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My Psionics Rules (2nd Ed)

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Werebat

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Aug 28, 2000, 3:54:02 AM8/28/00
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Well, here's MY system:

Psionics: House Rules

Due to the current confusion stemming from the existance of over
three
separate sets of rules for Psionics in 2nd Edition AD&D, I have taken the
liberty of creating my own final set of rules for Psionics in my
campaign.
This rule set is all-encompassing and should require no cross-referencing
beyond looking up the exact effects of powers.


Psionics Overview

Psionics is a form of supernatural power, just as arcane (mage)
spells and
faith (priest) spells are. The main difference between psionics and the
other two is that while arcane spells require the memorization of
esoteric
formulae and the manipulation of strange planar energies, and faith
spells
require prayer and divine intervention, psionics is powered by the mind
and
will of the psionicist alone.
Despite this difference, psionic powers are still just another
form of
supernatural ability, and as such they are generally treated as other
forms
of "magic". For example, "Detect Magic" spells cast by wizards and
priests
will detect psionic powers (with a 10% chance per caster level of being
able
to determine that the "magic" detected is in fact psionic in nature), and
"Dispel Magic" spells will have their usual chance of dispelling them.
Likewise, creatures with magic resistance will be as protected from
psionic
powers as they are from mage and priest spells.


Class Overview

The psionicist is a character class, as is the mage, priest,
warrior, or
rogue. However, some characters may be "wild talents" and possess some
little-understood natural ability with psionics. In general, the rules
presented from pages 8-21 of the Complete Psionics Handbook should be
followed regarding ability requirements, alignment restrictions, racial
level limits, wild talents, etc. Significant changes in the way psionic
powers are handled, however, require that the information presented in
those
pages on psionic power aquisition, power activation, and PSPs be
disregarded.
One additional thing added to the psionicist class is the need
for a
"focus". A psionic focus is a specially-attuned crystal or gemstone of
at
least 100 gp value that must be openly held to the forehead (most often
held
in place by a band or circlet of precious metal). Without a focus, a
psionicist suffers a penalty of -5 to all power activation rolls, and
cannot
use any powers of his highest known power level (Initiate, Adept, or
Master). This means that psionicists of 3rd level or lower cannot
activate
ANY psionic powers without a focus crystal! At 12th level, a psionicist
can
activate Master level powers without a focus, but he will still suffer
the
-5 activation penalty. If a focus is ever lost or broken, a psionicist
can
attune a new one in 24 hours.
Curiously, a continuous loop of lead strapped around the head of
a
psionicist will prevent him from activating any psionic abilities
whatsoever. A lead helmet or similar device would produce the same
effect.
Note that wild talents access their psionic potential in ways
that are not
fully understood, and do not need to use foci in order to activate their
powers. Furthermore, their power activation cannot be stopped with lead
loops or helmets. Most psionic monsters (those with psionic abilities
but
not specifically psionicists by class and level) are also free from the
need
for foci and immune to the effects of lead circlets.


Ability Score Bonuses

Psionicists can gain some bonuses for having high Wisdom scores,
as well as
very high Intelligence scores and phenomenally high Constitution scores.
These bonuses aid the character in three specific ways. First, they
grant
bonuses to the number of PSPs that the 1st level Psionicist starts with.
Second, they grant bonuses to power activation rolls. Finally, they
improve
the psionicist's Mental Armor Class (MAC), which has a base score of 10.

Wisdom: Intelligence: Constitution
14-15: +1 -- --
16-17: +2 +1 --
18: +3 +2 +1


Note that these bonuses are cumulative, so that a Psionicist with
a 16
Wisdom and a 17 Intelligence has a total of 3 extra PSPs, gains a +3
bonus
to power activation rolls, and has a MAC of 7.


Psionic Powers

Psionic powers are divided into five "Sciences" (Clairsentient,
Psychokinetic, Psychometabolic, Psychoportive, and Telepathic) as well as
three levels of power (Initiate, Adept, and Master). Initiate level
powers
are the easiest of the powers to perform successfully, and take the least
amount of effort and concentration. They are available even to 1st-level
psionicists, and cost 1 PSP to initiate. Adept level powers are more
mentally taxing and difficult to master -- a psionicist must reach 4th
level
before being able to learn any Adept level powers. In addition, Adept
level
powers cost 2 PSPs to initiate. Master level powers are the most
difficult
of psionic powers to master and initiate. A psionicist must achieve 8th
level before being able to learn any of them, and they cost 3 PSPs to
initiate. Note that if a psionicist fails a power activation roll, the
failure only costs 1 PSP, regardless of the level of the power he was
trying
to initiate. Also note that any level of power may be MAINTAINED for an
additional 10 rounds (without requiring an additional activation roll)
for 1
PSP.
Despite their divisions, nearly all psionic powers share certain
elements
in common. For example, almost all psionic powers have a "casting time"
of
1. All psionic powers require a roll for activation, with the psionicist
or
wild talent using his or her "Mental THACO" in a d20 die roll to "hit"
the
"Mental AC" of the psionic power. Finally, unless otherwise stated, all
psionic powers have a duration of 10 rounds.


Power Acquisition

All psionicists gain powers and PSPs at the same rate. Note that
exceptional scores in Wisdom, Intelligence, and/or Constitution can
provide
a psionicist with bonus PSPs. These bonus PSPs are added to the base of
3
at 1st level.
While new PSPs are gained automatically with each rise in
experience level,
psionicists require training in order to learn new powers. This training
will generally be from a "master" who already has knowledge of such
powers.
Psionic training should generally take one week for each Initiate power,
two
weeks for each Adept power, and three weeks for each Master power. Of
course, most psionic masters will require payment or some form of service
in
exchange for their tutelage. Upon achieving level 9, a psionicist should
be
considered a "master" who is capable of teaching himself new powers
through
meditation and strict mental discipline -- he no longer needs to learn
from
a master (he is one).
Note that every psionicist must choose a primary discipline
(telepathy,
psychoportation, etc.) at 1st level. A psionicist must always have more
powers in his primary discipline than in any other discipline, for each
level of power.

Level: Disciplines: Initiate: Adept: Master: PSPs:
1 1 3 -- -- 3
2 2 4 -- -- 4
3 2 5 -- -- 5
4 2 5 3 -- 11
5 2 6 4 -- 14
6 3 7 5 -- 17
7 3 8 6 -- 20
8 3 8 6 3 29
9 3 9 7 4 35
10 4 10 8 5 41
11 4 10 9 6 47
12 4 11 10 7 51
13 4 11 10 8 54
14 5 12 11 9 60
15 5 12 11 10 63
16 5 13 12 10 66
17 5 13 12 11 69
18 5 14 13 11 72
19 5 14 13 12 75
20 5 15 14 12 78

Note that wild talents never learn new powers. When they become
wild
talents (usually at character creation), they automatically begin with
enough PSPs to activate their power or powers once each. For each
subsequent gain in level thereafter, the wild talent will gain 1 PSP.
Note that all Psionicists, regardless of discipline knowledge,
gain some basic training in mental defense. This means that they all
begin with one "defense mode" at 1st level, and gain an additional one at
levels 5, 10, 15, and 20. A psionicist may only learn defense modes of a
level equal to or below the maximum power level he has access to (i.e. he
has to wait until 10th level to learn Tower of Iron Will in this manner).
A psionicist with access to the Telepathy discipline may learn these
defenses as any other power, spending power slots for them, but he gains
nothing more after all five are known.


Power Activation

In order to activate a power, a psionicist must make a successful
power
activation roll. This is made on a d20, and it is similar to the roll
"to
hit" made by a character who is attempting to physically strike another
in
combat, except that instead of the psionicist using his THACO in a roll
to
hit the AC of an opponent, he uses his MTHACO in a roll to hit the MAC of
a
power. All Initiate level powers have a MAC of 10, all Adept level
powers
have a MAC of 5, and all Master level powers have a MAC of 0.
If the roll is successful, then the power successfully activates
and the
psionicist loses the appropriate number of PSPs required to fuel the
power.
If the roll is unsuccessful, then the power fizzles and the psionicist
loses
only 1 PSP, regardless of the level of the power he was attempting to
activate.
A psionicist with a focus crystal may choose to focus intense
concentration
on a power in order to increase the likelihood of activation. This will
enable the psionicist to spend a maximum of half his level (rounded down)
in
extra PSPs which must be spent regardless of whether the power is
activated
or not. For each extra PSP spent, the psionicist gains a bonus of +1 to
his
power activation roll (but a natural 1 will always fail).
Activated powers usually persist for one complete turn, but a
psionicist
can always choose to deactivate one power per round, or all active powers
at
once, without expending an action. Furthermore, a psionicist can always
choose to maintain a power by spending 1 PSP at the end of the turn.
Power
maintenance is always 1 PSP, regardless of power level. Power
maintenance
does not require a new activation roll, or the expenditure of an action.


Calculating MTHACO

A psionicist begins with an MTHACO of 20 (possibly modified by
high ability
scores) at 1st level. For every level gained, his MTHACO decreases by 1.
A wild talent gains an MTHACO of 20 (which is never modified by
high
ability scores) when he first becomes a wild talent. For every other
level
gained thereafter, his MTHACO decreases by 1. For example, a wild talent
who gained his powers at character creation (1st level) will have an
MTHACO
of 20 until 3rd level, when it will drop to 19.


Contacting Psionic Minds

Before a psionicist may use any power that will enable him to
read or
affect the mind of another being, he must first contact the mind of that
being. Ordinarily, it is relatively easy for a psionicist to do this to
a
non-psionic mind. In fact, it automatically happens, without the need
for
any die rolls or expenditure of actions. However, psionicists themselves
are able to detect and repel intrusions into their own minds.
If a psionicist attempts to contact the mind of a fellow
psionicist, he
will have to wage a psychic contest with his would-be victim. In order
to
win the contest, the attacking psionicist must use his MTHACO and make a
successful "to hit" toll against the defender's MAC. All psionicists
have a
MAC of 10, modified by their stat modifiers (so a psionicist with a
Wisdom
of 18, an Intelligence of 16, and a Constitution of 13 will have a MAC of
6). Note that wild talents will only have this ability if they receive
training and devote one NWP slot to it, and even then they will always
have
a MAC of 10, regardless of stats. Note also that some psionic powers,
such
as Mind Blank and Thought Shield, can temporarily lower a psionicist's
MAC
(a wild talent with these abilities will benefit from them as if he had a
MAC of 10 for the duration of their activation).
This contest will not take an action per se, but if the contest
is not won,
the attacking psionicist will lose his action for the round. If the
contest
is won, the attacking psionicist is then free to attempt to activate any
of
his mind-affecting powers that he wishes on the contacted mind. Note
that
once contact is established, it is maintained until the psionicist
chooses
to cease maintaining it, or the victim leaves the line-of-sight of the
psionicist (for example, by teleporting away).
Note that this resistance to mental manipulation serves the
psionicist well
in defending against priest and wizard spells that attempt to read or
control his mind. Whenever one of these spells (such as Charm Person,
Emotion, or Confusion) is cast upon a psionicist, it must first get
through
the psionicist's mental defenses by making an MTHACO roll, where the
spell's
MTHACO is 20 minus twice the level of the spell. For example, if a mage
casts Charm Person on a psionicist, the spell must make a roll "to hit"
the
psionicists MAC, using an MTHACO of 18 (20-2). Meanwhile, the 4th-level
Phantasmal Killer spell would have an MTHACO of 12 (20-8).


Psionic Power List

This is the master list of all psionic powers, grouped according
to power
level and discipline. Each power is listed with the resource
abbreviation
for the book it can be found in. Abbreviations include PHB (Player's
Handbook), CPHB (Complete Psionics Handbook), and ToM (Tome of Magic).
Where appropriate, "M" or "P" is used to signify whether the power is
based
on a Mage or Priest spell. For example, the Initiate level Psychokinetic
power of Levitate is referenced as "(PHB:M)", meaning that the rules
presented in the Player's Handbook for the Mage spell "Levitate" should
be
used as guidelines in adjudicating the effects of the power (with the
understanding that the psionic version has a casting time of 1 segment,
and
will last for 10 rounds unless prematurely deactivated or maintained by
the
psionicist).
Some powers include the tag, "Self Only", which means that the
psionicist
may activate them only on himself, even though the mage or priest
versions
might allow for targets other than the caster.
A number of powers (the Initiate level Psychometabolic power,
"Flesh
Armor", for example) are marked with asterisks "*", which means that they
use unusual mechanics or mechanics not found in any existing sourcebook.
These powers have special notes in the appendix of this document.

Clairsentient Powers (Initiate Level):

Object Reading (CPHB)
All-Round Vision (CPHB)
Combat Mind (CPHB)
Danger Sense (CPHB)
Feel Light (CPHB)
Feel Sound (CPHB)
Hear Light (CPHB)
Know Direction (CPHB)
Know Location (CPHB)
Poison Sense (CPHB)
Radial Navigation (CPHB)
See Sound (CPHB)
Spirit Sense (CPHB)
Detect Magic (PHB:M)
Detect Invisibility (PHB)
Know Alignment (PHB)
Locate Object (PHB:M)
Detect Scrying (PHB)
Detect Charm (PHB)
Past Life (ToM)
Emotion Read (ToM)
Idea (ToM)
Extradimencional Detection (ToM)

Clairsentient Powers (Adept Level):

Sensitivity to Psychic Impressions (CPHB)
Clairaudience (PHB:M)
Clairvoyance (PHB:M)
Contact Other Plane (PHB)
Detect Lie (PHB)
Moment Reading (ToM)
Genius (ToM)

Clairsentient Powers (Master Level):

Precognition (CPHB)
Appraise (CPHB)
Aura Alteration (CPHB)
Psychic Clone (CPHB)
True Seeing (PHB:P)
Disbelief (ToM)
Divine Inspiration (ToM)

Psychokinetic Powers (Initiate Level):

Animate Shadow (CPHB)
Ballistic Attack (CPHB)
Control Flames (CPHB)
Control Light (CPHB)
Control Sound (CPHB)
Displacement (CPHB)
Affect Normal Fires (PHB)
Audible Glamer (PHB)
Dancing Lights (PHB)
Light (PHB:M)
Unseen Servant (PHB)
Ventriloquism (PHB)
Binding (PHB)
Blur (PHB)
Darkness 15' Radius (PHB:M)
Levitate (PHB) (Self Only)
Pyrotechnics (PHB:M)
Shatter (PHB)
Gust of Wind (PHB)
Silence 15' Radius (PHB)
Fire Burst (ToM)

Psychokinetic Powers (Adept Level):

Detonate (CPHB)*
Project Force (CPHB)
Control Body (CPHB)
Inertial Barrier (CPHB)
Molecular Agitation (CPHB)*
Soften (CPHB)
Fly (PHB) (Self Only)
Invisibility (PHB) (Self Only)
Fabricate (PHB)
Minor Creation (PHB)
Telekinesis (PHB)
Control Temperature, 10' Radius (PHB:P)
Produce Fire (PHB)
Control Winds (PHB)
Animate Object (PHB)

Psychokinetic Powers (Master Level):

Disintegrate (CPHB)
Stasis Field (CPHB)
Flame Strike (PHB)
Improved Invisibility (PHB) (Self Only)
Major Creation (PHB)*

Psychometabolic Powers (Initiate Level):

Adrenaline Control (CPHB)*
Biofeedback (CPHB)
Body Equilibrium (CPHB)
Body Weaponry (CPHB)
Absorb Disease (CPHB)
Chameleon Power (CPHB)
Double Pain (CPHB)
Graft Weapon (CPHB)
Immoveability (CPHB)
Lend Health (CPHB)
Mind Over Body (CPHB)*
Share Strength (CPHB)
Flesh Armor (CPHB)*
Enlarge/Shrink (PHB:M) (Self Only)
Feign Death (PHB)
Infravision (PHB) (Self Only)
Water Breathing (PHB) (Self Only)
Resist Heat/Cold (PHB) (Self Only)
Fist of Stone (ToM)
Lasting Breath (ToM) (Self Only)
Murdock's Feathery Flyer (ToM)
Protection from Paralysis (ToM) (Self Only)
Nap (ToM) (Self Only)
Accelerate Healing (ToM) (Self Only)

Psychometabolic Powers (Adept Level):

Animal Affinity (CPHB)
Aging (CPHB)
Body Control (CPHB)
Heightened Senses (CPHB)
Suspend Animation (CPHB)*
Cannibalize (CPHB)*
Intensify (CPHB)*
Wraithform (PHB)
Polymorph Self (PHB)
Cure Light Wounds (PHB) (Self Only)
Protection from Fire (PHB) (Self Only)
Cure Disease (PHB) (Self Only)
Spirit Armor (ToM)
Age Object (ToM)

Psychometabolic Powers (Master Level):

Death Field (CPHB)
Energy Containment (CPHB)
Regenerate (PHB) (Self Only)
Vampiric Touch (PHB)
Lorloviem's Shadowy Transformation (ToM)
Spirit of Power (ToM)*

Psychoportive Powers (Initiate Level):

Immoveability (CPHB)
Teleport Other (CPHB)*
Teleport Trigger (CPHB)*
Time Shift (CPHB)
Time/Space Anchor (CPHB)
Blink (PHB)
Dimension Door (PHB:M)
Join With Astral Traveller (PHB)

Psychoportive Powers (Adept Level):

Banishment (CPHB)
Astral Projection (CPHB)
Dimensional Door (CPHB)*
Dimension Walk (CPHB)
Dream Travel (CPHB)*
Wrench (CPHB)
Dismissal (PHB)
Teleport (PHB:M)
Extradimensional Manipulation (ToM)
Extradimensional Pocket (ToM)

Psychoportive Powers (Master Level):

Summon Planar Creature (CPHB)*
Stasis Field (CPHB)
Plane Shift (PHB:P)
Teleport Without Error (PHB)
Skip Day (ToM)
Timelessness (ToM)

Telepathic Powers (Initiate Level):

Double Pain (CPHB)
Awe (CPHB)
Conceal Thoughts (CPHB)
Daydream (CPHB)
Ego Whip (CPHB)
Empathy (CPHB)
Identity Penetration (CPHB)
Inflict Pain (CPHB)
Life Detection (CPHB)
Mind Blank (CPHB)*
Mind Thrust (CPHB)
Psychic Messenger (CPHB)
Send Thoughts (CPHB)
Sight Link (CPHB)
Sound Link (CPHB)
Taste Link (CPHB)
Martial Trance (CPHB)
Charm Person (PHB)
Friends (PHB)
Spook (PHB)
Taunt (PHB)
ESP (PHB)
Forget (PHB)
Scare (PHB)
Sending (PHB)
Emotion Read (ToM)

Telepathic Powers (Adept Level):

Ejection (CPHB)*
Domination (CPHB)
Mindwipe (CPHB)*
Superior Invisibility (CPHB)*
Attraction (CPHB)
Aversion (CPHB)
Id Insinuation (CPHB)*
False Sensory Input (CPHB)
Invincible Foes (CPHB)
Mental Barrier (CPHB)*
Mind Bar (CPHB)
Post-Hypnotic Suggestion (CPHB)*
Psychic Impersonation (CPHB)
Synaptic Static (CPHB)*
Thought Shield (CPHB)*
Convergence (CPHB)*
Enhancement (CPHB)*
Intensify (CPHB)
Gird (CPHB)*
Magnify (CPHB)*
Prolong (CPHB)
Psionic Inflation (CPHB)
Receptacle (CPHB)*
Charm Monster (PHB)
Emotion (PHB)*
Dream (PHB)
Suggestion (PHB)
False Vision (PHB)
Hold Monster (PHB)*
Memory Read (ToM)
Rigid Thinking (ToM)
Telepathy (ToM)
Thought Broadcast (ToM) (Self Only)
Uplift (ToM) (Psionicists Only)
Chaotic Commands (ToM) (Self Only)
Impeding Permission (ToM)
Meld (ToM) (Psionicists Only)*
Memory Wrack (ToM)*
Mindshatter (ToM)*
Thoughtwave (ToM)*
Modify Memory (ToM)*

Telepathic Powers (Master Level):

Mass Domination (CPHB)
Psychic Crush (CPHB)*
Tower of Iron Will (CPHB)*
Intellect Fortress (CPHB)*
Psionic Blast (CPHB)*
Repugnance (CPHB)
Mindlink (CPHB)
Psychic Surgery (CPHB)
Split Personality (CPHB)
Ultrablast (CPHB)*
Bloodstone's Frightful Joining (ToM)
Mental Domination (ToM)
Group Mind (ToM)
Legal Thoughts (ToM)*
Monster Mount (ToM)*
Spirit of Power (ToM)*


Power Clarifications:
Psychokinetic:


Detonate: If this power is used to detonate an item held or carried by an
intelligent creature, the creature gains a save vs. spells in order to
avoid the effect. Enchanted items and beings, including golems but not
including mindless undead, may not be directly affected by this power.

Molecular Agitation: Note that despite vague wording that might be
interpreted to the contrary, this power cannot be used on living beings,
only objects weighing up to 20 pounds. It might, perhaps, be used upon
very small zombies. If this power is used on an item held or carried by
a living or intelligent creature, the creature gains a saving throw vs.
spells in order to avoid the effect.

Major Creation: This power takes one full turn to activate. It lasts for
one turn regardless of the type of substance created, although it can be
maintained like any other psionic power.


Psychometabolic:

Adrenaline Control: If this power is activated before a previous
activation has run out, the psionicist may choose to use the higher of
the two die rolls, but may not add them together. Each point added to
strength above 18 increases percentile strength by 10%. No stat may be
increased above 18 (18/00 for strength).

Mind Over Body: The power check for this power is made after meditating
for one hour. If successful, the power works for one full day. If
unsuccessful, another hour of meditation will be required before it can
be activated again. Additional people can benefit from this power with
one additional hour of meditation and one additional PSP per person (the
power check is made at the end of the meditation, and if it fails then
only 1 PSP is lost).

Flesh Armor: This power will increase the toughness of the psionicist's
skin, such that he gains a natural AC of 2d4, modified by -1 per 4 levels
of experience.

Suspend Animation: This power has a preparation time of 5 rounds. The
"power check" number is the difference between what the player needed to
roll to activate the power and what he actually rolled, plus one.

Cannibalize: A character who activates this power may convert
Constitution points to PSPs at a ratio of 1:1.

Intensify: This power is actually useless within this system. Ignore it.

Spirit of Power: Activation of this power requires 6 psionicists, all of
whom must know the power, to successfully activate it together. The
preparation time for this power is 3 turns. Unlike the priest version of
this power, the psionicists do not actually summon an Avatar, but rather
merge their consciousnesses to form a conglomerate being of Avatar-like
power (as a 20th level psionicist). If the psionicists are not all in
agreement about which action for the Avatar to take, then the Avatar will
hesitate and do nothing for that round. After one hour, the Avatar will
automatically dissipate and the psionicists' consciousnesses will return
to their true bodies. Upon their return, each psionicist must make a
system shock roll or die (although they can be raised from the dead).
Those who survive are reduced to 1 hit point and 0 PSPs. In all other
respects, this power operates in a similar manner to the priest version.


Psychoportive

Teleport Other: This is a "carrier" power. It is useless unless the
psionicist also knows Dimension Door, Teleport, or Teleport Without
Error. A successful power activation will enable the psionicist to use
any of the three above powers immediately afterwards (in the same round)
to send a willing being to another place.

Teleport Trigger: Like Teleport Other, this power is useless unless the
psionicist also knows Dimension Door, Teleport, or Teleport Without
Error. Unlike most psionic powers, this one will activate for one full
hour, and may be maintained at a cost of 1 PSP per hour.

Dimensional Door: The power score modifiers listed for range apply to the
psionicist's MTHACO roll to activate the power.

Dream Travel: The psionicist may not regain PSPs while Dream Travelling.
The psionicist may bring other intelligent, willing beings along with
him at a penalty of -1 to his MTHACO roll per extra person, and an
additional 2 PSPs per extra person. Animal-intelligence creatures may be
brought into the dream, but an additional MTHACO roll and activation must
be made for each one, and the result of the roll is halved (rounded down)
before success is determined.

Summon Planar Creature: This power requires 12 rounds of concentration to
activate. It also costs more than the usual power to activate: 4 PSPs to
summon a creature from the astral or ethereal planes, and 8 PSPs to
summon a creature from the inner or outer planes. On an activation roll
of 19, the being appears within 50 yards of the psionicist, and on a roll
of 20 it appears within 10 yards.

Telepathic

Mind Blank: One of the five Defense Modes. This power causes the
psionicist to gain a bonus of -2 to his MAC while it is in effect.

Ejection: A psionicist can use this power to eject a mind that has forced
contact and is doing things that it should not be doing. Activation of
this power may take place even if, for example, an invading mind has
Dominated the character and is also forcing him to use his mental powers
in the same round. A successful power activation ejects the foreign
mind, which can still attempt to re-enter at a later time. This power
causes significant mental strain on the ejecting mind, forcing a system
shock roll based on wisdom instead of constitution in order to avoid 2d10
rounds of unconsciousness.

Mindwipe: A Dispel Magic, Remove Curse, or Heal spell will reverse the
effects of this power, as will Psychic Surgery.

Superior Invisibility: This power affects only one individual, who gets
no save to avoid the effects.

Id Insinuation: One of the five Attack Modes. When unleashed upon a
contacted mind, this power causes the victim to go mad by unleashing his
subconscious. The victim can choose to fight his subconscious urges and
do nothing, or let go and let the subconscious take over (with results as
a Confusion spell). Either way, the effects last for 1d4 rounds and the
victim gets a save vs. spells to avoid the effects altogether.

Mental Barrier: One of the five Defense Modes. This power causes the
psionicist and all allies within a 2-foot radius to gain a bonus of -2 to
their MACs. Non-psionicists gain a MAC of 8 while in the area of
effect.

Post-Hypnotic Suggestion: A victim of this power gets a save vs. Spells
to avoid the effects altogether. The "power check" mentioned refers to
the psionicist's power activation roll for Post-Hypnotic Suggestion. The
roll must be made using the psionicist's MTHACO at the time of
implantation, modified by -1 per day since implantation. Note that a
Dispel Magic spell will not remove a Post-Hypnotic Suggestion, although
Psychic Surgery can and a Remove Curse spell might, depending on the
nature of the Suggestion.

Synaptic Static: The "psychic contest" mentioned is resolved by having
the activator of the static and the challenger each roll a d20. The
psionicist who rolls closest to or most above their MTHACO, wins the
contest.

Thought Shield: One of the five Defense Modes. This power causes the
psionicist to gain a bonus of -5 to his MAC.

Convergence: A psionicist or mind-affecting spell that seeks to Contact
the "group-mind" of a Convergence must hit EVERY MAC in the group first.
This takes no more time than usual, it just introduces a greater chance
for failure. If it breaches the defenses of the Convergence, however,
all of the Converged minds will be affected.

Enhancement: This power has a preparation time of 5 minutes. The
psionicist receives a +2 bonus to MTHACO rolls in the chosen discipline,
and a -2 penalty in all others.

Gird: I can see no reason why this power needs clarification.

Magnify: Obviously, this power is useless before 6th level is attained.
Note the 5-round preparation period. Once activated, the psionicist can
activate the magnified power in the same round. Once the Magnification
is activated, the psionicist has 10 rounds in which to activate the
Magnified power, but after it is activated the Magnification must be
reinitiated to perform again.

Receptacle: This power requires that the psionicist have a focus of
considerable value - a gem of at least 1,000 gp value. The focus may
hold 1 PSP per 1,000 gp value. The psionicist may imbue the focus with 1
PSP per turn, requiring an activation roll at the end of the PSP
placement in order to see if it was completely successful or if half of
the PSPs were lost in the transfer (note that transferred PSPs are in
addition to the cost of activation!) The power is otherwise the same as
outlined in the CPHB except that only the psionicist's focus may be used
as a receptacle.

Emotion: This power may only be used on one target at a time - the
psionic version has no area of effect.

Hold Monster: This power seeks to shut off the victim's mind's ability to
control the body. It may only be used on one creature at a time, with
appropriate saving throw modifiers.

Meld: This power has a preparation period of ten rounds. It lasts for
the normal ten rounds thereafter, unless maintained. The "host" may
wander out of sight of the psionicist without breaking the power.

Memory Wrack: The victim of this power remembers the events that startle
him until he is startled by some other event. For example, if struck by
an arrow, the last thing he will remember is being struck by the arrow.

Mindshatter: The effects of this power last as described in the spell
description. In addition to the listed cures, Psychic Surgery will
negate the effects.

Thoughtwave: Obviously, only other psionicists can combine their efforts
to boost the power of the psionicist version of this spell.

Modify Memory: The effects of this power are permanent, although Psychic
Surgery will reveal that memories have been modified and can be used to
repair the damage. Similarly, a Heal spell that is cast for the specific
purpose of restoring true memories will set things right, as will (of
course) a Limited Wish or Wish.

Psychic Crush: One of the five Attack Modes. When used on a contacted
mind, this power actually causes physical damage to the brain, resulting
in intense pain and bleeding from the ears and nose. The victim takes
1d6 points of damage per level of the psionicist, up to a maximum of 6d6.
A save vs. spells halves the damage. If a target dies as a result of a
failed save, its head explodes from the pressure generated by this power.

Tower of Iron Will: One of the five Defense Modes. This power grants the
psionicist a bonus of -10 to his MAC, and a bonus of -5 to the MACs of
all allies within a 3-foot radius. Non-psionicists gain a MAC of 5 while
in the area of effect.

Intellect Fortress: One of the five Defense Modes. This power grants the
psionicist a bonus of -5 to his MAC, and a bonus of -5 to the MACs of all
allies within a 10-foot radius. Non-psionicists gain a MAC of 5 while in
the area of effect.

Psionic Blast: One of the five Attack Modes. When used on a contacted
mind, this power affects a victim as a Feeblemind spell. Note that even
non-spellcasters can be so affected! In addition to the usual modifiers,
human psionicists suffer a -4 penalty to their saving throws. This
effect is permanent until negated by a Heal, Limited Wish, Wish, Psychic
Surgery, or Remove Curse spell.

Ultrablast: This power is difficult to activate. It has a 3 round
preparation time and costs 5 PSPs to activate. In addition, it has a MAC
of -4. Obviously, certain spells/powers other than Psychic Surgery (such
as Limited Wish, Wish, and Heal) can be used to restore lost psionic
ability.

Legal Thoughts: The effects of this power are permanent unless negated by
a Dispel Magic spell or other means, such as Psychic Surgery. Psychic
Surgery will reveal that this power is affecting an individual.

Monster Mount: This power may be maintained at a PSP cost of 1/hour.


--

"You can argue 'til you're blue in the face about morality and dogma and
all that crap, and never come to any sort of resolution, but you can't
argue with a Flying Windmill Kick to the face from a deity."

- Marcus Samarkand, Developer of Midway's "Immortal Kombat" game

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