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.