Psionic Ability Descriptions and Costs from:

Players Options Skills And Powers
The Complete Psionics Handbook
Dragon Kings (Dark Sun)
The Will and the Way (Dark Sun)

Where different from the original versions, descriptions have been revised as per the Players Options Skills and Powers book.

The power descriptions are written with psionicists in mind. Psionic creatures and wild talents often use these powers too - just as psionicists do.

Players' Option: Skills & Powers
The (Mostly) Complete (but broken up) Psionics Handbook (Mostly superceded by Players' Option: Skill & Powers)
Psionic Blast attacks on non-psionic opponents (First edition) (Completely superceded by Players' Option: Skill & Powers)

Attack Modes
Ego Whip Id Insinuation Mind Thrust Psionic Blast Psychic Crush
Defense Modes
Intellect Fortress Mental Barrier Mind Blank Thought Shield Tower of Iron Will
Clairsentient Sciences

Clairsentient powers allow characters to perceive things beyond the natural range of human and demihuman senses.

Appraise Aura Sight Clairaudience Clairvoyance Cosmic Awareness
Detection Object Reading Precognition Psychic Clone Sensitivity to Psychic Impressions
Spirit lore   Subjective reality   True sight
Clairsentient Devotions
All-Round Vision Bone Reading Combat Mind Danger Sense Environment
Feel Light Feel Moisture Feel Sound Hear Light Know Course
Know Direction Know Location Martial Trance Poison Sense Predestination
Probability manipulation Psionic Sense Radial Navigation Retrospection Safe Path
See Ethereal See Magic See Sound Sensitivity to observation Spirit Sense
Trail of destruction   Watcher's ward   Weather prediction
Psychokinetic Sciences

Psychokinetic powers move objects across space using only the energy of a character's mind.

Create Object Detonate Disintegrate Kinetic Control Megakinesis
Molecular Rearrangement Project Force Suppress magic Telekinesis Telekinetic barrier
  Telekinetic flight  
Psychokinetic Devotions
Animate Object Animate Shadow Ballistic Attack Compact Concentrate Water
Control Body Control Flames Control Light Control Sound Control Wind
Create Sound Cyrokinesis Deflect Ghost writing Inertial Barrier
Levitation Magnetize Mass manipulation Molecular Agitation Molecular bonding
Molecular Manipulation Momentum theft Opposite reaction Return flight Soften
Stasis Field   Static discharge
Psychometabolic Sciences

Psychometabolic powers affect the user's body by altering it in some way.

Animal Affinity Complete Healing Death Field Elemental composition Energy Containment
Life Draining Metamorphosis Nerve manipulation Poison simulation Regenerate
Shadow-form   Split Personality
Psychometabolic Devotions
Absorb Disease Accelerate Adrenaline Control Aging Alter Features
Biofeedback Body Control Body Equilibrium Body Weaponry Cannibalize
Carapace Catfall Cause Decay Cause sleep Cell Adjustment
Chameleon Power Chemical Simulation Cognitive trance Displacement Double Pain
Ectoplasmic Form Enhanced Strength Enhancement Expansion Fighting trance
Flesh Armour Forced symmetry Gird Graft Weapon Heightened Senses
Immovability Intensify Iron will Lend Health Magnify
Mind Over Body Pheromone discharge Photosynthesis Prolong Reduction
Rigidity Share Strength Spider touch Splice Strength of the land
  Suspend Animation  
Psychoportative Sciences

These powers allow psionic travel, moving a character without physical action.

Banishment Planar transposition Probability Travel Summon Planar Creature Summon planar energies
Teleport Teleport Other   Time travel Wormhole
Psychoportative Devotions
Astral Projection Blink Dimension blade Dimension Walk Dimensional Door
Dimensional screen Dream Travel Duo-dimension Ethereal traveller Phase
Phase object Pocket dimension Shadow walk Spatial distortion Summon object
Teleport lock Teleport object Teleport Trigger Time dilation Time duplicate
Time Shift   Time/Space Anchor   Wrench
Telepathic Sciences

Telepathic powers involve the direct contact of two or more minds.

Aura Alteration Domination Empower Fate Link
Hallucination Mass Domination Mindflame Mindlink Mindwipe
Probe Psychic Surgery Superior Invisibility Switch Personality Ultrablast
Telepathic Devotions
Acceptance Alignment stabilization Amnesia Attraction Aversion
Awe Beast mastery Conceal Thoughts Convergence Daydream
Empathy ESP False Sensory Input Focus forgiveness Hivemind
Identity Penetration Impossible task Incarnation Awareness Inflict Pain Insect mind
Invincible Foes Invisibility Life Detection Mental Barrier Mind Bar
Mysterious traveller Phobia Amplification Plant mind Post-Hypnotic Suggestion Psionic Inflation
Psionic residue Psionic vampirism Psychic blade Psychic Drain Psychic Impersonation
Psychic Messenger Receptacle Reptile mind Repugnance Send Thoughts
Sensory suppression Sight Link Sound Link Suppress fear Synaptic Static
Taste Link Telempathic Projection   True worship Truthear
Psionics
The practice of extraordinary psychic powers. A character who has psionic abilities harnesses the power of his or her mind to produce a particular effect. Characters who have psionic powers are either psionicists or wild talents.
Psionicist
A character who uses the force of his or her mind to affect the environment and inhabitants around them.
Wild Talent
A character from any class who has a natural psionic ability and at least one psionic power. A wild talent is a hero from any character class other than the psionicist class who has natural psionic potential. This potential can be present in any character, regardless of class, alignment, or race. The alignment restrictions of the psionicist class don't apply to wild talents.

Wild talents have one or two psionic powers, up to three psionic defenses, and up to three psionic attacks at their disposal once they've reached full power. The psionic defenses come naturally, one at a time, according to the Psionic Progression table.

Mental Armour Class (MAC)
All characters and creatures have mental armour classes (MACs). While physical Armour Classes protect a body from physical attacks, MACs provide protection from psionic attacks. The MAC rating ranges from minimal defense (MAC 10) to maximum defense (MAC -10); there are no MACs worse than 10 or better than -10.

As with standard Armour Class, the higher the MAC number, the more vulnerable the character is to psionic attack. Likewise, with all attacks, a roll of 20 always hits and a roll of 1 always misses, regardless of the target's MAC number.

To determine a base MAC number, find the character's Wisdom score on Table 74 below. Then find the character's Intelligence score and add the indicated MAC modifier. MACs can be improved through proficiencies and other means, as detailed later.

Base Mental Armour Class and MAC Bonuses
Ability ScoreBase MAC
Wisdom based
MAC Modifier
Intelligence based
Ability ScoreBase MAC
Wisdom based
MAC Modifier
Intelligence based
15 or less100169-1
178-1187-2
196-2205-3
214-3223-3
232-4241-4
250-4 

Example: Tylk of the Westwoods has a Wisdom score of 18, which yields a base MAC of 7. He has an Intelligence score of 16, which gives a modifier of -1. Without other enhancements, Tylk has a MAC of 6 (7-1 = 6).

Mental Armour Class to Hit
Whenever a psionicist attempts to activate a power, a character must succeed in making an MTHAC0 roll. In psionic combat, a character makes MTHAC0 rolls to break through a target's mental defenses and open the mind. To use a psionic power on an open mind, an MTHAC0 roll is made against the power's MAC instead of the target's MAC. (All psionic powers have base MAC scores.) Some minds are considered open automatically (like the psionicist's own mind for the purposes of using a power on himself). In these cases, no psionic combat is needed, for the mind is already open.

PSP Cost
The number of PSPs that must be spent per round to use a psionic power. The secondary number is the PSP cost if the MTHAC0 roll fails.
Range
The maximum distance from the user at which the power has an effect. "Touch" requires the user to make physical contact with the target: effectively, the psionicist has to touch flesh or cloth rather than armour. The attack roll is therefore made against the target's armour type rather than armour class, adjusted for magic and dexterity. So, a psionicist would need to hit Armour Type 2 against a target wearing plate mail and carrying a shield (adjusted for dexterity and magic), but only Armour Type 8 against a target wearing Bracers of AC 4 (Armour Type 10) who has Dexterity 16.
Area of Effect
The physical area or number of beings a power affects. "Personal" only affects the user.
Prerequisites
Other sciences or devotions a character must know before being able to use a particular power. Some prerequisites will list a level. This is the lowest level a psionicist using this psionic power can be.
Metapsionics
In the Complete Psionics Handbook, various powers were classified under the Metapsionics discipline, which was done away with in the revisions made in the Players' Option: Skills and Powers. However, various monsters and/or characters may be still described as having the Metapsionics discipline. The following psionic powers/abilities were previously included in that discipline:
Sciences
Appraise; ; Aura Alteration; Empower; Psychic Clone; Psychic Surgery; Split Personality; Ultrablast.
Devotions
Cannibalize; Convergence; Enhancement; Gird; Intensify; Magnify; Prolong; Psionic Inflation; Psionic Sense; Psychic Drain; Receptacle; Retrospection; Splice; Stasis Field; Wrench.
Absorb Disease (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 10 (fail: 4) Prerequisites: none
Description: This power lets the psionicist take the disease from another character's body, and absorb it himself. Presumably, the psionicist will then heal himself (using complete healing). This power can absorb magical diseases, but not curses, such as lycanthropy.
Accelerate (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 10 (fail: 5) Prerequisites: none
Description: Some psychometabolists are able to drastically alter their own metabolisms, doubling their speed for short periods of time. A character using accelerate is effectively hasted for as long as he maintains this power. The psionicist's movement and rate of attack are doubled, and he gains a -2 bonus to initiative rolls while the power is in effect.

Spellcasting and psionics use are not speeded up by this power, although this ability can be used to counter a magical slow effect. After the psionicist stops maintaining accelerate, he must rest for a number of rounds equal to the time he was accelerated, doing nothing but catching his breath. He does not suddenly age a year as the recipient of a haste spell would.

Acceptance (Telepathic Devotion) Range: 30 yards Area of effect: special
Mental Armour Class to hit: 8 PSP Cost: 4 per turn (fail: 2) Prerequisites: none
Description: This power lets the psionicist make one or more individuals docile and passive in captivity. The psionicist gains no special control over the creatures, but their strong emotions associated with captivity are nullified.

The power affects the psionicist's level in Hit Dice of creatures, provided they are in range. if more Hit Dice than that are in range, the smaller creatures are affected first (excess Hit Dice are lost). Creatures under this power do not escape, attack, starve themselves, or disobey basic commands (to move, sleep, work, etc.). They are not charmed and have no love of their captors.

The creatures remain under the power as long as they stay in range and the psionicist continues to pay the maintenance cost. Especially harsh treatment may cancel out the power's effectiveness. Allow mistreated creatures a saving throw vs. paralysation in such circumstances.

Adrenaline Control (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: This power temporarily boosts the amount of adrenaline in the user's system, giving him physical advantages. He gains 1d6 points to divide among his Strength, Dexterity, and Constitution scores as he chooses, thus increasing them while the power is in effect. He receives all of the normal bonuses for high ability scores during this period. (If used to increase Constitution, the user might temporarily gain bonus hit points. Damage suffered is subtracted from the extra hit points first.)

Exceeding racial maximums is dangerous. When an attribute is increased beyond the racial maximum and the user stops paying the PSP cost, he must make a system shock check; he suffers 1d6 points of physical damage if the roll fails.

Aging (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 5 PSP Cost: 9 (fail: 5) Prerequisites: none
Description: With this power, an evil psionicist can cause unnatural aging by touch. (Other psionicists can use this power, too, but their alignment would begin to twist toward evil.) The victim ages 1d4 years instantly and must make a saving throw vs. polymorph. Failure means that the change was traumatic, and he ages another year automatically.

If the psionicist's MTHAC0 resulted in a roll of 1, there is a backlash and he, too, ages 1d4 years.

Alignment stabilization (Telepathic Devotion) Range: 10 yards Area of effect: individual
Mental Armour Class to hit: 9 PSP Cost: 11 per day (fail: 4) Prerequisites: none
Description: This power lets the psionicist keep one half-giant on the same alignment. While stabilized, the half-giant does not change his alignment. The psionicist cannot change the half-giant's alignment, only keep it from changing. A half-giant willingly submits to this power if informed about it - at any given instant, a half-giant is convinced that his current alignment is the best possible, and has no argument about keeping it that way. When maintenance ceases, the half-giant most likely won't notice or care.
All-Round Vision (Clairsentient Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: This power lets the user see in all directions simultaneously. This has obvious benefits, including a +2 surprise roll bonus to the user for encounters where being able to see is an advantage. There is a penalty, however. While this power is in effect, gaze attacks against the user receive a +4 bonus.
Alter Features (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: 4 per turn (fail: 2) Prerequisites: Cell Adjustment
Description: This power enables the psionicist to alter his appearance by means of a limited control over his facial features. He can change his skin colouration to any normal variation, alter the appearance of his hair, change the colour of his eyes, and even adjust the bone structure of his face. The psionicist cannot pass for a member of another species.

If the psionicist passes his MTHAC0 by more than 10 points, he can mimic the features of a particular individual well enough to fool anyone who relies on appearance only to identify that person. If he is closely examined, the psionicist must make another MTHAC0 to see if his disguise works.

Amnesia (Telepathic Devotion) Range: 200 yards Area of effect: individual
Mental Armour Class to hit: 9 PSP Cost: varies (fail: varies) Prerequisites: Mindlink
Description: This devotion allows the psionicist to interfere with the memory of a contacted creature. As long as amnesia is maintained, the subject is unable to remember anything that occurred prior to the psionicist's contact with his mind. The victim does remember events that occur in his amnesiac state, so he can recall conversations or events that have occurred since the amnesia began.

The exact effects of amnesia are left to the DM, but generally the victims remember how to talk, how to walk, how to eat, and other physical skills. Knowledge-based skills such as spellcasting, psionics use, or lock-picking would be temporarily forgotten, but talents such as proficiency with the bow or tumbling would not be.

Making a monster forget everything does not necessarily make it a nice person. General personality traits remain despite the loss of memory.

The psionicist must specify the time period which they wish to erase prior to attempting to activate the talent. The period of time forgotten and duration of the amnesia is based upon the number of power points expended:

Period to forgetDuration of memory lossPSP Cost
1 hour5 minutes3 (fail: 2)
1 day1 hour6 (fail: 3)
1 week2 hours12 (fail: 6)
1 month1 day20 (fail: 10)
1 year1 week30 (fail: 15)
5 years1 month60 (fail: 30)
Complete1 year90 (fail: 45)

At the end of the duration of the memory loss, a save vs spell is made: if successful, memories are recovered. If unsuccessful, the amnesia remains until the duration once again expires.

Animal Affinity (Psychometabolic Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 7 (fail: 3) Prerequisites: none
Description: With this power, the user develops an affinity for a particular animal type. Roll on the list below to determine the animal type (see the Monstrous Manual for descriptions). The user undergoes a physical change when this power is used, depending on the animal and ability. For example, he may gain wings or claws.

When the user activates this power, he temporarily gains one of the animal's attributes. He can gain the animal's Armour Class; movement rate and mode; physical attacks, damage, and THAC0; hit points; or any other special ability - though only one of these can be gained at a time. The attribute lasts for every round that the cost is paid. Switching to a different attribute requires a new MTHAC0 roll.

The character does undergo a physical change when this power is invoked. The extent of the change depends on the animal and the ability. For example, adopting a hawk's movement obviously requires wings, while attacking like a tiger calls for fangs and claws.

1. Ape2. Barracuda3. Boar4. Bull5. Crocodile
6. Eagle, giant7. Elephant8. Falcon9. Griffon10. Grizzly bear
11. Lion12. Panther (black leopard)13. Percheron (draft horse)14. Peregrine falcon (hawk)15. Rattlesnake
16. Scorpion, giant17. Shark18. Stag19. Tiger20. Wolf
Animate Object (Psychokinetic Devotion) Range: 50 yards Area of effect: 1 object, 100 pounds
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 2) Prerequisites: telekinesis
Description: This power allows the user to control the movement of an otherwise inanimate object, giving it the appearance of life. For example, animate object can make chairs walk or stones dance, though objects being animated must weigh 100 pounds or less. The material the item is made of affects the difficulty of the task, as indicated below.
 
Material MAC to hit Material MAC to hit Material MAC to hit
Cloth, paper 7 Live wood, dead animal 6 Dead wood, bone 5
Water 4 Thin metal 3 Thick metal 2
Stone 1

Once animated, all materials become flexible to some extent, though fluid motion is uncommon. The animated item moves more like a puppet. Its movements are jerky and clumsy, and if the item was rigid to begin with, it makes a loud creaking, groaning, or grating sound. It can move 60 feet per round (movement rate 6), in any direction chosen by the psionicist. It can attack as a club with a THAC0 of 20.

Animate Shadow (Psychokinetic Devotion) Range: 40 yards Area of effect: 100 square feet
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: With this devotion the psionicist can animate the shadow cast by anyone or anything and make it seem to have life of its own. The shadow can even move away from the person or thing that cast it. It must, however, remain flatly cast along a surface. It can never be more than two-dimensional.

An animated shadow can't really do anything other than startle or amuse someone. It cannot attack or disrupt a mage's concentration. In this regard, it is similar to a cantrip's effect. It can serve as a diversion by entertaining someone or attracting a guard's attention.

Appraise (Clairsentient Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 14 (fail: 5) Prerequisites: none
Description: With this power, a psionicist can determine the likelihood that a specific course of action will succeed. He focuses on a course of action and examines the possibilities. He assigns probabilities. Then he mentally processes enormous calculations to arrive at an overall probability of success.

In game play, the character must first pass a MTHAC0. If he does, the DM must reveal the percentage chance for the plan or action's success. Exact odds may be difficult or impossible to determine, but the DM should provide his most accurate, honest appraisal.

No one, not even a psionicist, can foresee the future with assured accuracy. Like precognition, the success of this power depends on how closely the characters adhere to their plans. Do they act as they intended? React as they intended? What factors did they fail to foresee? Every deviation steers events away from the predicted path. If this power is used, the DM should give the best answer he can, based on information the characters have. Factors they don't know about, and therefore can't take into account while forming a plan, can change things dramatically.

Astral Projection (Psychoportive Devotion) Range: not applicable Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power allows the user to travel without his physical body by creating an astral form that immediately leaps into the Astral Plane. Only creatures or characters who are also on the Astral Plane can see it. A silvery cord connects the astral body to the physical one. This translucent string stretches 10 feet from the astral body before becoming invisible. If the cord is severed, both the astral and physical bodies die - killing the user. The cord is nearly indestructible, however. It only can be severed by a powerful psionic wind or the silver sword of a githyanki.

The Astral Plane is used to get to other destinations - a distant point on the Prime Material or a location on another plane, for example. When the user reaches his destination, a temporary physical body is formed there. It resembles the user's real body, and the two remain connected by the silvery cord. However, a temporary physical body isn't formed if the user travels to another location on the same plane as his real body. He can view that distant location in astral form, but he can't affect the area in any physical, magical, or psionic way.

Attraction (Telepathic Devotion) Range: 200 yards Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: 8 (fail: 3) Prerequisites: Mindlink
Description: The opposite of aversion (see below), this power creates an overwhelming attraction to a particular person or thing - 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 from blind obsession. He won't leap into a fire or over a cliff, for example, or climb into the arms of a tarrasque (a bipedal killing machine). He can still recognize danger, but he will not flee unless the threat is strong and immediate. And if the danger is not apparent, (such as poison in a goblet of wine), the character could easily destroy himself in pursuit of the attraction.

Aura Alteration (telepathic science) Range: touch Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 10 (fail: 5) Prerequisites: psychic surgery, 5th level
Description: With aura alteration, a psionicist can temporarily disguise a person's alignment, disguise his level, or remove aura afflictions like curses, geases, and quests.

Disguising a character's alignment or level is the easiest to do. The disguise is temporary, lasting only 1-6 hours. It has no effect on the character's real alignment or class, but a psionicist with aura sight will be fooled by the fake aura.

Because curses, geases, and quests are imprinted on the character's aura, they can be removed with this power. A psionicist who tries this suffers a -6 penalty to his power score and must expend 20 PSPs instead of 10. If the die roll is 1, the psionicist's patient must make saving throw vs. spells to avoid losing one experience level. (A slip of the psychic scalpel can close off vital parts of the brain.)

Aura Sight (Clairsentient Science) Range: 50 yards Area of effect: personal
Mental Armour Class to hit: 7 (base) PSP Cost: 9 (fail: 3) Prerequisites: none
Description: With this power, the user can detect auras (the normally invisible envelope of coloured light that surrounds all living things). Each use of the power gives the user one piece of information - either the target's alignment (one portion of it) or relative level of power, but not both simultaneously.

This power can be used twice per round (for two PSP costs and with two MTHAC0 rolls) to examine two different auras or the same aura twice. The user can be discreet, but he needs to gaze at the target. Using the power from a distance is less noticeable than using it up close.

The level (or Hit Dice) of the target character affects the MTHAC0 roll. The higher the level of the target, the tougher it is to interpret the aura. The power's Mental Armour Class should be improved by 1 for every three levels (or HD) the target has, rounded down. For example, an 8th-level target improves the power's Mental Armour Class by 2, making it Mental Armour Class 5 (and therefore harder to roll against).

The DM should relate game-related information in a story sense, rather than in mechanical terms. In the case of alignment, the user sees coloured light that represents an element:

  1. blue (lawful);
  2. gray (neutral);
  3. red (chaotic);
  4. white (good);
  5. black (evil).

Relative level of power can be described as follows:

  1. dim aura (a low-level target, 1st to 5th level);
  2. bright aura (a mid level target, 6th to 13th level);
  3. dazzling aura (a high-level target, 14th to 20th level);
  4. blinding aura (a target above 20th level).

Aversion (Telepathic Devotion) Range: 200 yards Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: 8 (fail: 3) Prerequisites: Mindlink
Description: The victim of this power gains an aversion to a particular person, place, action, or event. He will do everything he can to avoid the object of his aversion. He will not approach within 20 yards, and if he is already within 20 yards, he will back away at the first opportunity.

The aversion is "planted" in the victim's brain for one turn. It cannot be maintained for another turn unless the psionicist maintains contact throughout that turn.

Awe (Telepathic Devotion) Range: 0 Area of effect: 20 yards
Mental Armour Class to hit: 6 PSP Cost: 4+ (fail: 2+) Prerequisites: Mindlink
Description: This power only works on an open mind. With it, the user can cause another character to hold him in awe. Characters affected by this power are mentally cowed - they sense the user's "awesome might." They have no desire to serve or befriend the user, but they won't attack him unless forced to do so. If possible, they'll avoid the user completely and take the first opportunity to escape his presence. The PSP cost for this power is based on the target's level, as shown below.
Target's LevelPSP Cost
1-5 levels or HD4 (fail: 2)
6-10 levels or HD5 (fail: 3)
11-15 levels or HD6 (fail: 3)
16-20 levels or HD8 (fail: 4)
21+ levels or HD9 (fail: 5)
Ballistic Attack (Psychokinetic Devotion) Range: 30 yards Area of effect: 1 item, 1 pound
Mental Armour Class to hit: 6 PSP Cost: 5 (fail: 3) Prerequisites: telekinesis
Description: This power can make any psionicist a "David" when he's facing "Goliath." It's a special variation of the telekinesis science. Instead of moving any object relatively slowly, ballistic attack allows the character to hurl a small object at a target. The object, no more than 1 pound in weight, can achieve deadly speeds. It must be within sight of the psionicist and cannot be anchored or attached to anything else. A rock is the most common weapon.

The psionicist uses his regular THAC0 to determine whether he hits the target. If he succeeds, the missile inflicts 1d6 points of damage (assuming, of course, that the character made a successful MTHAC0 in the first place).

Banishment (Psychoportive Science) Range: 5 yards Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 15 (fail: 6) Prerequisites: teleport
Description: With this power, the user can teleport a creature against its will to a pocket dimension and hold it there for as long as he chooses to continue spending 15 PSPs per round. The creature being banished must be within 5 yards of the user. The pocket dimension is featureless, with a benign environment - hot or cold, light or dark, but not so much as to cause injury.

The banished creature returns to its original location as soon as the user stops paying the PSP cost. This boomerang feature won't harm the creature. If the creature has access to the Astral or Ethereal Planes, or if it can teleport between planes, it can try to return prior to the expiration of the power by rolling an Intelligence check at -3.

Beast mastery (Telepathic Devotion) Range: 10 yards Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 6+ per day (fail: 3+) Prerequisites: Level 21
Description: This power allows the user to control a psionic creature.

Available only to psionicists above level 20, this telepathic devotion appears in Appendix 3. DMs should understand its powers and limitations fully before using beastmasters within the Order.

Roles and the beastmasters: Any member of the Order may use beasts, provided they help him in his role. Entrants and mediators, for instance, use their beasts to seek and stamp out psionic heresy. Psiologists and cerebral masters use their beasts to further their research and understanding of psionics.

A psionicist uses this power to gain control over psionic beasts. This telepathic devotion is only available to psionicists of 21st level or greater.

This power controls only psionic creatures of animal, semi-, or low Intelligence (1-7). It does not affect humanoids or undead. Of the creatures already presented for DARK SUN campaigns, these can be controlled with this power:

  • From the DARK SUN boxed set: Silk Wyrm
  • From MC 12, Terrors of the Desert: Animal, Household - Critic; Antloid, Desert - Dynamis; Beetle, Agony; Cat, Psionic - Tagster and Tigone; Cistern Fiend; Cloud Ray; Drake - Air, Earth, Fire, and Water; Erdland; Floater; Kirre; Megapede; Pterrax; Razorwing; Silt Runner; Spider, Crystal; Zhac kal
  • From other Monstrous Compendiums (only if these creatures are given psionic powers): Behir; Wyvern; Goblin Spider (MC 6, Kara-Tur Appendix)

Other creatures of the DM's creation can also be controlled, provided they fit this pattern.

On a successful MTHAC0, the psionicist gains control over the creature for the rest of that day. The maintenance cost for this power equals the creature's Hit Dice in PSPs per day. The maximum number of creatures the psionicist can control is equal to his level above 20th. Once the power is ended, the controlled creature wanders away toward its natural habitat.

While controlled, the creature uses all abilities as the psionicist wishes. The creature must still eat, and if taken out of its natural environment, it may perish if not properly cared for. Creature and psionicist share an empathic link (free of cost). If creature and psionicist become separated by more than 300 yards, the power fails.

If a controlled creature is slain, the psionicist suffers its loss severely. He immediately takes hit points of damage equal to the dead creature's original Hit Dice. The psionicist must save vs. paralysation or be knocked unconscious for 1d20 rounds.

Biofeedback (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: Biofeedback is the power to control the flow of blood through one's own body. This power has two key effects.

First, the psionicist can easily control bleeding. As a result, he suffers two fewer points of damage from every attack against him which causes physical injury.

Second, by flooding key portions of his body with blood, the psionicist effectively cushions blows against him and reduces their effect. The character's armour class is reduced by one.

Blink (Psychoportive Devotion) Range: not applicable Area of effect: personal
Mental Armour Class to hit: 9 PSP Cost: 4 (fail: 2) Prerequisites: Teleport
Description: By using the blink power, the psionicist initiates a series of random, short-range teleportations that make him very hard to hit in combat. Each round, the psionicist will automatically blink once at a randomly determined time in the initiative order, roll 1d10 and note the initiative number of the blink. In order to strike at the psionicist, his opponents must have a better initiative than his blink time.

Each blink carries the psionicist 3d10 feet in a random direction. (Roll 1d8: 1 = straight ahead, 2 = ahead and to the right, 3 = to the right, and so on.) However, the psionicist's blinks will never carry him into a solid object or any kind of danger, such as a fire or cliff edge.

The psionicist may attempt to strike before he blinks, in which case he must beat his own blink initiative, or he can hold his action until the end of the round.

Body Control (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 6 (fail: 2) Prerequisites: none
Description: This power allows the user to adapt his body to a hostile environment. The change must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc. If the power works, the user not only survives, he behaves like a native organism. He can breathe and move normally, suffering no damage from the environment.

An attack in any form does not constitute an environment. For example, a character who can survive subarctic temperatures is still vulnerable to a cone of cold.

Body Equilibrium (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: This power allows the user to adjust his body weight to correspond to the surface he's standing on. Thus, he can walk on water, quicksand, silt, or even a spider's web without sinking or breaking through. If the user is falling when he activates this power, he falls slowly enough to escape injury. Because of how light weight the user becomes when this power is in effect, he must be wary of wind gusts, which can easily blow him about.
Body Weaponry (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 6 (fail: 3) Prerequisites: none
Description: This power allows the user to convert one of his arms into a weapon. Virtually any sort of weapon can be imitated, except ranged weapons (such as bows) or any weapon the user isn't proficient with. The arm actually becomes rock, bone, wood, or metal and assumes the weapon's form. It behaves in every respect like a normal weapon of the chosen type, with the bonus that it can't be dropped or stolen.
Bone Reading (Clairsentient Devotion) Range: 0 Area of effect: One item
Mental Armour Class to hit: 10 PSP Cost: 15 (fail: 5) Prerequisites: Object reading
Description: The psionicist can use a creature's remains to form an impression of who it was and what it was doing when it perished. Fragments of bone are usually used, but the power works on any corpse or portion of a corpse. The amount of information gained depends on the psionicist's mental armour.
Time Since DeathMental Armour Class Penalty
1 day0
1 week-1
1 month-2
1 year-3
10 years-4
100 years-6
1,000 years-12

The information below is cumulative, so a result that hits MAC 6 yields the deceased's race, sex, and age. This power is difficult to use on very old remains. The more recently a creature died, the more accurate the reading will be.

MAC hitInformation Gained
9 or 8Deceased's race
7Deceased's sex
6Deceased's age
5Deceased's identity
4Appearance in life and alignment
3Date of death
2 or betterMethod of death
Cannibalize (psychometabolic devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 0 Prerequisites: 5th level
Description: This power allows the user to cannibalize his own body for extra PSPs. When activated successfully, the user can take Constitution points and convert them directly to PSPs at a ratio of 1:8 (1 Constitution point equals 8 PSPs). The user can access these PSPs any time, as if they were part of his total.

The Constitution reduction isn't permanent, but it is debilitating and long-lasting. The user immediately loses bonus hit points that accompany high Constitution scores. His system shock and resurrection survival chances are reduced. All psychometabolic powers receive Mental Armour Class bonuses (making them harder to use) equal to the number of Constitution points that were cannibalized. The user recovers one cannibalized point of Constitution per week of rest. Rest means staying quietly in a safe place; adventuring is not allowed.

Carapace (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: The psionicist can change his own or another's physical form with this power, creating a chitinous exoskeleton. However, because the skin is heavily damaged in the process, this is generally a last resort to keep a character alive.

The process causes great discomfort. The outer layer of skin turns to very hard, insect-like material, with a huge carapace that gives more protection to the back and head. Any clothing or armour must be removed before the power is used - clothing is torn and ruined, while armour causes the power to fail. Once changed, the character gains a natural AC 2 on his limbs and front and AC 0 on the back and head. Dexterity immediately drops by 10 points, but after ten rounds of getting used to the new joints, the penalty is halved to -5. The character can still be recognized from the front, but his features are contorted and twisted.

Once the psionicist ceases to maintain the power, the character painfully transforms. The exoskeleton breaks away over five rounds, taking most of the skin with it. The character emerges bloodied, with hit points equal to level (or 1 if he was already severely wounded) and needing at least a full day's rest.

Catfall (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 4 (fail:2) Prerequisites: none
Description: A character using this power can spring like a at in the same round, and always land gracefully on his feet. He still suffers damage from ailing, but the damage is halved. He can jump lown 30 feet without risking any injury at all.
Cause Decay (Psychometabolic Devotion) Range: touch Area of effect: 60 pounds
Mental Armour Class to hit: 6 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: This power works only against inanimate objects. The psionicist's touch causes instant decay: metal rusts, wood ages and splits, cloth falls to dust. The DM rolls a saving throw vs. acid for the item touched. If this fails, the item - or a maximum of 60 pounds of it - is consumed by decay within one round.
Cause sleep (Psychometabolic Devotion) Range: 20 yards Area of effect: one creature
Mental Armour Class to hit: 9 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: A psionicist with this power can cause other people to fall asleep by manipulating their natural rhythms, The victim receives a saving throw versus spells to avoid the effect. If the victim fails the saving throw, he or she remains asleep until awakened by injury, water in the face or violent shaking (vigorous outside stimulus), or until the psionicist ceases to pay the maintenance cost.

The psionicist suffers a -2 penalty to his MTHAC0 if his victim has a reason to be exceptionally wakeful. He also suffers a -2 penalty if his victim is a monster of some kind. Thri-kreen and other insects can he placed in a temporary state of torpor with this power, but the psionicist suffers a -4 penalty on his MTHAC0 when trying to affect such creatures.

Cell Adjustment (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 5 for round of activation; 3 per round until activated Prerequisites: none
Description: This power allows the user to heal wounds and cure nonmagical diseases - excluding such unnatural diseases as mummy rot and lycanthropy. He can cure a disease in 1 round by spending 5 PSPs and making a successful MTHAC0 roll. If the roll fails, the disease is too widespread in the victim's system. The user must continue spending 5 PSPs each round until he succeeds in activating the power. Note that a cure performed through this power doesn't automatically restore lost hit points. However, the user can heal up to 4 points of damage in each subsequent round by spending 5 PSPs per hit point recovered (4 hit points for 20 PSPs per round maximum). The user can't cure a disease and restore hit points during the same round.
Chameleon Power (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 4 (fail: 1) Prerequisites: none
Description: This power changes the colouration of the user's skin, clothing, and equipment to match the nearest background. The match is automatic; the user doesn't choose the appearance. The change takes several seconds to occur. As the user moves, the colouration shifts to reflect any changes in the surroundings.

This power makes the user extremely difficult to spot. For every round the power is in effect and the user remains still, he can avoid detection simply by successfully rolling against the power's Mental Armour Class. If the user moves, the Mental Armour Class score increases (to Mental Armour Class 5). Chameleon power is most effective in natural surroundings, where the user's colouration can best conceal him. In an urban setting, or in an area without natural cover during broad daylight, the power's Mental Armour Class score is improved to Mental Armour Class 3.

Chemical Simulation (Psychometabolic Devotion) Range: touch Area of effect: varies
Mental Armour Class to hit: 5 PSP Cost: 7 (fail: 3) Prerequisites: none
Description: With this devotion, a psionicist can make his body simulate the action of acids. The character secretes an "acid" through his hand. Any item he touches and holds briefly must make a saving throw vs. acid or be dissolved. If used as a weapon, this acid cannot inflict more than two or three points of damage, though it can cause considerable pain.
Clairaudience (Clairsentient Science) Range: unlimited Area of effect: special
Mental Armour Class to hit: 8 (base) PSP Cost: 5 (fail: 2) Prerequisites: none
Description: This power allows the user to hear sounds from a distant area. The user picks a location he knows, makes an MTHAC0 roll, then listens to everything he would be able to hear normally if he were standing in that spot. If the user has enhanced hearing, that ability also applies to the use of clairaudience. The power doesn't screen out noise around the user's physical body, which may make it difficult to hear sounds elsewhere. The power doesn't provide any abilities to understand languages or interpret sounds. The distance of the listening spot modifies the power's MAC, as shown below.
RangeMAC to hit Range MAC to hitRangeMAC to hit
100 yards8 1,000 yards 610 miles4
100 miles2 1,000 miles 010,000 miles-2
Interplanetary*-5

* Players with the Spelljammer boxed set should note that clairaudience works only within a given crystal sphere or plane.

Using clairaudience does not screen out background noise around the psionicist. If something in his own neighbourhood is raising a racket, he may have trouble hearing what is happening somewhere else. Clairaudience also does not give the psionicist the ability to understand a foreign or alien language, nor does it help him interpret sounds. For example, if the psionicist hears furniture scraping across the floor, he can only guess whether it's a chair or something else - just as if he heard it while blindfolded.

For example, a user trying to hear something 10,000 miles away would require a roll against a lower MAC. Instead of 8, for the closest range, the mental armour class would now be -2. If the user's MTHAC0 is 15, he needs to roll a 17 to successfully employ this power.

Clairvoyance (Clairsentient Science) Range: unlimited Area of effect: special
Mental Armour Class to hit: 7 (base) PSP Cost: 5 (fail: 2) Prerequisites: none
Description: This power allows the user to see images from a distant location. The user picks a spot he knows, makes an MTHAC0 roll, then looks at everything he would be able to see if he were standing in that spot. The user's field of vision is the same as normal, and turning his head allows him to scan the area.

Clairvoyance doesn't replace normal vision. The user still sees what's around his physical location, with the distant scene superimposed. Closing one's eyes blocks the double vision and leaves only the distant scene. This power doesn't enhance vision, so hidden or invisible objects remain undetected. The distant scene is visual only; there is no sound.

The distance of the viewing spot modifies the power's MAC, as shown below.

RangeMAC to Hit Range MAC to HitRangeMAC to Hit
100 yards7 1,000 yards 510 miles3
100 miles1 1,000 miles -110,000 miles-3
Interplanetary*-5

*Players with the Spelljammer boxed set should note that clairaudience works only within a given crystal sphere or plane.

Clairvoyance does nothing to enhance the character's vision. Unless some other power or magic is at work, he still cannot see objects that are invisible, hidden in shadow, or behind other objects. This power also provides no sound, so the character actually sees a kind of silent movie (without subtitles, of course).

Once the viewing spot is chosen, it is fixed in space. To enjoy the view from another location, the psionicist must use this power another time, and make a new MTHAC0.

The psionicist's clairvoyant presence is undetectable by normal means. It cannot be dispelled, repelled, or kept away by any form of magic.

Cognitive trance (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: A psionicist with this power can place himself in a trance that clears his mind for calm and contemplative thought. Anything the psionicist sees, hears, or reads while under the mind-sharpening, influence of the cognitive trance can be committed to his memory verbatim, for precise recall at a later time.

The player running the psionicist character can use this ability to remember detailed instructions or conversations to the word, even if he himself does not remember the exact content. This can come in really handy when trying to remember detailed instructions to a certain location or the exact wording of a complicated series of intricate passwords. The psionicist can also enter the trance to consider any problem, puzzle, or riddle, gaining a +2 bonus on any Intelligence checks to find a solution.

If used for photographic memory the trance lasts as long as it takes to completely take in all the information to be remembered. If used to solve a puzzle, the trance lasts as long as it takes the psionicist to make a single attempt to arrive at a solution for the situation at hand. An extended trance may last for several hours. Entire books may be memorized in this way.

While in cognitive trance, the psionicist suffers a -1 penalty to surprise checks. Combat or even conversation of the slightest sort will break the trance.

Combat Mind (Clairsentient Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: This power gives the user an unusually keen understanding of his enemies and their fighting tactics. As a result, the user's side gains a -1 bonus to all initiative rolls during combat for every round the power is in effect. This bonus is in addition to any other modifiers that may apply.
Compact (Psychokinetic Devotion) Range: 10 yards Area of effect: special
Mental Armour Class to hit: 9 PSP Cost: 4 (fail: 1) Prerequisites: none
Description: With this power a psionicist can take any nonliving material and compact it into a smaller size. The material retains its original mass, but its substance is compressed. Each use of this power can compact 10 cubic feet of material into one cubic foot of space (volumes smaller than 10 cubic feet are reduced by nine tenths). The material can be gaseous, liquid, or solid, and reacts to temperature changes normally while compacted. It will remain compact for 24 hours. Then it quickly expands to its original size, exerting tremendous force.

When expanding, the material forces its way around existing things. For instance, an expanding boulder on a surface of sand causes no damage, but compacted water poured into the cracks of stone severely damages the stone when it expands. If carefully applied, each cubic foot of compacted materials can cause as much as 25 structural points of damage on expansion. A creature that ingests compacted materials takes 1d20 points of damage per ounce taken in when the material re-expands. Expansion is quick, but not explosive.

As a side effect of compaction, the material receives a +4 bonus to all item saving throws.

Complete Healing (Psychometabolic Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 25 (fail: 5) Prerequisites: none
Description: This power allows the user to heal himself completely of all ailments, wounds, and normal diseases. He must place himself in a trance for 24 hours to accomplish the healing. The trance is deep; it can't be broken unless the user loses 5 or more hit points. During the healing trance, the user's body repairs itself at an incredible rate. At the end of the 24 hours, he awakens, restored to complete health in every regard except for the PSPs expended to use the power. If the user fails his MTHAC0 roll, the power can't be activated; the trance breaks after 1 hour, costing 5 PSPs.
Conceal Thoughts (Telepathic Devotion) Range: 0 Area of effect: 3 yards
Mental Armour Class to hit: 10 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: This defensive power protects the user against psionic or magical ESP, probes, mindlinks, and other powers and spells that read or detect thoughts. It gives the user a +2 Mental Armour Class bonus and a +2 to saving throws when defending against such effects.
Concentrate Water (Psychokinetic Devotion) Range: 0 Area of effect: 10 yard radius sphere
Mental Armour Class to hit: 6 PSP Cost: 10 (fail: 3) Prerequisites: Telekinesis
Description: The use of this power allows the user to draw existing water vapor out of the area around them, and concentrate the water into a container that the user must hold when using this power. The amount of water gained is depandent on the area the user in currently in.
TerrainAmount of water gathered
Sandy wastes, dust sink, or salt flats1d3 - 2 gallons
Rocky badlands, stony barrens, or boulder fields1d4 - 1 gallons
Mountains or scrub plains1d6 - 1 gallons
Verdant belts or forests1d8 + 1 gallons
Control Body (Psychokinetic Devotion) Range: 80 yards Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 8 (fail: 4) Prerequisites: telekinesis
Description: This science allows psychokinetic control of another person's body. In effect, the victim becomes a marionette. He knows that someone else is pulling his strings, though, and he's probably mad as all get-out.

Before this science actually works, the psionicist must engage in a psychic contest, pitting his power score directly against the victim's Strength. If the victim wins the contest, he breaks free (the psionicist still pays the power cost). In a tie, the contest continues into the next round, provided the psionicist maintains the power. The victim can't do anything else during this contest; all his effort is focussed on retaining control of his own body.

If the power works, the psionicist has rudimentary control over the victim's limbs. He can make the victim stand up, sit down, walk, turn around, etc. The body can be forced to attack physically, but with a -6 penalty on attack rolls (using the victim's own THAC0). The victim can't be forced to speak. In fact, he keeps control over his own voice and can say whatever he likes.

The victim must stay within the 80-yard range or the psionicist's control is broken automatically. If the body is forced to do something obviously suicidal, like walking off a cliff or poking at a red dragon, the victim can fight another contest with the psionicist to regain control (the adrenaline rush of imminent danger gives him renewed strength).

Control Flames (Psychokinetic Devotion) Range: 40 yards Area of effect: 10 square feet
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: telekinesis
Description: By controlling flames, a psionicist can make normal fire bigger, smaller, hotter, or colder. He can even make it move around as if it were living creature.

A fire's size can be increased by 100% or decreased by 50%. If the fire's heat is increased, it causes double damage. If its heat is reduced, the damage is halved. This applies to flaming torches, burning oil, and other normal fires, but not to magical fires such as fireballs or burning hands.

An animated fire can move up to 90 feet per round (MR 9). It can be shaped like a person or an animal, as long as it covers no more than 10 square feet of ground. If the fire moves away from its fuel, it can survive for only one more round, then dies out.

An animated fire can also attack by engulfing an opponent. The psionicist must make an attack roll using his regular THAC0. If successful, the attack causes 1d6 points of damage.

Control Light (Psychokinetic Devotion) Range: 25 yards Area of effect: 400 square feet
Mental Armour Class to hit: 8 PSP Cost: 6 (fail: 2) Prerequisites: none
Description: This power allows the user to manipulate ambient light. He can't create light from darkness, but he can create darkness from light. Use of control light can accomplish the following:
  • Deepen existing shadows, making them inky black. A thief hiding in this shadow gets a 20% bonus on his ability roll.
  • Lighten existing shadows, reducing a thief's hiding ability by 20%.
  • Brighten a light source until it becomes blinding and hurts to look at it. This gives everyone exposed to the light a -2 penalty on attack rolls.
  • Dim a light source so it resembles twilight. This does not affect anyone's attack rolls.
  • Extend shadows into areas that are otherwise well lit. Only an existing shadow can be extended, but its size can be increased by 200% (i.e., its size can be tripled).
  • Extend light into areas that are otherwise in shadow. Shadows can be reduced in size by 50%.
Control Sound (Psychokinetic Devotion) Range: 100 yards Area of effect: 1 specific sound
Mental Armour Class to hit: 5 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power allows the user to shape and alter existing sounds. A man's words could emerge as a lion's roar, or the noise of marching soldiers can be made to sound like the wind of a sandstorm. Sounds also can be layered, so that one singer can be made to sound like a choir.

Control sound can also dampen a noise. The player must specify what sound his character intends to eliminate. For example, the user might quiet the strike of a hammer or erase the creak of a door. He couldn't eliminate both at once, however.

Control Wind (Psychokinetic Devotion) Range: 500 yards Area of effect: 1,000 yards
Mental Armour Class to hit: 5 PSP Cost: 12 (fail: 5) Prerequisites: telekinesis
Description: With this power, a user can gain limited control over wind speed and direction. The speed of any existing wind can be increased or decreased by 10 miles per hour or 25% - whichever is greater. The direction of the wind can be changed by up to 90 degrees. These changes are temporary, lasting only as long as the PSP cost is paid. The changes occur in the round that the power is successfully activated. The wind returns to its original course and speed the round that the PSP cost is not paid.

Wind above 19 miles per hour prevents anything smaller than a human from flying and imposes a -4 modifier on missile fire. On the water, such wind makes sailing difficult. Wind gusting at more than 32 miles per hour causes minor damage to ships and buildings. This wind also kicks up clouds of dust and prevents all but the largest creatures from flying. Wind more than 55 miles per hour prevents all flight, knocks down trees and wooden buildings, and may swamp ships. Wind more than 73 miles per hour is a hurricane gale.

Convergence (Telepathic Devotion) Range: 10 yards Area of effect: 10 yards
Mental Armour Class to hit: 10 PSP Cost: 8 (fail: 3) Prerequisites: Level 4
Description: When psionicists put their heads together, the results can be impressive. Convergence allows psionicists to link their minds into one synergetic being - an entity more powerful than the sum of the individual parts,

There is no limit to the number of psionicists who join minds. Each participating psionicist must know the convergence power, however, and each must make a successful MTHAC0 in the same round. Then they are linked. All their PSPs flow into a single pool, from which each draws his strength. If one participant knows a power, now anyone in the group can use it.

Each participant can use psionic powers at the normal rate per turn: one defense and one other power per round. If the group is attacked psionically, the attack must overcome every working defense. If it does, the attack affects every character in the convergence, or as many as possible.

When the convergence is discontinued, PSPs that remain in the pool are evenly divided among all the participants. Fractions are rounded down, and no individual can exceed his usual maximum (extra points are lost).

Cosmic Awareness (Clairsentient science) Range: 0 Area of effect: special
Mental Armour Class to hit: 7 (base) PSP Cost: 12 (fail: 6) Prerequisites: Minimum level 10; All-round Vision; Clairvoyance; Detection
Description: Cosmic awareness is the High Science of Clairsentience and can only be utilized by those powerful few that have dedicated themselves to being able to sense all that they can. It allows a psionicist to perceive all things that are occurring within the area of effect. The character is essentially gifted with X-ray vision that extends into the astral and ethereal planes. She sees all inanimate features within the area of effect she can see what is on the other side of the hill, detect hidden caves, see secret doors and traps, and even detect lodes of unusual minerals or other geological phenomena.

In addition to inanimate objects, the psionicist also perceives forces - winds, water currents, or spell effects such as glyphs of warding, areas of reversed gravity, and so forth,

All living creatures larger than a microbe are perceived. Cosmic awareness detects invisibility detects evil/good, and detects magic without fail. Illusions are perceived for what they are. Creatures who are shapechanged or polymorphed are noted and their true forms understood. Ethereal, astral, phased, ectoplasmic, or gaseous creatures are seen as well. Details of the creature's equipment are detected clown to the number of gold pieces in their purses.

The character also hears all sounds and detects all smells within the area.

On the first round that this power is used, the psionicist perceives everything within a 10-foot radius around her. For each additional round the power is maintained, she may extend her perception radius by another 10 feet.

Before a psionicist can select this power, she must engage in research by intense meditation to gain a High Science, as described in Chapter Seven of The Will and the Way.

Create Object (Psychokinetic Science) Range: 20 yards Area of effect: special
Mental Armour Class to hit: 6 PSP Cost: 7 (fail: 3) Prerequisites: telekinesis
Description: This power allows a user to assemble matter from air and the surrounding area to create a solid object. Only materials within 20 yards of the user can be used in the construction. The object remains in existence for every round that the user continues to pay the PSP cost. During the round that the PSP cost isn't paid, the object breaks apart. An object created with this power can have any shape, colour, and texture the user desires, provided it fulfills at least one of these conditions:
  • Fits entirely within a sphere no more than 4 feet in diameter.
  • Fits entirely within a cylinder no more than 20 feet long and 1 foot in diameter.
  • Fits entirely within a cylinder no more than 2 feet high and 6 feet in diameter.
  • Weighs no more than 10 pounds.

Only available materials within 20 yards of the psionicist can be used in the construction. However, these materials can be rearranged or restructured if the psionicist also has the power of molecular rearrangement. By combining these two powers, he could manufacture diamonds from coal dust or a sword from rocks containing iron ore.

Create Sound (Psychokinetic Devotion) Range: 100 yards Area of effect: not applicable
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 2) Prerequisites: telekinesis, control sound
Description: Unlike the control sound devotion, this power allows a psionicist to create sound from silence. That means the psionicist can choose the source or location of the sound. For example, he can make rocks sing, weapons cast insults, and trees sound as if a battle is occurring inside. The sound can be as soft as a whisper or as loud as several people shouting in unison. Once the sound is created, the psionicist can control it without expending additional PSPs (other than normal maintenance).

If the die roll for the character's MTHAC0 is a 1, the sound is not quite true and may arouse suspicion in listeners. If a specific human voice is being mimicked, this happens on a roll of 1 or 2.

Created sounds cannot have any magical effect. The psionicist might duplicate a banshee's wail, for example, but it cannot harm anyone.

Cyrokinesis (Psychokinetic Devotion) Range: 30 yards Area of effect: one object or creature
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: Ciyokinesis is the opposite of molecular agitation. Instead of increasing the energy of the target's molecules to raise its internal heat, molecular motion is suppressed to lower the object's heat. Objects may freeze, become brittle, crumble, shatter, or explode from extreme drops in temperature.Tkae list below shows some of the possibilities, depending how long the power is maintained.
  • One Round: Embers and coals are extinguished, metal becomes cold to the touch, skin becomes clammy, water condenses on object.
  • Two Rounds: Small fires are reduced to cold embers, bone and chitin become brittle, skin becomes frostbitten (1d3 points of damage), liquids freeze.
  • Three Rounds: Large fires reduced to embers, metal and wood become brittle, flesh freezes (1d8 points of damage). Damage does not increase after this round, but does continue at the rate of 1d8 per round.
  • Four Rounds: Stone and obsidian become brittle.

Most items are not automatically destroyed by being frozen and then thawing out, but they may become more susceptible to breakage. Armour and weapons that become brittle due to cryokinesis must make saving throws versus crushing blows each time they deliver or receive blows in combat. (Thri-kreen who are struck while their chitin is brittle suffer double damage from any physical blow.)

Danger Sense (Clairsentient Devotion) Range:50 yards Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power produces a slight tingling sensation at the back of the user's neck whenever a hazard or threat is near. When a character wants to activate this power, the DM makes the MTHAC0 roll for the character in secret. The DM informs the user whether the power has been successfully activated, but not how high the roll was. For every round that the user keeps the power in effect, he receives advance warning about the general direction of a threat.

No details about the type of danger are learned, or how or when the danger will strike. How much warning depends on the MTHAC0 roll. If the roll succeeds by +1 to +6, the user receives warning just moments before danger strikes. This gives him the opportunity to act before the danger strikes in the round, but no time to warn others. If the roll succeeds by +7 or better, the user knows whether danger is lurking within the area of effect a full round before it shows itself.

In addition to the above benefits, the power gives the user a +2 bonus to surprise rolls.

Daydream (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 10 PSP Cost: 4 (fail: 2) Prerequisites: Mindlink
Description: By using this power, the telepath causes someone's mind to wander. This is only effective against characters with Intelligence 14 or less who are not concentrating hard on the task before them, but are just going about their business in a casual, relaxed manner.

Once affected, the daydreamer pays little attention to his surroundings, making it much easier for someone to pick his pocket, slip past him unobserved, or otherwise escape his notice. Thieves gain a 20% bonus on their pick pockets, move silently, and hide in shadows scores. Other characters can perform these tasks as an average 4th level thief (pick pockets, 45%; move silently, 33%; hide in shadows, 25%). The DM can assign chances For success to other types of skulking and skullduggery.

Death Field (Psychometabolic Science) Range: 0 Area of effect: 20-yard radius
Mental Armour Class to hit: 3 PSP Cost: 35 (fail: 15) Prerequisites: none
Description: A death field is a life-sapping region of negative energy. Only psionicists of evil alignment can learn this power without suffering side effects. If any other psionicist tries to learn the death field, his alignment will gradually be twisted toward evil as he explores this very dark portion of his psyche.

A successful death field takes it toll on everyone inside it, including the psionicist. Before he initiates this power, he must decide how many hit points he will sacrifice. If the power works, the loss is inevitable; he gets no saving throw. Every other living thing within the death field must make a saving throw vs death. Those who succeed escape damage. Those who fail lose the same number of hit points as the psionicist. For the weak, that can mean death.

Deflect (Psychokinetic Devotion) Range: 60 yards Area of effect: one weapon
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: Telekinesis
Description: This defensive power allows a psionicist to deflect a missile in flight or a weapon in mid-swing in order to make it miss its target. He may attempt this on a weapon targeted at himself or someone else. Tire psionicist must have a better initiative than the attacker and hold his action until the attacker actually fires a missile or swings a weapon. If the psionicist successfully initiates deflect, the weapon trusses its target automatically.

Deflect can be used on any thrown, fired, or hand-held weapon, including giant-thrown boulders or ballista bolts. It has no effect on creatures attacking with their own natural weaponry, such as teeth or claws.

Detection (Clairsentient science) Range: 0 Area of effect: special
Mental Armour Class to hit: 9 (base) PSP Cost: 8 (fail: 3) Prerequisites: Clairvoyance
Description: Detection is the art of finding substances or items by their psychic vibrations. It can be used to dowse for water, to find lost items, or to prospect for gold. To use this power to locates substance, the psionicist must have a sample of what he is searching for. To locate an item, he must have seen the item himself or successfully used object reading on its owner.

The initial range is 30 yards, but by maintaining the power the psionicist can expand the radius of the search by 10 yards per round. At first, the character only detects the nearest location of what he 15 seeking, but by maintaining the power he can detect more sources at the rate of one per round, working from the nearest to the farthest.

Detonate (Psychokinetic Science) Range: 60 yards Area of effect: 1 item, 8 cubic feet
Mental Armour Class to hit: 5 PSP Cost: 15 (fail: 5) Prerequisites: telekinesis, molecular agitation
Description: With this power, the user harnesses, focuses, and explosively releases the latent psionic energy inside non sentient (0 Intelligence) plants and inanimate objects. The power also works against animated undead (skeletons and zombies), but doesn't affect incorporeal undead. It can't be used against animals, intelligent creatures, or free-willed undead.

The explosion causes destructive damage to the target, based on the MTHAC0 roll. If the roll is equal to the power's Mental Armour Class, 10% of the target area is destroyed. For every number rolled above the Mental Armour Class, an additional 10% is destroyed, up to a total of 8 cubic feet of material (by a single power use).

Monsters such as skeletons and golems targeted by the detonate power take damage based on the percentage of their mass that was destroyed, losing an equal percentage of hit points. Magically animated material, like golems, can make a saving throw vs. spell to resist detonation.

Weapons and armour that have been detonated receive penalties of -1 to attack rolls and AC values for each 10% destroyed. Magical items make a saving throw vs. disintegration to resist detonation. Vulnerable objects or living things within 10 feet of the target suffer 1d10 points of damage from the resulting explosion. A save vs. breath weapon reduces damage to half.

Dimension blade (Psychoportive Devotion) Range: 0 Area of effect: one weapon
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 2) Prerequisites: Duo-Dimension
Description: A psychoporter can use her control of dimensions to make her sword into an infinitely sharp blade by making it two-dimensional. Almost any hand-held weapon can be altered with this power, even bludgeoning weapons such as hammers or maces. Only jointed, chain, or rope weapons (such as whips, flails, or nunchuks) cannot be made into dimensional blades.

While this power is in effect, the psionicist's weapon ignores any armour worn by the victim. Only Dexterity and magical protection apply. For example, a gladiator with an 18 Dexterity in hide armour is AC 6 instead of AC 2. In the case of monsters, the DM must decide if the creature's Armour Class is due to thick, armour-like hide or natural quickness. In addition, the blade gains a +2 to hit and a +2 to damage rolls.

The dimension blade can also be used to cleanly sever inanimate objects, such as an opponent's weapon, a stone pillar, or the axle of a wagon. Any object struck by a dimension blade must make an item saving throw versus disintegration or be sliced in half.

Dimension Walk (Psychoportive Devotion) Range: not applicable Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: With this power, the user opens a vaguely shimmering portal, which lets him travel from place to place in his own dimension by piercing other dimensions at right angles. This has two advantages over a dimensional door. The first being that a dimension walk isn't physically traumatising, and the second being that the range of travel is greater. The user can actually travel through this dimension at the speed of 21 miles per turn. However, this power allows only the user to travel, and the portal closes behind him instantly.

The user finds himself engulfed in a featureless, inky grayness. He can't see where he is or where he's going. He has only his instinct to guide him, and he must make a Wisdom check every turn. If these checks succeed, he'll find himself at his chosen destination when he steps out of the dimensional realm. If any check fails, he strays off course by several miles. The DM can place the character in any location within the maximum distance he travelled from his starting point. It's up to the user to figure out his location, as the power does nothing to help him gain his bearings.

The user can take with him whatever he can carry, though bags of holding and other dimensional devices spill their contents if taken into the gray realm. If anything lives in the gray, it never bothers (or can't interact) with dimension walkers.

Dimensional Door (Psychoportive Devotion) Range: 50 yards + Area of effect: not applicable
Mental Armour Class to hit: 7 (base) PSP Cost: 3 (fail: 1) Prerequisites: none
Description: With this power, the user opens a human-sized portal that leads to the edge of another dimension. The edge acts as a lightning-quick transit system, carrying travellers to a destination chosen by the user. A gleaming portal appears in front of him. At the same time, an identical portal appears wherever the user wants it (within the power's range). The door can have any orientation desired. Stepping into either portal allows a character to immediately step out of the other. Both doors remain in place as long as the PSP cost is met.

A door has only one side and no thickness; it doesn't exist from the "back" and can't be used to screen missile attacks. Up to five characters each round can use a door. If a group lines up, 10 can step through a round.

Commuting via this power is disorienting. Indeed, a traveller emerges dazed and can't attack or move for a round. Even just poking a head through a door requires a system shock roll. Failure means the hero loses 50% of his current hit points and passes out for 1d6 rounds.

Inanimate objects are not affected by exposure to the dimension's edge. In fact, a character can throw or fire objects through a portal, and they'll come out on the other side. Attackers suffer a -4 penalty on their to-hit rolls against targets on the other side of the dimension's edge.

Range: The normal range of this power - i.e., the maximum distance between the two portals - is 50 yards. The distance can be extended only with adjustments to the Mental Armour Class required to be hit, as shown below. Increasing the range does not increase the PSP cost, however.

Distance between doors MAC to Hit Distance Modifier Distance MAC to hit Distance Modifier Distance MAC to hit
50 yards 7 75 yards 5 100 yards 2 150 yards 0 200 yards -3
Dimensional screen (Psychoportive Devotion) Range: 0 Area of effect: special
Mental Armour Class to hit: 6 PSP Cost: 7 (fail: 3) Prerequisites: Dimensional Door
Description: This power allows the psionicist to wrap a dimensional door around his body to protect him from his enemies' attacks. The screen is a shimmering cylinder as tall as the psionicist that surrounds him at a range of two feet. Any missile or hand-held weapon that strikes the screen is instantly transported to a corresponding point on the other side - so arrows and spears pass through the space occupied by the psionicist without harming him, or even being impeded in their flight.

The protection of the screen also applies to creatures trying to attack with tooth or claw, or other characters trying to grapple the psionicist. They pass through the screen, emerging on the opposite side. Most forms of energy, such as lightning bolts or flames, will also be diverted by the screen.

The dimensional screen has two limitations. First, the psionicist can't pierce his own screen with any weapon or form of energy (although some psionic powers may be used to mount indirect attacks on opponents outside the screen). Secondly, the screen fails if an object larger than the screen moves into contact with it the psionicist can't run through a mountain, or ignore the charge of a raging meltillot.

Clever opponents may find ways to attack the psionicist inside his screen. Magical spells like charm person, sleep, or cloudkill project no energy. Psionic powers also may penetrate the screen, as described above.

Disintegrate (Psychokinetic Science) Range: 50 yards Area of effect: 1 item, 8 cubic feet
Mental Armour Class to hit: 7 PSP Cost: 30 (fail: 10) Prerequisites: telekinesis, soften
Description: The disintegrate science reduces an item or creature to microscopic pieces and scatters them. Anything is vulnerable unless it is protected by magical shielding such as a minor or regular globe of invulnerability or by an inertial barrier. The psionicist chooses his target, but he can disintegrate no more than 8 cubic feet of material with one use of this power.

If the target is an inanimate object, it must save vs. disintegration; success means it is unaffected. If the target is a living creature, character, or an undead creature with free will, it must make a saving throw vs. death magic. If it succeeds, the creature feels only a slight tingle, but is otherwise unaffected. If the save fails, the creature is disintegrated (or 8 cubic feet right out of its center, which should be enough to kill most anything).

Displacement (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 4 (fail: 2) Prerequisites: 4+ PSPs remaining
Description: This power resembles the displacer beast's natural ability to make itself appear to be up to 3 feet from his actual location. The psionicist decides where this false image will appear. This is a very effective means of protecting oneself from attack, giving the psionicist a two-point bonus on his armour class (lowering it two points). True seeing will reveal the character's real location.
Domination (Telepathic Science) Range: 30 yards Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 6+ (fail: 3+) Prerequisites: mindlink
Description: This power only can be used on an open mind. With it, the user projects mental commands into the mind of one other being. The dominated target knows what's happening, but he can't resist the user's will, so he is forced to do nearly anything the user wishes. The target's abilities remain unaffected by this power, and he can be made to use any power he possesses - assuming the user knows about it. Domination doesn't reveal facts or secrets about the target.

When domination is attempted, the target makes a saving throw vs. spell. If successful, the target isn't dominated. If the save fails, the target falls under the user's control for as long as the user pays the PSP cost. The PSP cost is dependent on the target's level, as shown below. Later, if the target is forced to do something against his alignment, he can attempt another saving throw to regain his free will.

Target's LevelPSP Cost
1-5 levels or HD6/3
6-10 levels or HD12/6
11-15 levels or HD22/11
16-20 levels or HD32/16
21+ levels or HD50/25
Double Pain (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 7 (fail: 2) Prerequisites: none
Description: By touching another person, the psionicist greatly lowers that character's pain threshold. (Even a little scrape will feel like a serious injury.) The effect lasts one turn. During that time, all damage scored against that character is doubled. However, only half of this damage is real; the other half represents the amplified pain. When the character's total of real damage and pain reduces his hit points to zero or less, he passes out. He will regain consciousness 1d10 rounds later. At that time he also regains "fake" hit points - those lost only to pain.

If the victim does not pass out in one turn (the duration of this power's effects), damage scored against him is no longer doubled. However, the points of "pain damage" which he has an already incurred will remain in effect for another 1d6 rounds.

Dream Travel (Psychoportive Devotion) Range: 500 miles Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 1/25 miles (fail: 1) Prerequisites: none
Description: Dream travel is a powerful but unreliable means of getting from here to there. The traveller journeys in his dreams, and awakes wherever his nocturnal wandering carried him. The psionicist can even take other characters with him, although it's more difficult than travelling alone. (See "Passengers" below.)

To use dream travel, the psionicist must be asleep. Once asleep, he begins fashioning a dream that involves travelling from his present location to his intended destination. At the beginning of the journey, the DM secretly makes a MTHAC0 for the character. If the check succeeds, the psionicist will reach his destination. If the check fails, the character will fall short 10% for each point that the die roll exceeded the power score.

If the DM wants, this MTHAC0 is all that's required to handle dream travel during a game. However, it's far more satisfying to actually roleplay the dream. The player creates the setting and describes his intentions, with the DM interrupting to change things arbitrarily and throw obstacles in the character's path. If the player overcomes the obstacles and solves problems inventively, the DM is justified in giving a bonus to the character's MTHAC0. If the dream is dull and lifeless, the DM can also penalize the MTHAC0.

The DM should remember that this is a dream; terrain on the journey may not resemble actual terrain, the character may be completely different, and the world may be completely strange. The length of the dream journey should be approximately the same as the real distance, however, and the final destination should be at least similar to the real destination. Such dream adventures should minimize combat and maximize problems, puzzles, and surreal atmosphere. If combat does occur, it has no effect on the character physically, but if he is killed, he wakes up, right where he started. All dream journeys take approximately eight hours to complete, successful or not.

Passengers: The psionicist can bring other characters along with him in the dream. His power score is reduced by one for each passenger he carries. Passengers must also be sleeping. A single MTHAC0 launches everyone on the dream journey. If the check fails, they still attempt the dream journey but fall short of their target. The psionicist must pay the PSP cost of the trip individually for each character accompanying him in the dream.

Intelligent animals can also be drawn into the dream, but normal animals (horses, dogs, falcons, whatever) are very difficult to bring along. The psionicist must make a separate MTHAC0 to draw in each animal and his power score is halved, rounded down, when making this check.

When the dream travellers reach their destination, they awaken. In the place where they lay sleeping, their bodies and any equipment carried or worn fades away. At the same time, they fade into being at their new location, still in sleeping posture, but fully awake.

Duo-dimension (Psychoportive Devotion) Range: 0 Area of effect: Personal
Mental Armour Class to hit: 6 PSP Cost: 6 (fail: 3) Prerequisites: none
Description: With this power a psionicist can alter her own dimensions so that she has height and width, but no depth. She becomes a two-dimensional image that has no thickness; her third dimension is transferred to another plane and remains there as long as she maintains this power. The advantage of this lies in the fact that she simply does not exist if seen from the side, and is thus completely invisible and immune to any attacks from that direction. She can fit through the thinnest cracks by edging sideways, as long as there is vertical clearance for her.

The psionicist can move and attack as normal, and she is not invulnerable - she can be attacked normally by any opponent in front of or behind her. While she is two-dimensional, she suffers double damage from any successful attack.

Ectoplasmic Form (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 9 (fail: 3) Prerequisites: none
Description: With this power a psionicist converts himself to ectoplasm, (a fine-spun, smoky substance). He becomes insubstantial, ghostlike, and able to walk through solid material as if it didn't exist. The psionicist is still visible as a wispy outline. He moves at his normal movement rate and in the normal fashion (e.g., if he couldn't fly before, he can't now).

The psionicist can also convert the following to ectoplasm: his clothing, armour, and up 0 15 pounds of equipment that he's carrying.

Ego Whip (Attack Mode) Range: 40/80/120 yards Area of effect: individual
Mental Armour Class to hit: Defender's MAC PSP Cost: 4 (or multiple of 4) (fail: 2) Prerequisites: Mindlink
Description: The success of a psionic attack against either a closed mind (psionic opponent) or an open mind (a non-psionic opponent or psionic opponent whose PSPs are exhausted) is determined by the number a character needs to roll on 1d20 to hit the specified target's mental armor class (MAC). Against a formerly closed mind (i.e., attacks made after the first one that opens the mind), the defender's MAC is reduced by 2. The psionicist's mental attack number (MTHAC0) is the number the character needs to hit a MAC of 0.

This attack assaults a target's self-esteem and individuality. It strikes like a glowing whip, its crack slicing open the wells of inferiority and worthlessness buried deep behind the target's defenses. For every 4 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d6 to determine psionic damage against his foe. The defender (if psionic) loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 2 PSPs.

Ego whip has three ranges: short (40 yards), medium (80 yards), and long (120 yards). At medium range, the defender receives a bonus of 2 to his MAC; at long range, the bonus is 5.

If successfully used against an open mind, ego whip leaves the target dazed for 1d4 rounds, costing the attacker 4 PSPs. While dazed, all of a character's die rolls (initiative, attack rolls, damage, saving throws, etc.) receive a -5 penalty, the character can't cast spells above 3rd level.

See Psionic Combat).

Amount to add to the defender's Mental Armour Class (MAC) by defense mode used:

  • Intellect fortress: -4 (pro-defender)
  • Mental barrier: +2 (pro-attacker)
  • Mind blank: +3 (pro-attacker)
  • Thought shield: +4 (pro-attacker)
  • Tower of iron will: -3 (pro-defender)

Elemental composition (Psychometabolic Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 8 (fail: 3) Prerequisites: Body Weaponry; Metamorphosis
Description: The High Science of Psychometabolism is elemental composition, the ability to transform oneself into any element. The psionicist can change his body into dense materials such as iron or obsidian, sand or earth, water, or even air. While he is in elemental form, the psionicist gains any natural immunities or vulnerabilities of that element. For example, a sword cut simply can't harm a watery or gaseous body while iron bodies need not breathe - but they can be rusted.

The psionicist retains his limbs and senses. Very dense bodies (stone or metal) reduce his Armour Class to 0 and give him en effective Strength of 21. Amorphous bodies give him the ability to slither under doors and elongate limbs, Gaseous bodies allow the psionicist to drift with the winds. Normal weapons may be unable to harm some forms, but magical weapons (and monsters capable of striking creatures hit only by magical weapons) can always harm the psionicist, regardless of his form,

The psionicist may change his form once per round without being forced to use an action. If he changes his form a second time, he must forego any other actions for that round.

In addition to the combat abilities of the various forms, the psionicist can always move in the element his body is composed of. For example, by changing to sand he gains the ability to burrow through sand at his normal movement rate. Some elemental bodies may be excellent camouflage; it's hard to see a character made out of nitrogen gas, for example.

Some substances will make normal weapons unable to harm the user. For example, a sword is unable to cut nitrogen gas, so a character would not be harmed by a sword blow while in that form.

Empathy (Telepathic Devotion) Range: unlimited Area of effect: cube 20' on each side
Mental Armour Class to hit: 10 PSP Cost: 3 (fail: 1) Prerequisites: Mindlink
Description: By using empathy, a psionicist can sense the basic needs, drives, and/or emotions generated by any mind. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love - all these and more can be sensed.

*When used against non-psionic targets, contact is not required.

Empower (Telepathic Science) Range: touch Area of effect: 1 item
Mental Armour Class to hit: 4 PSP Cost: varies (fail: varies) Prerequisites: 10th level
Description: This is not a tool for weak or inexperienced characters. Empower allows a psionicist to imbue an item with rudimentary intelligence and psionic ability. The process, which requires extraodinary time and effort, is described below.
Item Requirements
An item must meet two requirements before it can be empowered. First, it must be of exceptional quality - worth 250% to 500% of the normal cost for an item of its type. Second, it must be new. The process of empowering must begin within 48 hours after the item is manufactured. If it is delayed longer, the item cannot be empowered. (If the psionicist still tries, he automatically fails Step One below, expending 50 PSPs.) If the item meets these two requirements, the psionicist can begin the empowerment.
Step One
At the start of each day, the psionicist must first prepare the item to receive psionic power. This costs 50 PSPs and requires a MTHAC0. If this check fails, the day is wasted; no further progress can be made until the next day.
Step Two
If the item has been prepared, the psionicist can give it access to a discipline. It can have access to only one discipline, never more, and the psionicist himself must have access to it. This step costs 100 PSPs and requires a MTHAC0.
Step Three
The psionicist can attempt to empower the item with any single power he knows within the chosen discipline. (The item must have been properly prepared on the same day.) The psionicist must make two successful MTHAC0s: first, a check for the chosen power (using the appropriate power score), and second, another empower check. If both checks succeed, the item has that psionic power, with a score two points below the psionicist's. If Step Three is successful, the psionicist expends another 100 PSPs. (Failure means he expends half that amount, as usual.)
Step Four
The psionicist can imbue the item with other powers by repeating Step Three. The item can acquire one power per day, provided it has been properly prepared (see Step One).
Step Five
When the item has acquired all the powers which the psionicist intends to give it, the psionicist can seal those powers within the item. To do this, he must prepare the item one more time (expending 50 PSPs), and make an endowment MTHAC0 one last time. If the item is sealed successfully, it can never gain any additional powers - but it can't lose them, either. An item that has not been sealed will lose one power per month until it is just a normal object again.

An empowered object has 8 PSPs per devotion and 12 per science. It has Intelligence equal to its maker's Intelligence minus 1d6 points, with a minimum of 12. Its ego is 2 points per devotion and 3 points per science. Unless it was empowered with another telepathic power, it communicates as indicated on Table 113, 'Weapon Intelligence and Capabilities" in the Dungeon Master's Guide (p. 186, AD&D 2nd Edition). Its alignment matches its creator's. The weapon has its own personality, however, and like all intelligent weapons, it will try to assert its independence at every opportunity.

The empowering process must be unbroken. If a day passes in which the psionicist does not at least try to prepare the object, it is finished as is. He cannot even try to seal the powers; they will wear off over the course of time.

Energy Containment (Psychometabolic Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 9 (fail: 3) Prerequisites: none
Description: A psionicist with this power has trained himself to safely absorb and assimilate energy from electricity, fire, cold, heat, and sound energy that would fry, freeze, or otherwise harm a normal character. Any physical assault based on these energy types can be drawn into the psionicist's body. The character transforms the energy, and safely releases it as visible radiance (light).

In effect, this protects the psionicist against energy attacks. If the psionicist makes a successful MTHAC0, he can double the result of his die roll when saving against an energy attack. If the character makes a successful saving throw, he suffers no damage from the attack. If he fails, he suffers only half damage, regardless of what the spell description (if applicable) states.

When the character absorbs energy, he radiates visible light for a number of rounds equal to the points of damage he absorbed. If he suffered half damage, he radiates for that many rounds. If he suffered no damage, roll for damage anyway to see how long he glows. This glow is definitely noticeable, but it is soft, and illuminates no more than an area with a 2-yard radius.

Enhanced Strength (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: varies Prerequisites: none
Description: A psionicist can increase his physical strength score to a maximum of 18 through this devotion. The PSP cost is twice the number of points he adds to his Strength score. (If to fails, he loses half this amount). The maintenance cost per round equals the number of Strength points he has added.

Physical Strength cannot be raised above 18 psionically. The psionicist does not qualify for Exceptional Strength bonuses if he raises his strength to 18.

Enhancement (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 9 PSP Cost: 14 (fail: 6) Prerequisites: 6th level
Description: This power yields the same results as the Meditative Focus proficiency, in less time. When a psionicist learns this power, he selects one discipline to enhance. As long as he maintains the enhancement power, all of his power scores within the chosen discipline are increased by two. At the same time, all other power scores are reduced by one.
Environment (Clairsentient Devotion) Range: unlimited Area of effect: special
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 3) Prerequisites: none
Description: This power lets the psionicist get a sensory image of the present surroundings of a particular unliving item. The psionicist need not have any idea where the object is when the power is used, but he must concentrate on a specific, familiar item. For instance, "my friend's metal dagger" is fine, but "the nearest metal dagger" is not.

The psionicist receives an all-round sensory "snapshot" from the item's surroundings: visual, olfactory, aural, and temperature signals. The power itself gives no notion of direction or distance to the item in question, though the character can often deduce its location from the sensory signals.

If the item has been destroyed before the power is used, the check automatically fails. A concealed item (for example, in a pocket) gives a black visual image and insignificant olfactory, aural, and temperature signals.

ESP (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 6+ (fail: 3+) Prerequisites: Mindlink
Description: This power only works on an open mind. Extrasensory perception (ESP) allows the user to read someone else's mind. The user can perceive surface or active thoughts. He can't use ESP to explore a target's memories or to delve into his subconscious.

Most intelligent creatures tend to think in words, so language can be a barrier to understanding. Unintelligent creatures think in pictures. Magical thought, such as when a wizard casts a spell, is unintelligible to this power. However, the user can recognize such thoughts as part of the spellcasting process. The PSP cost is shown below.

Target's LevelPSP Cost
1-5 levels or HD6 (fail: 3)
6-10 levels or HD7 (fail: 4)
11-15 levels or HD8 (fail: 4)
16-20 levels or HD9 (fail: 5)
21+ levels or HD11 (fail: 6)
Ethereal traveller (Psychoportive Devotion) Range: 0 Area of effect: Personal
Mental Armour Class to hit: 8 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: With this power the psionicist can psionically teleport himself to the ethereal or to any border ethereal region. With this psychoportation the psionicist simply ceases to exist in the prime material plane and begins to exist in the ethereal, but only in an ethereal form - the psionicist's physical form is temporarily lost.

In ethereal form, the psionicist cannot be harmed - ethereal objects pass through one another easily. The psionicist cannot, in turn, harm other creatures or objects, or even pick them up or move them about.

The psionicist cannot directly teleport to the inner planes beyond the ethereal, but he can move there in ethereal form by simply crossing the border ethereal. Once he leaves the ethereal he regains his physical form and the power is ended. Otherwise, the power ends when he stops maintaining the power, and his body rematerialises exactly where it was before.

More information on the prime material, ethereal, border ethereal, and inner planes is given in the Priests section of Dragon Kings.

Expansion (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: The psionicist can expand his own body proportions in any dimension: height, length, width, or thickness. He can increase any or all of these proportions by 50% of their original size per round. Maximum expansion is four times original size.

This power has no effect on clothing or equipment. Ability scores don't increase either. In other words, the character does not grow stronger simply because he became taller. However, being very big often has other advantages.

False Sensory Input (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 5 (fail: 2) Prerequisites: Mindlink
Description: This devotion allows the psionicist to falsify someone's sensory input - making the victim think that he sees, hears, smells, tastes, or feels something other than he really does. The falsehoods are somewhat limited. Nothing can be completely hidden or made to disappear, and everything must retain its general size and intensity.

For example, a human could be made to look like a dwarf, but not like a parrot. A slamming door could be made to sound like a thunderclap or a cough, but not like rustling paper. Oil could be made to taste like garlic, but not like water. The PSP cost is shown below.

Fate Link (Telepathic Science) Range: 2 mile Area of effect: individual
Mental Armour Class to hit: 5 PSP Cost: 6 per turn (fail: 3) Prerequisites: mindlink
Description: This power enables the telepath to intertwine his own fate with that of another creature. If either being experiences pain, both feel it. When one loses hit points, both lose the same amount. If either dies, the other must immediately make a saving throw vs. death to avoid the same fate.
Feel Light (Clairsentient Devotion) Range: 0 Area of effect: special
Mental Armour Class to hit: 8 PSP Cost: 5 (fail: 3) Prerequisites: none
Description: This extrasensory power allows the psionicist to experience light through tactile sensations (by touch). His entire body becomes a receiver for light waves. In effect, his body replaces his eyes; he can see what his eyes would normally reveal. (His field of vision does not change.) This power does not allow him to see in the dark, since there must be light for him to feel. Nor does it counter magical darkness, which actually destroys or blocks light waves. The character gains a +4 bonus when saving against gaze attacks.
Feel Moisture (Clairsentient Devotion) Range: 0 Area of effect: 90 yard sphere
Mental Armour Class to hit: 9 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: As its name implies, with this power the psionicist can feel the presence of water within the area of effect. The power indicates all characters, creatures, and plants in the area as having moisture, plus any concentration of one gallon or more. The psionicist can feel the rough nature of the water, plus its direction and distance. The amount and its accessibility depends on the terrain and what the DM knows about the local water supply.
Feel Sound (Clairsentient Devotion) Range: 0 Area of effect: special
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: This power makes the user's body sensitive to sound. It allows the user to continue to hear even if his ears are disabled. He can't detect sound where there is none, and the power doesn't work within areas of magical silence. The user gains a +2 bonus against all sonic attacks or effects, including a siren's song.
Fighting trance (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 9 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: With this power, the psionicist learns how to focus his attention into a razor-sharp weapon for maximum awareness and effectiveness in combat. His reflexes and agility are increased to their absolute sharpest level, and he is able to unconsciously track all combatants in the immediate area.

While fighting trance is in effect, the psionicist reduces any rear attacks to flank attacks, and any flank attacks are treated as if they were frontal attacks instead. The psionicist in fighting trance gains a +1 bonus to all initiative rolls, his Armour Class, all saving throws, and all attack rolls.

The psionicist's focus on his physical actions makes it difficult for him to concentrate on initiating any psionic powers. He suffers a -1 penalty to ail MTHAC0s he attempts while fighting trance is being maintained.

Flesh Armour (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: The psionicist transforms his own skin into armour. No one can see the change, but it's as if he had actually acquired some type of armour. The type of armour his body mimics depends on the result of his MTHAC0, as shown in the following table:
MAC hit Resultant armour MAC hit Resultant armour
6 left hand functions as a shield, AC 9 5 leather, AC 8
4 to 3 ring mail, AC 7 2 to 1 scale mail, AC 6
0 to -1 chain mail, AC 5 -2 to -3 banded mail, AC 4
-4 or better plate mail, AC 3

Because this armour is part of his body, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing that type of armour. The armour created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist.

Focus forgiveness (Telepathic Devotion) Range: 30 yards Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 4 per hour (fail: 2) Prerequisites: none
Description: This power acts on one dwarf, temporarily suppressing his overriding need to pursue a focus. While it is maintained, the dwarf forgets his current focus, and even the need to work toward a focus - very undwarflike behaviour. The dwarf loses all benefits he had for pursuing his focus while under the influence of this power.

If the target dwarf encounters other, focussed dwarves, he considers their behaviour bizarre. Other dwarves see him as insane, but the target politely ignores suggestions that he is acting abnormally.

No dwarf willingly submits to this power. If the MTHAC0 fails or when it is no longer maintained, he most likely reacts with violence toward the psionicist, if he can identify the culprit.

Forced symmetry (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 12 (fail: 5) Prerequisites: none
Description: With this power the psionicist can force a creature into perfect symmetry in order to temporarily cause or heal damage. Most creatures, including all the player character races, are laterally symmetrical in arrangement; that is, they have two halves that are roughly identical. This power lets the psionicist choose one of the halves and make it identical to (a mirror image of) the other. For instance, a psionicist can choose to make a one-eyed man completely blind or sighted in both eyes with this power.

In terms of existing combat damage, a creature probably has more damage to one half than the other; the psionicist can take advantage of this and increase the overall damage to the victim, but can no more than double the original damage. In reverse, the psionicist can duplicate the less damaged half, reducing damage possibly to zero. The DM decides how much damage is inflicted or healed. Once employed, the power affects the creature's entire body - selected portions cannot be exempted. After rounds equal to the psionicist's level, the creature resumes its normal form, though all damage inflicted in the meantime remains. Items carried by the creature are unaffected.

This power can have greater effect on creatures that are radially symmetrical (a starfish, for example). The psionicist can pick one portion and make all the others duplicate it, temporarily.

Ghost writing (Psychokinetic Devotion) Range: unlimited Area of effect: single page
Mental Armour Class to hit: 9 PSP Cost: 5 (fail: 2) Prerequisites: Molecular Manipulation
Description: With this power a psionicist can write messages on blank paper, parchment, or papyrus at a distance. The sheet can lie by itself, among many others, rolled into a scroll, etc. The psionicist must know of the sheet's existence and its present location. (If the sheet is no longer where the psionicist remembers it, the power automatically fails.) The psionicist mentally darkens the sheet in a thin, continuous line, forming, with time and effort, letters, words, and sentences. After a successful MTHAC0, the character can form up to five words per round. The psionicist receives no clairvoyance during the power's use - he does not get an impression of whether or not the intended people read his message, only that it has been so written. Anyone can read the message once transmitted.
Gird (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 2 (none) Prerequisites: 3rd level
Description: Each time a psionicist girds another power, he can maintain that power automatically - i.e., without mental concentration. Thus, a psionicist who is maintaining only girded powers can sleep without disrupting those powers.

To use gird, the psionicist must first initiate and maintain the power he intends to affect. Then he must make a girding MTHAC0. If he succeeds, he automatically pays twice the normal PSPs for the girded power - or a minimum of 1 PSP per hour. To remove the girding, he must consciously decide to do so (no MTHAC0 is required). Otherwise, the girding remains in place until the psionicist runs out of PSPs. That means a psionicist who is unconscious or sleeping could awaken to find all his psionic strength girded away. If the psionicist wishes to reestablish a gird that he discontinued, he must make a new MTHAC0.

Graft Weapon (Psychometabolic Devotion) Range: touch Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: With this power the psionicist can graft any one-handed melee weapon directly onto his body. He picks up the weapon, activates this power, and the weapon becomes an extension of the character's arm. Assuming the character is proficient with that type of weapon, he gains a +1 bonus to attack rolls and damage. If he is not proficient with the weapon, he suffers the usual nonproficiency penalties, but still gets the +1 bonus.
Hallucination (Telepathic Science) Range: 100 yards Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: varies (fail: varies) Prerequisites: False Sensory Input; Mindlink
Description: This science allows the psionicist to project visions or images into the victim's mind. In effect, it is like a psionic phantasmal force. The psionicist can make his victim believe he is seeing, hearing, or feeling almost anything, The psionicist can attack the victim with hallucinatory monsters or spells, deceive the victim by maki ng a company of soldiers resemble a grove of palms, or even make him think that a flagon full of sand actually contains cool, refreshing water.

In general, the rules for adjudicating illusions on pages 84 and 130 of the Player's Handbook are appropriate for determining the effects of any hallucinatory effects. If the psionicist carefully constructs the hallucination and provides the victim with what he expects to see, the victim may not even receive a saving throw. The physical effects of hallucinations are psychosomatic: the victim may believe he is being mauled by a tembo, hut he is not really being harmed physically.

Maintaining a hallucination requires full concentration on the part of the psionicist. If he makes a physical attack or initiates another psionic power while maintaining this power, the victim instantly receives a saving throw versus spells with a +4 bonus to break free of the hallucination.

Hear Light (Clairsentient Devotion) Range: 0 Area of effect: special
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: This extrasensory power resembles "feel light," but it relies on the character's hearing rather than his sense of touch. A character who has been blinded, either artificially, naturally, or by an injury, can "see" with his ears. Any light waves which reach him are converted to sound, and he "hears" the image. The image his mind perceives is just like an image offered by normal sight, and the character suffers no penalties for anything requiring vision.
Heightened Senses (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power allows the user to sharpen all his normal senses: sight, hearing, taste, smell, and touch. (DMs might allow other applications as they see fit.)

With heightened senses, the user has a good chance to notice thieves hiding in shadows or moving silently. This is represented by a thief's skill chance being cut in half if someone with heightened senses is observing him. Even if the thief is already hidden, he must roll again when the user of this power enters the area.

Someone with heightened senses can also track someone by sense of smell like a bloodhound. He must make an Intelligence check every turn to stay on the trail or to recover it if he loses it. While tracking, the user's movement rate is reduced by 50%. The trail can be no more than 24 hours old.

Ranges for the user's hearing and seeing are tripled while this power is in effect.

Further, he can ingest small quantities of possibly poisoned or impure foods, identifying the substance without causing himself harm.

The user can identify almost anything by touch. He can identify any item he has previously handled and can also tell if an item was handled in the last five minutes.

Hivemind (Telepathic Devotion) Range: 60 yards Area of effect: personal
Mental Armour Class to hit: 9 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: This power is only available to thri-kreen characters, other insects with psionic powers, and other psionicists who use the insect mind telepathic devotion (see above). With hivemind, the psionicist can draw upon the mental energies of a host of his insect comrades to temporarily increase his PSPs.

Thri-kreen can gain PSPs from other thri-kreen of the same pack within range. Other insects gain PSPs from their own kind within range. Characters using insect mind can choose one variety of insect within range to draw upon. All those within range lend an immediate bonus to the psionicist's PSPs, according to their size.

SizePSPs Gained
Tiny0.01
Small0.1
Man-sized1
Large2
Huge4
Gargantuan8

Smaller insects contribute fewer PSPs, but their numbers often more than make up for this. The PSPs are gained instantaneously; even if the insects move away before they are all used, the psionicist keeps them. The psionicist is taking advantage of the species-mind common among insects; the insects within range do not lose any psionic PSPs when the psionicist uses this power.

Id Insinuation (Attack Mode) Range: 60/120/180 yards Area of effect: individual
Mental Armour Class to hit: Defender's MAC PSP Cost: 6 (or multiple of 6) (Fail: 3) Prerequisites: Mindlink
Description: The success of a psionic attack against either a closed mind (psionic opponent) or an open mind (a non-psionic opponent or psionic opponent whose PSPs are exhausted) is determined by the number a character needs to roll on 1d20 to hit the specified target's mental armour class (MAC). Against a formerly closed mind (i.e., attacks made after the first one that opens the mind), the defender's MAC is reduced by 2. The psionicist's mental attack number (MTHAC0) is the number the character needs to hit a MAC of 0.

Id insinuation assaults a target's subconscious, like a mental battering ram tearing through the walls that separate primitive needs from social constraints. For every 6 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d8 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 3 PSPs.

Id insinuation has three ranges: short (60 yards), medium (120 yards), and long (180 yards). At medium range, the defender receives a bonus of 2 to his MAC; at long range, the bonus is 5.

If used against an open mind, id insinuation leaves its victim confused and powerless to act for 1d4 rounds. This use of the attack costs 6 PSPs.

Amount to add to the defender's Mental Armour Class (MAC) by defense mode used:

  • Intellect fortress: +2 (pro-attacker)
  • Mental barrier: -1 (pro-defender)
  • Mind blank: -5 (pro-defender)
  • Thought shield: -3 (pro-defender)
  • Tower of iron will: +5 (pro-attacker)

Identity Penetration (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 6 (fail: 3) Prerequisites: Mindlink
Description: Identity penetration allows the user to determine the target's true identity in spite of polymorphs, illusions, disguises, etc.
Immovability (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 7 (fail: 2) Prerequisites: none
Description: When a psionicist makes himself immovable, he is exactly that. A tremendous amount 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 pushing the psionicist, and makes a successful bend bars roll, that character can double the Strength he's contributing to the total. 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 remains 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 powerful than the strongest castle. He does, however, need a horizontal surface as an anchor. If the psionicist's MTHAC0 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 ree himself.

Impossible task (Telepathic Devotion) Range: 10 yards Area of effect: individual
Mental Armour Class to hit: 9 PSP Cost: 6 per day (fail: 3) Prerequisites: none
Description: This power forces the victim to think that a given goal is unachieveable, regardless of the reality of the situation. The psionicist must be familiar with the victim and what he is trying to accomplish. The power must be directed at one particular task, something easily described. The task can be simple, like "travel from Tyr to Altaruk is impossible," or more complicated, such as "further study in magic will be fruitless!" The victim acts accordingly - other characters cannot convince him that his task is possible. If the psionicist cannot narrow down the task effectively, describing it in just a few words, the DM can nullify the effects.

This power can have no effect on a dwarf's focus, However, other tasks the dwarf is undertaking can be affected.

Incarnation Awareness (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: 12 (fail: 5) Prerequisites: Mindlink
Description: By applying this power to another character, the psionicist can gain knowledge about past lives. One past life can be explored per round, starting with the most powerful personalities (usually these are also the most famous, but not always).

The psionicist also knows immediately how many times this particular personality has een killed and raised from the dead. It is up to the players to put this information to use.

Inertial Barrier (Psychokinetic Devotion) Range: 0 Area of effect: 3-yard diameter
Mental Armour Class to hit: 6 PSP Cost: 6 (fail: 2) Prerequisites: telekinesis
Description: This power is used as a defense, creating a barrier of psionic energy around the user and anyone within three yards of him. This barrier softens missile blows, shielding the user from damage by slowing and absorbing some or all of the potential damage caused by incoming attacks. However, the barrier also slows outgoing missile attacks - a drawback the user should consider.

The power protects against damage from these forms of attack: any nonmagical missile weapon; any physical missile created by magic; any missile with magical bonuses; flames; some breath weapon attacks (depending on the nature of the breath); acid; gas; all forms of disintegration; and falling (damage is halved). Inertial barrier cannot stop missiles conjured from pure magic or protect against raw heat or cold, pure energy or light, or gaze weapons. An inertial barrier cannot keep enemies out, but it does slow them. Anyone trying to cross a barrier must stop moving when contact is made. In the next round, the barrier can be crossed (either entering or exiting).

Missile weapons, whether passing into or out of the barrier, inflict damage in a modified fashion because the power saps energy from the missile. If a missile strikes its target after passing through the barrier (in either direction), the attacker rolls for damage as normal. However, the defender then rolls the same die to see how much damage the barrier absorbed. (Note: The defender doesn't include any magical bonuses the weapon may have.) The defender subtracts his die roll from the attacker's damage total. If anything remains, the defender loses that many hit points. If the defender's roll equals or exceeds the total damage, the weapon falls harmlessly to the ground. If the missile is explosive, the barrier prevents weapon damage but not explosive damage.

The barrier does not differentiate the direction of travel. If a weapon is fired from the inside, the penalties above still apply.

Inflict Pain (Telepathic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 5 PSP Cost: 3+ (fail: 2+) Prerequisites: Mindlink
Description: This power only can be used on an open mind. It is a particularly nasty form of torture, although no actual harm is inflicted on the target, and the power leaves no physical scars or marks. Only evil characters can learn this power freely; others find their alignments twisting toward evil if they learn and use inflict pain.

If the target is an NPC who is being questioned, he is allowed a saving throw vs. paralysation to withstand the agony. If he fails, he begs for mercy and answers questions as the DM sees fit. If the user finds a way to employ this power in combat, the target is still entitled to a saving throw. Success means he grits his teeth and keeps on fighting. Failure means the pain imposes a -4 penalty to his attack rolls that round or disrupts and ruins spellcasting. PSP costs depend on the target's level.

Target's LevelPSP Cost
1-5 levels or HD3 (fail: 2)
6-10 levels or HD4 (fail: 2)
11-15 levels or HD5 (fail: 3)
16-20 levels or HD6 (fail: 3)
21+ levels or HD8 (fail: 4)
Insect mind (Telepathic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: With this power the psionicist attunes his mind to be like that of an insect. This makes dealing with insects easier both psionically and personally.

The psionicist does not suffer the -6 penalty for contact with an insect or arachnid mind while this power is maintained. He instead receives a -6 penalty for contact with non-insect minds, and they suffer that same penalty when contacting him.

Also, with a greater understanding of insect thinking, the psionicist gains a 2 bonus to his Charisma score when dealing with insects. Conversely, he suffers a -2 penalty to his Charisma score when dealing with non-insect minds.

This power is commonly used when dealing with thri-kreen. Ambassadors to thri-kreen nations usually bring along a psionicist with this power. The power does not confer the ability to communicate - other powers must be employed. This power can be maintained while other powers are being used.

Intellect Fortress (Defense Mode) Range: 0 Area of effect: 3 yard radius
Mental Armour Class to hit: Not applicable PSP Cost: 4 per round Prerequisites: None
Description: This defense encases the mind in a powerful keep of mental energy to protect it from psionic attack. Intellect fortress provides the best protection against ego whip, but it's extremely vulnerable to psionic blast. The cost is 4 PSPs per round to use this defense.

Unlike most other defenses, intellect fortress has an area of effect beyond the psionicist's mind, offering protection to other minds within that radius. Every mind within that area defends against telepathic attack with the psionicist's intellect fortress power score.

Amount to add to the defender's Mental Armour Class (MAC) by attack mode used:

  • Ego whip: -4 (pro-defender)
  • Id insinuation: +2 (pro-attacker)
  • Mind thrust: -3 (pro-defender)
  • Psionic blast: +4 (pro-attacker)
  • Psychic crush: -1 (pro-defender)

A psionicist can initiate one other psionic power in the same round that he uses intellect fortress.

Intensify (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 6+ (fail: 3+) Prerequisites: 3rd level
Description: Intensify allows the psionicist to improve either his Constitution, his Intelligence, or his Wisdom for psionic applications. To improve one - for psionic purposes only - he must weaken the other two - for all purposes. Each point of increase in the targeted ability decreases the other two abilities by the same amount. In addition, each point of increase costs 5 PSPs.

For example, Zenita is a psionicist with Con 15, Int 16, and Wis 17. She wants to intensify her Intelligence by 4 points. To do so, she must spend 20 PSPs initially (5 PSPs for each bonus point of Intelligence). Her Intelligence is raised 4 points to 20. Meanwhile, her Constitution and Wisdom scores drop 4 points (to 11 and 13, respectively). The increase in Intelligence affects psionic powers only. The drop in Constitution and Wisdom affects everything applicable except psionic strength points: psionic power scores, hit points, system shock rolls, saving throws, spell bonuses, spell failure, etc.

A psionicist can raise an ability score to a maximum of 25, provided he has enough PSPs and no other score is reduced below zero.

Invincible Foes (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 6 (fail: 2) Prerequisites: Mindlink
Description: The victim of this devotion believes that any blow struck against him will cripple or kill him. Even if the blow actually causes just one point of damage, the victim thinks he's dying, and that he can no longer fight. He falls to the ground in horrible pain.

A character who is struck while under the effect of this power won't recover until a turn later, even if the psionicist stops concentrating on him and turns his attention elsewhere. As long as the character was under this effect when the blow was struck, he's out for 10 rounds.

Even if the victim of this power is never actually struck, his behaviour is likely to change. Fully expecting the next blow to kill him, he may stop attacking and simply parry, or try to flee, or even surrender and beg for quarter. If the character has not been struck, however, the psionicist must keep renewing the power every round; otherwise future blows will affect him normally.

"Invincible foes" can also work in reverse. In other words, an attacker can be made to believe that every blow he strikes is fatal. The belief is strong enough to create an illusion: even if the attacker barely scratches his foe, he sees the "victim" lying down, mortally wounded. He will continue to imagine that opponent lying on the ground until the opponent attacks again (it doesn't matter whom he attacks; any attack breaks the illusion).

This reversal has several consequences. Characters who have been "killed" - i.e., struck - can simply walk away from the fight, leaving their "corpses" behind. Or they can move into position and attack again, gaining a +2 bonus to hit. After this happens three times, the affected character must make a saving throw vs. spells. If it fails, he becomes convinced that his foes are unkillable and reacts accordingly. (PCs, of course, are free to react as they see fit.)

Invisibility (Telepathic Devotion) Range: 100 yards Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 3+ (Fail: 2+) Prerequisites: Mindlink
Description: This power only can be used on open minds. It differs significantly from the spell invisibility. This is a delusion that affects specific minds, not an illusion that affects everyone; the only real change occurs in those whose minds were opened. Thus, the user must open each mind he wants to deceive, for only to these minds will he appear invisible. He can see himself, and so can anyone whose mind wasn't opened. Only beings within 100 yards can be affected by this power.

The user must make a separate MTHAC0 roll for each delusion and pay a separate PSP cost for each. A delusion is defined as one invisible character as perceived by one other being. The user can make anyone who is human size or smaller invisible with this power, not just himself. Note that this power affects vision only; observers may still be able to hear or smell "invisible" characters. PSP costs are as follows.

Target's LevelPSP Cost
1-5 levels or HD3 (fail: 2)
6-10 levels or HD4 (fail: 2)
11-15 levels or HD5 (fail: 3)
16-20 levels or HD6 (fail: 3)
21+ levels or HD8 (fail: 4)
Iron will (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 10 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: A psionicist with this power has the ability to focus his willpower to extraordinary levels, persevering through conditions that would overcome lesser characters. While maintaining this power, the psionicist can temporarily ignore accumulated wounds that would reduce him to 0 hit points or less. Due solely to his mental strength, he can force himself to remain conscious and fully active until reduced to -10 hit points, at which point he dies, just as anyone else would. Up until that point, though, he can fight and use his powers normally with absolutely no interruption at all except for initiating and maintaining the iron will devotion.

While iron will is in effect, the psionicist does not lose a hit point every round, as per the normal "-10" rule (see DMG page 75), but he will begin to lose hit points once he ceases to maintain iron will. Smart psionicists will bind their wounds before losing consciousness, or they may never wake up afterward.

The psionicist can also use his iron will to resist losing consciousness or control of himself through other means. If the effect the psionicist is struggling against normally allows a saving throw (a vampire's charm person ability or a psionic domination, for example) the psionicist gains a +4 on his saving throw while iron will is in effect. If the effect does not usually allow the victim a saving throw (a command or sleep spell, for instance), the psionicist gains the chance to attempt a saving throw versus spells with a -4 penalty.

Iron will acts as a reflexive power. It does not have to he maintained at all times in order to be effective. If a situation arises in which the psionicist needs the iron will power, he can drop what he is doing to initiate it. If he has not yet acted in the round, he has the choice of initiating iron will and aborting his intended action or of forgoing Iron Will to carry out whatever he had originally planned to do. Otherwise, he is forced to wait until the following round to initiate it.

Kinetic Control (Psychokinetic Science) Range: 0 Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: 8 (fail: 3) Prerequisites: telekinesis
Description: This is the power of absorbing, storing, and redirecting kinetic energy. Kinetic energy is the energy of motion - the energy contained in the swing of a sword, the fall or a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove kinetic energy from one object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future.

While a psionicist maintains this power, he is immune to all physical impacts. A sword slash stops instantly when it touches his skin, arrows drop harmlessly at his feet, and monsters' talons and fangs can't harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of an undead creature or the slow crushing attack of a giant python constricting its coils.

Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. if he hits his opponent, the absorbed damage is added to any other damage the psionicist causes.

If the psionicist ceases to maintain kinetic control while he still has energy to dissipate, he immediately suffers 2 hit points of damage for every point of absorbed damage he did not expend. (The psionicist can make attacks on rocks, cacti, dead foes, or whatever to dissipate this energy. Item saving throws versus normal or crushing blows may apply)

This power can't be used to absorb damage from a fall. To do so, the psionicist would have to absorb his own kinetic energy (in this case, he is the moving object) which is something that the power is not capable of doing. This might be a valid subject for psionic meditation and research, however.

Know Course (Clairsentient Devotion) Range: 0 Area of effect: Personal
Mental Armour Class to hit: 7 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: This power allows the psionicist to hold an accurate course without deviation. To use this devotion, the psionicist must know where he is going. This can be any place he has been before or by reference to a place he has been. For example, if he knows that the village of Kled is 35 miles northeast of Tyr, he can use this power to get to Kled even though he had only been to Tyr before.

The character must also know his current location, Once initiated, the character gets a strong feeling of which way to go. ("Tyr is that way ...") The character's direction bump continually updates as long as he maintains this power, so he is certain to arrive et his destination eventually.

Know Direction (Clairsentient Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 1 (fail: 1) Prerequisites: none
Description: The psionicist becomes his own compass. By paying 1 PSP and making a successful MTHAC0, he knows which way is north.
Know Location (Clairsentient Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 8 (fail: 3) Prerequisites: none
Description: This power aids characters who travel via teleportation, gates, or other planes of existence. When used successfully, it reveals general information about the user's location. The information is no more detailed than the responses of a simple farmer to the question "Where am I?" Some typical responses are "A few miles southwest of Wingot Mountain"; "In the house of Fletch the Blind"; and "On a tropical island in the Turomil Sea."

The higher a successful MTHAC0 roll, the more precise the location. A roll of +1 to +4 higher than the Mental Armour Class specifies a location within 10 miles. A roll of +7 or +8 higher than the Mental Armour Class targets an area within a mile. A roll of +9 or higher than the Mental Armour Class gives the location in a planar context ("the Astral Plane").

Lend Health (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: 4 (fail: 1) Prerequisites: none
Description: Lend health is a power of healing. The psionicist who makes a successful MTHAC0 can transfer his own hit points to someone else he is touching. Each hit point transferred heals one point of damage. The character can transfer as many points as he wants to in a single round.

If the psionicist tries to transfer hit points when he has fewer than five remaining, he must make another MTHAC0. If this fails, he cannot transfer the points. In any case, he cannot transfer hit points if he has only one remaining.

The beneficiary of this power can never exceed his normal, healthy total of hit points.

Levitation (Psychokinetic Devotion) Range: 0 Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 5 (fail: 2) Prerequisites: telekinesis
Description: This power allows the user to float by using telekinesis on himself. The user can lift himself at the rate of 1 foot a second, or 60 feet a round. He can descend as quickly as he wants by simply letting himself fall, then slowing down as he nears the ground. The user can always levitate his own weight. Additional weight, such as equipment or passengers, is a hindrance. Every 25 pounds of added weight improves the power's Mental Armour Class by 1.

Levitation isn't flying. The power provides no horizontal movement. The user can hover motionlessly and drift with the wind, or he can push off a wall or other fixed object and drift up to 60 feet a round in a straight line. He can't stop, however, until he meets another solid object, lowers himself to the ground, or stops paying the PSP cost. Two powers - control wind and project force - can help the levitating user propel himself forward and change direction. The use of these additional powers requires the extra expenditure of PSPs and MTHAC0 rolls.

Life Detection (Telepathic Devotion) Range: 100 yards Area of effect: varies
Mental Armour Class to hit: 7 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power allows the user to scan for the presence of living, thinking creatures within a limited area. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan 180 degrees to a range of 40 yards, 90 degrees to 60 yards, or 30 degrees to 100 yards. One round of scanning detects humans, demihumans, humanoids, mammals, and monsters with 8 or more Hit Dice. A second round detects all creatures with less than 8 Hit Dice. In either case, the user receives an accurate count.

The DM should make the MTHAC0 roll and keep it secret from the player. If the user doesn't detect anything, he won't know whether nothing's there or the power failed.

Life Draining (Psychometabolic Science) Range: touch Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 6 (fail: 3) Prerequisites: none
Description: With this devotion, a psionicist can drain hit points from another character and use them to recover his own. This transfer occurs at the rate of 1d6 points per round.

The character can absorb up to 10 more hit points than his healthy total, but these bonus points last only one hour. After that, if the psionicist still has more hit points than he should, the excess points vanish.

Magnetize (Psychokinetic Devotion) Range: 30 yards Area of effect: one object
Mental Armour Class to hit: 8 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: A psionicist using magnetize can change the magnetic orientation of a metal object. strongly magnetizing it. The initial cost is 2 PSPs per pound of metal so affected, so a four-pound long sword requires 8 PSPs to magnetize. The item remains magnetized for a number of rounds equal to the psionicist's level before reverting to normal.

The effects of this power are simple: the psionicist can make the item attracted to other metal objects or repelled by other metal objects. Any metal objects within 20 feet of the magnetized abject are within its magnetic influence. Metallic creatures gain a saving throw versus spells to avoid being magnetized.

In deciding how magnetism affects an object, remember that a heavier object remains stationary, while a lighter object moves toward or away from it. If a character's short sword is magnetized and his friend standing beside him is wearing plate mail, the short sword will go flying over to stick to the armoured fellow - not the other way around. A creature holding or wearing an object under magnetic influence may attempt a Strength check to retain control of the item.

A character wearing metal armour can be immobilized if he fails his Strength check. Other effects are left to the DM's imagination, but small objects such as daggers can reach impressive speeds when attracted or repelled by magnetism.

Magnify (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: varies Prerequisites: 6th level
Description: Magnify allows the psionicist to magnify the effects of another power in all conceivable ways - e.g., double damage, double range, double modifiers, and so on. However, the affected power's PSP is proportionately magnified.

The psionicist initiates the magnify power first. At the same time, he must designate which power he intends to improve. Unless he maintains the magnification, he must immediately use the power he wishes to improve (in the same round). Otherwise he can maintain the magnification until he uses the affected power (a costly endeavour). Once the power has been performed, magnify must be reinitiated to perform again.

The amount of magnification depends upon the psionicist's level: round up the psionicist's level divided by five (e.g., 1 >> 1, 7 >> 2, level 11 >> 3, 20 >> 4)

Martial Trance (clairsentient devotion) Range: 50 yards Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 7 (fail: 3) Prerequisites: 3rd level
Description: This power helps the user in psionic combat. By entering a trance before combat begins, the user focuses his complete attention on the psionic activity, tuning out other distractions. While in the trance, the user gains a +1 bonus to all mental attack rolls, in addition to any other modifiers that may apply.

The trance ends when the user chooses to end it, by any moderate physical contact (a blow, shake, or slap), or when his PSPs are reduced to 0. As his attention is completely focussed on the psionic battlefield, any melee attacks against him hit automatically and cause maximum damage.

Mass Domination (Telepathic Science) Range: 30 yards Area of effect: up to 5 individuals
Mental Armour Class to hit: 6 (base) PSP Cost: varies Prerequisites: mindlink, contact, domination
Description: This power is identical to domination except the psionicist can control up to five creatures simultaneously. Each one must be dominated individually. The PSP cost must be paid for each dominated figure.

The MAC to hit is reduced by 1 (made more difficult) for each individual over two which the psionicist attempts to dominate. Each individual is attacked separately with the same Mental Armour Class.

Target's LevelPSP Cost
1-5 levels or HD6/3
6-10 levels or HD12/6
11-15 levels or HD22/11
16-20 levels or HD32/16
21+ levels or HD50/25
Mass manipulation (Psychokinetic Devotion) Range: 20 yards Area of effect: one object
Mental Armour Class to hit: 7 (base) PSP Cost: 9 (fail: 3) Prerequisites: Telekinesis
Description: A psionicist with this devotion can affect the way in which gravity affects an item. The weight of the item can he increased to 200% normal or reduced to 25% normal. The effect remains as long as the psionicist maintains the power.

Creatures that are burdened by extra-heavy armour suffer a -2 penalty to attack rolls and Armour Class and are reduced to of their normal movement Weapons that are made heavier or lightened suffer a -2 attack penalty and inflict-2 damage.

Light objects can be thrown or fired twice as far as normal. Very heavy objects can be lightened to make them easier to move. Some objects may be drastically affected by this power--a roof doubled in weight may collapse its supports, while a lightened anchor may not hold any longer. The DM should use his best judgment in deciding the exact effects of any particular mass manipulation.

The more massive the object the power is used upon, the more difficult it is to affect. Apply the following MTHAC0 modifiers for heavy objects.

Weight of ObjectMAC to hit
20 pounds or less7
21 to 50 pounds5
51 to 100 pounds3
101 to 500 pounds1
50l pounds or more-1
Megakinesis (Psychokinetic Science) Range: 60 yards Area of effect: one object or creature
Mental Armour Class to hit: 8 PSP Cost: 20+ (fail: 10+) Prerequisites: Telekinesis
Description: Megakinesis is a High Science. A character must engage in months of meditation (see Chapter Seven) before he can select this power as one of his psychokinetic sciences.

Megakinesis is simply telekinesis on a truly grand scale. The psionicist can perform incredible feats of psychokinesis, moving objects that weigh thousands of pounds with the power of his mind.

Objects levitated by the psionicist can be moved at the rate of 60 feet per round - too slow to be used as weapons in combat, although heavy objects can be dropped on top of enemies who aren't paying attention to the psionicist. Living creatures picked up by megakinesis get a saving throw versus spells to avoid the effect if they do not wish to be moved around by the psionicist.

The psychokineticist may also use these enormous forces to open doors, pin an enemy in place, or bend or break things. For these purposes, he has an effective Strength score that varies with the amount of weight he wants to be able to move.

The cost and weight limits along with effective strength are as follows:

PSPFailMaximum WeightEffective Strength
2010500 pounds18/00
2613650 pounds19
3216700 pounds20
3819825 pounds21
4422975 pounds22
50251,150 pounds23
56281,450 pounds24
62311,750 pounds25
Mental Barrier (Defense Mode) Range: 0 Area of effect: personal
Mental Armour Class to hit: Not applicable PSP Cost: 5 per round Prerequisites: None
Description: This defense throws up a wall of thought to protect against psionic attack. A mental barrier is extremely effective against a psionic blast, but vulnerable to a psychic crush attack. It costs 5 PSPs to use this defense in a round.

Amount to add to the defender's Mental Armour Class (MAC) by attack mode used:

  • Ego whip: +2 (pro-attacker)
  • Id insinuation: -1 (pro-defender)
  • Mind thrust: -2 (pro-defender)
  • Psionic blast: -5 (pro-defender)
  • Psychic crush: +4 (pro-attacker)

A psionicist can initiate one other psionic power in the same round that he uses mental barrier.

Metamorphosis (Psychometabolic Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 4 PSP Cost: 6 (fail: 3) Prerequisites: none
Description: This power resembles magical polymorphing, but it has a wider application. The user can change himself into anything with approximately the same mass as his body: a wolf, a chair, or even a tree. While in this form, the user retains his own hit points and THAC0, but he gains the AC of the new form. He also gains all physical attacks the form allows, but no magical or special abilities. A new attack ability depends on the form chosen; a tree, for example, can't attack, so it has no THAC0. Nonmagical movement is also gained. If the user metamorphs into another character race, use the Monstrous Manual book's descriptions for that race.

Some forms have intrinsic advantages. Changing into a fish or rock renders the user immune to drowning, though he doesn't retain any senses not normally associated with his new form. He may opt to keep some of his own senses when he transforms, but these are likely to give him away.

Like any massive change of shape, metamorphosis causes great physical stress. The user must make a system shock roll. If the roll fails, he expends 6 PSPs, changes form only for 1 round, and immediately passes out for 2d6 turns.

Mind Bar (Telepathic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: Mind bar is a magician's bane and the telepath's boon. It gives the psionicist 75% magic resistance against charm, confusion, ESP fear, feeblemind, magic jar, sleep, and suggestion spells. It also offers complete protection against possession of any sort.

In addition, mind bar protects a psionicist against all telepathic powers, except the five contact-establishing attacks. No telepathic power cart affect a barred mind unless the telepathic attack prevails in a psychic contest. (The defender uses mind bar.)

Mind Blank (Defense Mode) Range: 0 Area of effect: personal
Mental Armour Class to hit: Not applicable PSP Cost: 3 Prerequisites: None
Description: This defense hides the mind from psionic attack, forming a vast, featureless area that makes it harder to target the closed mind. Mind blank protects best against id insinuation, while mind thrust easily slices through the defensive fog. It costs 3 PSPs per round to use this defense.

Amount to add to the defender's Mental Armour Class (MAC) by attack mode used:

  • Ego whip: +3 (pro-attacker)
  • Id insinuation: -5 (pro-defender)
  • Mind thrust: +5 (pro-attacker)
  • Psionic blast: -3 (pro-defender)
  • Psychic crush: +1 (pro-attacker)

Mind blank is unique. Unlike the other four defense modes, it costs nothing to maintain. In fact, a character can still recover PSPs while using this power. That's because mind blank is almost instinctual; if a character knows it, it's nearly always active, even when he's sleeping or meditating. The power is inactive only if 1) the player announces it, or 2) the character uses another defense mode.

Even though mind blank has no PSP cost, it still constitutes psionic activity. If the power is active, a character is vulnerable to detection. He still may attract psionic feeders, or suffer some other unpleasant effect.

A psionicist can use one other psionic power (but not another defense mode) in the same round that he uses mind blank.

Mind Over Body (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 10 per day (fail: 4) Prerequisites: none
Description: Mind over body allows the user to suppress his body's need for food, water, and sleep. In exchange for one hour of meditation per day, all of the psionicist's physical needs are overcome. He does not feel hunger, exhaustion, or thirst, nor does he suffer any ability reductions for privation.

The psionicist can also suppress the basic needs of others while suppressing his own. To do so, he must pay an additional 10 PSPs per person and spend an additional hour of meditation per person. Each person being aided must be in physical contact with the psionicist throughout the entire period of meditation. Usually, all the characters hold hands, forming a continuous line or circle,

The psionicist can survive in this fashion for a number of days equal to his experience level, or five days, whichever is more. At the end of that time, he collapses from exhaustion. He must then rest one day for every two days spent sublimating his body's needs. Or he can be restored through 24 hours of complete healing. These rules also apply to any characters the psionicist has aided.

Mind Thrust (Attack Mode) Range: 30/60/90 yards Area of effect: individual
Mental Armour Class to hit: Defender's MAC PSP Cost: 2 (or multiple of 2); (Fail: 1) Prerequisites: mindlink
Description:The success of a psionic attack against either a closed mind (psionic opponent) or an open mind (a non-psionic opponent or psionic opponent whose PSPs are exhausted) is determined by the number a character needs to roll on 1d20 to hit the specified target's mental armour class (MAC). Against a formerly closed mind (i.e., attacks made after the first one that opens the mind), the defender's MAC is reduced by 2. The psionicist's mental attack number (MTHAC0) is the number the character needs to hit a MAC of 0.

This attack stabs the mind of the defender, piercing thoughts and memories. For every 2 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d4 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 1 PSP.

Mind thrust has three ranges: short (30 yards), medium (60 yards), and long (90 yards). At medium range, the defender receives a bonus of 2 to his MAC; at long range, the bonus is 5.

If used against an open mind, mind thrust causes the target to lose the use of one psionic power (chosen randomly) for 1d6 days. This use of the attack costs 2 PSPs.

Beyond opening a closed mind, mind thrust has no effect on non-psionic minds.

Amount to add to the defender's Mental Armour Class (MAC) by defense mode used:

  • Intellect fortress: -3 (pro-defender)
  • Mental barrier: -2 (pro-defender)
  • Mind blank: +5 (pro-attacker)
  • Thought shield: +3 (pro-attacker)
  • Tower of iron will: -5 (pro-defender)

Mindflame (Telepathic Science) Range: 0 Area of effect: 5' by 20' cone (maximum of six creatures)
Mental Armour Class to hit: 7 PSP Cost: 30 (fail: 15) Prerequisites: Synaptic Static
Description: Some psionicists can project a wave of deadly mental force that can destroy lesser intellects. The science of mindflame allows a psionicist to attack all creatures in the area of effect with a mental barrage that can incapacitate or even kill its victims. The area affected by the power is a cone 20 feet long and 5 feet wide, with its apex at the psionicist. Up to six victims in this area can be affected.

Victims who are psionicists can protect themselves against the effects of mindflame by throwing up a simple mind blank or other defense, but any creature that does not know a psionic defense mode can be affected. The effects vary with the victim's level or Hit Dice:

Level or Hit DieResult
Less than 1Comatose for 1d6 days, lose 1d3 points of Intelligence
1 to 2Unconscious for 2d4 turns, lose 1 point of Intelligence
2+1 to 4paralysed for 1d4 turns
4+1 to 8Stunned for 2d6 rounds
8+1 or moreDazed for 1d3 rounds

Regardless of the effect, the victim is entitled to a saving throw versus death to avoid the effects of the mindflame. Creatures rendered comatose by the mindflame must make a second swing throw versus death or die at the end of their unconsciousness. Creatures rendered unconscious must make a second saving throw or lapse into a coma (without the risk of death).

Stunned creatures may not move, attack, initiate psionic powers, or cast spells, and suffer a -2 penalty to Armour Class. Dazed creatures may move at half normal speed, attack with a -2 penalty, and defend normally. They must make a successful saving throw versus spells to initiate a psionic power or cast a spell.

The effects of the mindflame can be corrected by psychic surgery, a limited wish, or a cure serious wounds or more powerful healing spell.

Mindflame is exhausting to the psionicist if invoked more than once in a day, the psionicist suffers a -4 penalty on his Mental Attack. It is also a very dark use of one's inner strength, and psionicists who maim lesser intelligences will find their alignments moving toward evil.

Mindlink (Telepathic Science) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 7+ (fail: 3+) Prerequisites: none
Description: This power only can be used on an open mind, allowing the user to communicate wordlessly with any intelligent creature. This is two-way communication. It isn't the same as mind reading, because the user receives only those thoughts the target wants to send. Language isn't a barrier to mindlink. The PSP cost is determined by the target's level, as shown below.
Target's LevelPSP Cost
1-5 levels or HD7 (fail: 3)
6-10 levels or HD8 (fail: 4)
11-15 levels or HD9 (fail: 5)
16-20 levels or HD11 (fail: 6)
21+ levels or HD12 (fail: 6)
Mindwipe (Telepathic Science) Range: touch Area of effect: individual
Mental Armour Class to hit: 5 PSP Cost: 8 (fail: 3) Prerequisites: Mindlink
Description: Mindwiping is a crude form of psychic surgery which affects the subject's IQ. (It's like a temporary lobotomy.) The telepath systematically seals off portions of the subject's mind, taking whatever knowledge was contained where inaccessible.

When a mindwipe is attempted, the victim saves vs. spells. If he succeeds, the mindwipe is thwarted for one round, but next round the psionicist can try again.

Each round of mindwiping has two important, immediate effects. First, it reduces the victim's Intelligence and Wisdom scores by 1 point. Second, it reduces his experience level or hit dice by 1 point.

These reductions have considerable impact. All characters may lose languages or proficiencies and their magical defense adjustment. Experience level and hit dice losses affect everything except hit points. The victim keeps all of his hit points regardless of what is wiped from his mind.

Intelligence and Wisdom losses affect wizards and clerics as if those losses were permanent. Clerics lose bonus spells, their chance of spell failure rises, and eventually they cannot cast spells. Wizards suffer reductions in their maximum spell level, their chance to learn spells, and their maximum spells per level.

When the number of available spells at a given spell-level drops, a character must make an ability check before attempting to cast a spell of that level. Wizards roll an Intelligence check. Clerics roll a Wisdom check. Both use current scores. If the check succeeds, the character can cast the spell. If it fails, he has forgotten the spell and can't cast any spell that round.

Mindwipe only seals off information; it doesn't erase it. All of a character's lost Wisdom, Intelligence, and experience levels can be restored through psychic surgery (a metapsionic science).

This power has no effect against creatures with neither stats nor hit dice.

Molecular Agitation (Psychokinetic Devotion) Range: 40 yards Area of effect: 1 item, 20 pounds
Mental Armour Class to hit: 10 PSP Cost: 7 (fail: 3) Prerequisites: none
Description: This power enables the user to excite the molecules of a substance, causing paper to ignite, wood to smolder, or skin to blister, for example. The degree of destruction is as follows, depending on the number of rounds the item is agitated:
  • 1 round: readily flammable materials (e.g., paper, dry grass) ignite, skin becomes red and tender (1 point of damage), wood becomes dark.
  • 2 rounds: wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels.
  • 3 rounds: wood ignites, metal scorches (1d4 points of damage), skin burns away (1d6 points of damage), water boils, lead melts (damage does not increase after this round, but does continue).
  • 4 rounds: steel grows soft.
  • 5 rounds: steel melts.

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

Molecular bonding (Psychokinetic Devotion) Range: 10 yards Area of effect: 6 square inches
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: Telekinesis
Description: Molecular bonding allows the psionicist to join two surfaces together at the molecular level. An enemy's boots can be joined to the floor, his sword to its sheath, or the joints of his armour fused together into a useless plug of metal. Molecular bonding can also be used to repair damaged items, joining two shards of a sword together or repairing a broken bowstring. The power does not affect living creatures.

The rate of joining is approximately 6 square inches per round. If used on someone's armour, this will suffice to freeze one joint or fix one boot to the ground. A character immobilized in this fashion can usually wriggle out or tear free in one round, but a character wearing bonded plate mail is probably stuck for quite some time.

Molecular Manipulation (Psychokinetic Devotion) Range: 15 yards Area of effect: 2 square inches
Mental Armour Class to hit: 7 PSP Cost: 6 (fail: 2) Prerequisites: telekinesis
Description: This power allows the user to weaken an object's molecular bonds. When stress is applied to the object or a blow is struck, it snaps. The user can create one "weak point" of approximately 2 square inches each round. Deterioration occurs across a plane (in two dimensions, not three). One round's application is enough to fatally weaken most small objects (knives, ropes, saddle straps, bows, etc.). Larger objects require more time and are subject to the DM's discretion.

The DM must decide how vulnerable molecular manipulation makes larger, oddly shaped items (such as doors and shields). An object need not be in two pieces to be useless. A small boat, for example, is unsafe if it has a crack in its hull.

Molecular Rearrangement (Psychokinetic Science) Range: 2 yards Area of effect: 1 item
Mental Armour Class to hit: 6 PSP Cost: 12/hour (fail: 6) Prerequisites: telekinesis, molecular manipulation
Description: Molecular rearrangement is the psionic equivalent of alchemy. By toying with an object's molecular structure, the psionicist can change its fundamental nature or properties. This power cannot create matter or mass from nothing, however. Nor can it change a material's state from liquid to solid, gas to liquid, and so on. It is best suited to converting one sort of element into another, but it can also be used for more complex operations - neutralizing a poison, for example.

Converting one element to another is usually a simple operation, in which one ounce of material can be changed each hour. Typical conversions of this type include steel to lead, or any metal to gold. More complex rearrangement, like changing a metal to glass or changing a wooden goblet to a ruby goblet, takes four times longer.

The creation of gold coins from other metals is possible, but it's no way to get rich quick. At the rate of one ounce per hour, it would take 16 hours - about two work days - to change 10 copper pieces into 10 gold pieces, for a net profit of 9.9 gold pieces.

Molecular rearrangement is often used to create superior weapons. A psionically tempered weapon may receive a +1 on damage rolls (see "Weapon Quality" in Chapter 6 of the DMG). The process is time-consuming, however. For example, a typical short sword takes at least 40 hours to temper psionically. (The average short sword weighs 3 pounds, or 48 ounces, most of which is the blade.) A psionically tempered weapon does not automatically offer a +1 attack-roll bonus. In order to receive that bonus, the psionicist must

  1. have the weaponsmithing proficiency and
  2. make a successful proficiency check when he fashions the weapon.

The psionicist makes his MTHAC0 when the process is complete. If it fails, he did not waste all his effort. The difference between the character's die roll and his power score, multiplied by 10, equals the percentage of work which must be redone.

If the roll is 1, the item seems perfect but contains a hidden flaw which will cause it to break, or fail, or simply look wrong when it is put to use (the ruby goblet might leak, for example, or the sword might contain a soft portion which causes it to bend).

This power has no effect against living creatures weighing more than one ounce. Creatures weighing one ounce or less are killed if their molecules are rearranged.

Momentum theft (Psychokinetic Devotion) Range: 30 yards Area of effect: one object or creature
Mental Armour Class to hit: 7 PSP Cost: 5 minimum (fail: 3) Prerequisites: Kinetic Control
Description: This power allows a psionicist to drain a target of its momentum, causing it to stop moving. The stolen momentum is dissipated harmlessly in the ground at the psionicist's feet. Arrows, catapult missiles, and even flying creatures can be halted in mid-air and begin to fall. (Winged creatures can usually break their fall after a drop of 10 to 20 feet, however.)

Creatures walking or fighting are temporarily thrown off-balance and must make a Dexterity check to avoid stumbling and losing their action for the round. A running or charging creature must make a Dexterity check with a -4 penalty or take a running tumble for 1d4 points of damage. The victim is stunned for 1d2 rounds.

If this power is used on a falling character, it stops him instantly - and he begins to fall again. However, since his speed was reduced to 0, falling damage is only counted for the distance he fell after his momentum was neutralized.

It is hard to remove the momentum of heavy and fast-moving objects. The larger and faster an item, the more PSPs it costs to arrest its movement. it requires 5 PSPs to stop a man-sized creature (200 pounds) with a movement rate of 12, which is equal to walking at about four miles per hour. Each doubling of speed or weight costs an additional 5 PSPs, so it costs 25 PSPs to stop a charging half-giant in his tracks.

Mysterious traveller (Telepathic Devotion) Range: 60 yards Area of effect: personal
Mental Armour Class to hit: 9 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: This power begins a contagious rumour about the psionicist's whereabouts and direction of travel. The subjects take extraordinary notice of the psionicist - dress, appearance, mannerisms - and spend an entire day remarking about the traveller they have seen. Their memory is entirely accurate except when it comes to his direction and mode of travel. A subject may say he was an "extraordinary elf, who made his way south out of town on the M'ke caravan" to one acquaintance, then insist an hour later that he "ran from town to the northwest." All characters within the power's area of effect continue these rumours all day, except that characters who personally know the psionicist are unaffected. Unaffected people who hear the rumour may pass it along normally.

The power can throw pursuers off the right track. Used in a city's market, the collective rumours quickly place the psionicist all over town. Used among nomadic elves, the psionicist might be rumoured to be anywhere among the Seven Cities in a matter of days.

Nerve manipulation (Psychometabolic Science) Range: touch Area of effect: one creature
Mental Armour Class to hit: 6 (base) PSP Cost: 14 (fail: 5) Prerequisites: Double Pain
Description: This power allows the psionicist to do terrible things to the nervous system of another creature. With a touch, he can inflict wracking pain, unconsciousness, or even death. This power works best on creatures of the psionicist's own species; there is an increase of 2 to the MAC check if the psionicist uses the power on a creature of a different species, and an increase of 4 if the psionicist uses the power on a creature of a different order such as an insect or a mollusk.

The psionicist must touch the skin of the victim, which can be a difficult proposition in combat - a normal attack roll to hit the victim is required. If he attacks successfully the effect on the victim is determined by the psionicist's initiation roll.

The victim may attempt a saving throw versus poison to avoid the effects of the psionicist's touch. Any of the effects can be neutralized by the application of a neutralize poison spell or the successful use of the antidote function of the science poison simulation, if the psionicist wishes, he can "pull his punch," using a lesser effect on the victim than that indicated by the MAC.

MAC hitResult
6 to 4Spasms: -2 to victim's attacks and AC for ld3 rounds
3 to 2Pain: -4 penalty to victim's attacks and AC for 1d3 rounds
1 to -3Stunning: the victim is stunned and unable to act for 1d4+1 rounds
-4 to -7 levels or HDUnconsciousness: the victim is out cold for 2d6 full turns
-8 or moreDeath: the victim collapses and dies in 1d3 rounds
Object Reading (Clairsentient Science) Range: 0 Area of effect: touch
Mental Armour Class to hit: 7 PSP Cost: 12 (fail: 6) Prerequisites: none
Description: This power allows the user to detect psionic impressions left on an object by a previous owner. These impressions include the owner's race, sex, age, and alignment. The power can also reveal how the owner came to possess the item and how he lost it. An object can be read successfully only once per experience level. Additional readings at the same level reveal no new information.

The amount of information gained depends on the MTHAC0 roll. Success rolls start with the number the user needs to get Mental Armour Class 7 and then improve from there, as noted below. The user learns the information listed, plus all results above it.

Success RollInformation Gained
0 to +2Last owner's race
+3 to +4Last owner's sex
+5 to +6Last owner's age
+7Last owner's alignment
+8 and upHow last owner gained and lost object

An object can be read only once per experience level of the psionicist; additional readings it that level reveal no additional information. When the psionicist gains a new experience level, he can try reading the same object again, even if his object reading score has not changed.

Opposite reaction (Psychokinetic Devotion) Range: 90 yards Area of effect: single missile
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 2) Prerequisites: Ballistic Attack; Project Force
Description: Acting upon a single missile attack, this power blasts energy of equal power from the missile in the opposite direction, presumably striking the attacker. The missile must be physical, not magical. The psionicist must see the missile and use the power as it is being fired. For bow and crossbow weapons, an arrow of force automatically strikes the archer, causing damage as if it were the missile itself. For spears, chatkcha, and other thrown weapons, the missile of force must make a successful attack roll, using the thrower's THAC0, to hit. if it misses, it may strike others standing behind the original thrower, such as ranks in military formation. This power has no effect on the physical missile fired - the missile functions normally. If the physical missile is flaming or magically enhanced, the blast of energy does not gain those attributes.
Phase (Psychoportive Devotion) Range: infinite Area of effect: personal
Mental Armour Class to hit: 10 PSP Cost: 6 (fail: 2) Prerequisites: none
Description: This power allows a psionicist to shift his body's molecules into a different frequency of motion, making him ghostly and transparent to the unphased world around him. The psionicist can walk through solid matter; his enemies' weapons will pass right through him, and no physical force or energy can harm him. He can be affected by other phased objects or creatures, though.

A phased character is not affected by gravity. He will retain any falling momentum he has, but when he arrives at the ground he is not harmed. He can move over solid ground at his normal movement rate, over water or quicksand at one-half normal, and through solid matter at one-quarter his normal move. He moves vertically at 10 feet per round. If the character fails to maintain phasing while passing through matter, he takes 3d10 points of damage, falls into a coma for 1d6 hours, and becomes trapped in the Ethereal Plane.

It is difficult to achieve contact with a phased mind. Any psionic attacks suffer a -4 penalty on their MTHAC0s, and the psionicist saves at +2 versus any mind-affecting magic or effects. Of course, these same penalties affect the psionicist's own attacks while phased.

If a hero is falling off a cliff and activates this power, he retains any momentum he had and phases into the ground 2.5 feet for every 10 feet he falls. He must then have enough PSPs to reverse his fall and phase out of the ground or suffer the consequences noted above.

Phase object (Psychoportive Devotion) Range: 20 yards Area of effect: one object
Mental Armour Class to hit: 9 PSP Cost: 6 (fail: 3) Prerequisites: Phase
Description: With this devotion, the psionicist can extend her phasing powers to an object. A boulder blocking a tunnel can be phased in order to allow passage, an enemy's sword can be rendered harmless, or a building can be forced to collapse by reducing its supports to an insubstantial form.

The larger an object, the more difficult it is to phase. The rule of thumb is 1 PSP per 10 pounds, with a minimum cost of 10 PSPs. Phasing an object does not harm it. An object being phased cannot be affected by any physical force, but can be affected by other phased objects. A psionicist can use this power on his own sword to make it capable of harming another phased character.

Phased objects retain any momentum they had when they were affected, so a catapult missile will continue in its trajectory - it just won't do any damage when it strikes its target. Phased objects that were not moving stay where they were.

If the object is being worn or carried by an unwilling subject, the victim may attempt a saving throw versus spells to avoid the effect.

Pheromone discharge (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: This power lets the psionicist's skin give off beneficial odours that affect lower insects. Only insects of animal intelligence are so affected, but their impressions of the psionicist can be controlled to a great degree. The psionicist can masquerade as any type of insect, or any class of insect within a society. In a hive, the psionicist can impersonate a worker, soldier, even a queen, changing whenever he likes. Changing his odour to that of another insect species usually draws an attack, which may be useful to the psionicist as a diversion. Any insect of greater than animal intelligence immediately sees the psionicist for what he really is.

The psionicist can also perform rudimentary communication with controlled pheromone releases. He can send rudimentary information but has no means to interpret the answers received.

Thri-kreen regard this power as most distasteful, a savage abuse of psionics against the near perfect order of common insect life.

Phobia Amplification (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 9 PSP Cost: 5 (fail: 2) Prerequisites: Mindlink
Description: This power allows the psionicist to reach into someone's mind and discover his greatest fear, then amplify it to the point of irrationality. A victim who fails a saving throw vs. spells believes he is imminently threatened by the object of this fear, even if it is completely absurd. A character with a fear of falling, for example, is convinced he could pitch over a cliff at any moment - even while on an endless prairie - unless he stands absolutely still.

The reaction of the frightened character depends on the fear. He will defend himself if attacked (unless defending himself is somehow tied in to his phobia). A wizard may teleport away or use other spells to guarantee his safety. Other characters might freeze in place or flee for their lives. But all of their actions will be geared toward protecting against the fearsome object or situation.

This fear lasts as long as the psionicist maintains the effect. Once he stops, the fear fades back to its normal proportions, probably leaving the character slightly shaken and more than slightly chagrined.

Photosynthesis (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 3 per turn (fail: 1) Prerequisites: none
Description: A psionicist can gain energy and rejuvenation from the energy of the sun by using this power. For each turn that he rests in a sunny area while using photosynthesis, he heals one hit point from any damage he may have sustained. If the psionicist maintains photosynthesis for an hour or more, he satisfies his need for one meal that day and only requires half of the water he would normally have to drink.

The psionicist must remain still while using the power, or he gains no benefit from it.

Planar transposition (Psychoportive Science) Range: 150 yards Area of effect: cube 30' on each side
Mental Armour Class to hit: 6 PSP Cost: varies (fail: varies) Prerequisites: Summon Planar Energies; Summon Planar Creature
Description: Planar transposition is the High Science of Psychoportation. This powerful ability allows the psionicist to switch a portion of the Prime Material Plane for a portion of another plane. If the psionicist transposes his surroundings with one of the Inner (Elemental) Planes or the Ethereal or Astral Planes, the initial cost is 65 PSPs. If he actually summons a portion of an Outer Plane, the initial cost is 130 PSP5.

The psionicist may attempt to switch a larger area than the normal 30-foot by 30-foot cube, For each additional 30-foot cube he attempts to transfer, he suffers an +1 increase to the MAC required. The psionicist may instead transpose a donut-shaped ring 10 feet in diameter on the inside and 10 feet wide. The transposed planes remain switched for as long as the psionicist maintains the power.

The exact effects of this power are left to the DM, but some guidelines apply. Inanimate objects can be partially transposed, so a castle may be half in the Prime Material Plane with the psionicist and half in the Elemental Plane of Fire. However, living creatures are either all in or all out. If a creature wanders away from its transposed area into the new surroundings, it doesn't return when the psionicist drops the power. Note that the psionicist may accidentally transpose an extraplanar creature when he grabs a chunk of its home plane and brings it to Athas.

The planes are not interrupted by their transposition; a piece of the Elemental Plane of Fire remains a roaring source of heat, transposing the base of a tower will not cause its top to fall, and so on. However, the new surroundings may affect the transposed areas eventually. A portion of Athas sent to the Plane of Magma would return a scorched wasteland.

Some possibilities with planar transposition include: creating a temporary oasis by transposing bare desert for a piece of the Elemental Plane of Water, opening a passage through a mountain by transposing a portion of the Ethereal Plane; sending a tower filled with enemy soldiers to the Abyss for a time (no telling what will be in it when the tower comes back); or hiding by surrounding oneself with a donut-shaped area of the Demiplane of Shadow or the Quasielemental Plane of Steam.

As noted above, planar transposition is a High Science. The psionicist cannot select this power as part of his normal advancement.

Plant mind (Telepathic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: With this power the psionicist attunes her mind to plant life. She gains a better understanding of the plant's existence and can better deal with any intelligent or psionic plants she encounters. Normally, there is a -8 penalty for contact with a plant, but while plant mind is in effect, the psionicist does not suffer this penalty. Instead, she has a -8 penalty for Contact with non-plant minds.

Plant mind does not allow the psionicist to communicate with plants, but it does give her a +2 bonus to her Charisma score when dealing with plants.

Pocket dimension (Psychoportive Devotion) Range: 10 yards Area of effect: special
Mental Armour Class to hit: 10 PSP Cost: 6 per turn (fail: 3) Prerequisites: none
Description: This devotion allows a psionicist to create a small storage area in extradimensional space. This storage area is a 5-foot cube, and can contain any amount of weight that will fit in the space provided. The storage area is accessed by a glowing doorway or hatch about 2 feet square. The access always stays in the same place relative to the psionicist, much like a Tenser's floating disk follows a wizard around. The access can be changed in size from fully closed to 5 feet square at will by the psionicist.

Any objects placed in the pocket dimension have no weight or bulk; the psionicist could carry 1,000 pounds of rock in his belt pouch, if he desired. However, when the psionicist ceases to maintain the power, the contents of the pocket dimension appear at the location of the access and drop to the ground. It is possible to damage things by placing a large object in a pocket dimension, putting the access in a tight space, and then ceasing to maintain the power.

Living creatures in the pocket dimension exhaust the air supply in about 15 minutes; however, the psionicist can leave the access partially open to allow air to circulate. The psionicist cannot enter his own pocket dimension, but can reach in and retrieve anything inside.

Poison Sense (Clairsentient Devotion) Range: 1-yard radius Area of effect: personal
Mental Armour Class to hit: 10 PSP Cost: 1 (fail: 1) Prerequisites: none
Description: This power enables a user to detect the presence of poison and identify its location within 1 yard of his body (or presence, if he uses clairvoyance or astral projection). The type of poison and how it can be negated aren't revealed, only its presence.
Poison simulation (Psychometabolic Science) Range: touch Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 16 (fail: 6) Prerequisites: Chemical Simulation
Description: The psychometabolist can use this power to produce natural toxins from her own body. The psionicist can only simulate poisons that she has experienced or tasted herself, if she had survived the sting of a giant scorpion at some point in the past, then she can reproduce the scorpion's venom. (If the psionicist purposely tastes or injects a small amount of poison in order to leans how to simulate it, she suffers half the normal effect and gains a +2 on her saving throws against that dose.)

The psionicist can create the poison in her bloodstream or saliva. If she creates the toxin in her bloodstream, she can nick herself with a blade to get to it. Poisons the psionicist simulates can be used in their normal fashion; contact poisons can be used to poison victims with a touch, injective poisons can be smeared on weapons, and so forth. If the psionicist has an ingestive poison in her bloodstream and is bitten by a monster, that creature is affected normally by the venom.

An attack roll is required to hit an opponent with poisoned spittle or an envenomed blade, and the victim gets a saving throw appropriate to that poison type. A dose of the psionicist's poison remains potent for a number of rounds equal to her level or until it has been applied once.

This ability also has two secondary uses. First, the psionicist also learns how to construct antidotes for poisons she has been exposed to. She gains a +4 on any saving throw against poison, and a +8 bonus on poisons she can manufacture herself, Secondly, the psionicist can produce an antidote to treat someone else if that person has been poisoned with a toxin that the psionicist knows how to create.

Post-Hypnotic Suggestion (Telepathic Devotion) Range: unlimited Area of effect: 1 creature
Mental Armour Class to hit: 7 PSP Cost: 3 per hit dice (fail: 3) Prerequisites: Mindlink
Description: Any creature with an Intelligence between 7 and 17 can receive a post-hypnotic suggestion. Very dim or very brilliant creatures are not susceptible.) The psionicist plants a suggestion of some reasonable course of action in the creature's subconscious, along with the situation that will trigger this action. When that situation arises, the DM makes a MTHAC0 against the psionicist's post-hypnotic suggestion score, with a -1 penalty for each day that has passed since the suggestion was planted. A "reasonable course of action" is one that does not violate the creature's alignment or class restrictions. It can be something that he would not normally do, but if it is too strange, he just won't do it.

The maintenance cost for this power is a one-time-only payment, made when the suggestion is implanted.

Precognition (Clairsentient Science) Range: 0 Area of effect: not applicable
Mental Armour Class to hit: 8 PSP Cost: 18 (fail: 10) Prerequisites: none
Description: Precognition enables the psionicist to foresee the probable outcome of a course of action. This foresight is limited to the near future - no more than several hours from the time he uses the power. Furthermoure, the character must describe the intended course of action in some detail in order to establish the course of events.

The DM makes the MTHAC0 secretly. If the check fails, the character gains no information. If the roll is 20 exactly, the character sees himself meeting his own death in a particularly nasty and grisly way and must make a saving throw vs. petrification. if the character fails the save, he is so completely shaken up by the vision that all his psionic power scores are reduced by three for 1d6 hours.

If the MTHAC0 succeeds, the character sees the most likely outcome of the actions described. The DM has some liberty in describing the scene and should use the d20 roll as a guide to how much detail to include. High rolls get more detail.

Even when it's successful, precognition offers no guarantees. The psionicist sees only one possible (albeit likely) outcome to a specific course of action. If the characters involved deviate from the actions the psionicist describes, then they are changing the conditions and the lines of time, thereby making other outcomes more likely. Die rolls (particularly for surprise, initiative, and normal combat) also play a large part in a precognition's inaccuracy. The DM cannot be expected to engineer die rolls to the players' advantage, and even events with 95% certainty fail to occur 5% of the time. Anyone who relies on precognition to the exclusion of caution and common sense is asking for trouble.

Precognition is tiring. Regardless of the outcome, a psionicist who has used this power must rest for at least one turn before he can use any other clairsentient powers (the use of other disciplines is not affected).

Predestination (Clairsentient Devotion) Range: 0 Area of effect: 90 yard sphere
Mental Armour Class to hit: 9 PSP Cost: 9 (fail: 4) Prerequisites: Precognition
Description: This power lets the psionicist predict the general destiny of a single creature. That destiny is based on the current situation only - future actions may change the target's predicted destiny.

Before making the MTHAC0, the psionicist must spend a full hour alone with the subject (or isolated if he is using the power on himself). The two converse about the past and present, and the subject makes known his plans for at least the immediate future. If the subject is not completely honest with the psionicist, the MTHAC0 automatically fails.

The DM makes the MTHAC0 secretly. If successful, the psionicist gains a broad understanding of the target creature's prospects for one year in the future. The DM evaluates the target and give a general statement of one or two words. "Favourable or 'great riches" are appropriate responses, as are "little change" or even "possible death." The power gives no greater detail.

Spending additional power points gives a greater time span, though accuracy is still vague. Each five additional PSPs extends the prediction range by one year.

When the DM does not clearly understand the target's future, broader statements must be applied. The subject creature and the psionicist are both aware that these predictions are subject to change. The psionicist's impressions are based solely on "plot inertia" generated by past and present events.

Probability manipulation (Clairsentient Devotion) Range: special Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 10 (fail: 5) Prerequisites: Level 4
Description: By initiating this power, the psionicist attempts to tamper with the laws of chance to affect a specific action. If the psionicist succeeds, he gains a bonus of 4 (d20) or +20% (1d100). This can be applied to saving throws, attack rolls, ability checks, thief skills, or spell failure checks. It cannot be used to affect the initiation of a psionic power. If the psionicist makes no rolls within one turn of initiating the power, he loses his chance.

Luck can be fickle. if a psionicist manipulates probabilities more than once in a day, there is a 50% chance that he suffers a penalty equal to the bonus he was trying to achieve.

Probability Travel (Psychoportive Science) Range: unlimited Area of effect: individual +
Mental Armour Class to hit: 8 PSP Cost: 11 per hour (fail: 5) Prerequisites: none
Description: With probability travel, a psionicist can traverse the astral plane physically as if he's in astral form. This power has a distinct advantage over magical astral travel. When a wizard uses the astral spell, he forms an astral body, which remains connected to his material body by a silvery cord. In contrast, a psionicist using probability travel never leaves his physical form; he brings it along. He has no cord, so, unlike the wizard, he can never die because his cord has been severed. (On the other hand, he can still be blown to bits.)

The astral plane boasts nothing that would attract tourists, but its two-dimensional colour pools serve as highways to the outer planes. These pools, scattered randomly throughout the astral plane, provide connections to all surface layers of the outer planes.

Travel through the astral plane is speedy: 10 yards per minute per Intelligence point. However, distance on the astral plane does not equate to distance on other planes, After 1d6 + 6 hours of travel, the traveller reaches the colour pool he sought. There is a flat 75% chance that this pool leads to the exact destination the character wants. Otherwise, it is at least 10 miles off target - maybe more.

The psionicist can take other persons (as defined by the charm person spell) along on his probability trip. Each passenger costs 12 extra PSPs initially, plus 4 extra PSPs per hour, and adds one-half hour to the time needed to find the correct colour pool. Passengers must travel voluntarily; this power cannot drag a character into the astral plane against his will.

Combat on the astral plane is unusual. The traveller's physical body cannot affect astral bodies in any way. However, psionic powers do work against the minds of astral travellers. Most magical items do not work in the astral plane. Magical items which are keyed to a particular plane do function there, often with enhanced effect.

If the psionicist simply turns off this power while in the astral plane, he doesn't leave. Instead, he's stranded, unable to move except by physically pushing off of solid objects (which are extremely rare in the astral plane). He's also stranded if he runs out of PSPs or is knocked unconscious on the astral plane. The only exit from this plane is a colour pool.

If you'd like to learn more about travelling on the astral plane, see the AD&D handbook Manual of the Planes.

Probe (Telepathic Science) Range: 2 yards Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 8+ (fail: 4+) Prerequisites: ESP
Description: This power only can be used against an open mind. With it, the user can dig deeply into a target's subconscious. If the target fails a saving throw vs. spell, then all of his memories and knowledge are accessible to the user - from memories deep below the surface to those still fresh in the target's mind. The information is true (or at least the target believes it to be true).

A probe can be tried during melee if the user is close enough and the target's mind is opened. The user knows when a probed spellcaster is casting a spell and what the general effects of that spell are. The user can learn the answer to one question per round, though DMs can alter this rate. Complex questions and answers may take longer than a round to resolve. The PSP cost is per the target's level, as shown below.

Target's LevelPSP Cost
1-5 levels or HD8 (fail: 4)
6-10 levels or HD9 (fail: 5)
11-15 levels or HD10 (fail: 5)
16-20 levels or HD11 (fail: 6)
21+ levels or HD13 (fail: 7)
Project Force (Psychokinetic Science) Range: 200 yards Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 10 (fail: 4) Prerequisites: telekinesis
Description: This power allows the user to focus a psychokinetic "punch" against a target up to 200 yards away. If used offensively, this punch causes damage equal to 1d6 points plus the target's Armour Class (negative armour classes are subtracted from the die roll). Only AC provided by actual armour is added to or subtracted from the roll - not Dexterity or magical bonuses. A successful save vs. breath weapon reduces the damage to half.

Project force can also be used to trigger traps, throw levers, open doors (not locked or latched), break windows, etc. No attack roll is needed, just the MTHAC0 roll to activate it.

Prolong (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 3 (fail: 1) Prerequisites: 4th level
Description: When this power is in effect, the range of all powers is increased by 50%, as is the radius of their areas of effect. This has no effect on powers with a range of zero or individual, nor does it alter personal, or single-item areas of effect. It does alter powers that affect a quantity of stuff; prolonged disintegration, for example, destroys up to 12 cubic feet of material instead of 8.
Psionic Blast (Attack Mode) Range: 20/40/60 yards Area of effect: individual
Mental Armour Class to hit: Defender's MAC (MAC) PSP Cost: 10 (or multiple of 10); (fail: 5) Prerequisites: mindlink
Description: The success of a psionic attack against either a closed mind (psionic opponent) or an open mind (a non-psionic opponent or psionic opponent whose PSPs are exhausted) is determined by the number a character needs to roll on 1d20 to hit the specified target's mental armour class (MAC). Against a formerly closed mind (i.e., attacks made after the first one that opens the mind), the defender's MAC is reduced by 2. The psionicist's mental attack number (MTHAC0) is the number the character needs to hit a MAC of 0.

This attack takes the form of a wave of mental force that jolts a defender's mind. For every 10 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d12 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 5 PSPs.

Psionic blast has three ranges: short (20 yards), medium (40 yards), and long (60 yards). At medium range, the defender receives a bonus of 2 to his MAC; at long range, the bonus is 5.

If used against an open mind, psionic blast causes 1d8 points of physical damage (hit point loss) for every 10 PSPs put into the attack.

Amount to add to the defender's Mental Armour Class (MAC) by defense mode used:

  • Intellect fortress: +4 (pro-attacker)
  • Mental barrier: -5 (pro-defender)
  • Mind blank: -3 (pro-defender)
  • Thought shield: +2 (pro-attacker)
  • Tower of iron will: +3 (pro-attacker)

Psionic Inflation (Telepathic Devotion) Range: 0 Area of effect: 101 foot radius
Mental Armour Class to hit: Wis-5 PSP Cost: 20 Prerequisites: 3rd level
Description: When a psionicist invokes this power, he sends out a powerful ring of psionic noise (extending to 100 feet). All psionic activity within this area requires twice the normal initial cost and maintenance. The initiating psionicist is not affected; the noise actually begins about an inch beyond his aura, creating a bubble of relative quiet around him.

Other psionicists in the area of effect will not realize anything is wrong until they have actually used a power. If they are maintaining a power, they discover the inflated rate after paying twice the normal maintenance cost.

If two psionicists initiate psionic inflation in the same area, the psionicists must conduct a psychic contest. The loser's psionic inflation ceases. If both characters fail, then both cease their power maintenance. Reroll ties.

Psionic residue (Telepathic Devotion) Range: 0 Area of effect: 30 yard sphere
Mental Armour Class to hit: 8 PSP Cost: 15 (fail: 5) Prerequisites: none
Description: This power lets a psionicist collect PSPs after expenditure of PSPs from other characters or creatures. Whenever PSPs are spent, a residue of psionic energy remains in the area, permeating the prime, astral, and ethereal planes in the vicinity. The residue fades after five rounds. When the power is used, the psionicist immediately adds PSPs to his total equal to 10% of all PSPs expended by other characters within the area of effect within the preceding five rounds. (Round fractions down.) PSPs expended by the psionicist himself aren't counted.
Psionic Sense (clairsentient devotion) Range: 0 Area of effect: 200-yard radius
Mental Armour Class to hit: 8 PSP Cost: 2 (fail: 1) Prerequisites: Mindlink
Description: This power allows the user to detect psionic activity anywhere within 200 yards of his location. Any expenditure of PSPs constitutes psionic activity. The first successful use of this power reveals whether someone or something is psionically active within range. A second successful use of the power in the following round reveals how powerful the activity is and where the psionic activity is taking place (direction and distance). If psionic activity is occurring in more than one location within the range, the user detects all of it.

Power levels are as follows: 1) low psionic activity (1 to 5 PSPs per round); 2) moderate psionic activity (6 to 12 PSPs per round); and 3) high psionic activity (13+ PSPs per round).

Psionic vampirism (Telepathic Devotion) Range: 10 yards Area of effect: individual
Mental Armour Class to hit: 8 (base) PSP Cost: varies (fail: varies) Prerequisites: Level 6, Psychic Drain
Description: Psionic vampirism is the much-feared ability to steal another's psionic strength in order to replenish the psionicist's own. Although it resembles psychic drain, psionic vampirism is different in three important ways: first, PSPs are directly drained; secondly, the victim need not be asleep; and third, the victim need not be humanoid, it only has to have a PSP score. Psionic vampirism is a very painful process, but is not debilitating as psychic drain can be.

To begin draining PSPs from the victim, the psionicist must establish contact. Once she has access to the victim's mind, she can begin draining PSPs. The MTHAC0 for psionic vampirism determines the rate of drain.

MAC HitRate of Drain
8 or 73 PSPs/round
6 or 55 PSPs/round
4 to -17 PSPs/round
-2 to -49 PSPs/round
-5 or -611 PSPs/round
-7 or better15 PSPs/round

Although no permanent damage is caused by this power, it is unpleasant in the extreme and the victim will almost certainly want to fight back. Since the power only works against creatures with a PSP score (psionicists, wild talents, or psionic monsters), the victim is probably not helpless and may know a psionic defense to prevent the necessary contact.

Psionic strength drained by this power returns normally, just as if the victim had expended those points himself. If a victim is drained to 0 PSPs by psionic vampirism, he must make a saving throw versus death or fall unconscious for 2d6 turns.

Draining a victim of mental energy is usually an evil act, and psionicists who make extensive use of this power will find their alignments gradually twisting toward evil.

Psychic blade (Telepathic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 5+ (fail: 2+) Prerequisites: Level 6
Description: With this power, the psionicist creates a semi-tangible manifestation of his psychic attack that is shaped like a sword and can be wielded as a weapon in physical combat. Any living creature struck by the psychic blade suffers 1d6 points of damage, plus 1 additional point per extra 2 PSPs the psionicist wishes to spend. The victim must also make a saving throw versus death or be stunned and unable to act for ld6 rounds. Psychic blade damage is treated as punching damage; 25% is real, and 75% is temporal), damage that is recovered within one turn of the end of the encounter.

The psychic blade is an extension of the psionicist's own life energy. and it is treated as a +2 weapon for purposes of striking monsters immune to normal weapons. Because the blade is the psionicist's very life. it conveys special touch attacks back to his own body. Creatures that drain energy levels automatically drain a level from the psionicist each time he strikes them with a psychic blade. Monsters without minds (oozes, slimes, jellies, elementals, and golems) cannot be harmed by the psychic blade.

If the victim has a psionic defense mode operating when struck by the psychic blade, the psionicist must win a psychic contest against the victim for this power to cause any harm.

Psychic Clone (Clairsentient science) Range: special Area of effect: special
Mental Armour Class to hit: 6 (base) PSP Cost: 16 (fail: 6) Prerequisites: Level 5, Clairaudience, Clairvoyance, Psychic Messenger
Description: This power allows the user to project a noncorporal psychic version of themselves into the world. The user can hear, see and feel through the clone just as if they were there.

This power has a serious drawback. As long as the clone exists, the psionicist himself is practically a turnip. He retains only three senses: smell, taste, and touch. He cannot move, see, or hear. All his psionic powers are transferred to the clone. In effect, the immobile character is no longer a psionicist; not even psionic sense will reveal his true nature. He can be slain without any combat rolls if an opponent wishes to do so.

The clone can travel up to 60 feet from the psionicist. It can go anywhere the psionicist himself could go. For example, it can walk down a corridor, walk across acid (the clone has no substance and cannot be hurt), and swim (provided the psionicist can). Because the psionicist could walk through an unlocked door, so can the clone - although the clone passes through like a ghost. However, a clone cannot travel through walls or walk on water, because the psionicist could not either.

The clone is impervious to all forms of attack and damage except psionic or mental attack (which will affect the psionicist).

Psychic Crush (Attack Mode) Range: 50 yards Area of effect: individual
Mental Armour Class to hit: Defender's MAC PSP Cost: 8 (or multiple of 8); (Fail: 4) Prerequisites: mindlink
Description: The success of a psionic attack against either a closed mind (psionic opponent) or an open mind (a non-psionic opponent or psionic opponent whose PSPs are exhausted) is determined by the number a character needs to roll on 1d20 to hit the specified target's mental armour class (MAC). Against a formerly closed mind (i.e., attacks made after the first one that opens the mind), the defender's MAC is reduced by 2. The psionicist's mental attack number (MTHAC0) is the number the character needs to hit a MAC of 0.

Like a terrible mental weight, this attack seeks to crush a defender's mind. For every 8 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d10 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 4 PSPs. Psychic crush has a range of 50 yards.

If used against an open mind, psychic crush causes 1d6 points of physical damage (hit point loss) for every 8 PSPs put into the attack.

Amount to add to the defender's Mental Armour Class (MAC) by defense mode used:

  • Intellect fortress: -1 (pro-defender)
  • Mental barrier: +4 (pro-attacker)
  • Mind blank: +1 (pro-attacker)
  • Thought shield: -4 (pro-defender)
  • Tower of iron will: -2 (pro-defender)
Psychic Drain (Telepathic Devotion) Range: 30 yards Area of effect: up to 6 minds
Mental Armour Class to hit: 7 PSP Cost: 14 (fail: 6) Prerequisites: Mindlink, 6th level
Description: Psychic drain enables the psionicist to tap into the personal, psychic energy of other people to augment his own psionic strength. Up to six people can be tapped at one time.

Each subject, who is often called a host, must first be asleep. Next, the psionicist must make contact with the person's mind. Then he expends another 10 PSPs and makes a psychic drain MTHAC0. If he succeeds, the host falls into a trance which lasts 4-9 (1d6 + 3) hours. The character can be awakened with some difficulty before then, but he'll be groggy and disoriented for another hour.

While the host is in the trance, the psionicist can siphon psychic energy. Just as a vampire draws blood to grow strong, the psionicist drains Wisdom, Intelligence, and Constitution points. He can drain as much as he desires. For every ability point the psionicist drains, he gains 10 PSPs.

Any PSPs gained cannot be banked (added to the psionicist's total). They cannot be siphoned any faster than they are used. In other words, when the psionicist expends PSPs, he automatically draws these points from his host(s) - unless he specifies otherwise. The psionicist must remain within range of the entranced characters in order to draw strength points from them.

If he exercises moderation, the psionicist does not harm his hosts. A host only begins to suffer ill effects when he loses more than 50% of his psionic potential. (Potential equals Wisdom, Intelligence, and Constitution combined, minus 30 points. The table below shows the effects of excessive depletion. Psychic surgery can correct these problems.

Potential Lost Effect on host
51-60% Temporary amnesia (2-12 weeks)
61-70% Permanent amnesia
71-80% Intelligence reduced to 4
81-90% Intelligence reduced to 4; put in coma for 1-12 days, must make system shock roll every day or die
91-100% Save vs. death or die; if subject lives, Intelligence, Wisdom, and Constitution each reduced to 3, permanently
Psychic Impersonation (Telepathic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 10 PSP Cost: 5 per hour (fail: 2) Prerequisites: probe
Description: This power enables a psionicist to mask his own aura and thought patterns, and make them match someone else's perfectly. To accomplish this, the psionicist must first probe the subject he wishes to impersonate.

Psychic impersonation does not alter any of the psionicist's other features. It only changes his identity to other creatures with psionic powers. Even then, a psychic contest with identity penetration or probe can penetrate the disguise.

While psychic impersonation is in effect, all of the user's psionic power scores are reduced by one.

Psychic Messenger (Telepathic Devotion) Range: 200 miles Area of effect: 1 square yard
Mental Armour Class to hit: 5 PSP Cost: 4 (fail: 2) Prerequisites: none
Description: This power allows a character to create an insubstantial, 3-D image of himself, which can appear anywhere within 200 miles and deliver a message. Everyone present can see and hear the messenger. Communication is one-way. The telepath has no idea what is happening around his messenger unless he's using some other power.
Psychic Surgery (Telepathic Science) Range: touch Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 9+ (fail: 5+) Prerequisites: Mindlink, 7th level
Description: This power allows the user to repair psionic damage. He can operate on himself if need be, but the power's Mental Armour Class improves to 5. Phobias, aversions, idiocy, comas, seizures - all these mental ailments and more can be treated and cured. However, curses or magical conditions such as charms can't be cured by this power. Nor can the surgery cure possession, though it can identify such a condition and force psionic combat. Most such ailments can be cured in 1 turn. If the MTHAC0 roll fails, the problem is too great for the user; he can try again when he gains a new experience level.

This power has two special uses. First, it can help characters unleash their wild talents. If the user performs this kind of operation successfully, the patient gains a +2% bonus to his wild talent roll.

Second, the user can make the effect of any telepathic power permanent without any PSP costs. The power isn't bestowed upon the recipient, only the effect. This has the following restrictions: 1) The power must have a range greater than 0; 2) the surgeon must know the power and successfully use it on the patient; 3) the user can't do this type of operation to himself or another psionicist; 4) only one power can be made permanent per turn, and 5) if the MTHAC0 roll equals the MAC number, the procedure takes 2 turns. Likewise, this power can also remove a permanently implanted power. The PSP cost is determined by the target's level, as below.

This procedure can also be reversed; i.e., psychic surgery can be used to remove a permanently implanted telepathic effect.

Target's LevelPSP Cost
1-5 levels or HD9 (fail: 5)
6-10 levels or HD10 (fail: 5)
11-15 levels or HD11 (fail: 6)
16-20 levels or HD12 (fail: 6)
21+ levels or HD14 (fail: 7)
Radial Navigation (Clairsentient Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 6 per hour (fail: 3) Prerequisites: none
Description: As long as this power is in use, the psionicist knows where he is in relation to a fixed starting point. In other words, no matter how or where he moves, he still knows the exact direction and distance to his starting point.

He cannot necessarily tell someone how to get back to that starting point, however. If he is in a maze or dungeon, for example, he may know the starting point is 500 yards north, but he cannot retrace his steps through the maze automatically. Radial navigation does enhance his ability to do so, however. Every time the character comes to a decision point - e.g., "should I turn right or left?" - the DM makes a MTHAC0 for him. If the check succeeds, the character knows which way he came. If the roll fails, he isn't sure. (He can still maintain the power normally, however.)

Radial navigation can be helpful in several ways that are not obvious. For example, teleportation and other extraordinary means of travel become simpler. Let's say a character cannot see a particular location because he's blindfolded. He leaves that location, but uses radial navigation to get a fix on it. That means he can still teleport back there. Furthermoure, if the character has a fix on a place, he can reach it through the astral plane in just seven hours, the minimum possible (assuming of course that he can travel through the astral plane). And he can reach the same location by dimension walking (see the psychoportation discipline) with no chance of getting lost. Radial navigation can aid in telepathy, too. If the psionicist wants to make telepathic contact, and he has a fix on the target's location, he doesn't suffer the usual penalties for range.

If the character stops maintaining this power, he loses his fix on the location. He can get it back by resuming this power and making a successful MTHAC0 within six hours. After six hours, the location is lost. Only one location can be fixed at a time unless the character pays the maintenance cost individually for each.

Receptacle (Telepathic Devotion) Range: touch Area of effect: 1 item
Mental Armour Class to hit: 8 PSP Cost: 0 Prerequisites: empowered vessel or valuable gem
Description: This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon the energy later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at its maximum. However, he can keep the stored PSPs on hand until he's running low on psionic energy, and then use them immediately. (It's like storing a pint of your own blood at a hospital. With a little time, your body replaces the pint. Later, if you should lose blood in an accident or operation, you can use the stored blood to recover the loss quickly.)

Before powers can be stored, a receptacle must be prepared. Two types of containers are appropriate: a vessel prepared with empower (a metapsionic science), or a valuable gem that has been specially prepared using the receptacle power.

Empowered Vessel. Any vessel can serve as a receptacle for psionic energy if it is empowered first. The psionicist must perform the initial preparation and final sealing described earlier under "empower." He does not do anything further; the vessel needs no additional powers. It can hold PSPs equal to his psionic potential, multiplied by his experience level.

Valuable Gem. A gem can hold 1 PSP for every 100 gold pieces of its worth, rounded down. For example, a gem worth 650 gold pieces can hold 6 PSPs, and a gem worth 1,000 gold pieces can hold 10 PSPs. The gem still requires preparation, however. To do this, the psionicist must slowly fill the gem with PSPs - 1 per turn - until the gem reaches maximum capacity (lhoo of its value). The psionicist can do nothing else while filling the gem. When the task is complete, the psionicist must make a MTHAC0. If he fails, only one-half of the gem's capacity is useable.

Storing Points. Using his receptacle power, he can automatically place 1 PSP into a properly prepared container per round. When he is finished, the psionicist must make a receptacle MTHAC0. If it succeeds, all is well; if it fails, only half the points he expended are stored in the receptacle, while the rest are merely spent.

Using Stored Points. The psionicist can retrieve stored points automatically. The receptacle must be in contact with his flesh. He can never retrieve more points than the receptacle currently holds, nor can he retrieve so many that it raises his current psionic point total above his maximum. No matter how many receptacles he has, a psionicist can never store more PSPs than his maximum total. (For example, if his usual maximum is 100 PSPs, he can store no more than 100.) Only the psionicist who placed the points in the item can use them.

The danger of this power is receptacle loss. If the receptacle is damaged or destroyed, its contents (PSPs) are instantly subtracted from the psionicist's total possible points. This loss is temporary, but until the psionicist is once again back up to his full PSP score he recovers PSPs only half as fast as normal.

Reduction (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: varies Prerequisites: none
Description: This power is the reverse of expansion. The psionicist can reduce his body's dimensions along any or all axes: height, length, width, or thickness. The change amounts to 1 foot per PSP spent, until the dimension being affected is 1 foot or less. After that, the psionicist can halve his dimensions each time he spends a PSP.

For example, let's assume Magnilda (a dual-class psionicist and warrior maiden) stands 6 feet tall. Five strength points reduce her height to 1 foot. Three more strength points halve her size three times: to 6 inches, then 3 inches, and finally to 1.5 inches.

Now let's assume Magnolia only wants to make her arm thin enough to slide through a keyhole. At its thickest point, her arm measures 4 inches across. Three strength points will reduce the thickness of her arm to 1/2 inch (from 4 to 2, then to 1, then to 1/2) without altering its length at all. She can now slide her arm through the keyhole and unlock the door from the inside.

Regenerate (Psychometabolic Science) Range: touch Area of effect: one creature
Mental Armour Class to hit: 5 PSP Cost: 8/turn (fail: 4) Prerequisites: Cell Adjustment
Description: With this power the psionicist can repair permanent injuries that natural healing could not restore. Severed limbs can be regrown, blindness or deafness repaired, and even paralysing injuries to the brain or spinal cord can be healed. The psionicist is capable of healing such injuries in himself as well as in others if the need arises.

Regeneration is a slow and tedious process. It requires one full turn to repair minor damage such as the loss of a finger, a broken bone, or nondestructive loss of eyesight or hearing. Three full turns are required to heal a badly broken bone or regenerate a mangled hand or foot, and as many as six turns to regenerate an arm severed at the elbow or eyes that were physically destroyed. The DM should use his best judgment in deciding how long it will take to repair any given injuzy

Regeneration can be used to repair the damage caused by a disease, but cannot cure a disease. It can also restore lost ability points (Constitution. Dexterity etc.) that may have been lost to the ravages of disease or injury. Regenerate cant improve a person beyond his original condition, so growing extra arms, for example, is not possible.

Reptile mind (Telepathic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 2 (fail: 1) Prerequisites: none
Description: This power lets the psionicist suppress his higher thinking processes, allowing his primitive, reptilian brain to take over.

While this power is maintained, the psionicist does not suffer the -4 penalty for contacting a reptile mind. He does suffer a -4 penalty when trying to contact non-reptilian minds, as they do trying to contact him.

The psionicist's outward intelligence is severely reduced while the power is maintained. He cannot converse normally, and only responds to stimuli such as hunger, danger, territoriality, and reproduction. Among his reptilian peers, however, he is a genius. The power does not let the psionicist communicate with reptiles; this requires other powers. This power can be maintained while other powers are being used.

Repugnance (Telepathic Devotion) Range: 200 yards Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 8 (fail: 3) Prerequisites: Mindlink
Description: With this power, a psionicist makes something - a particular person, place, or object - completely repugnant to another character. That character is overwhelmed with loathing for the "thing," and he will seek to destroy it as completely and quickly as possible.

If this destruction is strongly against the character's alignment (such as making a temple repugnant to its cleric), the character gets to make a saving throw vs. spells to shake off the effect.

Retrospection (Clairsentient Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 120 (fail: 40) Prerequisites: convergence, 7th level
Description: Retrospection is a kind of psionic seance. It allows psionicists to delve into the past and locate memories that have been loosed from other minds. A psionicist must join at least two other psionicists in a convergence before he can use this power. He - or one of the other participants in the convergence - then poses a question regarding a specific event in the past. To find the answer, the psionicist must make a successful MTHAC0.

When retrospection succeeds, the characters tap into a universal, pervasive memory. They have access to any information that ever existed in anyone's memory regarding the incident they are investigating. The amount of detail that comes to mind depends on MTHAC0 results:

# over MTHAC0Quality of information
1extremely vague and fragmentary
2vague or incomplete
3-5complete but not very specific
6 or morereasonably complete and specific

Memories bear the mark of the personalities who created them. The DM should roleplay the memories accordingly, not just recite information. If the psionicists' alignments differ significantly from the memories' alignments, reaction rolls are in order. Memories can be polite and helpful, or they can be cantankerous and downright rude. Memories which have lain undisturbed for centuries may be angered by the intrusion, or they may be delighted for the chance to air themselves out and bring the truth to light.

Return flight (Psychokinetic Devotion) Range: 0 Area of effect: single missile
Mental Armour Class to hit: 7 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power lets the psionicist make a single missile automatically return if it misses its target. Any common missile weapon may be affected, from an arrow or crossbow bolt to a spear, chatkcha, sling stone, or even ballista bolt. The maximum weight of the missile is 10 pounds, so most catapult missiles are ineligible. The power relies on the aerodynamics of the missile, so unbalanced objects (chairs, mugs, small characters) don't work.

The psionicist must touch the missile and then fire it within two rounds - otherwise the power is lost. The psionicist must fire the missile, using his THAC0 for the attack roll.

If the missile is usually thrown, it returns to the psionicist's hand if it misses its intended target. If the missile is fired from a weapon, such as a bow or ballista, the missile returns and gently land at the psionicist's feet. This power removes the chance for an accidental hit on other enemies near the intended target - once the missile fails to hit the intended victim, it veers off for its return flight.

Rigidity (Psychometabolic Devotion) Range: 10 yards Area of effect: one creature
Mental Armour Class to hit: 6 PSP Cost: 5 (fail: 3) Prerequisites: Immovability
Description: This power stiffens the joints and musculature of the affected creature, slowing it gradually until it can barely function. Only man-sized creatures or smaller can be affected. Most undead, such as skeletons and zombies, are affected, but non-corporeal creatures are not.

The power's effectiveness is measured in stages. The first stage is attained after the initial cost and successful MTHAC0. The second stage is reached on the first round that the power is maintained, and the third stage on any rounds maintained after that. After maintenance stops, the creature gradually recovers its agility, one stage per round until normal.

RoundTo Hit penaltyInitiative penaltyAC penalty
1-1-1-1
2-3-4-4
3-6-7-7

Affected creatures have difficulty communicating physically, and their powers of observation are severely impared. Spellcasters cannot perform somatic and verbal components if beyond stage one.

Safe Path (Clairsentient Devotion) Range: special Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 6 (fail: 3) Prerequisites: Danger Sense
Description: This power enables a psionicist to use her danger sense abilities to help guide her steps. By listening for the warning tingle of her danger sense at work, she knows when to duck, when to dodge, and when to move forward. This ability is more tactical than danger sense, provided the character trusts her instincts and moves when she is supposed to.

A character using this ability to attempt a dangerous feat of climbing, balance, or coordination gains a +4 (d20) or +25% (d l00) to whatever rolls are required. The character could use this ability to walk blindly across a room she knows to be full of traps and still receive the bonus on her chances to avoid the traps by Dexterity checks or saving throws. In combat, the psionicist gains a -2 bonus to her Armour Class and a +4 bonus to saving throws each round she maintains the power.

See Ethereal (Clairsentient Devotion) Range: Special Area of effect: Personal
Mental Armour Class to hit: 7 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: By using this power, the character extends his vision to the Border Ethereal with a range oft 20 feet. He is able to detect any ethereal characters, objects, or monsters. When the power is in use, the character sees both the Ethereal Plane and the Prime Material Plane simultaneously.

In addition to ethereal creatures, the psionicist can see phased or displaced creatures. Dimension walkers are revealed, and dimensional doors show as bright threads linking two portals. This power is useful when fighting ethereal or phased monsters such as ghosts and phase spiders.

See Magic (Clairsentient Devotion) Range: 20 feet Area of effect: personal
Mental Armour Class to hit: 9 PSP Cost: 6 (fail: 2) Prerequisites: none
Description: The psionicist can use this power to perceive wizardly magic, including magical items, effects, and potential. Any enchanted items, scrolls, spellbooks, or potions glow faintly in the psionicist's vision. He can see continuing spell effects such as a fire trap, wall of stone, or even a character under the influence of a charm person spell. See magic does not give the user the ability to determine what kind of magic is being used; all he would know is that the item or person radiates magical energy.

If the psionicist rolls a MTHAC0 that hits -1 or better, he also can see the spell potential of a magic using character. A high-level wizard who has used up all of his spells would not have much potential, but one who had not expended any memorized spells would glow very brightly. This ability cannot detect priestly magic of any kind.

See Sound (Clairsentient Devotion) Range: special Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: none
This power enables a user to perceive sound waves visually by converting those waves into light impulses. Only a character who can see with normal vision can use this power. He can see sound even in darkness, as sound waves don't require light. The user can be "blinded" by silence, however.
Send Thoughts (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 8 PSP Cost: 3+ (fail: 2+) Prerequisites: Mindlink
Description: This power only works on an open mind, allowing the user to send his thoughts to another mind via one-way communication. He can send information or simply use the power to distract the target. If the target is a wizard casting a spell, he gets a save vs. spell. If the wizard fails his save, his concentration is broken and the spell fails. If the target is distracted while in melee combat, he receives a -2 penalty to all attack rolls.
Target's LevelPSP Cost
1-5 levels or HD3 (fail: 2)
6-10 levels or HD4 (fail: 2)
11-15 levels or HD5 (fail: 3)
16-20 levels or HD6 (fail: 3)
21+ levels or HD8 (fail: 4)
Sensitivity to observation (Clairsentient Devotion) Range: 0 Area of effect: special
Mental Armour Class to hit: 10 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: Some characters have the uncanny ability to know when they are being watched. Sensitivity to observation is a devotion that is triggered by the intense attention of another person or creature. Any time the psionicist is under such scrutiny he may attempt a MTHAC0 to see if he notices the attention. This power is always active unless consciously suppressed.

A successful MTHAC0 does not reveal the location of the watcher, it merely confirms the character's suspicion that he is being observed. If the observer is using clairvoyance or clairaudience to monitor the psionicist, the psionicist may attempt to obscure the watcher's scrying by winning a psychic contest against his watcher. If successful, the watcher cannot scry against the psionicist for 1d4 hours.

Since the player will know his character is under observation when. called upon to make this check, the DM should occasionally provide false alarms or make the character's MTHAC0 for him in secret.

Sensitivity to Psychic Impressions (Clairsentient Science) Range: 0 Area of effect: 20-yard radius
Mental Armour Class to hit: 8 PSP Cost: 5 (fail: 3) Prerequisites: none
Description: With this power, a psionicist gains a sense of history. He perceives the residue of powerful emotions which were experienced in a given area. These impressions offer him a picture of the location's past.

Battles and betrayals, marriages and murders, childbirth and great pain - only events which elicited strong emotional or psychic energy leave their impression on an area. Everyday occurrences leave no residue for the psionicist to detect.

To determine how far into the past a psionicist can delve, divide the result of his MTHAC0 by two and round up. This is the number of strong events which he can sense. Only one event can be noted per round, however, beginning with the most recent and proceeding backward through time.

The character's understanding of these events is vague and shadowy, as if he were viewing a dream. The dominant emotion involved - anger, hate, fear, love, etc. - comes through very clearly.

Sensory suppression (Telepathic Devotion) Range: 100 yards Area of effect: individual
Mental Armour Class to hit: 7 PSP Cost: varies (fail: varies) Prerequisites: Invisibility; Mindlink
Description: This devotion allows the psionicist to temporarily blind or deafen an opponent by interfering with the brain's reception of sensory information. The victim's eyes or ears still work fine, but the mind cannot process the information. The psionicist must individually contact each creature he wants to affect and make a separate MTHAC0 for each subject.

The victims remain blinded or deafened for as long as the psionicist pays the maintenance cost to keep the power going. Blinded characters suffer a penalty of -4 to all attacks, saves, and Armour Class. Deafened characters suffer a -1 penalty, but the penalty could be increased depending on the circumstances. (For example, a character trying to use his blind fighting proficiency to engage a foe in total darkness is very susceptible to being deafened)

Shadow-form (Psychometabolic Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 5 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: This power transforms the user into living shadow. The user, his clothing, armour, and up to 20 pounds of equipment all transform. He can blend perfectly into any other shadow. His movement rate, however, is 6 (regardless of what it was before), and he can only travel through darkness and shadow. Areas of open light are impassable.

While in shadowform, the user only can be noticed by life detection, other types of psionic detection, or by a true seeing spell. He can't harm anyone physically or manipulate any corporeal objects, but he can use psionic powers.

Shadow walk (Psychoportive Devotion) Range: 1,000 yards Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 9 (fail: 4) Prerequisites: none
Description: Shadow walk is a devotion that allows the psionicist to use the Demi-plane of Shadow to instantly cross a space between two shadows. The psionicist can step into any shadow larger than his own body and telepon to any other shadow in range. If he can see the shadow he is teleporting to, the cost is 9 PSPs, if he is teleporting blindly to a shadow that be cannot see from his current location, the cost is doubled. All of the psionicist's equipment and anything he is carrying is transported as well.

This power is usually ineffective in bright daylight or on very dark nights. It works best in twilight conditions. The psionicist may use his own shadow to shadow walk.

Share Strength (Psychometabolic Devotion) Range: touch Area of effect: individual
Mental Armour Class to hit: 5 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: The psionicist can effectively lend his physical Strength to another character. The psionicist sacrifices two of his own Strength points (ability points, not PSPs) for every single point the recipient gains. This transfer remains in effect until the psionicist stops paying the PSP 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 permanently reduced.
Sight Link (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 5+ per turn (fail: 3+) Prerequisites: Mindlink
Description: Only usable against open minds, this power lets the user tap into another's visual senses, allowing him to see whatever that being sees. The user's own vision is unaffected. If the linked character is subjected to a gaze attack, the user must make an appropriate saving throw or also be affected by the gaze.
Target's LevelPSP Cost
1-5 levels or HD5 (fail: 3)
6-10 levels or HD6 (fail: 3)
11-15 levels or HD7 (fail: 4)
16-20 levels or HD8 (fail: 4)
21+ levels or HD10 (fail: 5)
Soften (Psychokinetic Devotion) Range: 30 yards Area of effect: 1 object, 10 pounds
Mental Armour Class to hit: 8 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power resembles molecular manipulation, except that it weakens the entire object instead of small area across a single plane. The object softens overall, losing its rigidity and strength. Specific effects vary, depending on the material.
Metal
For each round of softening, weapons incur a -1 penalty to attack rolls and cause one less point of damage, cumulatively. The armour class of metal armour increases one point per round of softening. After 10 rounds, any metal becomes soft and rubbery, but retains its shape.
Wood
Like metal, weapons with wooden shafts or handles suffer a -1 penalty to attack rolls and damage per round of softening. After six rounds, wood becomes stringy and rubbery but retains its shape. After 10 rounds, the grain can be split easily and a punch can break through even the hardest and thickest doors or chests.
Stone
After two rounds, stone becomes noticeably soft to the touch. After five rounds, it can be worked like stiff clay, but this is as soft as it gets.
Magical Items
Save vs. crushing blow to escape the effect entirely.
Living Tissue
No effect.

DMs can use their own judgement and the examples above to handle other materials.

Sound Link (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 5+ per turn (fail: 2+) Prerequisites: Mindlink
Description: By means of a sound link, the telepath taps into the auditory system of another person or creature. He hears whatever his link hears. If the linked creature is subjected to an auditory attack (by sirens, shriekers, etc.), the telepath must make the appropriate saving throw or also be affected.
Target's LevelPSP Cost
1-5 levels or HD5 (fail: 2)
6-10 levels or HD6 (fail: 3)
11-15 levels or HD7 (fail: 3)
16-20 levels or HD8 (fail: 4)
21+ levels or HD10 (fail: 5)
Spatial distortion (Psychoportive Devotion) Range: 100 yards Area of effect: cube 20' to a side
Mental Armour Class to hit: 6 PSP Cost: 5 (fail: 3) Prerequisites: none
Description: A psionicist with this power can affect the dimensions of an area, making it larger or smaller than it appears. The base area of effect is a 20 foot cube, but the psionicist can affect a larger area by paying an initial cost of 4 PSPs per extra 20 foot cube he wishes to affect. The maintenance cost is always half of the initial cost. The area of effect can be tailored to the surroundings; for example, the base area of effect applied to a 10 foot wide underground passage would affect an 80 foot length of passage.

Within the area of effect, the psionicist can choose to make the distance twice or one-half what it should be. In the passage above, he can make it appear to be 40 to 160 feet in length. A chasm could be made smaller, so es to be easily crossable, or greater to act as a defense. A friend's fall could be shortened to cause less damage.

Objects must be either wholly in or wholly out of the area of effect. The transition into the area of effect is unnoticeable.

Spider touch (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power allows the psionicist to form strong, sticky pads on her fingers and toes. She can use these pads to adhere to almost any natural surface. While she maintains spider touch, the psionicist can climb or move across vertical wails and cliffs at her normal movement rate with no fear of falling.

As a secondary effect, the psionicist's gripping Strength increases to 20 for purposes of keeping hold of items.

Spirit lore (Clairsentient science) Range: 0 Area of effect: self
Mental Armour Class to hit: 8 (base) PSP Cost: 10 (fail: 4) Prerequisites: Level 8
Description: Some psionicists are close to the spirits and can gain information from them. Spirit lore is a risky method of learning deeply-hidden secrets or unravelling mysteries. The psionicist must ask very specific questions when using this power, the spirits will never volunteer information and often seek to distort or confuse the truth.

When this power is initiated, the DM should roll the MTHAC0 in secret. The result of the psionicist's MTHAC0 determines the quality of the information he receives. However, no matter what the result is, the DM should try to be mysterious and vague in his answers. The spirits possess a lot of knowledge about a lot of different things arid matters, but they are not omniscient.

Score misses MACResult
7-8The spirit doesn't know the answer and lies
5-6The spirit knows only part of the answer and embellishes the truth, hoping to deceive the psionicist
3-4The spirit doesn't know, but admits its ignorance
1-2The spirit knows the answer, but tries to disguise the truth in deceptive riddles
0The spirit knows the answer to the question and answers truthfully

If the result is a failure, the psionicist finds no spirits to contact. The psionicist may ask one question per round of the spirit world. A clever character will cross-examine a spirit to determine its truthfulness.

Spirit Sense (Clairsentient Devotion) Range: 0 Area of effect: 15-yard radius
Mental Armour Class to hit: 8 PSP Cost: 8 (fail: 4) Prerequisites: none
Description: Using this power allows the psionicist to sense the presence of "spirits" within 15 yards - meaning ghosts, banshees, wraiths, haunts, heucuvas, and revenants. If a spirit frequently haunts the location at hand, the psionicist will know it. He will also know when a spirit is within 15 yards, but he won't be able to pinpoint its location.
Splice (Psychometabolic Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: varies PSP Cost: varies Prerequisites: level 2 or higher: maximum of 1 ability spliced per level
Description: Splicing psionic powers is tremendously useful. In effect, the psionicist is splicing together two or more separate powers into one psionic release. This is very difficult, however, and it requires great precision. The more powers the psionicist attempts to splice, the more likely he is to fail.

First, the character must make a successful splice check. His power score is decreased 2 points for each power being spliced. For example, if he is splicing two powers, his score equals Intelligence -4. The initial cost of this endeavour is 5 PSPs for every power being spliced.

If the character passes this first MTHAC0, he must then initiate each spliced power in succession - without interruption. He does not have to make a separate splicing check for each of these powers, but he still pays their initial costs. Furthermoure, each spliced power has absolutely no effect at this time.

Once all the powers have been initiated, the psionicist must make a second splice check. (His power score is still reduced two points for each power being spliced.) If he fails this check, all his efforts are lost; the PSPs he spent are gone, and none of the powers works. If the MTHAC0 succeeds, the psionicist can maintain the splice by expending 1 PSP per spliced power per round.

At any later time (during which the splice has been maintained), the psionicist can unleash the spliced series of powers. In effect, he performs all of the spliced powers simultaneously - or with split second separations if desired. Success is not automatic. The psionicist must perform the individual MTHAC0s for these spliced powers when he releases them. He does not have to pay their initial costs again, however.

The maximum number of powers that a psionicist can splice equals his experience level. For example, a 2nd level psionicist can splice up to two powers, and a 3rd level psionicist can splice up to three. A complex splice is a long shot at best, however. As noted above, a psionicist's power score decreases two points for every power he attempts to splice. That means a character who attempts a five-power splice has a score of Int -10.

Split Personality (Psychometabolic Science) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 15 (fail: 6) Prerequisites: psychic surgery, 10th level
Description: This is not a psychosis; it's the power to divide one's mind into two independent parts. Each part functions in complete autonomy, like two characters in one body. Both parts communicate fully. Both can use psionic powers, even at the same time. That means a split personality can use twice as many psionic powers per round. (The character's total number of PSPs remains the same, however, with both personalities drawing from it.) Alternately, one personality can use psionic powers while the other does something else - e.g., converse, ponder a puzzle, or control the body in melee. Thus, split personality allows a character to fight physically and psionically at the same time.

Mental attacks directed against the psionicist affect only half of the mind. Contact must be established separately with each half. If one half is destroyed, controlled, or subdued somehow, the other half can continue fighting independently and retains control of the body.

Before he attempts to make his personality whole again, the psionicist must make a saving throw vs. paralysation if any of the following is true: 1) he does not control both portions of his mind, 2) he has unrepaired psychic damage, or 3) is suffering unwanted contact. A successful save means that his mind returns to complete health and throws off all undesired influences. Failure means that the afflicted portion of his mind becomes dominant and he passes out for 1d6 turns, but regains consciousness free of undesired influences.

Stasis Field (Psychokinetic Devotion) Range: 0 Area of effect: maximum 1 yard/level
Mental Armour Class to hit: 6 PSP Cost: 20 (fail: 10) Prerequisites: 8th level
Description: A stasis field is a region in which time slows to a crawl and energy is reduced to a meaningless fizzle. When created, the stasis field surrounds the psionicist like a bubble. It can have any radius he desires, up to a maximum of 1 yard per each level of his experience. For example, a 10th level psionicist can create a field with up to a 10-yard radius.

From the outside, the stasis field looks like a slightly shimmering, completely smooth silver globe. When something presses against the edge, it gives slight resistance, but the object passes through.

Inside the field, all is murky and dim. Light filters through from the outside, but it turns gray. A light source inside is only about one-fourth as bright as usual.

Time is 60 times slower in a stasis field. That is, for every round (or minute) that passes inside, an hour elapses outside. (This dilation is not apparent to those inside the field, however.) Each round the psionicist spends inside, he must pay 20 points to maintain the stasis field.

Energy and motion also change inside a stasis field. Energy magicks - e.g., fireball, magic missile, cone of cold, and flamestrike - have no effect; the spells appear and then fizzle in midair. Movement is slowed down visibly, and swift objects are affected more than slow objects. Character and creature movement rates are halved. A dagger can easily be pushed through someone, but a lightning-like slash with a sword is slowed to a graceful arc, almost like slow motion. A missile weapon is useless; the missile drifts lazily through the air, only to bounce off an unwary target or be dodged by a target who's looking.

If the psionicist keeps the stasis field centred on himself, it moves with him. He can transfer the focal point of the field to anything he touches, however. Then he can move freely within the field, or even leave it. If he does leave the field, the cost to maintain it is reduced to 1 point per round. (From one perspective, this is actually an increase in cost, since it equals 60 points for every round which passes inside. Remember, one hour outside equals one round inside.) While outside the field, the psionicist can roam up to 100 yards from it and still maintain the field. However, he cannot move the field from the outside. To move it again, he must re-enter it.

Static discharge (Psychokinetic Devotion) Range: 15 yards Area of effect: one creature
Mental Armour Class to hit: 7 PSP Cost: 5 (fail: 2) Prerequisites: Magnetize
Description: A psionicist with this ability can use his control of magnetism to accumulate a charge of static electricity and then discharge it in the form of violent electrical shocks. The longer the psionicist accumulates the charge, the more damaging the discharge will be; the attack inflicts Id 4+l points of damage per round of accumulation.

Maintaining this power doesn't count as an attack, but the discharge does. The psionicist must make an attack roll to hit his target, but only magical protections apply: armour and Dexterity do not.

Strength of the land (Psychometabolic Devotion) Range: 10 yards Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 4 (fail: 2) Prerequisites: Lend Strength; Share Strength
Description: This power lets the psionicist tap into the strength of the local spirit of the land, lending that strength temporarily to one other creature. The affected creature gains 25 "phantom" hit points (the next 25 points of damage taken come off these rather than its own hit points); a +3 bonus to attack and damage rolls, regardless of the weapon used; and an automatic 25% magic resistance. These benefits remain in effect until the psionicist ceases maintenance.

There is always the danger of arousing the spirit itself, especially if its strength is being used for destruction of its domain. The base chance of having to explain oneself to the local spirit of the land is 5%. The DM may modify this chance according to the situation. The encounter itself should be roleplayed.

Subjective reality (Clairsentient science) Range: 0 Area of effect: Self
Mental Armour Class to hit: 8 (base) PSP Cost: 10 (fail: 4) Prerequisites: Level 8
Description: Belief is a powerful thing. With this power, the psionicist can ignore the reality of an object or category of objects and make them have no existence for him. He could convince himself that an enemy's sword could not harm him - and the sword would simply pass through his body without effect.

The psionicist can only disbelieve inanimate objects or effects with this power, since he finds it impossible to ignore living creatures. Some possible uses of the power include:

  • Disbelieving's type of weapon, such as handheld weapons, bows and crossbows, or hurled weapons. No weapon of that type can harm the psionicist while he maintains the power.
  • Disbelieving an entire type of magic, such as priestly or wizardly magic.
  • Disbelieving a manifestation of an element, such as a bonfire or a rockslide.
  • Disbelieving any one object, regardless of size (large or small), such as a boulder, an enemy's armour, or a magical item in an enemy's possession. The DM will have to decide what the exact effects of subjective reality are, but in general the disbelieved objects simply do not exist for the psionicist, He cannot be harmed by them, nor can he have any effect on them himself. The psionicist's enemies may be quite baffled 6y their inability to cut him to pieces or blast him to cinders.
Summon object (Psychoportive Devotion) Range: special Area of effect: one object
Mental Armour Class to hit: 6 PSP Cost: 30 base (fail: 12 base) Prerequisites: Teleport object
Description: This devotion allows a psionicist to bring a distant object to hint. The item must be a single piece and weigh no more than 100 pounds. Metal is harder to teleport and costs twice as much as normal, while obsidian is very hard to teleport and triples the P5P Cost. The actual cost of summon object vanes with the distance of the item from the psionicist.
Target's LevelDistancePSP CostMAC to hit
l0 yards307
100 yards356
1,000 yards405
10 miles503
100 miles6O1
1,000 miles70-1
10,000 miles100-3

The psionicist must be able to either see the object he is teleporting or he must know exactly where it is. If the psionicist left a steel sword hanging above the fireplace in his home, he can summon the sword, but if someone had moved the sword across the room, he could not summon it unless he used clairvoyance to see where it was.

If the psionicist tries to use this power to remove an object from someone else's person, the victim receives a saving throw versus spells to avoid the effect Note that any summoned object will appear in the psionicist's hand or on the ground beside him, so it is not possible to use this power to drop boulders on the heads of one's opponents.

Summon Planar Creature (Psychoportive Science) Range: 200 yards Area of effect: 1 creature
Mental Armour Class to hit: 6 PSP Cost: Astral/Ethereal: 40 (fail: 20) or Inner/Outer Planes: 80 (fail: 40) Prerequisites: teleport
Description: With this power, the user can reach into another plane, grab whatever creature he happens to find there, and teleport it to his own plane. The creature is disoriented for 1 round after arriving, suffering a -2 penalty on all die rolls for initiative, attacks, and saving throws. The user can make the summoned creature appear anywhere within 200 yards of his position. If the user rolls the Mental Armour Class number exactly, the creature appears within 10 yards. The PSP cost is 40 for a creature from the Astral or Ethereal Planes, 80 for one from the Inner or Outer Planes. Failure costs half the indicated PSPs.

The user chooses the plane from which the creature will come. He doesn't choose the creature, however; that's determined at random. A creature from the Elemental Planes is usually an elemental of the appropriate type. A creature from the Outer Planes could be a native or a visitor. DMs are encouraged to see the Planescape line for ideas.

This power offers no control over the summoned creature and doesn't return it to its home plane after a set amount of time - it merely teleports something from there to here. To be rid of the creature, the user must banish it, teleport it again, kill it, or somehow control it.

Summon planar energies (Psychoportive Science) Range: 60 yards Area of effect: special
Mental Armour Class to hit: 8 (base) PSP Cost: 30 (fail: 10) Prerequisites: Summon Planar Creatures
Description: This power allows the user to channel energies from other planes to attack enemies. The planes to draw from and their effects are as follows:
Planar Energy SummonedAttack typeDamageMAC to HitDescription
FireFlame2d88flames fill a 10 foot cube and cause 1d8 additional points of damage the following round
SunHeat Ray1d12/1d126ray strikes two times, inflicting 1d12 points of damage per hit. They can affect two different targets.
MagmaLava3d86Magma affects one target, but inflicts 2d8 damage the following round and 1d3 the third round.
RadianceIncandescence1d20/1d204Incandescent attacks strike twice in a round and can affect multiple targets.
LightningLightning3d84Lightning affects all creatures in a path 5 feet wide between the user and the target.
SaltDehydrating4d44Dehydrating attacks affect all creatures in a 10 foot cube, and affect victims as a Ray Of Enfeeblement.
AshCold5d44Cold affects all creatures in a 20 foot wide cone, with the point at the user.
PositiveEnergy3d122An energy beam affects one target. Undead must save vs. spell or be destroyed by positive energy. In either case, the target may make a save vs. spell for half damage.
NegativeEnergy3d122An energy beam affects one target. Living creatures must save vs. spell or lose a level. In either case, the target may make a save vs. spell for half damage.
Superior Invisibility (Telepathic Science) Range: 100 yards Area of effect: personal
Mental Armour Class to hit: 6 PSP Cost: 6 per round per target blocked from seeing psionicist (fail: 4) Prerequisites: mindlink, invisibility
Description: Superior invisibility is very much like invisibility, but it masks the character completely. The psionicist makes no sound and has no smell, though he can still be felt if touched. If he attacks someone physically, he automatically breaks contact with that character.
Suppress fear (Telepathic Devotion) Range: 10 yards Area of effect: individual
Mental Armour Class to hit: 10 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: A psionicist can use this power to bolster a character's courage. The psionicist can remove any fear effect that is currently affecting a character, automatically dispelling it. This use of suppress fear ends the terror created by the spells cause fear, emotion, eyebite, fear, scare, spook and symbol, as well as the psionic powers of invincible foes and phobia amplification.

If the psionicist uses this power on a character who has not been frightened yet, the subject gains a temporary bonus of +4 to any morale checks or saving throws against magical or psionic fear effects. If the spell or power would not normally allow a saving throw, the psionicist may attempt a second MTHAC0 to see if his fear suppression defeats the effect anyway. This protection lasts one turn, plus a number of rounds equal to the psionicist's level.

Suppress magic (Psychokinetic Science) Range: 0 Area of effect: 20 yard range
Mental Armour Class to hit: 5 PSP Cost: 8+ (fail: 4+) Prerequisites: none
Description: Very powerful psionicists can draw upon their command of psychic energy to create a field that dampens magic of all types. Within the field, no spells function, weapons lose their enchantments, creatures with magical attacks or powers (such as a basilisk's gaze, cannot use them, magically animated monsters (animated dead, golems, etc.) stop in their tracks, and magical items do not function.

The field persists only as long as the psionicist maintains it. The base maintenance cost is 1 PSP per round, but each spell level or magical power usage within the field adds l PSP to the maintenance cost. For example, a wizard who throws a fireball at a psionicist who is suppressing magic forces the psionicist to pay an extra 3 PSPs for that round's maintenance. Effects without a spell level should be equated to a similar spell. If there is no similar spell. the psionicists pays PSPs equal to 1 per Hit Die or level of the initiating creature.

This effect will temporarily disrupt enchantments in effect, so a charmed person is temporarily freed, polymorphed creatures return to their original form, and so on. Things that were changed by magic but are no longer magical, such as a stone bench that was created by a stone shape, do not change in form. A person stoned by a medusa's gaze remains that way. Once the psionicist ceases to maintain the power, all enchantments resume uninterrupted.

Suspend Animation (Psychometabolic Devotion) Range: 0/touch Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 12 (fail: 5) Prerequisites: none
Description: With this power a psionicist can "play dead" - bringing all life functions to a virtual halt. Only the most careful examination will show that the character is still alive. Even psionic powers such as life detection and ESP will not turn up any evidence of life unless those powers are maintained for at least three minutes. Use of the probe power will detect life immediately.

The psionicist can remain in suspended animation for a number of weeks equal to the results of his MTHAC0 - or less. When he wishes to put himself to sleep, he first decides when he wants to wake. Then he makes his MTHAC0. If the number rolled is less than the time he hoped to be "suspended," he awakens prematurely.

Another willing character can also be suspended for the same PSP cost (not at the same time as the psionicist, however). This has a preparation time of one hour and a range of touch.

Switch Personality (Telepathic Science) Range: touch Area of effect: individual
Mental Armour Class to hit: 5 PSP Cost: 40 (fail: 15) Prerequisites: Mindlink
Description: Some psionicists can literally put themselves 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 inhabits the psionicist's body, while the psionicist's mind inhabits his subject's body. The switch is permanent, and lasts until the psionicist uses this power to reverse it.

Each character gains the other's physical attributes. However, both minds retain all their own knowledge and knowledge-based abilities. For example, a telepath who switches minds with a 10th level fighter gains a body with that fighter's hit points and physical attributes (Strength, Constitution, and Dexterity). However, he retains his own THAC0, proficiencies, and so forth.

The switch takes a turn to complete, and the process is quite traumatic. At the end of the turn, both characters must make system shock saving throws using their new Constitution scores. A character who fails this roll lapses into a coma for 1-100 hours.

Bodies that have undergone a personality switch tend to degenerate. Both characters must make a Constitution ability check every day. If a check fails, the character loses one point of Constitution. If his Constitution drops to zero, he dies.

This Constitution loss is temporary, but it does not reverse itself until the personalities are restored to their proper bodies. At that point, both bodies recover one point of Constitution per day until they reach their original scores.

The psionicist does not lose his psionic powers if his Constitution drops below 11. However, if a power score is based on Constitution - like this power's score is - the score drops accordingly.

Synaptic Static (Telepathic Devotion) Range: 0 Area of effect: 20/50/90 yards
Mental Armour Class to hit: 6 (base) PSP Cost: 11 (fail: 5) Prerequisites: mindlink
Description: Synaptic static interferes with all psionic activity within a given area. Even the psionicist is affected; when he creates static, he cannot use any other power simultaneously. However, he may also prevent others from using their powers. Anyone who tries to use a psionic power within the area of effect must fight the static's creator in a psychic contest. If an opponent succeeds, his power functions normally. If not, his power fails.

Exposure to synaptic static for more than five rounds will give anyone a splitting headache. This has no game effect, but it will make NPCs and animals irritable.

Psionic blast has three ranges: short (20 yards), medium (50 yards), and long (90 yards). At medium range, the defender receives a bonus of 2 to his MAC; at long range, the bonus is 5.

Taste Link (Telepathic Devotion) Range: unlimited Area of effect: individual
Mental Armour Class to hit: 6 PSP Cost: 5+ per turn (fail: 3+) Prerequisites: Mindlink
Description: Could this be a dieter's dream? Taste Link allows the telepath to tap into the flavour senses of another person or creature. The psionicist tastes whatever his link tastes.

If the linked creature takes poison orally, the telepath must make a saving throw vs. poison to avoid passing out and severing the link. The psionicist can't actually be poisoned this way, however.

Target's LevelPSP Cost
1-5 levels or HD5 (fail: 2)
6-10 levels or HD6 (fail: 3)
11-15 levels or HD7 (fail: 3)
16-20 levels or HD8 (fail: 4)
21+ levels or HD10 (fail: 5)
Telekinesis (Psychokinetic Science) Range: 30 yards Area of effect: one item
Mental Armour Class to hit: 8 PSP Cost: 3+ (fail: 1+) Prerequisites: none
Description: This power allows the user to move objects without touching them. Telekinesis tends to be physically taxing, as it takes a lot of internal energy to move objects. Small objects are easy. But larger, more massive objects are significantly more difficult.

The cost listed above assumes the object being moved weighs three pounds or less. For heavier objects, use the following:

  • PSP cost equals the object's weight in pounds.
  • The power's Mental Armour Class improves by a bonus equal to one-third of the item's weight, rounded down. For example, moving a 10-pound rock requires rolling against a Mental Armour Class of 5.

Telekinesis moves the targeted item up to 60 feet per round. Items moving at such a slow rate of speed don't make effective weapons, but items weighing more than three pounds can be used to disrupt spellcasting or psionic use. The user rolls his base THAC0 score to hit, with a penalty equal to one-third of the item's weight, rounded down. For example, if a hero whose THAC0 is 15 wants to attack a priestess whose AC is 0, he needs an 18 or better to hit her with a 10-pound rock.

Telekinesis can be used to perform very fine work, such as writing or sewing. The user must be capable of performing the work himself, and a second MTHAC0 roll (and second round of power use) is needed to complete fine work. If the hero wants to use the power to pull an item away from an opponent, use the rules for psychic contests, except that the defender uses his Strength score to decide the contest.

Telekinetic barrier (Psychokinetic Science) Range: 20 yards Area of effect: special
Mental Armour Class to hit: 6 PSP Cost: 12 (fail: 5) Prerequisites: Inertial Barrier; Telekinesis
Description: The use of this power creates an immovable field of force that resembles the wizard spell Wall of Force. The barrier can be up to 60 feet in length and 10 feet in height, or any other vertical surface of 600 square feet or less, at a range of 20 yards from the user. In lieu of a wall, the user can create a dome of force above themselves, with a radius of 10 feet.

No object or force may pass the barrier, but abilities such as teleport or dimensional door may circumvent the barrier. Disintegration will destroy the barrier, but nothing else.

The barrier can not move once created. If the creator moves more than 20 yards from the barrier, the barrier collapses

Telekinetic flight (Psychokinetic Science) Range: 0 Area of effect: Personal
Mental Armour Class to hit: 8 PSP Cost: 7 (fail: 3) Prerequisites: Levitation; Telekinesis
Description: By using this power, the psionicist can use her abilities of levitation to fly at a movement rate of 18. She can manoeuvre horizontally or vertically in any fashion desired, with a manoeuvreability class of 13. Using telekinetic flight requires as much concentration as walking, so the psionicist can initiate other powers while flying and she can even attempt physical attacks.

When the psionicist fails to maintain the power or runs out of PSPs, she drops like a rock. She would be wise to land before this occurs.

Telempathic Projection (Telepathic Devotion) Range: unlimited Area of effect: 5-yard radius
Mental Armour Class to hit: 9 PSP Cost: 5 (fail: 2) Prerequisites: Mindlink
Description: Telempathic projection allows the user to send emotions to everyone who has been contacted within a common 10-yard diameter. This power cannot radically change a character's emotional state, however. A character who is very angry could be made only slightly angry, for example, but not happy. Empathic changes are a matter of degrees, no more.
Teleport (Psychoportive Science) Range: infinite Area of effect: personal
Mental Armour Class to hit: 9 (base) PSP Cost: 10 and up (fail: 5 and up) Prerequisites: none
Description: Teleport is the essential power within this discipline. It allows the psionicist to teleport to a familiar spot. The destination must be a place that the character knows and can picture mentally - even if he's never actually been there. For example, a psionicist may still know a location that he has seen through a crystal ball, via a sight link, or even by scanning someone else's mind for the information.

The psionicist can still teleport to a place even if it has somehow changed from the way he pictures it. For example, if a room has been rearranged, or is currently on fire, such changes won't affect the teleport.

Teleports always take characters to a fixed location. For example, if a character tries to teleport into a gypsy wagon which is on the move, he'll arrive at the wagon's location when he last knew it. The wagon itself may be miles away by then. Also, if the character was picturing the wagon's interior, he will teleport to the space corresponding to the wagon's interior - which is several feet off the ground! Because the wagon itself has moved, the teleporter will fall when he arrives. (Imagine teleporting to a room on the fifth floor of a tower, only to discover the tower has been razed by marauders since your last visit.)

Teleportation is instantaneous. The teleporting character simply ceases to exist in his previous location and springs into being at the destination. There is a slight, audible "pop" at both ends, as air rushes into the sudden vacuum or is instantly displaced.

Restraints do not affect teleportation. A character who is tied up, shackled to a wall, or buried up to his neck can still teleport. The restraints remain behind.

Clothing, on the other hand, does accompany a character who teleports. He may also carry small items in his grasp or wear equipment (e.g., armour) on his person, not exceeding one-fifth of his own body mass. If he doubles the amount of PSPs expended, he can carry up to three times his body mass, or take along one or two other characters on whom he as a firm grasp.

A character can teleport any distance, but 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 momentarily disoriented by the jump. They can do nothing during the round which immediately follows the teleport. After that, they suffer a 2-point penalty to the following for 1d6 rounds: initiative die rolls, psionic MTHAC0s, and attack rolls.

DistanceInitial CostMAC to Hit Distance Initial Cost MAC to HitDistancePSP CostMAC to Hit
10 yards 10 (fail: 5) 9 100 yards 20 (fail: 10) 8 1,000 yards 30 (fail: 15) 7
10 miles 40 (fail: 20) 6 100 miles 50 (fail: 25) 5 1,000 miles 60 (fail: 30) 4
10,000 miles 70 (fail: 35) 3 Interplanetary 100 (fail: 50) 2

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

Teleport lock (Psychoportive Devotion) Range: 30 yards Area of effect: 10 yard radius around 1 creature
Mental Armour Class to hit: 8 PSP Cost: 4 (fail: 2) Prerequisites: Time/Space Anchor
Description: By using this power, a psionicist can prevent another creature within range from teleporting. All forms of teleportation, both magical and psionic, are blocked by teleport lock. A creature attempting to teleport while under a teleport lock must win a psychic contest against the blocking psionicist, using its teleport score (or level for wizards) against the psionicist's teleport lock score.

In addition to interfering with teleporation, this power also prevents magical or psionic blinking and plane shifting, Teleport lock does not prevent travel by dimensional doors or dimension walk but does prevent shadow walking.

Teleport object (Psychoportive Devotion) Range: Unlimited Area of effect: one object
Mental Armour Class to hit: 7 PSP Cost: 30 (fail: 15) Prerequisites: Teleport
Description: This power is identical to teleport and teleport other, except that it teleports objects. This is much more difficult for materials than it is for living creatures. The item to be teleported must be a single piece and weigh no more than 100 pounds. Metal is harder to teleport, and costs double its true weight for this calculation. Obsidian is harder still, counting triple. PSP cost and difficulty increase with distance, according to this table.
DistanceCost/FailMAC to Hit
10 yards30/158
100 yards35/187
1,000 yards40/206
10 miles50/255
100 miles602
1,000 miles700
10,000 miles100-2
interplanetary200-4

If the MTHAC0 fails, the points are still expended and the item is unaffected.

Teleport Other (Psychoportive Science) Range: Unlimited Area of effect: 1-3 individuals
Mental Armour Class to hit: 8 (base) PSP Cost: 10+ (fail: 5+) Prerequisites: teleport
Description: This power is identical to teleport, except that it is used to teleport characters other than the user. The user stays where he is while someone else is teleported. The character must be willing to be teleported or otherwise have an open mind. If the user pays twice the usual PSP cost, he can teleport up to three characters - provided they are firmly grasping one another.
DistanceInitial CostMAC to Hit Distance Initial Cost MAC to HitDistancePSP CostMAC to Hit
10 yards 10 (fail: 5) 9 100 yards 20 (fail: 10) 8 1,000 yards 30 (fail: 15) 7
10 miles 40 (fail: 20) 6 100 miles 50 (fail: 25) 5 1,000 miles 60 (fail: 30) 4
10,000 miles 70 (fail: 35) 3 Interplanetary 100 (fail: 50) 2

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

Teleport Trigger (Psychoportive Devotion) Range: unlimited Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 2 per hour (fail: 1) Prerequisites: teleport
Description: This power allows the user to establish a specific event that will instantly activate his teleport power. It is a reflexive event, occurring as soon as the conditions are met without any conscious effort on the part of the user to teleport to a safe location. After successfully rolling the power's MAC number, the user must specify where he wants to teleport and define very specifically what conditions will trigger that teleport. These conditions can be anything he chooses, but they must happen in his immediate vicinity to activate the trigger. A volcanic eruption 500 miles away will not trigger teleportation unless the character has some way to know that the volcano is erupting.

For example, here are three typical triggers: being reduced to 10 or fewer hit points, seeing a mind flayer, and being attacked by a magic missile spell. When such predetermined conditions are fulfilled, the character instantly teleports to the programmed location.

When the teleport is triggered, the user must have enough PSPs remaining to pay the teleport cost. (If he doesn't, the power fails to activate.) He must also make a teleport MTHAC0 roll based on the distance travelled. If the roll fails, the power doesn't work. The trigger remains active as long as the user pays the PSP cost.

No PSPs are spent when the trigger is defined, but the character spends two points per hour from that time just to maintain the trigger. The trigger remains in effect until the character stops paying the maintenance cost.

Thought Shield (Defense Mode) Range: 0 Area of effect: personal
Mental Armour Class to hit: Not applicable PSP Cost: 2 Prerequisites: None
Description: This defense forms a glowing shield to turn away a psionic attack. Thought shield defends most effectively against psychic crush but is vulnerable to ego whip. The cost is 2 PSPs per round to use this defense.

Amount to add to the defender's Mental Armour Class (MAC) by attack mode used:

  • Ego whip: +4 (pro-attacker)
  • Id insinuation: -3 (pro-defender)
  • Mind thrust: +3 (pro-attacker)
  • Psionic blast: +2 (pro-attacker)
  • Psychic crush: -4 (pro-defender)

A psionicist can initiate one other psionic power during the same round in which he uses thought shield.

Time dilation (Psychoportive Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: varies (fail: varies) Prerequisites: Time Travel
Description: This power allows the psionicist to affect the timestream itself, speeding up or slowing down its flow relative to herself. Slowing down the flow of time effectively hastes the psionicist, while speeding the time flow stows the psionicist. The amount of the dilation affects the initial cost of the power, as shown below.
Effect desiredPSP Cost
haste x2 or slow to 1:1018 (fail: 8)
haste x3 or slow to 1:2036 (fail: 16)
haste x4 or slow to 1:5054 (fail: 24)

If the psionicist hastes herself by slowing down the timestream, she can maintain the power for a number of rounds (her own, not everyone else's) equal to her level. Movement, physical attack rates, and even spellcasting and psionic powers increase as well.

However, any spell or psionic power that leaves the psionicist's accelerated timestream (for example, casting magic missile at Or attempting to contact a nontime-dilated target) stands a chance of being disrupted. Each time the psionicist tries to do this, she must make a saving throw versus spells to successfully use her spell or devotion in the normal timestream.

If the psionicist slows herself by speeding up the timestream, the power lasts a number of her own turns equal to her level - so a 6th-level psionicist with a 1:20 factor of dilation can make 6 of her own turns stretch out for 120 turns (20 hours!) in the outside world. She can end the power at anytime, but her perceptions are slowed so much that she is automatically surprised by any enemy that approaches. Note that the psionicist consumes food and water and is affected by things like poison at her own pace, so this power can be used to reduce water consumption to zero or to slow poison.

If the psionicist is maintaining any other psionic powers, they are paid for only on her subjective rounds. If a psionicist was on a ship that sank, she could use levitation and time dilation to hover over the sea until another ship came along, since she is only paying the maintenance cost for levitation in her own creeping time frame.

Time duplicate (Psychoportive Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 22 (fail: 11) Prerequisites: Time Travel
Description: This power allows the psionicist to travel forward in time to borrow a future self, bringing it back to aid him in the present and creating an identical duplicate of himself. The psionicist only travels a round or two into the future, and creates a strange hiccup in his own existence. The net effect looks something like this:
First Round
The psionicist initiates the power. To observers, it looks as if nothing has happened.
Second Round
The psionicist's self from round three arrives, so there are now two psionicists. Both can act normally during this round, but the future self gains some advantages Since he's already lived through this round once and knows what to expect.
Third Round
The psionicist journeys back to round two to help himself, so there are no psionicists here. He has no existence at all during this round.
Fourth Round
The future psionicist who was borrowed from round three returns at the same spot and in the same condition he was in when round two ended. The time duplicate has ended.

In the second round, the future self has the option of automatically winning the initiative (since he knows what's going to happen) or holding his attacks until the end of the round. In any event, the future self gains a -4 bonus to Armour Class, +4 bonus to saving throws, and a +2 bonus to any attack rolls he makes.

If the future self is injured or killed, there is no effect on the present psionicist, other than the fact that he can cringe in anticipation of the wounds he's going to get and possibly die from. However, any injuries to the present self are immediately duplicated on the person of the future psionicist.

Time Shift (Psychoportive Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 8 PSP Cost: 16 (fail: 6) Prerequisites: teleport
Description: Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. He sees everything frozen around him just as it will be when that moment in the future actually arrives.

The psionicist enters a different reality when he uses this power. No one in the "still life" that surrounds him can see or detect him in any way. He can move freely through the environment, putting himself wherever he wants to be when he returns to normal time. But he cannot affect anything around him, nor can anything affect him. Even two time-shifted characters are completely invisible to each other. To the people in real time, the character simply vanishes and then reappears sometime later.

The character does not exist for any normal game purpose during the period when he is time shifted. If, for example, a fireball spell detonates in the room while the character is time shifted, the character is completely protected against its effects. In fact, unless the blast leaves visible effects (charred walls or corpses or sulfurous fumes), the character won't even know it happened. He sees none of the intervening events.

This power cannot help a character escape contact, however. If someone has established contact or tangents with the time shifter - and continues paying their maintenance cost - then the tangents or contact will still be in effect when the character returns to normal time.

Time shifting offers an obvious advantage in combat. A psionicist can leap one round into the future and manoeuvre into position for an attack. In that case, the shifter receives a +4 bonus to his attack roll. With enough time, he could even escape.

How long does a time shift last? If the psionicist travels one round forward, then he has one round in which to manoeuvre. 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 table below.

Time shifted Power strength cost Score modifier Time shifted Power strength cost MAC to hit Time shifted Power strength cost Score modifier
1 round 3 0 2 rounds 6 6 3 rounds 12 2
Time/Space Anchor (Psychoportive Devotion) Range: 0 Area of effect: 3 yards
Mental Armour Class to hit: 8 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: This power protects psionicists against unwanted teleportation. When a time/space anchor is in effect, the psionicist cannot be teleported against his will unless he loses a psychic contest.

Anyone and anything else inside the 3-yard radius is also protected using the psionicist's power score. Items are protected automatically, but living creatures or characters are protected only if the psionicist wants them to be. Each additional creature protected costs another PSP per round. This power cannot prevent someone from teleporting himself away; it only prevents teleporting from an outside source.

Time travel (Psychoportive Science) Range: not applicable Area of effect: special
Mental Armour Class to hit: 5 (base) PSP Cost: 30+ per hour plus PSP time shift cost (fail: 15+) Prerequisites: none
Description: Some psionicists can extend their teleportive powers into the time stream and journey to different times. The psionicist may jump a day or two into the past or future, or he can attempt a mind-boggling journey across millennia. Generally, the farther a psionicist travels in time, the more costly it is to make the trip.

If the psionicist also knows the teleport other power, he may attempt to bring along one companion per level for an additional cost of 20 PSPs each. While the psionicist is gone, time keeps running in his normal setting: if he spends eight hours in the past, he must return to a point eight hours after the time he left

DistancePSP Time Shift CostMAC to hitDistancePSP Time Shift CostMAC to hit
1 day or less20051 week304
1 month4031 year502
10 years601100 years700
1,000 years80-110,000 years +100-3

The Past: In the short term, the psionicist may wish to alter recent events by warning someone not to do something that he knows will turn out badly. He may travel back an hour to tell his companions (and his past self) not to storm the fortress, or whatever. The party may get a chance to replay the events in question - but the psionicist had better remember to go back and warn himself, even if things do turn out better, otherwise he will never receive the warning.

In the long term, the psionicist may try to recover lost information by speaking to people long dead. He may try to kill his enemies by assassinating their forebears. If the character tries to alter history, the DM should decide if he succeeds or fails. Sometimes the character's actions may have unexpected ramifications. For example, by killing Kaiak the Tyrant in his youth. the PC may pave the way for an even more terrible despot to arise.

The DM should be guided by two principles: once an event has been Changed once, it can never be changed again; and secondly, events tend to have a historical inertia. In other words, things have a way of working themselves out to be the same no matter what the psionicist does. The more important the event, the more difficult it is to change it.

The Future: The psionicist can journey to the future to see how an action will turn out or to uncover information not available in his own day. Like the past, the future is malleable; even the fact of the psionicist's visit changes the course of events in innumerable ways. Once the psionicist has glimpsed the future, historical inertia takes over and begins to bend events to follow the revealed time line. This destiny can only be avoided with great difficulty once it comes into being.

Whatever happens in the past or the future, the DM should use this power to make things more interesting. Ignore or apply paradoxes as desired to make the PCs life more entertaining and to keep the story going.

Tower of Iron Will (Defense Mode) Range: 0 Area of effect: 1 yard
Mental Armour Class to hit: Not applicable PSP Cost: 6 Prerequisites: None
Description: This defense builds an unassailable haven for the mind. Mind thrust has a difficult time penetrating this defense, while id insinuation can breach its protection. The defense costs 6 PSPs per round.

Like intellect fortress (a telepathic devotion), tower of iron will has an area of effect beyond the psionicist's mind. At 3 feet, it's very limited.

Amount to add to the defender's Mental Armour Class (MAC) by attack mode used:

  • Ego whip: -3 (pro-defender)
  • Id insinuation: +5 (pro-attacker)
  • Mind thrust: -5 (pro-defender)
  • Psionic blast: +3 (pro-attacker)
  • Psychic crush: -2 (pro-defender)

A psionicist can initiate one other psionic power during the round in which he uses the tower of iron will.

Trail of destruction (Clairsentient Devotion) Range: 0 Area of effect: 90 yard radius
Mental Armour Class to hit: 9 PSP Cost: 5 (fail: 2) Prerequisites: Aura Sight
Description: Using this power, a psionicist can detect the past use of defiling magic in the area. The Athasian winds and sands can blur the ash of defiler destruction in a matter of hours, but the power shows where defiling magic has been used within the past month. The sites illuminate for the psionicist's eyes only. The psionicist gets an accurate impression of the magic's power (the level of the defiler spell cast) and how long ago it was cast (to the nearest day). The psionicist learns nothing about the spell type or the caster.
True sight (Clairsentient science) Range: self Area of effect: 60' long path, 10' wide
Mental Armour Class to hit: 8 (base) PSP Cost: 10 (fail: 4) Prerequisites: Clairvoyance
Description: The psionicist can pierce any normal or magical obscurement to a range of 60 feet. Creatures or objects that are invisible are detected, unless someone is using psionic invisibility against the psionicist. The character can pierce illusions and detect anything phased, displaced, or ethereal.

Unlike the clerical spell true seeing, the true sight power does not confer the ability to see alignments, enchantments, polymorphed items, or secret doors.

True worship (Telepathic Devotion) Range: 10 yards Area of effect: individual
Mental Armour Class to hit: 10 PSP Cost: 5 (fail: 2) Prerequisites: none
Description: The psionicist can pinpoint the focus of worship for any individual character with this power. The power gives the psionicist different information, depending on the class of the target creature.

Cleric: The power identifies the cleric's elemental sphere of worship.

Templar: The power identifies the sorcerer-king whom the templar worships.

Druid: The power indicates the general nature of the druid's guarded lands, but not their location.

Non-priest: The power correctly identifies the character as such. The psionicist knows the character's devotions and faith, if any, and also that he does not worship to gain magical spells.

This spell cuts through most deception. A templar masquerading as a cleric, or a druid wishing to pass unnoticed as such, cannot escape identification. The power does not indicate if the character is dual-or multi-classed, nor does it tell the character's level or alignment.

Truthear (Telepathic Devotion) Range: 0 Area of effect: hearing
Mental Armour Class to hit: 10 PSP Cost: 3 (fail: 1) Prerequisites: mindlink
Description: When a psionicist uses truthear, he can tell whether other people intentionally lie. He does not hear their words translated into truth; he merely knows whether or not speakers believe they are lying.
Ultrablast (Telepathic Science) Range: 0 Area of effect: 50 foot radius
Mental Armour Class to hit: 5 PSP Cost: 75 (fail: 25) Prerequisites: 10th level
Description: A character using psionic ultrablast can overwhelm and damage nearby psyches. To do this, he casts thought waves in all directions. In laymen's terms, the psionicist "grumbles" psychically for three rounds. Then his consciousness bursts forth and a horrid, psychic scream penetrates all minds within 50 feet. Victims may never be the same again.

All characters within 50 feet of the psionic ultrablast must save vs. paralysation. Failure means they pass out for 2d6 turns. Those who pass out must immediately save vs. paralysation again. If they fail a second time, they lose all psionic power. Only psychic surgery can help them recover this loss.

Although the blast does not affect the initiator, the risks are great. If the MTHAC0 fails, he becomes comatose for 1d10 days. Some characters may think he's dead.

Watcher's ward (Clairsentient Devotion) Range: 0 Area of effect: personal
Mental Armour Class to hit: 7 PSP Cost: 3 (fail: 1) Prerequisites: none
Description: By using this power, the psionicist attunes herself to her surroundings and becomes extremely sensitive to any disturbances. The area covered can be as small as a single door or as large as a circle 60 feet in radius, centred on the psionicist. If the psionicist moves out of the area after initiating the power, she must re-initiate it if she wants to continue the watcher's ward.

While this power is in effect, the psionicist can't be surprised by the approach of any creature or force. She is instantly aware of any changes in the area, but does not automatically spot the invaders - she only knows that something is coming.

Weather prediction (Clairsentient Devotion) Range: 0 Area of effect: Not applicable
Mental Armour Class to hit: 7 PSP Cost: 10 (fail: 4) Prerequisites: Precognition
Description: With this power a psionicist can accurately predict the weather conditions for his present location. The forecast reaches 24 hours into the future, giving the psionicist precise knowledge of temperature, wind speed and direction, cloud cover, and any natural storms. The character also becomes aware of any changes in the weather pattern during that period.

This power only predicts naturally occurring weather, not magically induced conditions.

Wormhole (Psychoportive Science) Range: 20 yards Area of effect: special
Mental Armour Class to hit: 7 PSP Cost: 12+ (fail: 6+) Prerequisites: Dimensional Door
Description: With this power, a psionicist can open a door between two points, no matter how far apart they may happen to be (at least theoretically). It resembles the devotion dimensional door, but on a much larger scale. The psionicist must open one end within 20 yards of himself, although the portal may have any orientation and be any size up to 10 feet by 10 feet square. If the psionicist wishes to, he can try to make the wormhole larger, each doubling in portal size adds an additional -2 penalty to the MAC to hit.

The other end of the wormhole will be of identical size and can be placed at any point the psionicist has ever seen, It can also be positioned at any place he can reference from where he currently is - for example, "10 miles east of where I am now" - whether or not he has ever actually been there.

DistancePSP CostFail
100 yards126
1,000 yards2412
10 miles3618
100 miles4824
1,000 miles6030
10,000 miles10050
Interplanetary15075

Once created, the wormhole's entrances remain motionless. Anything can pass through, to be instantly transported to the other side, The psionicist could conceivably transport an entire army or a mekillot wagon by spending enough PSPs. If an object cannot fit entirely within the wormhole's mouth, it cannot be transported.

If the psionicist tries to use this power to transport an unwilling creature, the victim gains a saving throw versus spells to avoid being affected.

Wrench (Psychoportive Devotion) Range: 30 yards Area of effect: 1 undead
Mental Armour Class to hit: 8 PSP Cost: 10 (fail: 5) Prerequisites: none
Description: This power affects only creatures which exist simultaneously on the Prime Material and another plane of existence. This includes most undead, and others as noted in the Monstrous Compendium. It specifically excludes gods, demigods, and avatars. When such a creature is wrenched, it is forced entirely into one plane or the other, at the psionicist's option.

If the creature is forced out of the Prime Material plane, it is trapped in the other plane for 2d6 turns. It can return to the Prime Material when that time has elapsed.

If the creature is wrenched entirely into the Prime Material plane, it is trapped only as long as the psionicist continues paying the maintenance cost. As soon as he stops, the creature's dual existence is immediately reestablished.

Except where contradicted by the Monstrous Compendium, a creature wrenched onto the Prime Material plane suffers any or all of the following effects, at the DM's option:

  • Its armour class is penalized 1d6 points.
  • Undead lose the ability to drain life energy.
  • Magical pluses required to hit the creature are reduced by 1.
  • The creature is killed permanently if it loses all of its hit points.

The DM should impose any other penalties which seem appropriate, considering the creature and the other plane involved.