. In any event, the DM decides
na
Range: 200 yards which creature is summoned, drawing from
Preparation Time: 12 the monsters for which he has game statistics.
Area of Effect: one creature This book describes some extraplanar crea-
Prerequisites: teleport
tures. Many more are covered in the Manual
This science allows the psionicist to reach of the Planesand various Monstrous Compen-
diums, especially the compendium featuring
into another plane, grab whatever creature he outer planar creatures.
happens to find there, and teleport it to his
own plane. The victim will be disoriented for It costs 45 PSPs to summon a creaturefrom
one round after amving; as a result, he suffers the astral or ethereal plane. If the psionicist is
a two-point penalty on die rolls for initiative, dipping into an inner or outer plane, the cost
attacks, and saving throws. soars to 90PSPs.

A magical summons offers some control Power Score-The creature summoned en-
over a planar creature, and usually returns joys this sort of thing and won’t be angry with
the psionicist.
that creature to its home automatically. This

y.2 -The psionicist attracts the attention of uum or is instantly displaced.
Restraints do not affect teleportation. A
a PO erful, extraplanar creature without sum-
mon it. character who is tied up, shackled to a wall, or
buried up to his neck can still teleport. The re-
Teleport straints remain behind.

infinite Clothing, on the other hand, does accom-
tion Time: 0 pany a character who teleports. He may also

none carry small items in his grasp or wear equip-
t is the essential power within this ment (e.g., armor) on his person, not exceed-

.It allows thepsionicist to teleport to ing one-fifth of his own body mass. If he

iar spot. The destination must be a doubles the amount of PSPs expended, he can
t the character knows and can picture
carry up to three times his body mass, or take
.or is currently on fire, such
alongone or two other characterson whom he
n't affect the teleport has a firm grasp.
For example, if a character tries to
A character can teleport any distance, but
ds, as air rushes into the sudden vac- as the distance increases, so does the chance of
failure and the cost in PSPs. Ranges, point

costs, and power score modifiers are shown
below.

If the teleportation die roll is a 1 or 2, the
character and anyone else with him are mo-
mentarily disoriented by the jump. They can
do nothing during the round which immedi-
ately followsthe teleport. After that, they suf-
fer a 2-point penalty to the following for ld6
rounds: initiative die rolls, psionic power
checks, and attack rolls.

Distance Initial Power Score
10 yards Modifier
100 yards Cost
1,ooO yards 0
10 miles 20 -1
100 miles 20 -2
1,ooO miles 30 -3
10,000 miles 40 -4
planet to planet* 50 -5
60 -6
70
100

* Players with the SPELLJAMMER"' boxed set
should note that interplanetary teleports are
possible only within the samecrystal sphere. It
is impossible to teleport between crystal
spheres or different planes of existence.

Power Score-The PSP cost is reduced by
20 percent, rounded up.

20-No effect.

. xtation 67

Teleport Other the physical body. Nearly all astral travelers

Power Score: Int -2 have such a cord. It is visible as a translucent
Initial Cost: string which stretches 10 feet from the astral
Maintenance Cost: 20 + body, and then becomes invisible and intangi-
Range: ble. If the cord is severed, both bodies die (so
Preparation Time: na
Area of Effect: does the character). The silvery cord is nearly
Prerequisites: 10 yards indestructible, however. Usually it can be sev-

0 ered only by the psychicwind at its most pow-
erful, or by the silverswords of the githyanki.
na
teleport Since the astral plane is a highway leading
to other planes, a character who uses this
This power is identical to the one listed di- power usually has another destination in
mind-either a distant point on the prime ma-
rectly above, except it is used to teleport other
characters. The psionicist stays where he is terial plane or an outerplanar locale. When the
while someone else is teleported. The charac- traveler reaches his destination, a temporary
ter must be willing to be teleported, or uncon- physical body is formed there. This body re-
sembles the character’s real body in every re-
scious. PSP costs and power score spect, and the two are still connected by the
modifications are the same as for teleporta- invisible, silvery cord.
tion. (In other words, cost and difficulty in-
crease with distance.) If the psionicist pays If either the astral body or the temporary
physical body is killed, the cord returns to the
twice the usual PSP cost, he can teleport up to
three characters, provided they are firmly real body. This second physical body is not
grasping one another. formed if the charactertravels to another loca-

Power Score-The PSP cost is reduced by tion on the same plane where his real physical
20 percent, rounded up. body is located. He can view that plane in as-
tral form, but cannot affect it or even enter it
20-All would-be teleporters are seriously physically, nor can he direct magical or psi-
disoriented. They cannot cast spells and suffer onic powers into it.
a -4 penalty on all die rolls for ld4 turns.
Magical items can be taken into the astral
Psychoportive Devotions plane, but most lose their magical properties
temporarily while in that plane.
Astral Projection
If you‘d l i e more detailon astral travel and
Power Score: Int
Initial Cost: 6 the astral plane, see the Manual of the Planes,
Maintenance Cost: 2/hour an A D & P game handbook.

Range: na Power Score-The first color pool found is
Preparation Time: 1
Area of Effect: personal precisely where the psionicist wants it.
Prerequisites: none 20-The psionicist attracts the attention of

a powerful creature in the astral plane.

Astral projection is similar to probability
travel, except the traveler is not accompanied
by his physical body. Instead, an astral body is
created. This astral body immediately leaps
into the astral plane. Only creaturesor charac-
ters who are also on the astral plane can see it.

A silvery cord connects the astral body to

68 Chapter Six

Dimensional Door tal suffer intense pain. Fools who poke their
head through a portal must make a system
Power Score: Con -1
Initial Cost: shock roll; failure means they lose 50% of
Maintenance Cost: 4 their current hit points and pass out.
2/round
Range: Inanimate objects are not affected by expo-
Preparation Time: 50 yards + sure to the dimension’s edge. In fact, a charac-
ter can throw or fire objects through a portal,
Area of Effect: 0 and they’ll come out on the other side. Attack-
Prerequisites: ers suffer a - 4 penalty on their to-hit rolls
na against targets on the other side of the dmen-
none sion’s edge.

Like teleportation, a dimensionaldoor takes Range: The normal range of this power-
a character from one location to another. The
similarity stops there, however. With dimen- i.e., the maximum distance between the two
portals-is 50 yards. The distance can be ex-
sional door, the psionicist opens a man-sized
portal which leads to the edge of another di- tended only with severe reductions to the
mension. The edge acts as a lightning-quick character‘s power score, as shown below. In-
transit system, carrying travelers to a destina- creasing the range does not increase the PSP
tion chosen by the psionicist who uses this cost, however.
power.
Distance Power
When the psionicist uses this devotion, he Between score
creates a door lea+ into the alternate di- Doors Modifier
mension. The door is a vaguely outlined por-
tal, which appears in front of the psionicist. At 50 yards 0
75 yards -2
the same time, an identical portal appears 100 yards -5
wherever he wants it, within range (see be- 150 yards -8
200 yards
low). The door can have whatever orientation -12
the psionicist chooses. If someone (including
the psionicist) steps into either portal, he im- Power Score-Transit does not cause disori-
mediately steps out of the other. Both doors entation.
remain in place for as long as the psionicist
maintains the power. 20-The psionicist is momentarily exposed
to the transit dimension and is disoriented as if
The dimension accessed by this power is not he had stepped through the portal.
fully understood. Clearly, it has very different
qualities of time and space, such that motion is Dimension Walk
greatly accelerated. For many years this tran-
sit was thought to be instantaneous, but ardu- Power Score: Con -2
ous experiments by Larue d j a r Azif of Initial Cost: 8
Dhaztanar have proved that a very tiny bit of Maintenance Cost:
time does elapse. What this means is still un- 4/turn
known. Range:
Preparation Time: na
Travel via this power is disorienting. Pre- Area of Effect: 2
sumably, exposure to the alternate dimension Prerequisites: personal
traumatizes the body in someway. As a result, none
a traveler is dazed and cannot attack or move
for one round after stepping through a dimen- With dimension walk, a psionicist can
sional skip portal. Quick transit is advisable. travel from place to place in his own dimen-
People who shove only an arm through a por- sion by piercing other dimensions at right an-
gles. This has two advantages over a

dimensional door: 1)a dimension walk is not Dream Travel
physically traumatizing and 2) the range of
travel is greater. On the other hand, dimen- Power Score: Wis -4
sion walk only allows the psionicist himself to Initial Cost: 1/25 miles
travel, and he can easily get lost. Maintenance Cost:
Range: M
The dimension walker opens up a vaguely
shimmering portal. Only the psionidst who Preparation Time 500 miles
opened the portal can enter it. As soon as he Area of Effect: 0
does, the portal closes behind him. He finds Prerequisites: personal
himself engulfed by an inky grayness that is none
virtually without features. The effect is one of
extreme sensory deprivation. Dream travel is a powerful but unreliable

The psionicist can travel through this gray means of getting from here to there. The trav-
realm at a speed of 7 leagues (21 miles) per eler journeysin his dreams, and awakeswher-
turn. He cannot see where he is or where he’s ever his nocturnal wanderingcarried him. The
going while in the realm. He has only his in- psionicist can even take other characters with
stinct to guidehim, and must make a Wisdom him, although it’s more difficult than traveling
check every turn. If these checkssucceed, hell alone. (See“Passengers“below.)
find himself at his chosen destination when he
steps out of the realm. If any single Wisdom To use dream travel, the psionicist must be
check fails, however, the character will stray asleep. Once asleep, he begins fashioning a
off course by several miles. When the walker dream that involvestravelingfrom his present
steps out of the gray realm, the DM can place locationto his intended destination. At the be-
him in any location, within the maximum dis- ginning of the journey, the DM secretly makes
tance from his starting point (e.g., if the a power check for the character. If the check
psionicist walked for 10 rounds, he must be succeeds, the psionidst will reach his destina-
within 21 miles of his origin). It’s up to the
psionicist to figure out his location; this power tion. If the check fails, the character will fall
doesn’t help him gain his bearings.
short 10% for each point that the die roll ex-
Aside from getting lost, dimension walking ceeded the power score.
is completely safe. Apparently anything that
lives in the other dimensions crossed cannot If the DM wants, this power check is all
interact with dimensional travelers. (Larue that‘s required to handle dream travel duringa
game. However, it’s far more satisfying to ac-
djar &if of Dhaztanar postulated that these
tually role-play the dream. The player creates
other dimensionsteem with lifejust as much as the setting and describes his intentions, with
our own, but because the traveler is crossing the DM interrupting to change things arbitrar-
them “against the grain”, as it were, they do ily and throw obstaclesin the character‘spath.
not register on his senses.) The character can If the player overcomes the obstacles and
bring along as much as he can carry, but bugs solves problems inventively, the DM is justi-
of holding and other dimensional storage de- fied in giving a bonus to the character’spower
vices spill their contents immediately if taken check. If the dream is dull and lifeless, the DM
into this space. can also penalize the power check.

Power Score-The psionicist receives a +2 The DM should remember that this is a
bonus when making his Wisdom checks. dream; terrain on the journey may not resem-
ble actual terrain, the character may be com-
20-Overcome with vertigo, the character pletely different, and the world may be
can do nothing but retch for three rounds.
completely strange. The length of the dream
.70 Chapter Six journey should be approximately the same as
the real distance, however, and the final desti-
nation shouldbe at least similarto the real des-

.

S+- ?F

Dream Travek Five passengers set sail that day for a three-hour tour...

PsvchoDortation 71

tination. Such dream adventures should mini- flexively teleport to a safe location. After
making a successful power check, the psioni-
mize combat and maximize problems, puzzles, cist must specify where he intends to go. He

and surreal atmosphere. If combat d o g occur,it must also defiie very specifically what condi-
tions will trigger the teleportation. These can
has no effect on the character physically, but if be anything he wants, but the teleport will not
he is killed, he wakes up, right where he started. be triggered unless he is aware that the condi-
tions have been met. A volcanic eruption 500
All dream journeys take approximately eight miles away will not trigger teleportation un-
less the character has some way to know that
hours to complete, successful or not. the volcano is erupting.

Passengers: The psionicist can bring other For example, here are three typical triggers:
characters along with him in the dream. His being reduced to 10or fewer hit points, seeing
power scoreis reducedby one for each passen- a mind flayer, and being attacked by a magic
ger he carries. Passengers must also be sleep- missile spell. When such predetermined condi-
ing. A single power check launches everyone tions are fulfilled, the character instantly tele-
on the dream journey. If the check fails, they ports to the programmed location.
still attempt the dream journey but fall short
of their target. The psionicist must pay the When the teleport is triggered, the character
PSI' cost of the trip individuallyfor each char- must have enough PSPs remaining to teleport
acter accompanyinghim in the dream. to that location, because he pays the cost just
as if he were performing a normal teleport.
Intelligent animals can also be drawn into (See "teleport.") He must also make a teleport
the dream, but normal animals (horses, dogs, power check, with penalties based on the dis-
falcons, whatever) are very difficult to bring tance traveled. If this power check fails, so
along. The psionicist must make a separate does the programmed teleport.
power check to draw in each animal and his
No PSPs are spent when the trigger is de-
power score is halved, rounded down, when fined, but the character spends two points per
making this check. hour from that time just to maintain the trig-
ger. The trigger remains in effect until the
When the dream travelers reach their desti- character stops paying the maintenance cost.

nation, they awaken. In the place where they Power Score-The character can ignore
power score penalties for distance.
lay sleeping, their bodies and any equipment
carried or worn fades away. At the same time, 20-No other effect.
they fade into being at their new location, still
in sleeping posture, but fully awake.

Power Score-No additional effect.

20-The dream is nightmarish. The psioni-
cist must save vs. paralyzation or appear dead
until violently struck.

Time Shift

Teleport Trigger Power Score: Int
Initial Cost:
Power Score: Int +1 Maintenance Cost: 16
Initial Cost: 0 na
Maintenance Cost: 2/hour Range: 0
Range: infinite Preparation Time: 0
Preparation Time: 0 Area of Effect: personal
Area of Effect: personal Prerequisites: teleport
Prerequisites: teleport
Time shiftiig allows the psionicist to travel
A telepprt trigger is a programmed event up to three rounds into the future and observe
which causes the psionicist to instantly and re- things until time catches up with him. He sees

7 2 Chapter Six

everything frozen around him just as it will be Time Psionic Power
when that moment in the future actually ar- Shifted Strength Score
rives. Modifier
1round cost
The psionicist enters a different reality when 2 rounds 0
he u s e this power. No one in the "still life" that 3 rounds 3 -2
surrounds him can see or detect him in any 6 -6
way. He can move freely through the environ- 12
ment, putting himself wherever he wants to be
when he returns to normal time. But he cannot Power Score-No other effect.
20-The psionicist is disoriented, and suf-
affect anything around him,nor can anything fers a -2 penalty on all die rolls for as many
rounds as he intended to shift.
affect him. Even two time-shifted characters
are cQmpletelyinvisible to each other. To the TimeISpace Anchor
people in real time, the character simply van-
ishes and then reappears sometime later. Power Score: lnt
Initial Cost: 5
The character does not exist for any normal Maintenance Cost: l/round
game purpose during the period when he is Range: 0
time shifted. If, for example, a fireball spell Preparation Time: 0
detonates in the room while the character is Area of Effect: 3 yards
time shifted, the character is completely pro- Prerequisites: none
tected against its effects. In fact, unless the
blast leaves visible effects (charred walls or This power protects psionicists against un-
corpses or sulfurous fumes), the character wanted teleportation. When a time/space an-
chor is in effect, the psionicist cannot be
won't even know it happened. He seesnone of teleported against his will unless he loses a
the intervening events. psychic contest.

This power cannot help a character escape Anyone and anythm else inside the &yard
contact, however. If someone has established radius is also protected using the psionicist's
contact or tangents (see Chapter 2) with the power score. Items are protected automati-
time shifter-and continues paying their cally, but living creatures or characters are
maintenance cost-then the tangents or con- protected only if the psionicist wants them to
tact will still be in effect when the character re- be. Each additional creature protected costs
another PSP per round. This power cannot
turns to normal time. prevent someone from teleporting himself
Time shifting offers an obvious advantage away; it only prevents teleporting from an
outside source.
in combat. A psionicist can leap one round
into the future and maneuver into position for Power Score-The psionicist receives a + 2
an attack. In that case, the shifter receives a bonus in any resulting psychic contests.
+4 bonus to his attack roll. With enough
time, he could even escape. 20-The psionicist is rooted to the spot for
ld6 rounds. During that time his AC is penal-
How long does a time shift last? If the ized 5 points.
psionicist travels one round forward, then he
has one round in which to maneuver. If he
travels two rounds forward, then it takes two
rounds for reality to catch up. Three rounds is
the limit. The farther (or longer) the trip, the
more difficult it is to make, as shown in the ta-
ble below.

Psychoportation 7 3

7 -'TIelepathy

I

Telepathic Sciences horrent (against his alignment),

Domination The cost to establish and maintain this powe-r ".a
equals twice the cost to contact the victim.
Power Score: Wis - 4
Initial Cost: contact Power Score-The maintenance cost is
Maintenance Cost: varies halved.
Range:
Preparation Time: 30 yards 20-The victim knows that someone a
Area of Effect: 0 tempted to dominate him.
Prerequisites: individual
mindlink, contact Ejection

With domination, a psionicist can project Power Score: Wis - 4
signals from his own mind into the mind of Initial Cost: varies
one other person or creature. As a result, the Maintenance Cost: na

subject is forced to do nearly anything the Range: 0
psionicist wishes. The dominated subject Preparation Time 0
Area of Effect: persona-
knows what is happening, but he cannot resist Prerequisite: none
the psionicist's will. Commands are given
mentally and automatically. Ejection is the final defense against .
wanted contact. If one psionicist has for
The victim's abilities are neither diminished contact with another's mind, or has been
granted contact and is now doing t h i s b t
nor enhanced by this power. The subject can should not be, he can be ejected.
be forced to use any power or ability he nor-
mally can-assuming the psionicist knows The cost of ejection is twice the opponer
about it. Domination does not reveal facts or
secrets about a victim. to seewhat "side effects" the psionicist suffer2

As soon as domination is attempted, the 1 Lose access to all sciences for ldlO
victim makes a saving throw vs. spells. If this
saving throw succeeds, the victim is not domi-
nated. If it fails, the victim has fallenunder the
psionicist's control. However, if the victim is

later forced to do something completely ab-

hours

reviations 2 Lose access to one discipline, selected

lepathic attack and defense modes are of- by the DM, for ld10 hours
abbreviated as follows, especially in
3 Lose ldlO +10additional PSPs
aracter or creature descriptions.
4 Lose ld10 additional PSPs

5 Lose 1point of Constitution

Defense Modes permanently

IF = intellect fortress 6 Lose ldlO hit points

id insinuation MB = mental barrier 7 Sever only one portion of contact (one

hmst M- = mindbl I successful attack reestablishes it)
blast TS = thoueht
svchiccrush 8 Sever only two portions of contact (tv R,p' i 3
TW successful attacks reestablish it) I .:,..
.~

Power Score-Roll ld6 on the table above. Mindlink
The result applies to the ejected being.
Power Score: Wis -5
20-Ejection fails, but the psionicist still Initial cost: contact
makes a d6 roll on the table above. Maintenance Cost: Wround

Fate Link Range: unlimited
Preparation Time:
Power Score: Con -5 Area of Effect: 0
Initial Cost: contact Prerequisite: individual
contact
Maintenance Cost: 5/turn
Range: Mindlink allows the user to communicate
Preparation Time: 2 miles wordlessly with any intelligent creature he
Area of Effect: 1 can contact (InteUigence 5 or greater on a hu-
Prerequisite: individual man scale). This is two-way communication.
mindlii, contact It is not the same as mind-reading because the

This power enables the telepath to inter- psioniast only receives thoughts which the
twine his own fate with that of another crea- other party wants to send. Language is not a
ture. If either being experiencespain, both feel
it. When one loses hit points, both lose the barrier. Distance affects the telepath's ability
same amount. If either dies, the other must to make contact, but it has no other effect (see
immediately make a savingthrow vs. death to "contact").
avoid the same fate.
Power Score-The mindlink allows one
Power Score-Range is unlimited.
20-Social regression. The psioniast loses probing question (seeprobe).
20-The psioniast must save vs. petrifica-
Id6 points of Charisma for a day.
tion or be stunned for ld4 rounds.

Mindwipe

Mass Domination Power Score Int -6
Initial Cost: contact
Power Score: Wis -6
Initial Cost: contact Maintenance Cost: Wround
Maintenance Cost: varies Range: touch
Range: 40 yards
Preparation Time: 2 Preparation Time: 1
Area of Effect: up to 5 creatures Area of Effect: individual
Prerequisite: mindlink, contact
Prerequisite: mindlii, contact,
domination Mindwiping is a crude form of psychic sur-

This power is identical to domination ex- gery which affects the subject's IQ. (I

temporary lobotomy.) The telepath

hit dice-must be paid for each dominated fig- saves vs. spdls. If he succeeds, the mindwi
ure. is thwarted for one round, but next round t

psionicist's efforts.

-I

I

point. Second, it reduces his experience level the subject fails a saving throw vs. spells, t
or hit dice by 1point. all his memories and knowledge are access
to the prober-from memoriesdeep below
These reductions have considerable impact.
All characters may lose languages or profi- surface to those still fresh in the su
ciencies and their magical defense adjustment. mind. The information gained is not nec
ily true, but it is true as far as the su
Experience level and hit dice losses affect knows.
everything except hit points. The victim keeps
all of his hit points regardless of what is wiped The telepath can learn the answer to on
from his mind. question per round. DMs have some discre-
tion in determining this rate. If the questions
Intelligence and Wisdom losses affect wiz- (or answers) become too complicated, ea
ards and clerics as if those losses were perma- may take longer than one round to resolve.

nent. Clerics lose bonus spells, their chance of Telepaths can probe a subject who is co
spell failure rises, and eventually they cannot scious, as well as one who resists. A prob
cast spells. Wizards suffer reductions in their
maximum spell level, their chance to learn even be carried out in the midst of melee,
vided the telepath can get close enough.
spells, and their maximum spells per level. probed wizard or cleric tries casting a sp
When the number of available spells at a
the telepath knows both that a spell is be
spell-level drops, a character must make an cast and what the general effects of that spe
ability check before casting a spell of that are.

level. Wizards roll an Intelligence check. Cler- Power Score-Two questions may be asked
ics roll a Wisdom check. Both use current per round.
scores. If the checksucceeds, the character can
cast the spell. If it fails, he has forgotten the 20-The subject knows about the probe a
spell and can’t cast any spell that round. tempt and is not pleased.

Mindwipe only seals off information; it Psychic Crush
doesn’t erase it. All of a character‘s lost Wis-
dom, Intelligence, and experience levels can Power Score: wis -4
Initial Cost:
be restored through psychic surgery (q.v.). Maintenance Cost: 7
This power has no effect against creatures Range: na
Preparation Time: 50 yards
with neither stats nor hit dice. Area of Effect:
Power Score-No saving throw allowed. Prerequisites: 0
individual
20-The power affects the psionicist instead mindlink
of his intended victim.

Probe Psychiccrush is one of the five telepathicat-
tacks used to establish contact with another
Power Score: Wis -5 psionicist’s mind. It is a massive assault upon
Initial Cost: contact
Maintenance Cost: 9/round all neurons in the brain, attempting to destroy
2 yards all by a massive overload of signals.
Range: 0
Preparation Time: individual If this attack is used against any mind
Area of Effect: ESP, contact the psionicist has contacted, the victim m
Prerequisite:
-make a saving throw vs. paralyzation. Failu
A probe is similar to ESP (a telepathicdevo-
tion), but a probe allows psionicists to dig costs the t m e t Id8 hit Doints.
much deeper into a subject’s subconscious. If Power Score-The save automatically fails
20-The victim is immune to further crush

es by this psionicist for 24 hours.

7 6 Chapter Seven



Superior Invisibility ties. For example, a telepath who switches
minds with a 10th level fighter gains a body
Power Score: Int -5 with that fighter's hit points and physical at-
Initial Cost: contact
Maintenance Cost: S/round/creature tributes (Strength, Constitution, and Dexteri-
ty). However, he retains his own THACO,
Range: loo yards
Preparation Time: proficiencies, and so forth.
Area of Effect: 0 The switch takes a turn to complete, and
personal
Prerequisite the process is quite traumatic. At the end of
mindlii, contact the turn, both characters must make system
invisibility shock saving throws using their new Constitu-
tion scores. A character who fails this roll
Superior invisibility is like invisibility (see lapses into a coma for 1-100 hours.
page 86), but it masks the character com-
Bodies that have undergone a personality
pletely. The psionicist makes no sound and switch tend to degenerate. Both characters
has no smell, though he can still be felt if must make a Constitution ability check every
touched. If he attacks someone physically, he day. If a check fails, the character loses one
automatically breaks contact with that char- point of Constitution. If his Constitution
acter. drops to zero, he dies.

Power Score-Opponents affected by this This Constitution loss is temporary, but it
power cannot detect the psionicist even if he
touches or physically attacks them. does not reverse itself until the personalities
are restored to their proper bodies. At that
20-Everyone contacted becomes aware of point, both bodies recover one point of Con-
the psionidst and his desire to be invisible.
stitution per day.
Switch Personality
The psionicist does not lose his psionic
Power Score: Con - 4 powers if his Constitution drops below 11.
Initial Cost: contact +30 However, if a power score is based on
na Constitution-like this power's score is-the
Maintenance Cost: touch score drops accordingly.
Range: 3
Preparation Time: individual Power Score-System shock rolls automat-
Area of Effect: ically succeed, and the Constitution checks
mindlink, contact are made only once a week.
Prerequisite:
20-The psionicist lapses into a coma for
I d l M hnius.

Some psionicists can literally put them-
selves in another man's (or woman's) shoes.

This science allows the psionicist to switch his
own mind with someone else's. In effect, they
exchange bodies. The other person's mind in-
habits the psionidst's body, while the psioni-
cist's mind inhabits his subject's body. The
switch is permanent, and lasts until the psioni-

cist uses this power to reverse it.
Each character gains the other's physical at-

tributes. However, both minds retain all their

own knowledge and knowledge-based abili-

Tower of Iron Will from blind obsession.
or over a cliff, for ex
Power Score: Wis -2
Initial Cost: 6 mediate. And if the danger is not
Maintenance Cost: na
Range: 0 the attraction.
Preparation Time: 0 Power Score-The effect borders on
Area of Effect: 1yard
Prerequisites: none session; the victim takes serious risks.
20-No additional effe
Tower of iron will is one of the five telepath-
ic defenses against unwanted contact. It relies Aversion Wis -4
only upon the superego to build an unassaila- contact
Power Score: Wtum
ble haven for the brain. Initial Cost: 200 yards
Like intellect fortress (a telepathic devo- Maintenance Cost: 0
Range:
tion), tower of iron will has an area of effect Preparation Time: individual
beyond the psionicist's mind. At 3 feet, it's Area of Effect: mindlink, contac.
very limited. Prerequisite:

A psionicist can initiate one other psionic ject of his aversion. He will not ap
within 20 yards, and if
power during the round in which he uses the yards, he will back away at the first opportu-
tower of iron will. nity.

Power Score-The area of effect increases The aversion is "planted" in the victim's
to 10 feet. brain for one turn. It cannot be maintained for

20-The psionicist is "lost inside himself" another turn unless the psionicist maintains
and cannot engage in psionic activity for ld4 contact throughout that turn.

hours. Power Score-The object of aversion af-
fects the victim like a fear spell.
Telepathic Devotions
20-No additional effect.
Attraction

Power Score: Wis -4
Initial Cost: contact
Maintenance Cost: Wround
Range: 200 yards
Preparation Time:
Area of Effect: 0
Prerequisite: individual
mindlink, contact

The opposite of aversion (see below), this
power creates an overwhelming attraction to
a particular person or thiig-be it an item,
creature, action, or event. A victim of this
power will do whatever seems reasonable to
get close to the object of his attraction.

The key word is "reasonable." The victim is
completely fascinated, but he doesn't suffer

Power Score: '2 Power Score: wis
Initial Cost: Initial Cost:
Cha -2 Maintenance Cost: varies
Maintenance Cost: contact l/round
Range: 4/round Range:
Preparation Time: 0 Preparation Time: Special
Area of Effect: 0 Area of Effect: 0
Prerequisite: 20 yards Prerequisite
mindlink, contact individual
none

A psionicist can use this power to make oth- Contact must be establishedbefore virtually
any telepathic power can be used on another
ers hold him in awe. Each character contacted character or creature. It is just what its name
implies-contact between the minds of the tel-
must make a saving throw vs. spells. Charac-
ters who fail are mentally cowed; they sense epath and another character or creature. Con-
tact does not allow communication by itself; it
the telepaths "awesome might." They have no is merely the conduit for other telepathic ex-
desire to serve or befriend him, but they won't
changes.
attack him unless forced to do so. (For exam- Many telepathic powers list "contact" as

ple, someone says, 'You kill him or I11 kill their initial cost. That means contact must be

you.") They'll do whatever they can to avoid established in a previous round before those
angering or upsetting the psionicist. If possi- powers can be used. As long as contact is
ble, they11 avoid him altogether, and take the maintained, the psionicist can use other
powers which require it, and can even switch
first opportunity to escape him.
(using attraction and then mindlink on the
Power Score-The save automaticallyfails.
20-All contacted characters view the samesubject after contact was established, h

psionicist as pathetic and ridiculous. example).
A psionicist can maintain contact with more
Conceal Thoughts
than one subject at a time, but he must contact
Power Score: Wis each one individually, and pay a maintenance
Initial Cost: 5 cost for each use of the power. For example, if
Maintenance Cost: 3/round a psionicist wishes to inspire awe in two sub-
Range: jects, he must establish and maintain contart
Preparation Time: 0 with each one separately.
Area of Effect: 0
Prerequisite: 3 yards Once contact is established, it costs 1PS.
none per round to maintain. The psionicist can per-
form any other action while maintaining con-
This defensive devotion protects the psioni- tact. If he uses another telepathic power on the '.* ! ..
cist against psionic or magical ESP, probes, same subject while maintaining contact, the
mindlink, life detection, and other powers or contact power is "free." (Thecost of maintain- .I.,
spells which read or detect thoughts. To over- ing contact is covered by the other power'-
cost.)
come thought concealment, an attacker must
wage and win a psychic contest. Establishing Contact: The initial cost or
contact isbased on the targ.et's level or hit dice,
Power Score--All related psychic contests
will automatically be won by the defender. as shown belo

20-No additional effect.

80 Chapter Seven

1-5 levels or hit dice 3 PSPs/round The maximum range for establishing contact
6-10 levels or hit dice 8 PSPs/round is 10,OOO miles when a psionicist cannot view
11-15 levels or hit dice 13 PSPs/round his subject. Contact can be maintained across
16-20 levels or hit dice 18 PSPs/round any distance, however; it is not broken if a
contacted subject moves out of range. There is
A psionicist cannot contact a subject that he one exception: contact cannot be extended be-
knowsnothing about. In other words, he can't yond a crystal sphere.
use this power to scan around and "see what's
out there." He must either have his subject in Resistance: An untrained character-i.e., a
sight or know specifically who or what he is nonpsionicist-can actively resist intrusion,
looking for. He cannot, for example, try to resulting in a -2 modifier to the psionicist's
contact any random orc which may or may power score. To resist, the character fills his
not be standing behiid a dosed door. How- mind with a barrage of thoughts and
ever, he can try to contact a pmticular orc emotions-much as a child avoids a lecture by
which he has seen before. plugging his ears and yelling. For example, a
character might repeat a poem ad nauseam, or
If a psionicist fails to establish contact, he scream battle cries. However, even these ef-
can try again the next round. Failure doesn't forts won't work unless 1)the character is spe-
necessarily mean the target's mind cannot be cifically resisting psychic intrusion, and 2)
contacted. Rather, it means the target has not resisting intrusion is his sole activity. If the
been found yet. The psionicist can continue
dchea,rhacisteprstyricehsictodfeigfehntsoerhcaassttoaospmelal,nfyor"ehxoalems"-
searching.
Several factors can make telepathic contact to be useful. Unless a wild talent knows a tele-
pathic defense mode, he is as vulnerable to
difficult to establish: contact as any nonpsioniast.

how far the target is (distance) Psionicists (and psionic creatures) are much
resistance by the target-especially if the
target is a psionicist better at resisting contact. In fact, this power
whether or not the target is an intelligent won't work against them unless they inten-

mammal tionally drop their natural defenses. They
Each factor is described below. must allow another psionidst to use contact
on them, and can exclude some contactswhile
Distance: The greater the distance between remaining open to others. If a psionicist re-
the two minds, the more difficutt it usually be- sists, contact can only be established through
mental attacks: psychic crush, ego whip, id in-
comes to make contact. If the psionicist can sinuation, mind thrust, or psionic blast. See
Chapter 2, "Psionic Combat," for more infor-
see the target-either with normal vision or by mation.
using psionic powers-distance is not a factor.
If the psionicist cannot see his target, normal Unusual Sub#& Contact can also be es-
range modifiers apply. Simply knowing where tablished with nonhuman minds, even plants.
The further the subject is removed from mam-
to look does not constitute "seeing the target." mals, the more difficult it becomes to establish
contact. Modifiersthat affect power scores are
Separation Power Score listed on the following page.
Distance Modifier
Line-of-sight 0 /.
-1
1 mile -3
-5
10 miles -7
100 miles
1,ooO miles -9
10,000miles

Telepathy 8 1

o h : Wehave ways ofmaking you

Life Order Contact tive against characters with Intelligence 14 or
Score less who are not concentrating hard on the
Mammal (except marsupial)
Marsupial Modifier task before them, but are just going about
Bird -1 their business in a casual, relaxed manner.
Reptile, amphibian -2
-3 Once affected, the daydreamer pays little
Fish -4 attention to his surroundings, making it much
Arachnid, insect -5 easier for someone to pick his pocket, slip past
Monster -6 him unobserved, or otherwise escape his no-
Plant -7 tice. Thieves gain a 20% bonus on their pick
-8 pockets, move silently, and hide in shadows
scores. Other Characters can perform these
These modifiers are in addition to any dis-
tance modifiers that may apply. That means tasks as an average 4th level thief (pick pock-
contacting a distant plant or monster is an un-
ets, 45%; move silently, 33%; hide in
certain proposition at best.
Breaking Contact: Contact is not severed shadows, 25%). The DM can assign chances

until the psionicist breaks it off (fails to main- for success to other types of skulkmg and
tain it). If the person contacted is a psionicist, skullduggery.
he may also do something to sever it. A
psionicist often can eject an unwanted in- Power Score-Increase the bonuses to 30%
truder (see "ejection").
for thieves and 5th level for others.
Optional Rule: The minds of very intelligent 20-The victim realizes someone is toying

beings are more diffidt to latch onto. Increase with his mind.
the cost of contact by adding the creature's "I of
Languages,"minus two, as shown on Table 4 in Ego Whip
Chapter 1of the Player's Handbook.For exam-
Power Score: Wis -3
ple, a creature with Intelligence 17 knows six Initial Cost:
languages.The cost of contacting thiscreature's Maintenance Cost: 4
mind is increased by four.
Range: na
Power Score-The contact is maintained Preparation Time: 40/80/120yards
0
for four rounds for free. Area of Effect: individual
mindlink, contact
20-Further contact with this mind is im- Prerequisites:

possible at this experience level. Ego whip is one of the five telepathic attacks

Daydream used to establish contact with another psioni-
cist's mind. (See Chaptm2.) The power assaults
Power Score: Wis the victims ego, leavinghim with feelingsof in-
Initial Cost: contact feriority and worthlmess. If used against a
Maintenance Cost: 3/round
unlimited contacted mind, the target is dazed for 1 4
Range:
Preparation Time: 0 rounds, during which all of his die rolls (psionic
Area of Effect: individual
Prerequisite: mindlink, contact attacks, melee attacks, saving throws, etc.) are
penalized five points (or 25%)and he cannot
By using this power, the telepath causes
someone's mind to wander. This is only effec- cast any spells above third level.
This power has three ranges: short, medi-

um, and long. At medium range, the psioni-

cist's power score is reduced by two. At long

range, it is reduced by five.
Power Score-No additional effect.

20-No additional effect.

Telepathy 9 83

c

Initial Cost: Wis False Sensory Input
Maintenance Cost: contact (or 1*)
l/round Power Score: Int -3
Range: Initial cost: contact
Preparation Time: unlimited Maintenance Cost: 4/round
0 Range: unlimited
Area of Effect: 0
Prerequisites: 20 ft. x 20 ft. Preparation Time: individual
contact Area of Effect: mindlink, contact
Prerequisite:
By using empathy, a psionicist can sense the
basic needs, drives, and/or emotions gener- This devotion allows the psionicist to f
ated by any mind. Thiit, hunger, fear, fa-
tigue, pain, rage, hatred, uncertainty, can be completely hidden or made to
pear, and everything must retain its g
curiosity, hostility, friendliness, love-all
these and more can be sensed. sue and intensity.
For example, a human could be made
*When used against nonpsionic targets,
contact is not required. look l i e a dwarf, but not l i e a parrot.

Power Score-The subject of the emotion is

revealed.
20-The target senses the attempt.

ESP

Power Score: Wis -4 but not like water.
Initial Cost: contact Power Score-Almost any false percepti
Maintenance Cost: 6/round
can be achieved.
Range: unlimited
Preparation Time: 0 20-The psionicist cannot see, hear,
Area of Effect: individual
Prerequisites: contact

Extrasensory perception, or ESP, allows a rounds, except psionically.
psionicist to read someone else's mind (as the
Id Insinuation WE -4
power is treated here). The telepath can only
perceive surfaceor active thoughts. He cannot Power Score:
use ESP to explore someone's memories or Initial Cost:
delve into their subconscious. Maintenance Cost:

Most intelligent creatures tend to think in Prerequisites: mindlink, contact
words, so language is a barrier to understand-
ing. Unintelligent creatures think in pictures.
Magical thought, such as a wizard uses in
casting spells, is also unintelligible. However,

a telepath can easily recognize such thoughts
as part of the spell-casting process.

Power Score-The first round of mainte-
-ance is free.

20-The psionicist develops a splitting

84 Chapter Seven

L

Technically speakmg, this power drives him By applying this power to another charac-
ter, the psionicist can gain knowledge about
nuts, at least temporarily. His id-the seat of past lives. One past life can be explored per
round, starting with the most powerful p
primitive needs, animal drives, cruelty, and fe- sonalities (usually these are also the most

rocity-seeks to launch him into a rage of vio- mous, but not always).
lence and desire. His, superego-the seat of The psionicist also knows immediately how

moral conscience and the " c i d i part of his many times this particular personality has
brain-struggles to maintain the upper hand. If been killed and raised from the dead. It is up
this power is used against a contacted mind, to the players to put this information to use.
the target can do n o t h i i for ld4 rounds.
Power Score-All past life information is
Id insinuation has three ranges: short, me-
dium, and long. At medium range, the tele- gained in one quick mental blast.
20-Overwhelmed, the psionicist lapses in-
paths power score is reduced by two.At long
range, it is reduced by five. to a trance until jolted or slapped-or for ld4
hours, whichever comes first.
Power Score-The victim's id overpowers
inflict Pain
his superego and he turns against his allies for
Power Score: Con -4
ld4 rounds. Initial Cost: contact
20-The psionicist's id is unleashed; the re- Maintenance Cost: 2/round
Range: touch
sulting rage imposes a -1 penalty on all his Preparation Time: 1
attack rolls and power checks for one turn. Area of Effect: individual
Prerequisite mindlink, contact
Identity Penetration

Power Score: Wis -3 This is a particularly nasty form of torture.
contact
Initial Cost: 6/round It causes no actual harm to the subject and
Maintenance Cost: unlimited
0 leaves no marks or scars, but causes excrucia
Range: individual
Preparation Time: contact ingpain of any sort the telepath desires. Onl.
Area of Effect:
Prerequisite:

Identity penetration allows the user to de- evil characters can learn this power freely;

termine the target's true identity in spite of others find their alignments twisting toward
polymorphs, illusions, disguises, etc.
evil if they wish to inflict pain.
Power Score-No additional effect.
If the victim is an NPC who is being ques-
20-Until he gains another level, the tele-
tioned, he must make a saving throw vs. para-
path cannot penetrate the identity of the cur-
rent target. lyzation to withstand this agony.

If the psionicist finds a way to use this

power in combat, the victim must also make a

Incarnation Awareness saving throw vs. paralyzation. Success means

Power Score: Wis -4 he grits his teeth and keeps on fighting. Failure
Initial Cost: contact
Maintenance Cost: 13/round means the pain imposes a four-point penalty
unlimited
Range: 0 on the character's attack rolls that round, or
Preparation Time: individual
Area of Effect: contact disrupts and ruins a spell.
Prerequisite:
Power Score-The pain is so excruciating

that the victim passes out for Id10 rounds.

20-Thiis particular contact is broke . ..

,'i

.<. ?

I

Telepathy 85

Intellect Fortress when the blow was struck, he's out for 10
rounds.
Power Score: Wis.-3
Initial Cost: 4 Even if the victim of this power is never ac-
Maintenance Cost: na tually struck, his behavior is likely to change.
Range: 0 Fully expecting the next blow to kill him, he
0 may stop attacking and simply parry, or try to
Preparation Time: 3-yd. radius flee, or even surrender and beg for quarter. If
none the character has not been struck, however,
Area of Effect: the psionicist must keep renewing the power
Prerequisites: every round; otherwise future blows will af-
fect him normally.
Intellect fortress is one of five telepathic de-
fenses against unwanted contact. It calls forth "Invinable foes" can also work in reverse.
the powers of the ego and superego to stop at- In other words, an attacker can be made to be-
tacks.
lieve that every blow he strikes is fatal. The
Unlike most other defenses, intellect for- belief is strong enough to create an illusion:
tress has an area of effect beyond the psioni-
cist's mind, offering protection to other minds even if the attacker barely scratches his foe, he
within that radius. Every mind within that ar-
sees the "victim" lying down, mortally
ea defends against telepathic attack with the wounded. He will continue to imagine that
psionicist's intellect fortress power score. opponent lying on the ground until the oppo-
nent attacks again (it doesn't matter whom he
A psionicist can initiate one other pionic attacks; any attack breaks the illusion).
power in the same round that he uses intellect
fortress. This reversal has several consequences.
Characters who have been "killed-i.e.,
Power Score-No additional effect. struck-can simply walk away from the f&t,
20-This defense falters and is not usable leaving their "corpses" behind. Or they can
again for ld4 rounds. move into position and attack again, gaining a
+2 bonus to hit. After this happens three
Invincible foes times, the affected character must make a sav-

Power Score: Wis -3 ing throw vs. spells. If it fails, he becomes
Initial Cost: contact convinced that his foes are unkiiable and re-
Maintenance Cost: 5/round
Range: acts accordingly. (PCs, of course, are free to
Preparation Time: unlimited react as they see fit.)
Area of Effect: 0
Prerequisite: individual Power Score-No other effect.
mindlink, contact 20-No other &ect.

The victim of this devotion believes that Invisibility

any blow struck against him will cripple or Power Score: Int -5
kill him. Even if the blow actually causes just Initial cost:
Maintenance Cost: contact
one point of damage, the victim thinks he's 2/round/creature
dying, and that he can no longer f i t . He falls Range:
Preparation Time: 100yards
to the ground in horrible pain. 0
A character who is struck while under the Area of Effect:
individual
effect of this power won't recover until a turn Prerequisite: mindlink, contact

later, even if the psionicist stops concentrating Psionic invisibility differs significantly from
magical invisibility. To make himself invisible,
on him and turns his attention elsewhere. As

long as the character was under this effect

86 Chapter Seven

the psionicist must individually contact each yards, 90degrees to a range of 60yards, or 30

mind that he wants deceive. Once they are all degrees to a range of 100 yards.
contacted, he makes himself invisible to them One round of scanning will detect humans,
only. He can still see himself, as can anyone
who was not contacted. Only characters with- demihumans, humanoids, mammals, and
in 100yards of the psionicist can be affected by monsters with eight or more hit dice. A sec-
this power. ond round of scanning will detect birds, rep-
tiles, amphibians, fish, and monsters with less
Invisibility is a delusion affecting one or than eight hit dice. In either case the character
more select characters, not an illusion affect- gets an accurate count of the creatures.
ing everyone. The only real change occurs in
the mind of the psionicist's targets. For this The DM should make this power check an('
reason, the psionicist can make anyone invisi- keep the result secret from the player. If th,
ble-not just himself. The "invisible" being
must be approximately man-sized (or psionicist doesn't detect anything, the player
smaller), however. won't know whether that means there's noth-
ing there, or the power didn't work. If the rol'
The psionicist must make a separate power is 1,the psionicist gets faulty information. H,
check for each delusion, and pay a separate
maintenance cost for each. In this case, a delu- detects what is there, but gets the numbers
sion is one "invisible" creature or character, as wrongby +/-50%.
perceived by one other character. For exam-
ple, if the psionicist wants to make two things Power Score-The psionicist can instantly
detect everything within 100 yards, in every
invisible to two people, he must make four
separate power checks. direction.
20-The telepath detects ld6 creatures
This power affects vision only. Observers
may still be able to hear or smell "invisible" which aren't there.

creatures. Mental Barrier
Power Score-The power works like supe-
Power Score: Wis -2
rior invisibility (a telepathic science). Initial Cost: 3
20-All contacts are broken. Maintenance Cost: na
0
Life Detection Range: 0
Preparation Time: person
Area of Effect: none
Prerequisites:

Power Score: Int -2 Mental barrier is one of five telepathic de-
Initial Cost: 3 fenses against unwanted contact. It is a care-
Maintenance Cost: 3/round
100 yards fully built wall of thought repetition whic:
Range: 0 exposes only one small area of the mind at
Preparation Time: varies
Area of Effect: none time.
Prerequisite: A psionicist can initiate one other psioni

A telepath can detect the presence of living, power in the same round that he uses ments
thinking creatures within a limited area. He
barrier.
must scan like radar. If he is scanning at short Power Score-Contact during this rounl

range, he can cover a large angle. At long and the nex! is impossible.
range, the angle is significantly reduced. He 20-The barrier fails, and the mental at-
can scan through 180degrees to a range of 40
tempt disrupts any currently active powers.

Mind Bar In fact, a character can still recover PSPs
while using this power. That's because mind
Power Score: ht -2 blank is almost instinctual; if a character
Initial Cost: 6 knows it, it's nearly always active, even when
Maintenance Cost: 4/round he's sleeping or meditating. The power is inac-
Range: 0 tive only if 1)the player announces it, or 2)
Preparation Time: 0 the character uses another defense mode.
personal
Area of Effect: none Even though mind blank has no PSP cost, it
Prerequisite:
still constitutes psionic activity. If the power is
Mind bar is a magician's bane and the tele-
paths boon. It gives the psionicist 75%magic active, a character is vulnerable to detection.
resistance against charm, confusion, ESP, He still may attract psionic feeders, or suffer
fear, feeblemind, magic jac sleep, and sugges- some other unpleasant effect.
tion spells. It also offers complete protection
A psionicist can use one other psionic
against possession of any sort. power (but not another defense mode) in the
In addition, mind bar protects a psionicist same round that he uses mind blank.

against all telepathic powers, except the five Power Score-No other effect.
contact-establishing attacks. No telepathic 20-The character cannot use mind blank
power can affect a barred mind unless the tele- for ld4 hours.
pathic attack prevails in a psychic contest.
(The defender uses mind bar.) Mind Thrust

Power Score-The telepath gains a +5 bo- Power Score: Wis -2
nus to his power score when defending in a Initial Cost: 2
psychic contest. Maintenance Cost: na
30/60/90 yards
20-The telepaths saving throws vs. the Range: 0
spells listed above have a - 4 penalty for one Preparation Time:
hour. Area of Effect: individual
Prerequisites: mindlink, contact

Mind Blank Mind thrust is one of the five telepathic at-
tacks used to establish contact with another
Power Score: Wis -7 psionicist's mind. It is a stabbing attack which
seeks to "short" the synapses of the defender.
Initial Cost: 0
Maintenance Cost: 0 If the subject's mind has already been con-
Range: 0 tacted, and he has psionic powers, then this
Preparation Time: 0 power can do some damage. The subject loses
personal the use of one power, chosen randomly, for
Area of Effect: none 2d6 days. Beyond establishing contact, mind
Prerequisites: thrust has no effect on creatures or characters
without psionic powers.
Mind blank is one of five telepathicdefenses
against unwanted contact. It attempts to hide This power has three ranges: short, medi-
the mind from attack, making its parts uni- um, and long. At medium range, the psioni-
dentifiable. This defense is particularly effec- dst's power score is reduced by two. At long
tive against a psionic blast and id insinuation. range, it's reduced by five.

(See Chapter 2, "Psionic Combat," for de- Power Score-No other effect.
tails.) 20-The telepath loses all tangents, but not

Mind blank is unique. Unliie the other four contacts.
defense modes, it costs nothing to maintain.

88 Chapter Seven

Phobia Ampiificatlon Any creature with an Intelligencebetween 7
and 17can receive a post-hypnotic suggestion.
Power Score: Wis -2
Initial Cost: contact (Very dim or very brilliant creatures are not
Maiqtenance Cost: 4/rO~nd
unlimited susceptible.) The psionicist plants a suggestion
Range: of somereasonablecourse of action in the crea-
Preparation Time: 0 ture's s~bconscious,along with the situation
Area of Effect: individual
Prerequisite: mindlink, contact that will trigger this action. When that situa-
tion arises, the DM makes a power chedc
This power allows the psionicist to reach in-
to someone's mind and discover his greatest -against the psionicist's post-hypnotic sugges-
fear, then amplify it to the point of irrational-
ity. A victim who fails a saving throw vs. spells tion score, with a 1penalty for each day that
believes he is imminently threatened by the ob-
has passed since the suggestion was planted.
ject of this fear, even if it is completely absurd. A "reasonable course of action" is one that
A character with a fearof fallii, for example,
does not violate the creature's alignment or
is convinced he could pitch over a cliff at any class restrictions. It can be something that he
moment-even while on an endless p r a i r i e would not normally do, but if it is too strange,
unless he stands absolutely still.
he just won't do it.
The reaction of the frightened character de- The maintenance cost for this power is a
pends on the fear. He will defend himself if at-
one-time-only payment, made when the sug-
tacked (unless defending himself is somehow gestion is implanted.
tied in to his phobia). A wizard may teleport
away or use other spells to guarantee his Power Score-The psionidst's power Score
is not reduced for the passage of time.
safety. Other characters might freeze in place
20-The intended victim is aware of the at-
or flee for their lives. But all of their actions
will be geared toward protecting against the tempt.

fearsome object or situation. Psionic Blast wis -5

Thisfear lasts as long asthe psionicistmain- Power Score: 10
Initial Cost:
tains the effect. Once he stops, the fear fades bk3htelWIlceCOSk M
back to its normal proportions, probably
leaving the character slightly shaken and Range: 20/40/M) yards
more than slightly chagrined. Preparation Time:
Area of Effea: 0
Power Score-The target's save vs. spells prerequisites: individual

automatically fails. mindlink
20-The subject has no detectable phobias.
Psionic blast is a wave of brain force which
Post-Hypnotic Suggestion can jolt a subject's mind l i e shocking news.
This is one of the five telepathic attacks used
Power Score: Int -3
Initial Cost: contact to establish contact with another psionicist.
l/level or hit die (Anillithid's mind blast is not the same.)
Maintenance Cost: unlimited
we: 0 If this power is used against a mind that has
Preparation Time: 1creature
mindlink, contact already been contacted, the mbject must save
Area of Effect:
vs. death. Failure means he loses 80% of his
Prerequisites:
remaining hit points, but only in his mind.

The hit points are still there; he only thii

they're gone. He will pass out when the re-
maining 20% of his hit points are gone but
won't die unless all of them are actually lost.

Telepathy 89

In any case, this effect wears off after six PsychIc Messenger

turns. At that time, an unconscious character Power Score: Con - 4
awakens. Initial Cost: 4
Maintenance Cost: 3/round
This power has three ranges: short, medi- Range: 200 miles
um, and long. At medium range, the psioni- Preparation Time:
cist's power score is reduced by two.At long Area of Effect: 2
range, it is reduced by five. Prerequisite:
1 sq. yd.
Power Score-A victim who fails his save none
passes out for one turn.
This power allows a character to create an
20-No other effect. insubstantial, 3-D image of himself, which
can appear anywherewithin 200 miles and de-
Psychic Impersonation liver a message. Everyone present can see and
hear the messenger. Communication is one-
Power Score: Wis
Initial Cost: 10 way. The telepath has no idea what is happen-
Maintenance Cost: 3/hour ing around his messenger unless he's using
Range: some other power.
Preparation Time: 0
Area of Effect: 1turn Power Score-The psionicist can make the
Prerequisite: personal
probe messenger's a
20-No eff

Thk power enables a psionicist to mask his Repugnance
own aura and thought patterns, and make
them match someone else's perfectly. To ac- Power Score: Wis -5
complish this, the psionicist must first probe Initial cost: contact
Maintenance Cost: 8/round
the subject he wishes to impersonate. 200 yards
Psychic impersonation does not alter any of Range 0
Preparation Time: individual
the psionicist's other features. It only changes Area of Effect: mindlink, contact
Prerequisite:
his identity to other creatures with psionic
With this power, a psionicist mak
powers. Even then, a psychic contest with
identity penetration or probe can penetrate something-a particular person, place, or
object-completely repugnant to another
the disguise. character. That character is overwhelmed
While psychic impersonation is in effect, all with loathing for the "thing," and he will seek
to destroy it as completely and quickly as
of the user's psionic power scores are reduced
by one. possible.

Power Score-The disguise cannot be de- If this destruction is strongly against the
tected psionically and power scores are not
character's alignment (such as making a tem-
decreased.
20-Until the psionicist reaches a new expe- ple repugnant to its cleric), the character gets
to make a saving throw vs. spells to shake off
rience level, he cannot impersonate that sub- the effect.

ject. Power Score-No save is allowed.

20-The victim is aware of the attempt.

90 Chapter Seven

Send Thoughts Sound Link

Pow r Score Int -1 Power Score Con -2
contact
hiti$ Cost: : contact Initialcost: 4/tnm
unlimited
7 ' .Maidtenance Cost: 2/round Maintenance Cost:
. . unliiited 1
Prep ration Tie. Range:
Preparation Time: individual
Are4 of Effect: individual Area of Effect: mindlink, contact
Prerequisite:
Prerequisite: contact

Ttlis is one-way communication, allowing By means of a sound link,
the telepath to send his own thoughtsto some- into the auditory
one +e's mind. The telepath can send infor-
matibn or simply distract the target. creature. He hears
the l i e d creatureis subjectedb a n auditory
If Ithe target is a wizard casting a spell, he
attack (by sirens, shriekers, etc.8, the &?path
musb make a saving throw vs. spells. The wiz-
must make the appropriate saving throw or
ard ipplies a modifier to the save: the differ- also be affected.
encel between his Intelligence and the
Power Score-Sit l i is
score. (If the wizard's Intelli-
it's a bonus; if it's lower, it's a 2O-The psioniast is deaf
savefails, the wizard's concen-
synaptic static
and the spell is spoiled.
Power Score: Int -4
If b e target t w i i distracted is someone in- Initial cost:
v o l e in melee, he has a two-point penalty Maintenance Cost: 15
on all attack rolls (but not damage rolls). lO/round
Range: 0
Phwer Score-Wizards cannot make the Preparation Time: 0
say+ throw. Area of meck 20/50/90 yds
Prerequisite: mindli
2Q-If the receiver is a friend, he is distract-
ed.

sight Link Con -3 Synapticstaticinterfereswith all psionic ac-
contact
Power Score tivity withii a given area. Even the psionicist
Init+ Cost: 5/turn
Maintenance Cost: is affected; when he Creates statk, he cannot
unlimited
use any other power simultaneoUsly. How-
individual
mindlink, contact ever, he may also prevent others from using

to tap into an- their powers. Anyone who hies to use a psi-

system. The telepath oNc power within the area af effed must fight
(Hisown vision is the static's creator in a psychic contest. If an

the linked creatureis subjected opponent succeeds, his power functions nor-
to d gaze attack, the telepath must make the mally. If not, his power fails.

appropriate saving throw or aEo be affected Exposure to synaptic static for more than
by (he gaze. five rounds will give anyone a splitting head-
ache. This hks no gameeffect,but it wiU make
+wer Score-Sound link is also gained. NFCs and animals irritable.
20-The psionicist is blinded for ld4 hours.
This power has three ranges: short, medi-

um, and long. At medium range, the charac-

ter's power score is reduced by two. At long

range, it is reduced by five.

I Telepathy 91

Power Score-The psionicist receives a + 1 angry. for example, but not happy. Empath
bonus in all psychic contests prompted by the changes are a matter of degrees, no more.
current use of static.
Power Score-Emotions can be drastical
20-The character has injured himself try- altered (loveto hatred, etc.) while this pow
ing to create static. He immediatelyloses Id20 is maintained.
PSPs and ld6 hps.
20-All affected characters experien
Taste Link strong negative emotions toward the psion
cist for Id6 ro

Power Score: Con -2 Thought Shi
Initial Cost: contact
Maintenance Cost: 4/turn Power Score: Wis -3
Range: unlimited Initial Cost: 1
Preparation Time: 1 Maintenance Cost: na
Area of Effect: individual
Range: 0
Prerequisite: mindlink, contact Preparation Time: 0
Area of Effect: personal
Could this be a dieter's dream?Taste l i i al- Prerequisites: none

lows the telepath to tap into the flavor senses Thought shield is one of five telepathic de-
of another person or creature. The psionicist
tastes whatever his link tastes. fensesagainst unwanted contact. It douds the
mind so as to hide first one part, then another.
If the linked creature takes poison ordy,
A psionicist can initiate one other psionic
the telepath must make a saving throw vs. power during the same round in which he uses
poison to avoid passing out and severing the
thought shield.
link. The psionicist can't actually be poisoned Power Score-No other effect.
this way, however. 20-No other effect.

Power Score-Scent link is also gained (not Truthear
a defined power).
Power Score: Wis
20-The psionicist has a bitter taste in his Initial Cost: 4
mouth, but no other effect occurs. Maintenance Cost: 2/round
0
Telempathic Projection Range: 0
Preparation Time:
Power Score: Wis -2 Area of Effect: hearing
Initial Cost: contact Prereauisite: mindink
Maintenance Cost: 4/round
Range: unlimited When a psionicist uses truthear, he can tell
Preparation Time: 1 whether other people intentionally lie. He
Area of Effect: 10 yard diam does not hear their words translated
mindlink, contact
Prerequisite: the;truth; he merely knows whether or not sp

Telempathic projection allows the user to ers believe are lying.
send emotions to everyone who has been con-
tacted within a common 10-yard diameter. Power Score-The psionicist recognizes
This power cannot radically change a charac- falsehood even when the speaker does not.

ter's emotional state, however. A character 20-The psionicist can't use this power ef-
who is very angry could be made only slightly fectively against this subject for Id6 days.

Metapsionic Sciences A !ration

Appraise FUwa oLure: WE -4
Initial Cost: 10
Power Score: Int -4 Maintenancecost:
Initial Cost: 14 M
Maintenance Cost: Range:
M Preparation Time: touch
Range: Area of Heck 5
Preparation Time: 0 Prerequisites: individual
0 psychic surgery,
Area of Effect: personal 5th level
none
Prerequisites: With aura alteration, a psionicist can tem-
porarily disguise a person's a l i i e n t , dis-
With this power, a psionicist can determine guise his level, or remove aura afflictionslike
the likelihood that a specific course of action curses, geases, and quests.

will succeed. He focuses on a course of action Disguisiia character's alignment or level is
and examines the possibilities. He assigns the easiest to do. The disguise is temporary,
probabilities. Then he mentally processes lasting only 1-6 hours. It has no effect on the

enormous calculations to amve at an overall character's real a l i i e n t or class, but a
probability of success. psionicist with aura sight will be fooled by the
fake aura.
In game play, the charactermust first pass a
power check. If he does, the DM must reveal Because curses,geases, and quests are im-
printed on the character'saura, they can be re-
the percentage chance for the plan or action's moved with thispower. A psionicist who tries
success. Exact odds may be difficult or impos- this suffers a -6 penalty to his power score
sibleto determine,but the DM should provide and must expend 20 PSPs instead of 10. If the
his most accurate, honest appraisal. die roll is 1,the psionicist's patient must make

No one, not even a psionicist, can foresee a saving throw vs. spells to avoid losing one
experience level. (A slip of the psychic scalpel
the futurewith assured accuracy. Like precog- can close off vital parts of the brain.)
nition, the success of this power depends on
Power Score-No other effect.
how closely the characters adhere to their 20-The full PSP cost of the power must be
plans. Do they act as they intended? React as paid despite the lack of success, and this
psionicist cannot alter thiis aura until he
they intended? What factors did they fail to
achieves a higher experiencelevel.
foresee? Every deviation steers events away
from the predicted path. If this power is used, Empower
the DM should give the best answer he can,
based on information the characters have. Power Score: Wis -12
Initial cost: Varies
Factors they don't know about, and therefore Maintenance Cost: na
can't take into account while forming a plan, touch
can change thingsdramatically. Range:
PreparationTme: 0
Power Score-The player is allowed to re- Area of Hect: 1item
roll any three die rolls to help makehis charac- Prerequisites: 10th level
ter's forecast more accurate.

20-The psionicist can't use this power suc-
cessfully again for ld4 days.

Thisis not a tool for weak or inexperienced

characters. Empowerallowsa psionicist to im-

bue an item with rudimentary intelligence and it, the psionicist can seal those powers within
psionicability. Theprocess, which requiresex- the item. To do this, he must prepare the item
traodinary time and effort, is describedbelow. one more time (expending50PSPs), and make
an endowment power check one last time. If
Item Requirements. An item must meet two the item is sealedsuccessfully, it cannever gain
requirements before it can be empowered. any additional powers-but it can't lose them,
First, it must be of exceptional quality-worth either. An item that has not been sealed will
250% to 500% of the normal cost for an item
of its type. Second, it must be new. The proc- lose one power per month until it is just a nor-
ess of empowering must begin within 48 hours mal object again.
after the item is manufactured. If it is delayed
An empowered object has 8 PSPs per devo-
longer, the item cannot be empowered. (If the tion and 12 per science. It has Intelligenceequal
to its maker's Intelligence minus Id6 points,
psionicist still tries, he automaticallyfails Step with a minimum of 12.Its ego is2 points per de-
One below, expending 50 PSPs.) If the item
votion and 3 points per science. Unless it was
meets these two requirements, the psionicist
can begin the empowerment. empowered with another telepathic power, it
communicates as indicated on Table 113,
Step One. At the start of each day, the 'Weapon Intelligence and Capabilities" in the
psionicist must first prepare the item to receive Dungeon Master's Guide (p. 186, A & P 2nd
Edition). Its alignment matches its ueator's.
psionic power. Thiscosts50 PSPsand requires The weapon has its own personality, however,
a power check. If this check fails, the day is
wasted; no further progress can be made until and likeall intelligentweapons, it will tryto as-
the next day.
sert its independence at every opportunity.
Step Two. If the item has been prepared, the The empowering process must be unbro-
psionicist can give it access to a discipline. It
ken. If a day passes in which the psionicist
can have access to only one discipline, never
more, and the psionicist himself must have ac- does not at feasttry to prepare the object, it is
finished as is. He cannot even try to seal the
cess to it. This step costs100PSPs and requires powers; they will wear off over the course of
a power check.
time.
Step Three. The psionicist can attempt to Power Score-No other effect.
empower the item with any single power he 20-If three 20's are rolled during the em-
knows within the chosen discipline. (The item
must have been properly prepared on the same powering process, the item is a complete and

day.) The psionicist must make two successful utter failure.
power checks: first, a check for the chosen
power (using the appropriate power score), Psychic Clone
and second, another empower check. If both
checks succeed, the item has that psionic Power Score: Wis - 8
power, with a score two points below the Initial Cost: 50
psionicist's. If Step Three is successful, the Maintenance Cost: 5/round
Range: 60 feet
psionicist expends another 100 PSPs. (Failure Preparation Time: 10 rounds
means he expendshalf that amount, as usual.)
Area of Effect: special
Step Four. The psionicist canimbue the item Prerequisites: dairaudience,
with other powers by repeating StepThree. The dairvoyance, psychic
item can acquire one power per day,provided it messenger, 5th level
has been properly prepared (see Step One).
When this power is initiated, a clone of the
Step Five. When the item has acquired all psionicist steps out of his body. It is in every
the powerswhich the psionicist intendsto give

94 Chapter Eight

way identical to the original form, except that self if need be, though his paver smre is re-

it has no substance. The psioniast can see and duced by 5 k~this case. Phobias, aversions,
hear what the clone sees and hears. The clone
idiocy, comas, seizures-all thesepsychic ail-
will do anythingthe psionicistwants it to (asif
ments can be treated and eared, as well as
it wete actually him). Furthermore, the psioni-
severalothers. Cursesor ions-
cist's psyche goes with the clone, thus enabling
it to perform all of his psionic powers. such as geases and ch cured.

This power has a serious drawback. As long This power cannot awe possassian, either.

as the clone exists, the psionicist himself is However, psychic s u r g q c m fMfirm that

practically a turnip. He retains only three theproblem reaUy is possession, and cawforce

senses: smell, taste, and touch. He cannot the possessing entity intopsianic conrbat if the

move, see, or hear. AU his psionic powers are surgeon desires. This may be risky, since mea-

transferred to the clone. In effect, the immo- hws capable of possession are o h quite

bile character is no longer a psionicist; not powerful and the psioni
even psionic sense will reveal his true nature.
their power beforehand
He can be slainwithout any combat rolls if an
opponent wishes to do so. psychic surgerycould cure

The clone can travel up to 60 feet from the rectly by forcing a psionidly weak entiw to

psioqicist. It can go anywhere the psionicist flee rather than face combat.
himsplf could go. For example, it can walk
down a corridor, walk across acid (the clone Most psychic d m e n k can be cured in one
has no substance and cannot be hurt), and
swim (provided the psionicist can). Because tum or less. However, if the psicmkist's power

the psionicist could walk through an unlocked check result equals 1 or 2, the p d k m is par-
door, so can the clone-although the clone
ticularly tricky and requires d
passes through l i e a ghost. However, a clone
repair. If the power check fads, the
cannot travel through walls or walk on water,
too great for the psionicist to fix.
because the psionicist could not either.
The clone is impervious to all forms of at- again afier gaining another &ce level.

tack and damage except psionic or mental at- Special Operations: Psychic surgery has

tack (which will affect the psionicist). two specialuses. First, the smgeupcan use rhis

Power Score-The clone can travel through power to help nonpsiordcists &ash
walls and other solid objects.
wild powers. If the psionkist pdorms
20-No other effect.
kind of operation

gains a -2 bonus to his

Chapter 1.)

The second operation can heffeck of

any power in the telepathy

nent with no maintenance CQ

rarely grateful, because the

Psychic Surgery stowed on the subject, only

Power Score: Wis -5 way,apersoncanbepan
Initial Cost: contact
Maintenance Cost: lO/turn or fate-linked, for example. Thefdiowjng re-
Range:
Preparation Time: touch strictions apply:
10
Area of Effect: individual 1) The power must be m le (i.e., it
telepathy, contact
Prerequisite: must have a maintenance cost).

2) The power must have a range of other

than zero.

Psychic surgery allows a telepath to repair 3) The surgeon m&t know the power and
psychic damage. He can even operate on him-
use it successfully on the patient.

Metapsionics 9 5

4) A psionicist cannot use this typeof sur- independently and retains control of the body.
gery on himself or on another psionicist.
Before he attempts to make his personality
If he tries, nothing happens.
5) At most, only one power can made per- whole again, the psionicist must make a sav-

manent per turn. If the result of the ing throw vs. paralyzation if any of the fol-
lowing is true 1)he does not control both
power check is 1 or 2, the procedure portions of his mind, 2) he has unrepaired psy-
takes two turns instead of one. chic damage, or 3) is suffering unwanted con-
tact. A successful save means that his mind
This procedure can also be reversed; i.e.,
returns to complete health and throws off all
psychic surgery can be used to remove a per- undesired influences. Failure means that
manently implanted telepathic effect. afflicted portion of his mind becomes do
nant and he passes out for ld6 turns, but r
Power Score-The surgery takes only 5 gains consciousness free of undesir
rounds per ”implanted” power.
influences.
20-The surgeon cannot use this power suc- Power Score--The mind splits into thr
cessfully again for ld4 days.
parts instead of two.
Split Personality 20-The character passes out for ld6 t

Power Score: Wis -5 Ultrablast wis -10
Initial Cost: 40
Maintenance Cost: 6/round Power Score: 75
Range: 0 Initial cost:
Preparation Time: 1 Maintenance Cost: 0
Area of Effect: Range: 0
Prerequisites: personal 3
psychic surgery, Preparation Time: 50‘radius
10th level 10th level
Area of Effect:
This is not a psychosis; it’s the power to di- Prerequisites:

vide one’s mind into two independent parts. A character using psionic ultrablast can
overwhelm and damage nearby psyches.
Each part functions in complete autonomy,
like two characters in one body, Both parts do this, he casts thought waves in all dire
tions. In laymen’s terms, the psionicist ”
communicate fully. Both can use psionic bles” psychically for three rounds. Th
powers, even at the same time. That means a
split personality can use twice as many psionic consciousness bursts forth and a horrid, psy-
powers per round. (Thecharacter’s total num-
ber of PSPs remains the same, however, with chic scream penetrates all minds within 50
both personalities drawing from it.) Alter-
feet. Victims may never be the same again.
nately, one personality can use psionic powers
while the other does something else-e.g., All characters within 50 feet of the psionic

converse, ponder a puzzle, or control the body ultrablast must save vs. paralyzation. Failure
in melee. Thus, split personality allowsa char-
means they pass out for 2d6 turns. Those who
acter to fight physically and psionically at the pass out must immediately save vs. paralyza-
same time. tion again. If they fail a second time, they lose

Mental attacks directed against the psioni- all psionic power. Only psychic surgery c
cist affect only half of the mind. Contact must
be established separatelywith each half. If one help them recover.this loss.
half is destroyed, controlled, or subdued
Although the blast does not affect the initi
somehow, the other half can continue fighting tor, therisksaregreat. Ifthepowercheckfa
he becomes comatose for Idlo days. So
characters may think he‘s dead.

c-

Power Score-Creatures of 3 hit dice or less Convergence Wis
8
die if they fail their save. Power score: 0
20-The initiator must save vs. paralyza- Initial cost:
Maintenance Cost: 1
tion or die. If he lives, he loses the use of all his Range
psionic powers for 2d6 days. Preparation Time:
Area of Effect:
Metapsionic Devotions Prerequisites:

Cannibalize

Power Score: Con When psioniasts put their heads together,
Initial Cost: 0 me results can be impressive. Convergence al-
Maintenance Cost: lows psionicists to link their minds into one
Range: M
Preparation Time: synergetic beii-an entity more powerful
Area of Effect: 0 than the sum of the individual parts.
Prerequisites: 0
personal There isno limit to the number of psionicists
who join minds. Each participating psionicist
5th level must know the convergence power, however,

This power allows the character to canni- and each must make a succedul power check
balize his own body for extra PSPs. When it is in the same round. Then they are linked. All
used, the character can take any number of their PSPs flow into a single pool, from which
Constitution points and convert them directly
each draws his strength. If one participant
to PSPs at a ratio of 1:s. (One Constitution
knows a power, now anyone in the group can
point becomes e& psionic strength points.) use it.
The psionicist can use these points anytime, as
Each participant can use psionic powers at
if they were part of his total. the normal rate per turn:one defense and one
The Constitution reduction is not perma- other power per round. If the group is at-
tacked psionicdy, the attack must overcome
nent, but it is debilitating and long-lasting.
The character immediately loses bonus hit every working defense. If it does, the attack
points. His system shock and resurrection sur- affects every character in the convergence, or
vival chances are reduced. Most importantly, as many as possible.
all of his psionic power scoreswhich are based
on Constitution are reduced by the appropri- When the convergence is discontinued,
PSPs that remain in the pool are evenly di-
ate amount.
A psionicist can recover one cannibalized vided amongall the participants. Fractions are
rounded down, and no individual can exceed
point of Constitution per week of rest. Rest his usual maximum (extra points are lost).
means staying quietly at home (safely in-
doors). Adventuring is not allowed. Power Score-No other effect.
2O-The participant loses Id20 PSPs.
Power Score-The psionicist gains 8 PSPs

without reducing his Constitution.
20-The character loses ld4 Constitution

points, but can regain them by resting.

i_ I i

Metapsionics 97


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