What's the purpose of this info?
Psionics are probably one of the coolest but most convoluted aspects of D&d. They've clearly been relegated to the realm of "after-thought" with little integration into the core rules. Psionics have appeared in three major incarnations, each with powerful strength but horrible weaknesses. The goal of this document is to create a uniform structure for mental powers, picking the best aspects from each source.
The rules in the PH1 were cool and captured the distinction between magic and mentalism, but also were incomplete, with a number of inconsistencies and holes. The Complete Psionics Handbook for Second Edition was a nice restructuring, but had some cooky ideas and in some places attributed mystical, super-natural powers to psionic disciplines. The Player's Options: Skills and Powers added some great work on a unified MAC and THMAC0, psionics combat, regrouped disciplines, but messed up the descriptions of several disciplines in the process.
This guide is meant to bridge all three of these works in order to create a cohesive and consistent whole. The "test" I ask to insure psionics have the right "flavor" is: how would psionics work in a magic-free, science fiction setting? If the Dnd answer is not plausible or wouldn't fit, then it needs to change cuz we're not talking about magic, but rather mental powers here.
What's changed since version 1.0 of this document?
Very little has really changed. Psionic attacks now cost the same as in First Edition as they seemed to be a play-balance problem. Defense modes, however, remain cheap (1 to 5 points) in keeping with the "it's easier to defend than attack" theme. Also, the effects of critical hits for psionic attacks has been changed to reflect the system from Player's Options: Combat and Tactics. Ranges have been added to psionic attacks and additional info has been added for the various disciplines, including MACs, range, etc. A couple of disciplines have new, more logical descriptions and I've added MAC and cost info. Finally, the various ranges for open-ended LOS powers has been slightly modified.
Who Can Have Psionics?
This really hasn't changed much. I've pretty much always had the same rules. Of the major races, humans, dwarves, gnomes, and hobbits can have psionics (all of these species are closely related to humans and theoretically can inter-breed). Likewise, of the minor races, merfolk and centaur may have psionics (being distantly descended from human stock). Also, certain human hybrids can possess psionic abilities, although with only half the probability: half-elves, half-orcs and half-ogres can, although half-dryads and half-jinn cannot. Elves, drow, crats, lizard men, minotaur, and all "monsters" are specifically banned from having psionics. Finally, the thri-kreen can have psionics.
How Do I Check For Psionics?
The base chance is 1% (roll 00 on percentile dice). Individuals with exceptional intellect, insight or forceful personalities have an increased chance of possessing mental powers. For every point of intelligence above 16, add 2.5% to the chance of success. For every point of wisdom above 16, add 1.5% to the chance of success. For every point of charisma above 16, add .5% to the chance of success. (See the PH1, Appendix 1). When determining psionics for human hybrids, halve the chance of success. Any character who misses gaining psionics by a fraction of a percentage point (whether due to being half-elven or simply having 17 charisma), possesses latent psionic potential (see Special Cases in section TEN). All rolls for psionics MUST be made IN FRONT OF THE DM, when the character is created. If you forget or roll on your own, too bad for you.
Races which cannot have psionics can still gain some special MAGICAL ability if they roll 00 (see the DM).
What About Using Stat Points?
When creating a character, a player can use stat points to spike a character's roll for psionics. The first stat point raises the chance by 5%, the second +10% more (15% total), the third +15% (30% total), etc. So, for 6 stat points, a character can be guaranteed psionics (although how tough is a new set of rolls entirely).
In the case of children of existing characters, whether psionic or not, there are certain modifiers (see Special Cases in section TEN).
How Much Does My Psionic Character Know About Her Abilities?
Not much. Most people have never heard the word "psionic" much less know what it means. Most of those few who have heard the term dismiss psionics as a mysterious, alternative form of magic, quite possibly a form of witchcraft or sorcery. The character knows that (usually) sometime during early puberty she developed one (or occasionally more) special abilities. The ability is not reliable, but does not seem to be a function of the character's class. Likewise, the ability functions independently of the character's current physical health. Unless the character can personally detect magic, she will assume she possesses a strange magical gift. Such characters will quite likely believe themselves to be a sorcerer, possessing a strange, inborn, "magical" talent. In the case of psionic mages and clerics, all the character will know is that she has an unusual power which functions like magic, but isn't.
The character knows roughly what her ability is (at this level of power) and how often in can be employed. The character also knows that a few hours of sleep allows the power to "recharge".
The character does NOT know how many psi points she has, what attack or defense modes (if any) she has, what future disciplines (if any) the character is eligible to gain, and even further developments of the character's current power. Heck, the character may even question the very nature of her abilities; many psis are burned at the stake as evil witches, demons, dopplegangers, monsters, etc.
Rolling Initial Psi Strength
Roll 3d6. For every point of intelligence, wisdom and charisma ABOVE 12, add one. Total these numbers for an initial range of 3 to 36 (3 to 18 from the 3d6 plus 0 to 18 from the three stats). This is the raw amount of psionic power the character has. This strength represents what the character can do without any training whatsoever. These points are therefore available as soon as the character becomes psionically aware (usually during puberty, although for specifics see section TEN, Special Cases). Even non-classed and/or trained psionic individuals will have this level of strength available, whether farmer, fisherman or freckled child.
Rolling Additional Psi Strength
To this initial total are added additional points based on experience levels gained since the character's psionics manifested themselves. How many points is determined by the class and attributes of the character. Most character classes roll a d4 for additional psi points each level (although monks and travelers roll a d6 and psionists roll a d10). For each point of Intelligence, Wisdom and Charisma ABOVE 15, add 1. This gives a range of 1 to 13 additional points each level (1 to 4 from the d4 [depending on class] plus 0 to 9 from the bonus per level). These additional points are rolled for each level, including first, and added to the characters's initial strength to determine the character's TOTAL Psi Strength. Each time the character levels, she may roll another die and add the appropriate number of bonus points for Intelligence, Wisdom and Charisma. There is no maximum or cut off. Characters who's psionics manifested AFTER zero level, roll only for the levels gained SINCE the character became psionically aware (see Special Cases in section TEN).
Uses of Psionic Strength
Characters now have a single total of psi points to power all their psionic abilities. These points form the common pool for all psionic activities; there are no longer separate pools for attack and defense. The cost of an ability, whether an attack, defense, or discipline, comes from the character's remaining Psi Strength. More information on the costs of abilities is found in section SEVEN, Using Psionic Abilities.
It is certainly possible for a character to possess a psionic ability for which the character does NOT have enough strength to use. As the character advances in level, however, additional points are gained and in this way nascent powers can be accessed.
Converting Older Characters
Older characters will be "grandfathered" appropriately. When possible, I would like existing character to re-roll their psi strength, although the new roll will be adjusted accordingly so character who rolled well before will still be "well endowed" in the new system. In cases where a character has demonstrated a given use of a power or used it in a pivotal way, the DM will insure that the character still has enough points in the new system to perform the same feat. In the new system, roughly, the character's points will be halved and adjusted to fit within numerical minimums and maximums. See the DM for further details.
Rolling Total Number of Psionic Defenses
Roll on the old Number of Defense Modes table in Appendix A of the PH1. This represents the character's defensive "potential"; the total number of defensive maneuvers (2 to 5) the character can HAVE without additional training (becoming a psionist). The character usually does not begin with access to all of his psionic defenses. While she may ultimately learn a number of defense modes, attack modes and disciplines, the character usually begins with control of only a fraction of her "mature" powers.
Rolling Initial Number of Psionic Defenses
Roll on the old Number of Attack Modes table in Appendix A of the PH1. This is the number of defensive maneuvers the character can USE at first level (1 to 5). It is quite possible for a character to possess more defense modes than the character knows how to erect or even is aware of. So while a character may be ultimately capable of four or even five defensive maneuvers, she may only be able to access one or two at first level. Any additional Defense Modes are gained as the character levels, every even level (2nd, 4th, etc).
Determining Defense Modes
All psionically endowed sentient beings are automatically capable of erecting mental shields to defend their mind from psionic intrusion. For all humanoid lifeforms, the first mental defense is always Mind Blank (defense mode F), even for latent psionics. In addition, when psionically attacked the brain will instinctively attempt to erect a Mind Blank, if possible (the brain is functional and has PSPs available). Through an act of will, a psi can restrain this reflex, much like learning to not blink when putting in a contact lens. Once erected, psionic defenses remain until breached or until one full minute has passed (see section SIX, Psionic Combat).
All other Defense Modes are determined randomly by rolling a d6, where 1 is Mind Blank, 2 is Thought Shield, 3 is Mental Barrier, 4 is Intellect Fortress, 5 is Tower of Iron Will, and 6 is the player's choice. If the character rolls an already possessed defense modes, then the character may either choose a Defense Mode or (with the DM's permission) elect to roll an Attack Mode (see section FOUR, Determining Offensive Abilities).
Mind Blank: attempts to cloak the mind in a defensive fog,
making the various parts unidentifiable and therefore harder to
target. This defense is the instinctive response of psionically
endowed creatures and the mind will automatically erect it when
under mental attack, whether Attack Mode or discipline. In addition,
if this defense is already in place, Mind Blank will protect the
defender from magic intrusion and scrying as the spell of the
same name (q.v. mind blank).
Cost: 1 PSP per use
Thought Shield: forms a mental shield that alternately defends
one part, then another. This defense is the only one which can
be erected while the defender performs some other action requiring
concentration, such as engage in melee combat, cast spells, or
attack with a Psychic Crush.
Cost: 2 PSPs per use
Mental Barrier: throws up a carefully built wall of repetitive
thoughts. This barrier protects the mind, exposing only a very
small portion. Very effective against Psionic Blast.
Cost: 3 PSPs per use
Intellect Fortress: calls forth the complex and substantial resources
of the entire brain, encasing the mind in a maze-like structure
of ego and super-ego. This defense can be extended beyond the
mind of the psionic, effectively defending the minds in a radius
of up to 10'.
Cost: 4 PSPs per use
Tower of Iron Will: establishes an unassailable haven for the brain,
built of pure will and super-ego. This formidable defense can
shield not just the psi, but all minds within a 3' radius.
Cost: 5 PSPs per use
Characters gain an additional Defense Mode every even level, until the Total Number of (rolled) Psionic Defenses are reached. In the case of latent psionics, advancement is based on the number of levels gained since the character became psionically aware (for more information, see section TEN, Special Cases).
Characters with Too Many Defense Modes
Compare the number of Initial Defense Modes to the number of Total Defense Modes. If the Initial number is greater than the Total number, instead of beginning with bonus Defense Modes, the character begins with bonus Attack Modes (for more information, see section FOUR, Determining Offensive Abilities).
Who Gets Psionic Attack Modes?
In the new system, not all psionic characters are automatically arsenals of telepathic assault. Now, it is common for a psionic to be unable to directly attack the mind of another. Psionic attacks are a form of telepathic violence and as such are more common among telepaths. Telekinetics, precognitives, clairvoyants, etc will not necessarily gain psionic Attack Modes, although psionists always do.
If a character has more Initial Defense Modes than Total Defense Modes (see section THREE, Determining Defensive Abilities), then any "surplus" modes are in reality Attack Modes. Likewise, (with the DM's permission) natural psis may choose to roll for an Attack Mode instead of choosing a Defense Mode.
Determining Attack Modes
In any case, a character with Attack Mode(s) rolls for the exact ability randomly on a d6, with 1 being Psionic Blast, 2 being Mind Thrust, 3 being Ego Whip, 4 being Id Insinuation, 5 being Psychic Crush and 6 being the player's choice. Any character who possesses psionic Attack Modes is automatically considered a telepath (see section FIVE for more details).
Using Attack Modes
Only the FIRST Attack Mode will be initially useable to the character. Additional Attack Modes are gained every odd level, until the total number of Attack Modes are reached. In the case of latent psionics, advancement is based on the number of levels gained since the character became psionically aware (for more information, see section TEN, Special Cases).
To attack another creature psionically, the attacker marks off the required number of PSPs to use the attack and then rolls to hit the target's Mental Armor Class (MAC). For a detailed treatment of this, see sections SIX and EIGHT.
Changes to Attack Modes
Psionic Attack Modes can now be used against all beings, regardless of the attacker's psionic strength or the whether the target is psionically endowed. Likewise, the effects of the various Attack Modes has changed, being mostly inline with Skills and Powers. The effects of a successful hit with each Attack Mode follows:
NOTE: since psionics now work like regular combat, characters can now be psionically wounded, crippled, lobotimized, etc as well as simply take multiple damage from critical hits. Since the Player's Options: Combat and Tactics / Spells and Magic critical hit tables do not include psionic attacks, the following table can be used for critical strikes using mental attacks:
1 - 3 | x2 damage |
4 - 7 | minor effect |
8 - 10 | moderate effect |
11 - 12 | major effect |
13+ | subtract 12, increment dmg, and re-interpret |
Targets of a psionic critical hit are allowed a saving throw versus death (with a bonus for wisdom) to avoid a crippling effect (see below for each attack mode). Creatures protected with the Mind Bar discipline never suffer crippling psionic critical hits. And remember, where there are crits, there are also fumbles...
Psionic Blast: A pounding wave of thoughts and images. This attack
acts like intense sensory input against the brain, stunning it
temporarily. Unlike the other psionic attacks, psionic blast is
a geometric manifestation which affects all within the cone of
attack. Victims are stunned and unable to parry for d4 rounds.
Target cannot act and must defend at -4.
A minor crit stuns the target out for d4 turns, a moderate crit
stuns the target out for d4 days, and a major crit stuns for d4
weeks. The crippling effect of all these crits is to render the
target comotose (in a coma). Psionic Blast can (unlike the other
attack modes) be used against certain undead vulnerable to telepathic
assault (such as ghosts). This is the only psionic attack mode
which can be used against multiple targets simultaneously.
Cost: 20 PSPs Range:
2", 4", 6"
Mind Thrust: A short, quick stab at the target's thoughts and
memories. The victim of this attack finds her mind momentarily
disrupted. Any activity which requires concentration is disrupted,
be it a spell, a discipline or even just speech. This means a
spell in progress is lost, spells like phantasmal force instantly
end, domination is disrupted and speakers completely forget what
they were saying. In addition, the character forgets (as per the
spell) the actions of the last d4 rounds (her short term memory
is cleared). Target may have to roll against surprise and may
react oddly to the "new" situation. The target loses
initiative/her next action as she tries to figure out what is
going on.
A minor crit erases d4 hours of memories, a moderate crit erases
d4 years of memory, and a major crit erases d4 decades (DM fiendishness
encouraged). A minor crippling crit removes d4 weapons/non-weapons/languages,
a moderate crippling crit removes d4 levels, and a major crippling
crit removes d4 classes.
Cost: 4 PSPs Range:
3", 6", 9"
Ego Whip: A powerful lash against the ego of the target.
Her sense of self-worth shattered, the victim of this attack loses
faith in herself. The victim takes a -4 penalty to all rolls and
actions, including armor class. Furthermore, spells, psionic abilities
and cerebral skills function as if the victim is half her current
level (round down). This includes the ability to cast spells,
as high level clerics and mages lose their confidence to cast
powerful magics. The effects of an ego whip last d4 rounds.
A minor crit destroys confidence for d4 hours, a moderate crit
lasts d4 days, and a major crit lasts d4 weeks. A minor crippling
crit causes the victim to lose ALL drive for d4 hours and d4 wisdom
for d4 weeks, a moderate crippling crit turns the victim into
the attacker's robot for d4 days and removes d4 wisdom for d4
years, and a major crippling crit turns the victim into a robot
for d4 weeks and removes d4 wisdom permanently.
Cost: 7 PSPs Range:
4", 8", 12"
Id Insinuation: A strike unleashing the victim's id against her
super-ego. The target's mind and emotions are immersed in a battle
of primitive instincts versus logical processes. While this battle
ranges, the target loses conscious control of herself, behaving
as if confused (as per the spell). Note that, unlike magical confusion,
there is no saving throw each round and once a course of action
is determined, the victim fixates on it until the effect ends
or something disrupts that choice (telepathically telling them
to stop would allow a reroll on the confusion table, but the telepath
would become the new 'aggressor/target' if 81+ is rolled). After
d4 rounds the target's mental boundaries return to normal. This
attack only affects a single target.
A minor crit causes confusion for d4 hours, a moderate crit lasts
d4 days, and a major crit lasts d4 weeks. A minor crippling crit
also causes d4 intelligence loss for d4 weeks and a permanent
minor insanity (d12), a moderate crippling crit also causes d4
int loss for d4 years and a permanent major insanity (d12+8),
and a major crippling crit causes d4 permanent int loss plus the
effects of a feeblemind.
Cost: 10 PSPs Range:
6", 12", 18"
Psychic Crush: A focused, simultaneous attack against all the
neurons of the brain. The aggressor crushes the mind of the target
in an all-out mental assault. This is the only psionic attack
which causes physical damage. A psychic crush inflicts a d4 of
damage per level of mastery of the attacker. Example: a 6 HD intellect
devourer would inflict 6d4 with a successful Psychic Crush. When
this attack is used, the attacker may ONLY defend with thought
shield (Defense Mode G). Also, the attacker is unable to defend
normally in physical combat (see below).
This is the only attack where the effects of a critical hit are
different for psis and non-psis. For non-psionic targets, a minor
crits result in the loss of d4 point of dexterity for d4 minutes,
a moderate crit causes 2d4 of dex damage for d4 days, and a major
crit inflicts 4d4 of dexterity loss for d4 years. This attribute
damage is neurological, and therefore only be repaired with a
heal or restoration spell.
For psionic targets, a minor crits result in one psi ability damaged
for d4 weeks, a moderate crit cripples 2d4 psi abilities for d4
weeks, and a major crit disables all psi abilities for d4 weeks.
Crippling crits against psionic and non-psionic targets have the
same result: permanent loss of psionic abilities/dexterity.
Cost: 14 PSPs Range:
5" (short only!)
What are Psionic Disciplines?
Psionic Disciplines are the various mental powers that most people think about when they think of mind powers. Disciplines are broken down into five classifications: telepathic (dealing with the mind and thoughts of others), telekinetic (manipulating external objects), clairsentient (extra-sensory perception), psychometabolic (manipulation of biological functions), and psychoportive (movement through space and/or dimensions), and are also divided into minor (devotions) and major (sciences) to separate the weaker from the stronger abilities. The sciences (major disciplines) occur rarely, although are far more power (and often overshadow) the devotions (minor disciplines).
Some psionic disciplines have prerequisite powers or even levels of experience to use. In all cases, psionic abilities usually flow from one or two of the major classifications; if a given psi is a telekinetic then most of her abilities will be taken from disciplines that fall into that classification.
How Do I Determine My Psionic Disciplines?
All psionically aware characters begin with at least one discipline. The character gains this discipline upon becoming psionically aware, but generally does not have much control over the ability until achieving first level. In general, this ability is a minor discipline and it will usually dictate the type of psychic powers the character will possess. For instance, if this first discipline is from the class of clairsentience, it is most likely all of the character's other rolled disciplines will also be clairsentient abilities. Any psionic possessing a psionic Attack Mode is automatically considered telepathic (even if the psi has no other telepathic disciplines). Additional disciplines are gained every odd level until the maximum number is reached (see below).
How Do I Roll My Initial Discipline?
Roll a d30 and consult the table below. The common Minor Disciplines are:
Discipline Name | Disc Type | MAC | Cost | Range |
Additional Notes |
|
---|---|---|---|---|---|---|
1 | Animal Telepathy | telepathic | 8+ | 1/min | special | treat "language speaking" animals as "monsters" unless specially gifted. Treat very smart mammals (dolphins, apes) as "marsupial, etc" |
2 | Body Equilibrium |
psychometabolic telekinetic |
6 | 1/rnd | self | |
3 | Body Weapontry | psychometabolic | 6 | 1/rnd | self |
|
4 | Cell Adjustment | psychometabolic | 6 | 1/hp | touch | maximum usage per PH1 applies for ALL healers, not PER healer -- so really only the highest will apply |
5 | Clairaudience | clairsentience | 8 | 5/min | infinite |
|
6 | Clairvoyance | clairsentience | 7 | 5/min | infinite |
|
7 |
Detection of Good & Evil (aka) Aura Sight |
clairsentience | 9+ | 2/min | 1" / lvl | per PH1, but will reveal "auraless" creatures (undead, golems, etc) at x2 chance for "creature", requires LOS |
8 |
Detection of Psionics (aka) Psionic Sense |
clairsentience | 8 | 3/min |
10" / lvl (radius) |
replaces Detect Magic, specifics in Skills & Powers |
9 | Domination | telepathic | 8+ |
5+LVL per rnd |
infinite (x2 MLM) |
a creature forced to perform an abhorrent action gains a save. Save vs death for suicidal actions, otherwise vs breath weapons. Roll made after the action for lower level targets, during the action for same level, and before the action for higher level targets. |
10 | Empathy | telepathic | 10+ | 3/turn | infinite |
|
11 | ESP | telepathic | 6+ | 2/min | infinite |
|
12 | Strengthening | psychometabolic | 8 | 5/min | self | as Expansion (PH1), but does not cause the target to get bigger. This is basically biofeedback to the muscles. |
13 | Hypnosis | telepathic | 7+ | 1/lvl |
infinite (x2 MLM) |
requires LOS |
14 | Invisibility | telepathic | 6+ | 3/min |
infinite (x2 MLM) |
|
15 | Levitation | telekinetic | 8 | 3/turn | S 1' / lvl |
|
16 | Mind Over Body | psychometabolic | 8 | 5/day | self |
|
17 |
Molecular Agitation (aka) Fire Starting |
telekinetic | 10 | 1/rnd | 1" / lvl | Works like Heat Metal, but can be used on any object. Requires continued concentration to function. |
18 | Object Reading | clairsentience | 7 | 1/use | touch |
|
19 | Precognition | clairsentience | 8 | 3/turn | self | REWRITTEN: add level of mastery to the PC's surprise rolls. Anything made by 10+ allows special effects. If made by 20+, then DM special. Dreams are often a plot device. |
20 | Shapeshift | pyschometabolic | 6 | 2/turn | self | replaces Reduction. PC chooses one form of same mass. Gain move and attack, but no healing or senses |
21 |
Sensitivity to Psychic Impressions |
clairsentience | 8 | 1/use | S 1' / lvl | |
22 | Suspend Animation | psychometabolic | 6 | 6/use | self |
|
23 |
SELECT ONE or ROLL TWICE or |
may also ROLL MAJOR | ||||
24 |
SELECT ONE or ROLL TWICE or |
may also ROLL MAJOR | ||||
25 | Contact | telepathic | 10+ | 1/min | infinite | see Complete Psionics Handbook. Finds location of minds, establishes connection, allows psionic attack |
26 | Sending | telepathic | 8+ | 2/min | infinite |
as ESP, but also the sending of thoughts instead of reading |
27 | Psionic Attack Mode | telepathic | 10+ | per mode |
per mode |
character rolls a Psionic Attack Mode |
28 | Manipulative Telekinesis | telekinetic | 8 | 1/rnd | 1" / lvl | as per TK, but mass limit is 2.5 lbs per level at a move of 3" and very fine detail possible |
29 | Ballistic Attack | telekinetic | 6 | 5/use | 1" / lvl | see Complete Psionics Handbook. Hurl object for d6 damage although weight limit is 1 lb per level. |
30 | Missile Deflection | telekinetic | 8 | 1/use | 1' / lvl | use TK to deflect missiles -- save vs petrification (with +1 per level of mastery) with max weight of 1 lb / lvl |
All Disciplines are as described in the PH1, unless otherwise specified. After each discipline is the classification(s) it falls into. If the roll is 23 or 24, the player may select a minor discipline (including the other minor disciplines not found on this table) or roll two minor disciplines or roll a major discipline (see below). There are no disciplines reserved for or denied to members of a given class (any class may have any discipline).
Gaining Additional Disciplines
The total number of disciplines a character can have is rolled on the table in the PH1. The DM will roll this number SECRETLY and will NOT reveal it to the player. As the character advances, the character will gain additional abilities, but it will be up to the player to discover what these are and how they work.
Additional psionic disciplines are gained every odd level. All minor disciplines are gained before any major ones (unless the player is allowed to roll on the major table). Without additional training, new disciplines are rolled on the appropriate table. If a discipline that is outside of the character's currently active classifications (telepathic, telekinetic, etc) is rolled, then the character ignores the result and rolls again. The only exception to this is if the character rolls the same result twice, in which case the indicated discipline is gained and the character now adds another classification to the list of what he can have. Usually this is the only way a character gains access to abilities in a new classification. If the character rolls a discipline that she already has, she may select any discipline from within her active classifications or choose to open a new classification (with another roll to determine the specific discipline gained).
Example: Yavin gets a
new discipline. His current disciplines are Cell Adjustment and
Mind Over Body (both psychometabolic). In addition, he started
with Mind Thrust (Attack Mode B), so he gets access to telepathic
disciplines. According to the DM, he gets another minor, so he
rolls a d30 and gets a 5 (Clairaudience) . Unfortunately, this
is a clairsentient discipline, so he must reroll. He rolls a 15
(Levitation), and rerolls again because this is telekinetic. Next
he rolls Sending. He keeps this because it is telepathic and he
uses that category.
When Yavin levels twice more, he rolls a new discipline. This
time he rolls 19 (Precognition), rerolls a 30 (Deflection) and
rerolls a 19 again. He's stuck with Precognition and now opens
the category of clairsentience for his future disciplines.
Players are allowed to create new disciplines, although the DM will usually require a VERY good reason and/or intense training. There are also a large number of additional disciplines from various source books, with Skills and Powers have a comprehensive list (all adjustments made for DC's world available soon).
The common Major Disciplines are:
Discipline Name | Disc Type | MAC | Cost | Range |
Additional Notes |
|
---|---|---|---|---|---|---|
1 | Astral Projection | telepathic | 8 | 10 | self |
PC can remain on Prime as an Astral Body,
functioning much like a ghost |
2 | Aura Alteration | clairsentience | 8 | special | touch |
|
3 | Body Control | psychometabolic | 5 | 2/turn | self |
|
4 | Dimension Door | psychoportive | 7 | 10 | S 10" / lvl | additional benefit of -1 segment recovery / lvl, may double mass by halving range |
5 | Dimension Walk | psychoportive | 8 | 1/turn | self |
|
6 | Energy Control | telekinetic | 6 | 1/die |
S 1' / lvl (radius) |
|
7 | Etherealness | psychoportive | 8 | 6/turn | self+ |
|
8 | Mass Domination | telepathic | 6+ |
10+LVL per rnd |
infinite (x2 MLM) |
see also Domination |
9 | Mind Bar | ALL | 7 | 5/day | self | loss of points counts against "full" PSPs (can't be regained while discipline is active) |
10 | Molecular Disruption | telekinetic | 7+ | 50 | S 1' / lvl | replaces Molecular Manipulation, must hit target's general AC, save vs petrification for dmg only, else remove hit locations based on random roll (start with one and move logically to adjacent locations) |
11 | Molecular Rearrangement | telekinetic | 6 | 10/lbs | 1' / lvl | still working this out -- MLM based on complexity of NEW substance: element, compound, mixture, organic & density of OLD: soft solid, hard solid or liquid, gas |
12 | Probability Travel | psychoportive | 8 | special | self+ |
|
13 | Telekinesis | telekinetic | 8+ | 3/rnd | 1" / lvl | must roll to hit general AC of target, up to 25 lbs per level can be moved at 3" |
14 | Telempathic Projection | telepathic | 9+ | 3/turn | infinite |
|
15 | Telepathy | telepathic | 8+ | 3/turn | S 1' / lvl |
maximum range of 186,000 miles for non-psi |
16 |
Telepathic Projection (aka) Possession |
telepathic | 5+ | special |
infinite (x2 MLM) |
|
17 | Teleportation | psychoportive | 9 | 20 | infinite |
may use additional points to "adjust" risk of 'port |
18 | Shape Alteration | psychometabolic | 4 | special | self |
may assume the shape of any thing with same mass. Gain attack, AC and move, but no special abilities. May "create" new forms. More costly to assume "non-carbon-based life". If new form appears non-living, it still has a circulatory and nervous system, a mind, a life force, etc and therefore is living and can be hurt (can't become a rock to escape harm!). |
19 |
SELECT ONE or ROLL TWICE or |
may also CHOOSE TWO MINORS | ||||
20 |
SELECT ONE or ROLL TWICE or |
may also CHOOSE TWO MINORS |
Levels of Mastery of Disciplines
The more a character practices with a given ability, usually the more potent the ability becomes. The same applies to psionic disciplines. All disciplines begin with a level of mastery of one (1st). For every level a character advances SINCE SHE ACQUIRED A GIVEN DISCIPLINE, the character's level of mastery with THAT discipline increases. This means that each discipline a character has will have a different level of mastery.
For example: Yavin beings play with Cell Adjustment. This ability starts at first level of mastery. Yavin advances to third level (as a cleric). He gains a new ability, Mind Over Body, which begins at first level of mastery. His Cell Adjustment mastery is now 3rd. When Yavin reaches fifth level (as a cleric), his level of mastery with Cell Adjustment is 5th, with Mind Over Body is 3rd and with his new discipline is 1st.
In the case of psionists, all disciplines function with a level of mastery equal to the characters CURRENT level. Natural psi can burn eeps to raise their level of mastery with their psionic abilities, but may never have a level of mastery greater than their actual level. Latent psis can do the same, but must also raise their level of general psionic awareness (see section TEN, Special Cases, for more information).
How Does Psionic Combat Work?
Psionic combat now functions like regular psionic combat. Characters roll initiative. The lowest initiative goes first. The attacker chooses an attack mode or ability to use against the defender. The attacker pays the required number of PSPs to use the ability and rolls to hit the target's Mental Armor Class (MAC). The attack roll is a d20 (just like regular combat) and is likewise based on the level and class of the attacker. To determine a beings mental combat ability, the being's THMAC0 must be calculated (see below). Psionic targets are always allowed the opportunity to defend themselves (use a defense mode). In order to erect a Defense Mode, the defender must have sufficient PSPs. Once a Defense Mode is erected, it remains in place until breeched or until a full minute has passed (although for another expenditure of PSPs the defense can be maintained without interruption).
How Do I Determine My Mental Armor Class (MAC)?
All beings begin with a MAC of 10. For every two levels or hit dice, the being's MAC increase by one (round down). Beings capable of spell casting gain an additional +1 MAC (since they are more familiar with channeling mental energies). In addition, high wisdom (mental strength and fortitude) and high intelligence (mental creativity and speed) help. For every point of Wisdom above 14, the being gets a +1 to its MAC. For every TWO points of Intelligence above 14 (round down), the being gets a +1 to its MAC. An magical items which add to both Armor Class and Saving Throws will raise Mental Armor Class as well (rings and cloaks, but not armor or bracers). Finally, particularly wild or predatory creatures gain a +1 bonus to their MACs.
Example One: Dinesh Prandoori is a 9th lvl fighter. He has an intelligence of 17 and a wisdom of 16. He wears a ring of +2 protection, +1 chain mail and a +3 shield. His Mental Armor Class is 1. He gets four from his level (9/2 rounded down) plus one from his intelligence ((17-14=3), so 3/2 rounded down) plus two from his wisdom (16-14=2) plus two from his magic ring. His chain mail and shield do not affect his MAC.
Example Two: Kenya Woodswift is a 9th lvl ranger. She has an intelligence of 15 and a wisdom of 14. She has +2 chain mail and a +1 cloak. Her MAC is 4. She gets four from her level (9/2 rounded down) plus for being able to cast spells (9th lvl ranger) plus one her magic cloak. Her chain mail does not affect his MAC, nor does her wisdom (not greater than 14) or her intelligence (15-14=1 but 1/2 round down is 0).
How Do I Determine My Mental To Hit (THMAC0)?
Just as fighters use one table and thieves another, so too do different classes use different combat tables for psionics. Psionists (those trained to harness their psionic powers) roll on the fighter table. Mages and Clerics (those trained to focus their minds) roll on the cleric table. Most other beings use the thief table, although those who are particularly anti-mental (barbarians, berserker, etc) use the mage table.
High attributes will also enhance a being's THMAC0. For every TWO points of Intelligence above 14 (round down), the being gets a +1 to hit. For every TWO points of Wisdom above 14 (round down), the being gets a +1 to hit.
How Do I Determine a Hit in Psionic Combat?
Using the correct table, cross-reference the attacker's roll with what is required to strike the defender's armor class. If the attacker rolled high enough, the attack is successful, otherwise it failed. Psi combat works just like melee combat now.
How Do Psionic Defense Modes Figure Into Psionic Combat?
Psionically endowed beings are always allowed to defend themselves from psionic attack. Their minds are "closed" to casual psionic intrusion. Even if asleep, stunned, or surprised, the defender's subconscious mind will raise a Mind Blank (Defense Mode F, see section THREE: Defensive Abilities for more details) as long as it has the power to do so (the defender still has PSPs). Once a mental defense is active, it remains active, sealing away the vulnerable areas of the psionic's mind, until either a full minute has passed or the defense is beaten down with a successful attack. If Mind Blank cannot be raised or if the attacker has already breached this defense (see below), then a non-alert target is treated as any other non-psionic defender. A target can always choose to lower his mental defenses, but this is a conscious act.
If the defender is not surprised, then he can erect any defense he likes. Defense Modes only aid the defenders MAC; they never are disadvantageous. As long as the defender's defenses are not breached, the defender's mind remains closed -- invulnerable to any form of mental penetration. The only attacks which can "breach" a closed mind are the five attack modes (psi blast, mind thrust, ego whip, id insinuation, and psychic crush). Until the target's defenses are breached, no other mental attack can succeed (domination, ESP, invisibility).
The Matrix for Attacks vs Defenses is given below (modes are represented
by letter):
F mind blank |
G thought shield |
H mental barrier |
I intellect fortress |
J tower of iron will |
|
A psionic blast |
+3 | +5 | |||
B mind thrust |
+2 | +3 | +5 | ||
C ego whip |
+4 | +3 | |||
D id insinuation |
+5 | +3 | +1 | ||
E psychic crush |
+4 | +1 | +2 |
The number indicated above is ADDED to the defender's MAC, therefore any numeric entry is advantageous to the DEFENDER. So, for instance, if a psionic character was fighting a mind flayer a good defense would be either Mental Barrier (H) or Mind Blank (F), since mind flayer usually attack with Psionic Blast (A).
How Do I Determine the Effects of Hit in Psionic Combat?
A successful strike by a mental attack against on non-psionic or a psionic who's defenses have been breached will have the results indicated under the description of the psionic attack (stunning, memory loss, feeling of powerlessness, confusion, damage). If, however, the target erected a Defense Mode, then the Defense Mode is simply breached WITH RESPECT TO THAT ATTACKER with no additional effects.
What Does Breaching a Defense Mode Mean?
A successful attack using any one of the five Attack Modes will breach a target's mental defenses. There is no immediate effect on the defender, but the attacker now knows how to bypass the breached Defense Mode at will. For the remainder of the CURRENT encounter, the breached Defense Mode will be unable to shield the defender's mind from the attacker. If the defender continues to use the breached Defense Mode, it will function normally with respect to others, but the attack who breached it will be able to use any mental power on the defender as if the defender was a non-psionic. In essence, the attacker has found a flaw in the defense that he can use to bypass the defense at will. The next time the attacker encounters the defender, however, the breach will be sealed.
It is quite possible to have several Defense Modes breached in a psionic combat, but continue the battle. In this case, the defender with the breached defenses will often rotate which defense is active to minimize his vulnerability. Finally, being attacked by multiple assailants means something in psionic combat!
For example: Harbinder
Prandoori and Andar are fighting a mind flayer. The mind flayer
has all Defense Modes. Since Harbinder and Andar surprised the
creature, the only Defense Mode it can erect is Mind Blank (F).
In the first round of combat, Andar makes a successful hit against
the mind flayer using Mind Thrust (B, a good attack against F).
Normally, a non-psionic would now have its memories disrupted,
but, as a psionic with an unbreached defense, there is no immediate
effect on the mind flayer. Andar, however, has now found a way
to bypass the mind flayer's Mind Blank defense. If the mind flayer
continues to use Mind Blank, any future hits by Andar will have
the same effect on the mind flayer that they would on a non-psionic
target or other "open" mind. Against Harbinder, however,
Mind Blank is still an effective defense.
In the second round of psionic combat,
the mind flayer raises a Mental Barrier (since Mind Blank will
not protect it from Andar). Andar must continue to attack psionically,
instead of Dominating the mind flayer. Harbinder rolls a successful
hit against the mind flayer, Again, the mind flayer is not immediately
affected, but Harbinder has breached the mind flayer's Mental
Barrier. If the mind flayer uses this defense again, Harbinder
can ignore it and strike directly at the mind flayer's mind, although
against Andar Mental Barrier is still effective.
After several rounds, all of the
mind flayer's defenses are breached. The creature must now choose
which attacker is the greater threat and use a defense that this
attacker has not breached. The other attacker, however, will have
the opportunity to strike at the mind flayer's "exposed"
or "open" mind. In many ways, this parallels melee combat,
where a defender must chose between which foe to face and which
to expose his back to.
What is an "Open" Mind?
When a psionic being has exhausted all of its PSPs, it is unable to perform any psionic action, including erecting a Defense Mode. This mind cannot defend itself and is now "open" to psionic intrusion. The minds of any non-psionics are considered "open".
How Do I Use Psionic Disciplines in Combat?
Telepathic disciplines are useless against a mind with an effective defense. This means if the target has any Psionic Strength Points (PSPs) left and his defenses have not been breached, there is no chance of a telepathic discipline functioning directly on him. If the target cannot mount of defense (because he is out of PSPs or a non-psionic) or if the defense he erects has been breached by the attacker (by means of a successful psionic attack), then the target's only defense is his innate MAC.
When psionic disciplines are used against an open, non-defended or non-psionic mind, the attacker rolls to hit the target's MAC. If successful, the discipline takes effect, as per the PH1. In any event, the attacker pays the full cost of the discipline.
Psionic Defenses are totally ineffective against non-telepathic disciplines (Telekinesis, Body Weapontry, Molecular Disruption, etc).
What effect does using psionic powers have on normal melee?
A psionic individual may take one mental action per melee round, usually in lieu of a physical or magical action. Although there are a few exceptions (body weapontry or strengthen, for instance), most disciplines and psionic attacks require a fair amount of concentration, precluding active melee. Such characters may only converse in a very limited fashion (as someone who is badly distracted), move at half normal walking speed, etc. A character psionically Levitating, launching a Psionic Blast, or Cell Adjusting another person is considered not actively defending and therefore is penalized by one awareness level with respect to armor class; front AC is treated as side AC (no shield, half dex, etc), side AC is treated as rear AC, although for rear AC remains the same (the target is already not paying attention!). A few disciplines (Psychic Crush) require total concentration, reducing the user to only rear armor class and preventing movement, talking, etc.
If a being using psionics is hit in melee, she may lose focus on any power she is maintaining. To determine this, the psi must make a saving throw versus death. Failure disrupts the currently active mental power (Levitation fails, Clairvoyance ends, although "combat ready" abilites such as Body Weapontry are fine).
How Do I Use a Psionic Ability?
To use nearly any psionic ability, except a Defense Mode, the psionic must successfully "activate" the power. Mental abilities can be elusive to control at first, so to reflect this, a roll to hit the MAC of the ability is required. For every level of mastery with an ability, the psionic gets a +1 to this activation roll.
Different abilities have different MAC/activation rolls. All psionic Attack Modes have a MAC of 10. Most other abilities fall into the range of 10 to 7. Certain abilities, especially those that were hard to use in the original rules (Molecular Manipulation or Probability Travel), will have much higher MACs in the new system.
The use of psionic abilities can result in fumbles and critical hits. In general, neither will play a large roll, except for abilities that have variable effects (probability travel or dimension walk). If a 1 would work normally, however, then no fumble is possible and the ability always works.
Example One: Mikhail has
Animal Telepathy. The base MAC for this discipline is 10. There
is a modifier, however, for the genus of the animal contacted
(to reflect the idea that the more different the mind, the harder
it is to understand). To contact most mammals, the modifier is
-1. To communicate with especially intelliigent, stupid or oddly
"wired" mammals (like dolphins or sloths or lemmings)
the modifier is -2. To contact a reptile is -4. It is -8 to contact
an insect. Etc.
Mikhail is 4th level of mastery with Animal Telepathy and has
a general THMAC0 of 17. He wants to telepathically speak with
his wolf-friend, Smoke. Smoke is an average mammal, so there is
only a -1 penalty. The base roll to use the ability is 7 (a THMAC0
17 to hit MAC of 10), +1 for the penalty, -4 for Mikhail's level
of mastery, for a total roll of 4.
Example Two: Tyris=Flare
has Mind Thrust. She's an 8th lvl fighter and has had this Attack
Mode since first level, so her level of mastery with it is also
8th. She wants to scramble the memories of a guard, so he doesn't
remember her cleaving a Shashkari dog in twain. To activate her
Mind Thrust, she must roll against a MAC of 10. As an 8th lvl
fighter (using the Thief table), she needs a 9, but, since she
has 8 levels of mastery, she need on roll a 1. In other words,
she may use this ability at will (no roll needed).
For the ability to take effect on the guard, however, Tyris=Flare
must still roll to his the guard's MAC. Assuming he's not psionic...
For a list of discipline MACs, see Skills and Powers (coming soon).
How Many Psionic Actions Can I Take Per Round?
In most cases, a character can perform only ONE psionic action per round. A character IS allowed to use a psionic ability or Attack Mode and put up a Defense Mode at the same time. A character CANNOT use a discipline and attack at the same time, NOR can a character put up a Defense Mode and cast as spell or attack in melee (unless using Thought Shield, Defense Mode G). Using a psionic ability is the character's action for the round. In the case of a character defending psionically (without attacking), the character may only perform 1/2 round actions that do not require great amounts of sensory input (calling out for help, drinking a potion in a known location, readying a weapon, etc). Certain disciplines (Levitation, Body Equilibrium, etc) allow this as well. A few disciplines are actually designed to be used in combat (Body Weapontry, Combat Mind) and as such do not have this restriction.
Only a psionist (see section NINE: Psionists) can perform multiple actions while using psionics, a shown on the table below:
Psionist's Level | Actions |
1st to 6th | 1 per round |
7th to 12th | 3 per 2 rounds |
13th+ | 2 per round |
So a 13th lvl psionist COULD strike twice per round with a Psionic Blast or Levitate while Dominating a victim or even erect a Mind Blank and still use a wand of fireballs.
How Do My Psionic Abilities Improve?
In general, psionic abilities become more useful as a character advances in experience level. Higher level means the psi has a higher level of mastery with her abilities. Level of mastery with an ability certainly makes that talent more reliable and easier to use. Often, an ability has a greater range of power as the character advances in level of mastery, as well. In addition, as a character advances experience levels, she gains additional PSPs and (sometimes) disciplines, attack modes and defense modes.
How Do I Determine My Level of Mastery?
A character's level of mastery with a psionic ability begins at zero. This assumes an ability that the character has just discovered and had no opportunity to experiment with. After a day or two of practice, the character reaches first level of mastery with her psionic power. For every experience level that character gains, her level of mastery with each of her CURRENT psionic powers increases automatically by one. In the case of multi- or duo-classed characters, only the HIGHEST experience level counts. With additional training and/or practice, a character can increase her level of mastery with a power as high as her current level of experience. The eep cost is the same as raising any skill level (Level penalty * 1000, per level). For characters who've discovered their psionic talents AFTER 1st level, please see section TEN: special cases.
Note, because level of mastery normally increases only for abilities currently possessed, it is expected that a character can have two or more abilities, each with a different level of mastery.
Example: Zarabell begins with Cell Adjustment. As this is her first psionic ability, it has a level of mastery of one. As she increases in level, so too does her level of mastery with Cell Adjustment. Two levels later, she learns Precognition. At this point her Cell Adjustment has a level of mastery of three and her Precognition has a level of mastery of one. Two MORE levels later, she develops Limited Shapechange. At this point, her Cell Adjustment functions at 5th, her Precognition at 3rd and her Limited Shapechange at 1st.
How Does Level of Mastery Enhance an Ability?
Each level of mastery with a psionic ability, whether an attack mode or discipline, makes that power more reliable. All such abilities require a roll to activate. For each level of mastery, the character gets a +1 to this activation roll, until using the psionic talent becomes automatic.
Some psionic disciplines require more difficult activation rolls in order to perform more complex actions (c.f. Teleport, ESP, Probability Travel, etc). In addition, most psionic disciplines have greater range and allow for wider effects as the user's level of mastery increases. Details can be found in the description of each discipline.
How Do Psionic Strength Points (PSPs) Increase?
A character gains additional PSPs each level, just as the character gains additional hit points. Most character classes roll a d4 for additional psi points each level (although monks and travelers roll a d6 and psionists roll a d10). For each point of Intelligence, Wisdom and Charisma ABOVE 15, add 1. This gives a range of 1 to 13 additional points each level (1 to 4 from the d4 [depending on class] plus 0 to 9 from the bonus per level). These additional points are rolled for each level, including first, and added to the characters's initial strength to determine the character's TOTAL Psi Strength. Each time the character levels, she may roll another die and add the appropriate number of bonus points for Intelligence, Wisdom and Charisma. There is no maximum or cut off. Characters who's psionics manifested AFTER zero level, roll only for the levels gained SINCE the character became psionically aware (see Latent Psis in section TEN).
How Often Does a Character Gain New Abilities?
Psionic characters gain access to one additional Defense Mode for each EVEN level of experience they attain, until the character reaches his maximum number of defenses. Likewise, characters gains on additional Attack Mode for each ODD level of experience they attain, until the character has his maximum number of attacks (often zero). In addition, every ODD level, the character gains an additional psionic discipline, until the maximum number of disciplines is reached. Minor disciplines are always gained first, before major disciplines, except in those cases where the character is allowed to roll on another table (see section FIVE: Determining Disciplines).
All the above assumes the character is a native psionic. Characters who develop their talents later in life, either because they are latent psis or because their minds were somehow enhanced, should see section TEN: Special Cases.
What is a Psionist?
Psionists are individuals who've chosen to concentrate their energies on developing their mental abilities. In much the same way as a monk or acrobat focuses her attention on perfecting her body, the psionist works to perfect her mind. Psionists are trained in the use of their psionic abilities, and therefore have a better understanding and range of psychic powers than others. Psionists are rare and generally misunderstood, even by the wider and more powerful magic-using community.
How are Psionists Different From Natural Psis?
Natural psis are born with a gift. This gift is an additional trait; the psi does not hone it any more than her natural strength or skill with a dagger. Psionists are either born with or later learn to develop their psionic gifts. For the psionists, mental abilities are the focus of their life, their profession. The psionists, therefore, is able to perform a variety of functions that untrained, nascent psis are unable to.
What Does It Take To Be a Psionist?
Psionists must normally have 16 intelligence, wisdom and charisma. In the case of native psis, these requirements are waived. To date, only humans have demonstrated the gifts required to be a psionist (although there are rumors of thri-kreen and dragon psionists on other worlds). The requirements to be a psionist do not change in the case of duo-classed characters. There are no multi-classed psionists.
How Does the Psionist Character Class Work?
Psionists are a unique class-family; psionists do not fall into any of the other four class groups (fighter, mage, priest or thief). Psionists get one d6 each level for hit points (older characters will need to be updated). Psionists get one d10 each level for PSPs. Psionists begin with two weapons and three non-weapons of proficiency, gaining an additional weapon every five levels. Psionists can wear leather armor and use a small shield, although this is merely due to a lack of training as armor does NOT impede the use of mental abilities. Psionists can use a limited range of weapons, comparable to those of a thief, although the list is somewhat different (see the Complete Psionists Handbook for details). Psionists use the melee combat table of Thieves, the psionic combat table of Fighters, and have their own saving throw charts (again, see CPH for details).
Psionists may be of any alignment, although due to social, ethical, and political factors on Oerth, are usually either good or lawful. Oerdian psionists are trained at either the Institute for Psionic Studies in Wildwood (Ahlissa) or the Foundation of Furyondy outside of Chendl (in Furyondy). The general populous is unaware of the very EXISTENCE of psionics -- this includes all player characters who have not experienced such information FIRST HAND. Most psionically endowed individuals are treated as witches and often slain by angry mobs after the individual's first demonstration of uncontrolled ability.
Unlike natural psis who receive their abilities in a haphazard fashion, psionists focus on learning and developing their mental powers. All psionists begin with one Defense Mode (Mind Blank) and one Attack Mode (rolled randomly). Because of this, all Psionists are considered telepathic. All psionists also begin with one discipline. This discipline can either be rolled normally, or selected from any of the primary disciplines.
As a psionist advances in level, she gains one additional discipline EVERY level. This discipline can either be rolled randomly or selected by the psionists, so long as the psionists also has the prerequisites for the new discipline (no picking up Domination, unless the character already has Contact and Sending, for instance). Please see the full Psionist character class write-up for complete details. All of a psionists disciplines function at the psionists CURRENTLY level of experience/mastery, regardless of when the psionist learned the power. Psionists gain major disciplines at 4th, 7th, 10th, 12th, 14th, and 16th.
Psionists gain an additional Defense Mode every EVEN level, until all five are possessed. Psionists gain an additional Attack Mode every ODD level, until all five are possessed.
As part of their training, psionists are always aware of any new abilities they gain. Likewise, unlike natural psis, psionists know the parameters of their mental powers. Due to their additional training, psionists may use their mental powers in combat without penalty (except those, such as psychic crush, which require total concentration; such intensive abilities penalize a psionist only as much as a normal psionic power would limit a non-psionist -- side AC, half walking move, etc).
Are There Any Other Psionist Sub-Classes?
There are rumored to be two psionist sub-classes: the Psychic Warrior (Jedi Knight?) and the Shadow Walker (Shinobi Psionist). Rumors of a Mentalist (Pure Psychic) class reveal that this class is only available to psionic races, such as mind flayer and githyanki. For full details on these sub-classes, please see the full Psionist character class write-up.
The Psychic Warrior advances in his mental abilities more slowly, but fights better (as a cleric). Psychic Warriors roll a d8 for both hit points and PSPs and have a broader range of weapons available (any) and can likewise wear any armor and shield. They do NOT begin with a psionic attack mode, gaining one new attack mode every ODD level beginning at 3rd and likewise begin gaining disciplines every EVEN level.
The Shadow Walker focuses on using his mental powers for stealth and assassination. They also advance more slowly, but gain certain thief abilities. They roll a d6 for hits and a d8 for PSPs.
The Mentalist gives up even his physical body in pursuit of his mental powers (think comic book villain with a huge head and mind powers). The Mentalist gains abilities quicker, rolls a d12 for PSPs, rolls a d4 for hit points, fights like a mage and uses fewer weapons.
What About Naturally Psionic Psionists?
Naturally psionic psionists have a few advantages. First, such a character does NOT need to meet the attribute requirements for a psionist to learn that class. Basically, such a character has a native advantage. Likewise, a (human) natural psi can duo-class as a psionist without worrying about attribute requirements.
Psionic Psionists gain all the benefits of both being a psi and a psionist. They roll psi strength normally (although they may roll twice and keep the better of the two rolls), but begin with initial Defense (and possibly Attack) Modes, in addition to the one defense and one attack a psionists normally starts out with. In addition, a psionic psionist gains one ADDITIONAL discipline per level, until his maximum number of (natural) psionic disciplines is reached (see PH1).
So, in a nutshell, a natural psi begins with a whole lot more power, but this distinction does fade as the character gains levels.
What About the Children of a Psionic?
Psionic ability is a genetically inherited trait, much like eye color or native intellect. Children of a psionically endowed individual are more likely to develop such abilities themselves. If one of a child's parents is (naturally) psionic, then the child has three times the normal chance to be psionic herself. If both of a child's parents are (naturally) psionic, then the child has ten times the normal chance to be psionic herself.
As for the children of psionists who are NOT natively psionic, they still gain some advantages, assuming they are exposed to psionics at an early age. Such characters have double the normal chance to develop psionic talents.
If a child does manifest psionic powers, she will usually have similar, if not the same, abilities as her parent(s). The child should automatically have the same categories open as the parent, and the DM should adjust rolls to reflect hereditary predispositions and traits.
What About Early Exposure to Psionics?
Because the children of adventurers are VERY likely to have intense and profound experiences early in their life, they are more likely to develop unusual traits. To reflect this, children characters are allowed to roll their "tens" dice (d10) at birth. In essence, this gives the player an idea ahead of time if the child character has a good/bad/fair/etc chance of achieving psionics. With the DMs approval, this roll can be spiked to reflect exposure to psionics.
Example: Jasmine's son, Mikhail, has a psionic father. Mikhail's godfather and mentor is a telepath who is intent of helping the boy develop his full psionic potential. Therefore, not only can Mikhail roll his first digit for psionics, but can very easily justify spiking the roll. Since his father is psionic as well, Mikhail has triple the normal chance of being psionic as well, although his abilities will usually be of the same type as his dad.
Taking the above example further, Mikhail's initial discipline will likely emerge in early adolescence or even childhood (dependant upon what he rolled). Since he is being tutored by a telepath, if his father possessed any telepathic traits, these are the most likely to develop first. Thus, at the age of nine, Mikhail begins telepathically chatting with the dogs, cats and cows of the local village.
How Do Latent Psionics Work?
A latent psionic is a character who missed her roll for psionics by a fraction of a percentage point (whether due to stats, race, etc). Such a character actually IS psionic, but needs some sort of catalyst to manifest her abilities. This usually happens the first time the character is attacked telepathically or otherwise mentally traumatized.
A latent psionic begins with mind blank (which will automatically shield her mind from mental intrusion, although it will take time for the character to learn to raise/lower the defense consciously) and one discipline at zero level of mastery. The latent psi will have NO idea what this discipline is and it is up to the DM to take control of the ability during play (for instance, if the psi now had Cell Adjustment, the power may manifest when the character is badly wounded or when she attempts to tend the wounds of another, or in the case of Psionic Blast, the power would go off when the character became angry). The latent psionic will manifest additional abilities as she advances in level, just as other natural psionics. The only difference is that the level the latent psi was when her abilities first appeared is considered "first", so she will need to gain further level to advance her mental powers. Basically, the character will function at her current level minus some modifier such that at the initial level psionics were achieved, the sum in one.
Example: Suevellia manifests psionics after getting psi blasted by a mind flayer. She's a 6th/6th/6th cleric/fighter/mage. So, to determine her general "experience level" for psionics, she is 1st or (current level minus 5=1). So, Suevellia rolls only 1d4 for her psi strength and doesn't get another d4 until one of her classes reaches 7th lvl. Likewise, Suevellia cannot develop another discipline until she achieves 8th lvl (8-5=3) in one of her classes.
Latent psis can, through intense mental training, can lower this penalty, just as psis can lower their penalties on levels of mastery. Because of the wide scope and difficulty of the training needed, each ability must be enhanced independently -- a character advancing her general level of mastery will not enhance her level of mastery with specific disciplines.
Example: using the same example of Suvellia, if she wanted to bring down her general penalty, she would have to burn 5,000 xps to go from -5 to -4 (5*1000). Upon achieving this, she would immediately gain another d4 of PSPs and any other abilities associated with gaining a new level (possible Attack/Defense Modes and/or disciplines). Her individual levels of mastery would NOT move, however. To bring her general psionic abilities to a nominal (no penalty) level, would cost 15,000 xps (total of 5k + 4K + 3K + 2k + 1k) and a like amount for each additional discipline.
What About Psionic Races?
There are only a few psionic races. Only the Githzeri are really compatible as PCs, although I'm sure one day someone will wish to play an illithid. For now, I'm going to ask PCs to spend either 4 or 6 attributal points to gain access to their race's special talents. This may be mean but too bad. The alternative (a non-psionic Githzeri, etc) would make for an excellent reason why the character is an adventurer in the first place!
How and When Do Psionic Defenses Go Down?
A psionic defense is "smashed down" at the end of the melee round it is breached in psionic combat by an attacker. To the attacker, the defense is breeched immediately, so if the attacker has multiple attacks in the round, she could use the remaining attacks against the undefended (opened) mind. To other attackers, however, the mind is still closed; it is merely the defense that has been smashed. So, if Kalavor is hit by psionic blasts from four mind flayers at the same time, even though the first attack takes down his defense, the defense is still "in place" for the other three attacks, and only "disappears" at the very end of the round (giving Kalavor a chance to put up some other defense, if he has one). If the mind flayer have no attacks left in the round, Kalavor will be able to put another defense before the illithid can assault his vulnerable mind.
A psionic defense will "fade out" after a full minute. So, if Tyris=Flare suspected some illithid ambush, she could put up a Thought Shield and wander into a room, knowing that her defenses would remain "standing" for a full minute before decaying naturally or being tagged by a psionic blast, whichever came first. This has the added advantage of "cloaking her thoughts" so telepathically aware entities would have no chance of "hearing her coming".
A psionic defense "shorts out" if the person putting it up does something contrary to the nature of the defense while the defense is in place. In other words, casting spells, leaping into combat, launching a Psychic Crush, etc would automatically cancel any defense except Thought Shield. While any of the other four defenses are active, a character can still: attack psionically, activate a psionic ability, activate a magical ability which does not require concentration, drink a potion, talk, slowly look around a room, move at half speed, etc. So, Suevella could put up a Tower of Iron Will to protect Jessica, but would be unable to cast spells or jump into melee without canceling the defense automatically.
How Do Distance and Preparation Figure Into MACs?
Some disciplines have, ultimately, no range limitation (clairvoyance, teleportation, telepathy). So, what limits the use of these disciplines over long distance and how do you figure it out? How does taking time to concentrate and prepare affect the chance of success?
Unless otherwise specified, all disciplines are activated and take affect in a single melee round. Most Line-Of-Sight disciplines have a base range of 10'. That is, the MAC roll is assumed to be against a target within 10'. Different disciplines have different requirements for over-coming LOS limitation (for the telepathic disciplines, for instance, you must have some means of picking out one mind among many, so ESP, Telepathy, Contact, etc are required even if you're just sending your own thought. Teleportation, meanwhile, requires some degree of visualization of the target). The modifiers for using LOS disciplines at greater (or lesser) ranges is shown below:
Range |
MAC Modifier |
Minimun Level of Mastery |
Additional Notes |
touch | +2 | (useless for teleportation!) | |
10' | +0 | ||
50' | +0 | 2nd | |
500' | -2 | 3rd | |
1 mile | -4 | 4th | |
10 miles | -6 | 5th | |
100 miles | -8 | 6th | |
1000 miles | -10 | 7th | |
10k miles | -12 | 8th | (nearly world-wide) |
100k miles | -14 | 9th |
(anything in geo-sync, but NOT the moon) (limit of telepathy with non-psi = 186k miles) |
1M miles | -16 | 10th | (the moon) |
10M miles | -18 | 11th | |
100M miles | -20 | 12th | (the sun) |
1B miles | -22 | 13th | (the nearer outer planets) |
10B miles | -24 | 14th | (the solar system/crystal sphere) |
The longer a psi prepares and focuses before unleashing an ability, the more likelihood of success. The following modifiers are the psi's bonus to hit the MAC required to use the ability. Note, this even works in combat, to prepare to blast through someone's defenses.
Time |
MAC Modifier |
Additional Notes |
none | +0 | |
one round | +1 | (limit without spell training or meditation) |
one minute | +2 | |
one turn | +3 | (limit without meditation) |
one hour | +4 | |
one day | +5 | (limit without life support) |
© 1998-2003 buddhabear@geocities.com