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This guy knows all about psionics...

NEW PSIONICS!!!

PSIONICS REVISITED

The use of psionic abilities in AD&D adds a fascinating dimension to the game. For this purpose, psionic powers are divided into three basic types. There are the cognitive powers such as ESP, the kinetic type of powers typified by Telekinesis, and the Anti-Psi powers. These last are a type of defense. The standard psionic attack forms and defense forms are independent of the three types of powers and are available as provided by the rules in Eldritch Wizardry, as they function just perfectly as they are. Analysis of the lists of powers in Eldritch Wizardry will show that the kinetic powers are more often assigned to Fighter or Thief types while the cognitive powers are more likely to occur in Clerics. Magicians seem to manifest both equally, probably because they have such a wide grasp of so many arcane forces. Because of their sensitive natures, Bards have cognitive powers, as do Illusionists and Sages. Although Druids are barred from psychic powers.The following lists are divided into lesser and greater manifestations of each type, much as the rules already divide the lists of psionic powers:

COGNITIVE POWERSN

Lesser Manifestations                                                   Greater Manifestations

Intuition*                                                                                 Locate Object*
Psychometry*                                                                       Hypercognition*
Empathy                                                                                   Precognition
Subsentient Telepathy*                                                   Telepathic Projection
ESP                                                                                            Aura Alteration
Clairsenses*                                                                         Speak Languages*
Ectoplasm*                                                                          Telepathic Projection
Retrocognition*                                                                    Psyche Transfer*
Detect Evil                                                                                      Mind Bar
Detect Magic                                                                            Mass Domination
Telepathy                                                                                  Astral Projection
Invisibility                                                                                   Ethereal Travel
Hypnosis                                                                                  Probability Travel
Domination

Explanation of Starred (*) Powers:

INTUITION: actually a low-grade of ESP. Intuition allows a 15% chance per level of mastery, up to 90 maximum, of obtaining a hunch about any living entity. when 90% is reached, there is a 15% chance per
level of mastery thereafter of intuiting specific knowledge. Psychic strength cost is 1 per turn.
PSYCHOMETRY: intuition concerning inanimate objects. Psychomety functions as does intuition.

Alternately, it acts as a Read Languages spell at a psychic strength cost of 5 per reading.

SUBSENTIENT TELEPATHY: a replacement for the power of speaking to animals or plants. Psychic strength cost is 1 for mammals, 2 for birds, 3 for reptiles, 4 for amphibians, 5 for fish or insects, 6 for plants, 7 for monstrous animals, and 8 for plants. This is the cost for one bit of information, say the equivalent of one sentence. With each of level of mastery the possessor of the power can get a like number of bits of information. Creatures can pass on any information they have perceived even if they don’t know what they perceived. If DM allows, inanimate objects can be subject to this power at a psychic strength cost of 10. Inanimate objects have very limited perceptions.

CLAIRSENSES: This is a combination of Clairvoyance and Clairaudience. Alternatively, the DM may decide you get one or the other, on a random basis, each time the power is activated. Fiendish DMs may decide you get a remote sense of touch, smell, or taste.

ECTOPLASM: allows the user to formulate a spirit duplicate of himself. There is a 10% per level of mastery that the ectoplasmic replica will be mistaken for the real thing. It is immune to normal weapons but is AC9
to enchanted weapons, magic, or psionics. It has the psychic potential of the creator. It can be sent, at a speed of 12” per turn up to 48” away, acting as a Wizard Eye. The psychic strength cost is 5 per turn.

COLD: freezes a 1’ radius circle per level of mastery. It takes 1 turn to lower the temperature by 100 degrees F, at a psychic strength cost of 10, plus 10 for each turn it is maintained. Temperature can be decreased in one degree F increments per psychic strength after the initial 100 degree drop.

HEAT: raises temperature at the same rate, range, and psychic strength cost as the psionic power of Cold

decreases temperature.

MAGNETISM: can either attract or repel. There is a 10% chance per level of mastery of affecting an iron or steel object which resists (E.g. a sword gripped by someone) and the power cannot move something
more than three times as heavy as the psychic. The range is 5’ per level of mastery. The psychic strength cost is 10 per use.

ELECTRICITY: costs 1 psychic strength point for each hit point of damage. Ordinary armor and saving throws v. magic do not block electricity. After the 4th level of mastery, the electricity can be “fired” 1’ per level of mastery thereafter.

GRAVITY CONTROL: works in an area of 5’ radius per level of mastery, at a cost of 15 psychics strength per turn. Objects can become totally weightless or be increased in weight five-fold.

ANTI-PSI

Deflection*                                                                                       Return*
Immunity*                                                                                         Filter*
Reversal*                                                                                         Tuning*

DEFLECTION: This sends the incoming psychic power rebounding in a random direction. It costs 5 psychic strength to use.

IMMUNITY: This cancels a psychic power directed at the user or at another character or in an area touched by the user. It costs 10 psychic strength.

REVERSAL: This changes the psychic power directed at the user into an opposite effect. Heat becomes Cold, Molecular Dart becomes Shield, etc. at a psychic strength cost of 15.

RETURN: directs a power back at the caster (psionic only, not magic) at a psychic strength cost of 20.

FILTER: This allows the user to absorb an incoming psionic power, at a cost of 25 psychic strength. The power may be employed, once, by the user of the filter, at no further cost, up to 1 day later per level of
mastery.

TUNING: alters an incoming power into any other power of the same category (Kinetic or Cognitive) at a cost of 25 psychic strength.

 Acquisition of psionic powers can be on a random basis for the first power, taking psychic potential into account. Thereafter, whenever a power is acquired immediately after

acquisition of a first power — by rolling the character’s psychic potential — it should be from an adjacent
power on the list. Thus, if a character gets the power of Cell Adjustment, and is entitled to another one immediately, that power should be either Infravision or Reduction. Greater Manifestations should only be assigned, when a character is due to acquire a power, on a %ile roll of 91-100. Anti-Psi powers have a separate chance of acquisition. Roll for them in addition to the standard rolls for psychic powers. Once having obtained an Anti-Psi power, a character should not be checked for another oftener than every 5 levels.

RETROCOGNITION: a sort of reverse fortune telling. Retrocognition allows a mental picture of how a place

looked in the past. It gives 1 week back per level of mastery at a psychic strength cost of 2 per week seen.
DMs intending to allow this power must have a “history” for parts of their dungeons or wilderness.

LOCATE OBJECT: reveals exact location of a known object at a psychic strength cost of 1 per foot of

distance. Each level of mastery allows an extra foot per psychic strength expended.

HYPERCOGNITION: is a super-intuition. It gives specific knowledge. There is a 10% chance per level of mastery of it working at a psychic strength cost of 1 for each 10% chance. Thus, a character at the 10th
level of mastery would have 100% chance of knowing something about an entity at a cost of 10 psychic strength.

SPEAR LANGUAGES: is just what it says. It can be used for actual speech or telepathy or sig language. For each level of mastery it lasts one turn at a cost of 10 psychic strength.

PSYCHE TRANSFER: is the psionic equivalent of the Magic Jar spell. There is a 10% chance per level of mastery of taking over another mind at a cost of 5 psychic strength plus an additional 5 for each hit dice level the victim is above the psionic character. Those transferring into a non-humanoid body will be unfamiliar with its nervous system and be able to operate it at only 10% effectiveness per week cumulative.

KINETIC POWERS

Lesser Manifestations                                                                   Greater Manifestations

Mind Over Body                                                                                       Body Control
Suspend Animation                                                                               Change Shape
Body Equilibrium                                                                                   Energy Control
Infravision*                                                                                           Molecular Disruption
Cell Adjustment                                                                                   Molecular Melding*
Reduction                                                                                                Molecular Shield*
Expansion                                                                                                Molecular Dart*
Levitation                                                                                                     Telekinesis
Light*                                                                                                    Molecular Alteration
Molecular Agitation                                                                                        Cold*
Body Weaponry                                                                                               Heat*
Stun*                                                                                                             Magnetism*
Neural Disruption*                                                                                      Electricity*
Spirit Form*                                                                                             Gravity Control*
                                                                                                                     Dimension Door
                                                                                                                     Dimension Walk
                                                                                                                       Teleportation
                                                                                                                     Ethereal Travel

Explanation of Starred (*) Powers

INFRAVISION: works just as the Infravision spell at a psychic strength cost of 5. It works one turn for each level of mastery.

LIGHT: is a corona surrounding the possessor of the power, giving illumination about equal to a Druid Faerie Fire spell. It can be maintained at a psychic strength cost of 2 per turn. For each level of mastery, the Light radiates another 5 feet. At the 4th level it will thus be the equivalent of an ordinary torch, at 6th level it will be approximately equal to a good lantern, and at 10th level the user will radiate as if he possessed a Magic Light Spell.

STUN: requires an actual touch against the opponent, allowing a 10’ distance per level of mastery up to 100’. This power actually numbs the consciousness of the opponent — human, animal, or monster — at a cost of 1 psychic strength per victim’s hit point; acting as a combination Slow/Paralysis if the victim has remaining points. For example, a 30 hit point foe exposed to a 10 point Stun will move at one-third speed. The effects last as long as a Sleep spell would.

NEURAL DISRUPTION: actually prevents functioning of the nervous system. It reduces all of a foe’s prime

requisites at the same time, each down 1 for every 5 psychic strength employed. The effect lasts 1 turn
per level of mastery.

SPIRIT FORM: allows the user to vibrate his atoms such that he is insubstantial to solid matter, including magic weapons. The user is neither Ethereal nor Astral. He can be easily perceived, is vulnerable to magic
or psionics, and cannot carry anything into the Spirit Form with him except ordinary cotton or woolen clothing. Psychic Strength cost is 10 per turn.

MOLECULAR MELDING: works only on inanimate matter, mixing together the molecules of two objects to bond them together. For instance, a weapon could be bonded to the floor, or a door bonded into a doorframe to be held as if Wizard Locked. The Meld costs 5 psychic strength and lasts 1 turn per level of

mastery.

MOLECULAR SHIELD: This increases the density of the air or liquid between the user and an attacker. The

result is an increase in the user’s armor class 1 for two psychic strength for each melee round.

MOLECULAR DART: turns the air into a Magic Missile. The Dart costs 5 psychic strength for each one “fired” and has a range of only 10’ per level of mastery.

 

 

 

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