|
|
|
|
THE NEW PSIONIC SYSTEM
FOR 2nd ED
|
 |
|
Psionics
are an important part of AD&D, mind flayers being a prime
villain in many adventures, and in Dark Sun, every creature
has psionic ability! But the current rules are too cumbersome,
here is a simpler version that only requires the Player's
Handbook!
To download this
information in .doc form, use this link: PSIONICS.DOC
|
|
THE
PSIONICIST
|
A
psionicist has the hit point and THAC0 tables of a Thief, but
uses the saving throw, experience point/level and proficiency
tables of a wizard. Psionicists get a +2 save vs. Enchantment/Charm
spell or anything that affects the mind, and a +4 save vs. psionics.
To be a psionicist a character must have an Intelligence and
Wisdom score of 14 or more. They
may use any one handed weapon, and light crossbows and staffs
as well as bucklers and small shields. For armour they may wear
up to studded leather, or elven chain mail, or a plate breast
plate and back (AC 6), but they may not wear helmets (but circlets
and such adorments are allowed). Psionicists have three grades
of power, (which are based on their level) that allow access
to more potent abilities as they increase in levels--Initiate:
Levels 1-6 Adept: Levels 7-12 Master: Level 13+ (See the tables
below, these show what powers are available at each grade).
A psionicist has 3 PSPs per level (Psionic Strength Points),
plus 1 PSP per point of Wisdom and Intelligence over 14, so
a 1st level psionicist with 18 Wisdom and 17 Intelligence would
have 10 PSPs, and a 10th-level psionicist with 16 Wisdom and
Intelligence has 34 PSPs. These PSPs are used to create his
powers. |
|
WILD TALENTS
|
|
Wild talents are
people or creatures who have been born with, or gained, a
small measure of psionic ability. Wild Talents have 1 PSP
per level plus 1 per point of Wisdom and Intelligence over
14, but do not get extra attacks at high level, and can only
gain new abilities at the DM's discretion. Wild talents roll
d20 for determining starting psionic powers: 1-9 one initiate
ability; 11-16 two initiate abilities; 17-19 three abilities
(1 adept, 2 initiate); 20 four abilities (2 adept, 2 initiate)
|
|
PSIONIC
CREATURES
|
|
The
DM will have to decide whether a creature has the mental strength
of a psionicist (like a mind flayer), or weaker powers equivalent
to a Wild Talent (such as most Githyanki), and give them appropriate
powers, generally at the same level as their Hit Dice. Note
that many creatures are rated as having a certain level equal
to a psionicst, mind flayers are, for example, stated as being
the equivalent to a 10th level psioncist, and so they should
be given the appropriate PSPs and powers.
Mind flayer: PSPs=38 (10x3
for level, +8 for 18 Int and Wis), 1d4+14 powers (plus several
extra if the DM wishes, check the Monstrous Manual for a typical
list), primary discipline=Telepathy.
|
|
POWER
LEVELS AND PSP COST
|
Powers
are split into three levels: Initiate, Adept and Master.
Initiate powers cost 1 PSPs to use, Adept powers cost 2 PSPs,
Master powers cost 3 PSPs. |
|
REGAINING
PSPs
|
|
PSPs are regained
by a night's sleep or by using the Meditation proficiency
(ie no activity at all and concentration). Less rest means
less PSPs restored, generally, 1 hour's sleep/meditation restores
1/8th of the character's PSPs.
|
|
USING
PSIONIC POWERS
|
| To use a psionic
power, a psionicist must make either a Wisdom check or an Intelligence
check, which ever is higher. Wild talents must make a successful
Intelligence AND a Wisdom check, a 20 is always a fail. If the
power fails, the PSPs are lost. |
|
GAINING
PSIONIC POWERS
|
|
When
a psionicist is created, he knows 1d4+4 Initiate powers, and
he choses one of the 5 main disciplines
(Clairsentience, Psychokinetics, Psychometabolism, Psychoportation
and Telepathy) as his primary discipline (his favourite).
At each level the character gets a random roll for a new power
that the character is allowed access to (1st level PC can
only get Initiate powers, 7th from Initiate and Adept and
a Master from all three), however, he gets two rolls if he
decides to take a power ONLY from his primary discipline (ie
he gets 2 powers instead of the usual one). Characters may
also research new abilities just like a wizard researching
spells (see DMG for details, but a psionicist requires no
money, just solitude), but they may choose to research powers
from the tables below. Another way is to spend proficiency
slots, a proficiency slot will "buy" an ability,
up to the level of power the PC is allowed to use. Psionicists
may 'swap' the knowledge of their powers with one another,
but one of the characters MUST have Sending to allow communication
and few folk WILLINGY let others into their minds EVEN FRIENDS!
(i.e. other PCs), and it takes one month of study to do this
and a Wisdom and Intelligence check must be made!
|
|
THE 5
MAIN PSIONIC DISCIPLINES
|
|
Are
as follows: Clairsentience
(dealing with knowledge and investigation); Psychokinesis
(manipulating the physical world); Psychometabolism (affecting
creatures' bodies); Psychoportation (dealing with movement)
and Telepathy (affecting creatures' minds). When a psionicist
character is created, he choses one of these as his primary
discipline (his favourite), when he goes up a level, he gets
two rolls if he decides to take a power from his primary discipline,
(i.e. 2 powers instead of the usual one).
|
|
PSIONIC
ATTACK MODES
|
|
Are
special powers, that can be learned just like the others.
However, these are the primary weapons of a psionicist; just
like a warrior, a psionicist can make more attacks with these
powers each round if they are high level. 1st-6th
level: 2/1 7th-12th: 3/1 13--18th: 4/1 19--24th: 5/1
Note that attack modes cost
the listed PSP amount for EACH attack made with them in a
round! AND ONLY A PSIONICIST GETS MORE THAN ONE ATTACK PER
ROUND! Wild talents only get 1 attack per round!
Psionic attack modes are also
special in that they can damage a psionic creature's number
of PSPs, if they fail appropriate saving throws. Psionic creatures
that have any PSPs remaining CANNOT be affected by most forms
of Telepathic abilities, except the PSP damage inflicted by
failed saves vs. attack modes. The exception to this are powers
that affect the character himself , obviously. For example,
a psionicist wants to use Charm Person on a character who's
a wild talent with 5 PSPs, the psionicist first uses, for
example, Id Insinuation on round 1, this inflicts 8 PSP damage,
the wild talent now has no PSPs left, his mind is 'open' and
can be attacked by Charm Person on the next and following
rounds.
A psionicist can SPECIALIZE with attack modes
just as a warrior can, by spending 2 proficiency slots on
a SPECIFIC form of attack mode, ie Psionic Blast, the psionicist's
number of attacks each round increases! 1--6th level: 3/1
attacks a round; 7--12th level: 4/1 attacks a round; 13-18th
level: 5/1 attacks/round; 19--24th: 6 attacks/round.
Subtle attacks: A psionic creature can
attack try to attack victims without their knowing it, if
the victim fails a save vs. spells adjusted by Wisdom, he
does not know he's been attacked. However, NO special damage,
beyond reducing PSPs, is inflicted, as the psionicist is merely
'burrowing' into their mind to attack later.
|
|
The
5 Attack Modes
Note
that the duration of effects is cumulative, where appropriate.
|
| MIND THRUST
(Initiate) Cost: 1 PSP Range: 90 yards. Victim must save vs.
spells (adjusted by Wisdom) or loses the use of 1 random ability
(a language other than its native tongue, proficiency, a specific
psionic ability, weapon skill, a specific spell, breath weapon
etc) for 1d6 days, but not basic or movement abilities (a goblin
could forget how to us a spear, but not how to speak or move).
Against a psionic creature, a failed save inflicts 1d4 PSP damage.
The power causes the victim to forget things. |
| EGO WHIP
(Initiate) Cost:
1 PSP Range: 120 yards Victim must save vs. spells (adjusted
by Wisdom) or have ALL rolls penalized by -5 for 1d4 rounds,
victim can't use any spell above 3rd level or an Adept or Master
psionic power. Against a psionic creature a failed save inflicts
2d4 PSP damage. The victim feels pathetic and worthless. |
| ID INSINUATION
(Adept) Cost: 2 PSPS Range:
180 yards Victim must save vs. Spell adjusted by Wisdom or be
stunned for 1d4 rounds. Against a psionic creature it inflicts
3d4 PSP damage if the save is failed. This power causes the
victim's baser self to emerge, overwhelmed with desires to eat,
kill and breed, it takes a while for him to regain control.
|
| of that round.
Inflicts 4d4 PSP damage on a psionic creature that fails its
save. Causes victim's nervous system to fire uncontrollably,
causing vicious spasms, they also can't think. |
| PSYCHIC CRUSH
(Master) Cost: 3 PSPs Range: 50 yards Victim must save vs. Paralyzation
or take 2d8 hp and be paralyzed for the rest |
| PSIONIC BLAST (Master)
Cost: 3 PSPs Range: 60 yards. Victim must save vs. Spells (adjusted
by Wisdom) or lose half their current hit points, except for
victims with only 20 or fewer hit point, if they fail they are
automatically reduced to 0 hp. This loss is purely stun damage
and will be recovered in one turn. However, a victim reduced
to 0 hp or below will be rendered deeply unconcious for 1d100
hours, a save vs. spell will reduce this time by half. Against
a psionic creature, a failed save inflicts 5d4 PSP damage. This
power is a massive mental barrage of devastating power that
tries to completely overwhelm the victim's mind. |
|
PSIONICS
AND MAGIC
|
|
Many
psionic powers duplicate those of magic, however, Detect
Magic and similar spells will not detect psionics, a
True Seeing would show some strange force at work though.
A psionicist merely needs to look at a target and think, he
has no modifiers to his initiative, his speed factor is effectively
0. However, psionics is generally weaker than magic, magic
relies on vast, external forces while a psionicist has only
the powers of his own mind. In
a contest, psionics frequently loses against magic, except
when dealing with the mind or manipulating matter on a small
scale, in such cases only an enchanter or transmuter is a
psionicist's equal and even then its generally a draw.
Psionics are not affected by deadmagic areas,
but antimagic areas and spells will prevent psionics from
working and PSPs being spent. Note that Minor Globe of
Invulnerability and similar spells have NO effect on
pisonics! They only stop magic!
Most psionic powers duplicate spells, to make
it simpler for folk to use psionics, the following lists of
psionic abilities are taken from the Player's Handbook spell
lists. A psionicist uses them at the same level of effect
etc. as an equivalent wizard or cleric. Note that spells and
psionics work very differently, but the differences are to
varied to go into detail for each power. The numbers in the
POWER'S TABLE (below) are for random rolls when creating a
character/creature. Note that some powers are duplicated in
different disciplines, this is because they achieve much the
same thing, but through different means.
Powers from the Complete Psionicist's Handbook
can be used if wished, as several are very useful, and are
noted at the end of this section.
Typically, Initate powers are like 1-3rd level spells,
Adept 4-6th, and master 7-9th. There are some exceptions,
somethings are easier for psionicists, others more difficult.
Psionicists cannot cause mass destruction as they simply lack
the needed foce required to create a Meteor Swarm, for example.
An important note, many psionic powers are ended
if the psionicist is rendered unconcious or killed, as the
powers are sustained by his mind. This mainly applies to Psychokinesis
powers, not psychometabolic (since the effect has already
occured in the victim), charms are weakened slightly when
the psionicist is unconcious, but not broken unless he's dead.
|
|
The
Tables Of Powers
|
|
- INITIATE
-
|
| (1)
Clairsentience |
| (1) Comprehend
Languages |
(2) Detect Evil |
(3) Detect Invisibility
|
(4) Know Alignment
|
(5) Locate Object |
| (6) Clairaudience
|
(7) Clairvoyance |
(8) Delude |
(9) Non-Detection
|
(10) Detect
Poison |
| (11) Speak with
Animals |
(12) Detect
Psionics (similar to Detect Magic) |
|
|
|
(2)
Psychokinesis
(ALL creatures
with Psychokinesis powers have Telekinesis in addition to
any others) |
| (1) Affect
Normal Fires |
(2) Audible
Glamer |
(3) Burning
Hands |
(4) Feather
Fall |
(5) Hold
Portal |
| (6) Mending |
(7) Shield
(doesn't affect Magic Missile spells) |
(8) Shocking
Grasp |
(9) Unseen
Servant |
(10) Ventriloquism
|
| (11) Blur
(not an illusion) |
(12) Darkness
15' radius |
(13) Improved
Phantasmal Force (not an illusion, light is created to produce
an image) |
(14) Irritation |
(15) Knock |
| (16) Levitation
|
(17) Pyrotechnics
(causes a small, non-magic item to burn up) |
(18) Shatter |
(19) Gust
of Wind |
(20) Protection
from Normal Missiles |
| (21) Slow
(1 victim only) |
(21) Wind
Wall |
(22) Shout
|
(23) Entangle |
(24) Dust
Devil |
| (25) Heat
Material (as Heat Metal, but only 1 item affected) |
(26) Silence
15' radius |
(27) Stone
Shape |
(28) Produce
Fire |
|
| (3)
Psychometabolism |
| (1) Enlarge
(self only) |
(2) Jump |
(3) Spider Climb
(self only) |
(4) Alter Self
(self only) |
(5) Strength
(self only) |
| (6) Feign Death
|
(7) Haste (self
only, no aging) |
(8) Infravision |
(9) Vampiric
Touch (self only) |
(10) Water Breathing |
| (11) Cure Light
Wounds (only usable once per day per person) |
(12) Aid (self
only) |
(13) Hold Person
(1 victim only, no save penalty, touch required) |
(14) Contagion
(by touch) |
(15) Slow Poison
(only usable once per day per person) |
| (16) Barkskin
(self only) |
(17) Resist
Fire/Cold (self only) |
(18) Cure Disease
(only usable once per day per person) |
(19) Cure Deafness
(only usable once per day per person) |
(20) Cure Blindness
(only usable once per day per person) |
| (21) Remove
Paralysis (by touch) |
|
|
|
|
| (4)
Psychoportation |
| (1) Leviate
|
(2) Blink
|
(3) Summon
Swarm |
| (4) Summon
Insects |
(5) Withdraw
|
|
(5)
Telepathy
ALL creatures with
Telepathy powers get Sending and one free attack mode of
Initiate level |
| (1) Change
Self (used on one victim to make psionicist appear as he
wishes) |
(2) Charm
Person |
(3) Sleep |
(4) Spook
|
(5) Taunt
|
| (6) Blindness
|
(7) Deafness |
(8) ESP |
(9) Forget |
(10) Invisibilty |
| (11) Ray
of Enfeeblement |
(12) Scare |
(13) Tasha's
U. H. Laughter |
(14) Hold
Person |
(15) Invisibilty
10' radius |
| (16) Spectral
Force (1 victim, save spells or see etc. what the psionicist
wishes) |
(17) Suggestion
|
(18) Command |
(19) Invisibilty
to Animals |
(20) Remove
Fear |
| -
ADEPT - |
| (1)
Clairsentience |
| (1) Detect
Scrying |
(2) Contact
Other Plane |
(3) Legend
Lore |
| (4) True
Seeing |
(5) Commune
With Nature |
(6) Find
The Path |
(2)
Psychokinesis
as noted above,
ALL creatures with Psychokinesis powers have Telekinesis in
addition to any others |
| (1) Fly |
(2) Dig |
(3) Fumble |
(4) Airy Water
|
(5) Bigby's
Interposing Hand (it's an invisible force but otherwise as per
spell including it's armour class) |
| (6) Cone of
Cold (can be reversed to Cone of Heat, maximum damage of each
is 7d4+7 hp) |
(7) Distance
Distortion |
(8) Major Creation |
(9) Transmute
Rock to Sand (similar to rock to mud, but maximum is one 10'
cube) |
(10) Wall of
Force |
| (11) Bigby's
Forceful Hand (it's invisible force)
|
(12) Disintegrate |
(13) Repulsion |
(14)
Stone to Flesh |
(15) Animate
Object |
| (3)
Psychometabolism |
| (1)
Polymorph Self |
(2) Stoneskin
(self only, 1round/level) |
(3)
Hold Monster (by touch,
1 target only, no save penalty) |
| (4) Tenser's
Transformation |
(5) Cure
Serious Wounds (only usable once per day per person) |
(6) Neutralize
Poison (only usable once per day per person) |
| (7) Cure Critical Wounds
(only usable once per day per person) |
|
|
| (4)
Psychoportation |
| (1)
Fly |
(2) Dimension
Door |
(3)
Conjure Elemental
|
| (4)
Monster Summoning
I to V (monsters are permanently brought to wizards area
but are not controlled and are probably very angry but don't
know who brought them here, have to learn them in ascending
order I, then II etc) |
| (5) Dismissal
|
(6) Invisisble
Stalker |
(7) Teleport
|
(5)
Telepathy
as described above,
ALL creatures with Telepathy powers get Sending and one
free attack mode of Initiate level |
| (1) Charm
Monster |
(2) Confusion
|
(3) Contagion
(victim thinks he's got disease) |
(4) Emotion |
(5) Enervation
(no Dex bonus to save, victim's skills etc are weakened)
|
| (6) Fear |
(7) Fire
Charm |
(8) Fumble
(1 victim) |
(9) Improved
Invisibility |
(10) Phantasmal
Killer |
| (11) Curse
(reverse of Remove Curse) |
(12) Shadow
Monsters (affects 1 victim, he thinks they're real if he
fails save Spells) |
(13) Advanced
Illusion (affects everyone in 20' diameter with no PSPs
they think its real) |
(14) Chaos |
(15) Domination |
| (16) Dream |
(17) Feeblemind |
(18) Hold
Monster |
(19) Demand
|
(20) Eyebite |
| (21) Geas |
(21) Mass
Suggestion |
(22) Programmed
Illusion (everyone in 20' radius whith no PSPs sees what
the psionicist wants) |
|
|
| -
MASTER - |
| (1)
Clairsentience |
| (1) Vision |
(2) Screen |
(3)
Foresight |
(2)
Psychokinesis
as noted
above, ALL creatures with Psychokinesis powers have Telekinesis
in addition to any others |
| (1) Bigby's
Grasping Hand (an invisible force) |
(2) Force
Cage |
(3) Mordenkainen's
sword |
(4) Power
word, Stun (a stunning blow hits victim, but no damage as
such) |
(5) Reverse
Gravity |
| (6) Bigby's
Clenched Fist (invisible force) |
(7) Glassteel |
(8) Bigby's
Crushing Hand |
(9) Crystalbrittle |
(10) Animate
Rock |
| (11) Blade
Barrier (from surrounding materials, like rocks) |
(12) Earthquake |
(13) Fire
Storm |
(14)
Sunray |
|
| (3)
Psychometabolism |
| (1) Duo-Dimension
|
(2) Finger of Death
(only usable once per day per person) |
(3) Energy Drain
(the attacker gets the hit points the victim loses as temporary
boost and gets a "glimpse" of any powers etc lost,
extra hp are lost after 1 day) |
| (4) Heal (only usable
once per day per person) |
(5) Regenerate (only
usable once per day per person) |
|
| (4)
Psychoportation |
| (1)
Banishment |
(2)
Monster Summoning V-VIII(monsters are permanently brought
to wizards area but are not controlled and are probably
very angry but don't know who brought them here, have to
learn these powers in ascending order V, then VI etc) |
(3)
Duo-Dimension |
| (4)
Phase Door |
(5)
Teleport Without Error |
(6)
Maze |
| (7)
Astral Spell |
(8)
Plane Shift |
(9)
Gate |
(5)
Telepathy
as described above,
ALL creatures with Telepathy powers get Sending and one
free attack mode of Initiate level |
| (1) Charm
Plants |
(2)Binding
|
(3) Mass
Charm |
| (4) Mind
Blank |
(5) Power
Word Blind |
(6) Symbol
(30 yard range, 20 foot diameter) |
|
ABILITIES
FROM THE COMPLETE PSIONICS HANDBOOK
All Sciences are considered to be of Adept level, and all
devotions are Initiate level. Powers generally last for 1
round/level, except where stated otherwise.
OBJECT READING (Initiate)
Clairsentience Range: Touch Duration 1 round/level Area of
effect: one object. Save: Nil
When used on an object, each round of study will
reveal one random fact about it: who previously owned it,
who were they etc. This power can only be used ONCE on an
object, after that it is too "psychically polluted"
to be examined again. Easier facts are generaly learned first,
and secretive or very magical creature's who were in contact
with the object often leave faint or confusing traces. i.e.
the DM determines, generally by random dice rolling, what
is learned.
PROBE (Adept) Telepathy Range:
2 yards Duration: 1 round/level Area of Effect: 1 creature
Save: Negates
This psionic ability is used to burrow deep into
a victim's mind, if they fail a save vs. spell, rolled each
round, the psionicist learns one important fact. Secrets,
character class etc can all be learned. It is not infallible,
a very wise character can give false information, but it is
far from easy.
DETONATE (Adept) Psychokinesis
Range: 60 yards Duration: Instantaneous Area of effect: 1
item, 8 cubic feet.
This power causes an object to explode with shocking
force, every creature in 10' radius will take 1d10 hp damage.
It cannot be used on creatures (except skeletons and zombies)
or permanent magic items. It can affect an object in a creature's
hand, but there may be penalties on the psionicist's power
check if the object is moving fast.
|
|
|