Difference between revisions of "Psionics"
| Line 62: | Line 62: | ||
''Psionic Strength Points (Quantity and Accruing Quantity)'' | ''Psionic Strength Points (Quantity and Accruing Quantity)'' | ||
| − | A 1st level psionicist automatically receives 15 psps | + | A 1st level psionicist automatically receives 15 psps and adds any bonuses for exceptional Constitution, Intelligence and Wisdom scores. The psionicist roles a 1d10 for his total. From 2nd level and beyond he gains 10 psps, plus the modifiers. Once passed 9th level, he only receives PSP bonuses from wisdom, and continues to accrue 10 PSPs a level. |
Wild talents gain only 1d4 psps a level beyond and including 1st. They gain at 1st level 10 PSPs added to only enough PSPs to use their wild talents once with four maintenance rounds, and no other PSPs save for a single, one time count for wisdom, intelligence and constitution. If trained, wild talents may gain the use of their prerequisite powers to their wild talents, but whether trained or untrained, the PSP value of all these powers for both initiation and maintenance are added to the character’s PSP maximum total. | Wild talents gain only 1d4 psps a level beyond and including 1st. They gain at 1st level 10 PSPs added to only enough PSPs to use their wild talents once with four maintenance rounds, and no other PSPs save for a single, one time count for wisdom, intelligence and constitution. If trained, wild talents may gain the use of their prerequisite powers to their wild talents, but whether trained or untrained, the PSP value of all these powers for both initiation and maintenance are added to the character’s PSP maximum total. | ||
Latest revision as of 04:10, 15 January 2020
NEW OFFICIAL HOUSE PSIONIC RULES (as of Winter 2015)
Introduction
Due to difficulties with the mechanics of 1st and 2nd edition versions of psionic systems, it has become necessary to rework/revamp much of the material so that it is logical, cohesive and workable. Of the editions, the 2nd Edition’s Complete Psionic Handbook (CPsH) offers the finest rendition of psionics. However, although interesting as a skills based system, the fact that the psionicist does not improve in his ability to initiate powers throughout his career is very irritating and unrealistic, and thus the MTHAC0 system was conceived of, albeit not fully thought out nor playable. The following rules and discussions are an answer to this shortcoming. They are based largely after the CPsH, the Way of the Psionicist, 1st Edition material, as well as some useful ideas, rules and insights from later editions.
Psionic Rules in Print
Due to formatting issues, the psionic rules are placed here as scanned images. The scanned pages are the standing house rules at this time (winter, 2015).
Psionic Strength Points (Quantity and Accruing Quantity)
A 1st level psionicist automatically receives 15 psps and adds any bonuses for exceptional Constitution, Intelligence and Wisdom scores. The psionicist roles a 1d10 for his total. From 2nd level and beyond he gains 10 psps, plus the modifiers. Once passed 9th level, he only receives PSP bonuses from wisdom, and continues to accrue 10 PSPs a level.
Wild talents gain only 1d4 psps a level beyond and including 1st. They gain at 1st level 10 PSPs added to only enough PSPs to use their wild talents once with four maintenance rounds, and no other PSPs save for a single, one time count for wisdom, intelligence and constitution. If trained, wild talents may gain the use of their prerequisite powers to their wild talents, but whether trained or untrained, the PSP value of all these powers for both initiation and maintenance are added to the character’s PSP maximum total.
Wild Talents
Normal psionicists may have wild talents in addition to their developed skills. On non-Dark Sun worlds, a wild talent is not necessary in order to become a psionicist. Dark Sun characters with wild talents have a 1% base chance of possessing unusual tangent psionic abilities/qualities. In other worlds, this chance is reduced to 1 in 1000 or less (or not at all), as determined by the DM. The chart for these psionic qualities is in the possession of the DM. The chance for this in Dark Sun is modified by the following table (drop remaining fractions):
INT, each point above 16: +2½%
WIS, each point above 16: +1½%
CON, each point above 16: +½%
Base MAC and PSP Bonuses Table (the base MAC column integrates with the wisdom score, and the MAC modifier column with intelligence)
Ability Score Base MAC MAC Modifier PSP Bonus 15 or less 10 0 0 16 9 -1 +1 17 8 -1 +2 18 7 -2 +3 19 6 -2 +4 20 5 -3 +5 21 4 -3 +6 22 3 -3 +7 23 2 -4 +8 24 1 -4 +9 25 0 -5 +10
Ability Based Power Rolls Bonuses to making power rolls are dependent upon the character’s stat in that particular field of psionics. The metamorphosis power for instance is based after constitution, thus any bonuses the character might have concerning his MTHAC0 roll for that power would be based after a constitution statistic which would be compared to the strength character. Someone with a 25 constitution therefore would have a +7 bonus to making such power rolls. Many powers may receive other bonuses due to high pertinent statistics. For instance, with the devotion chemical simulation, the power normally can create acids which cause at most 2-3 points of damage. If a character with an 18:01 constitution, this would be 2-3 +3 damage.
Regaining PSPs Regaining PSPs is not possible if PSPs are being actively expended in the given time frame.
Rejuvenating/Sleeping: 10/hour, 2/turn Sitting/Resting/Reading: 5/hour, 1/turn Walking/Riding: 2/hour, 1 every half hour
Telepathic Psionics and Non-Humanoids/Fiends/Planar Creatures/Undead Power Score Penalties
Mammal (except marsupial): -2 Marsupial -3 Bird -4 Reptile, Amphibian -5 Fish -6 Arachnid, insect -7 Monster -8 Planar Creature/Undead -9 Plant -10
Undead: horror and madness checks; probe (+ ½ of their HD to the saving throw) Elemental, some planars: madness checks Fiend: fear, madness and horror checks; probe (+ ½ of their HD to the saving throw)
POWERS
CLAIRSENTIENT SCIENCES
Aura Sight [MAC: 5; IC: 8; MC: 8; Score: W]
Object Reading [MAC: 2; IC: 12; MC: na; PT: 1; Score: W]
Precognition [MAC: 5; IC: 18; MC: -; Score: W]
CLAIRSENTIENT DEVOTIONS
All-Around Vision {MAC: 7; IC: 3; MC: 3; Score: W]
Bone Reading [MAC: 8; IC: 11; MC: na; PT: 1; Score: W]
Know Course [MAC: 7; IC: 4; MC: 4 per hour; Score: I]
Predestination [MAC: 7; IC: 15; MC: 5 a year; Score: W]
PSYCHOKINETIC SCIENCES
Detonate [MAC: 7; IC: 15; MC: -; Score: C]
Disintegrate [
Kinetic Control [MAC: 7; IC: 12; MC: 6; Score: I]
Megakinesis: [MAC: 6; IC: 20+/10+; MC: ; PT: 1; Score: W]
See the Will and the Way.
(enhanced): 1 psp for every 50 pounds lifted for a minimum of 20 psps (1,000 lbs.) per round. Speed of the telekinesis is equal to the level of the psionicist. An avenue of great study might allow the following: for every level including and past 10th, the psychokineticist may simultaneously perform telekinesis on different objects. Thus at 19th level, he could float ten swords and wield them. Each item so levitated attacks as often as he psionicist could normally physically attack with such an item, each item normally costing the psionicist 4 psps a round. There are no strength bonuses. Half-giant weapons cost 6 psps to wield in this manner. Multiple larger objects other than weapons can also be lifted, as per the rules in the first paragraph, but above 50 pounds require the psp per 50 pounds as well as 8 psps per heavy item lifted. Hamanu has developed a powerful form of megakinesis, for the monarch also possesses the control body devotion. Given his 21st level status, at 21st level, a properly devoted psychokineticist can apply a megakinesis roll that gives a strength as per the will and the way (see chart) that, if at least one point above the opponent’s, can completely lock such an opponent into place without a saving throw. This requires however many psps it takes, plus 8 more for the body control effect. Thus, to lock Xal’gren into position, it costs 43 psps a round. The afflicted character cannot be made to move like this… he is simply locked. He is not utterly rigid however, and thus, although prone, cannot be killed automatically, the attacker receiving only a +4 to hit. Only one such
Project Force [MAC: 8; IC: 8/4; MC: na; Score: C]
(enhanced): As per rules, but 1d8 damage instead of 1d6 (plus AC save for half as listed) and 11 psps. Furthermore, for an extra 11 psps a pop, he may engage in extra project force attacks that very same round with the limit being the number of mental attacks he normally has. These may be forgone in order to have more intense attacks. For instance, someone with 5/2 attacks, could attack three times in one round, or attack once for 1d8+2 (without the extra 5 psps per shot). Stronger blows of at least 1d8+1 can do minor structural damage. For 7/2s who sacrifice 2 rounds, going at the end of the second to attack with a single 1d8+6, full castle walls can be punctured.
Telekinesis [MAC: 7 (special); IC: 2+/1+; MC: 1 or (1/2 IC rounded down); Score: W]
(regular): Three pound objects and less require 3 PSPs to initially animate and 1 per round thereafter. For heavier objects, the initial cost is 1 PSP per pound, with a maintenance that is half the initial cost, rounded down, the MAC itself lowering by 1/3 the object’s weight, rounded down. Items may be used to hit others, using the psionicist’s THAC0 with a penalty equaling 1/3 of the object’s weight, rounded down.
(enhanced): Strict devotion to improving this science allows a movement equal to the psionicists’ level with floating items, as well as a strength equal to his level. For every strength category desired, one psp per round must be expended. Thus, if a 19th level psionicist wished the strength of 19 for his purposes, he would require 24 psps. For quick shoves and usually undamaging throws, a max press can be used for purposes of the item’s maximum weight. If one wishes to crush or pummel an object, the strength desired must be great enough to lift that item/person by the weight allowance, not the maximum press. 19 and above strength scores do 1d6 damage with a successful hit after the power score is rolled. People may resist being picked up with a save against spell, dexterity bonus to save only.
Telekinetic Barrier [MAC: 4; IC: 15; MC: 9; Score: C]
Telekinetic Flight [MAC: 5; IC: 12; MC: 3/round; Score: W]
PSYCHOKINETIC DEVOTIONS
Animate Shadow [MAC: 6; IC: 2; MC: 2/round; Score: W]
Ballistic Attack [MAC: 7; IC: 3; MC: -; Score: C]
Concentrate Water [MAC: 6; IC: 9; MC: -; Score: C]
Control Body [MAC: 6; IC: 7; MC: 7; Score: C] The psychic contest will be rolled as follows: Add the victim’s levels/HD and a creature’s strength score as bonuses to the roll, and do the same with the psionicist’s level and constitution scores
Control Flames [MAC: 8; IC: 5; MC: 3; Score: W]
Deflect [MAC: 10; IC: 3; MC: -; Score: I]
Inertial Barrier [MAC: 7; IC: 6; MC: 4; Score: C]
Levitation [MAC: 8; IC: 2; MC: 2; Score: W]
Molecular Agitation [MAC: 10; IC: 5; MC: 4; Score: W]
Molecular Bonding [MAC: 8; IC: 4; MC: 3; Score: I]
Return Flight [MAC: 7; IC: 2; MC: -; Score: C]
Soften [MAC: 8; IC: 3; MC: 2; Score: I]
Static Discharge [MAC: 5; IC: 4; MC: 4; Score: I]
PSYCHOMETABOLIC SCIENCES
Animal Affinity [MAC: 6; IC: 10; MC: 2; Score: C]
Cellular Hyper-Calibration/Evisceration
[MAC: 6; IC: 10/20/30; MC: -; Range: touch; PT: 1; Area of Effect: target creature; Prereq.: cell adjustment, 5th level; Score: C]
This powerful science allows the psionicist, in matters of grave emergency, to heal himself or another at a tremendous rate, but at a harsh cost. Drawing upon deep physical reserves, such as fat stores, blood nutrients, bone marrow and the like, the psychometabolist rapes her body for the energy and nutrients it needs to heal herself, repositioning and even creating new cells to repair the injured areas. Unfortunately however, the strain is so great that for every 10 hit points healed, the injured person’s constitution score drops by 1 point (1 point being lost even if less than 10 hit points are healed). The exact cost in PSPs required to operate this power are listed at the bottom of this description. It should be noted that this power will not restore lost limbs and the like, as it does not duplicate the psychometabolic science regenerate. Indeed, bone and spinal cord injuries are usually only superficially repaired by this power, for whereas such injuries may be mended enough for limbs and the like to be used normally (or people with broken spines to operate), such repairs are not anywhere near as rigorous as those that would have been enjoyed by the use of the regenerate science, and therefore hard trauma to such sensitive areas even after cellular hyper-calibration had been used might much more easily damage once again the weakly healed bones.
This science can also be used to cause great injury. If a successful combat roll is made and physical contact is established and maintained for the entire preparation round and the actual round during which the power takes action, the psychometabolist may cause extreme damage to the target creature’s body. At such a point the assaulting psionicist has several options. One is that he simply tears apart the target creature’s molecular structure. In this case, the target creature rolls a saving throw versus PPDM. If the save roll succeeds, the target creature resists the attack and nothing happens. If the roll indicates failure, the result is a gruesome and rather instant death, which could be as subtle as a brain hemorrhage, or, at higher levels of power, cause the unlucky creature to erupt in a spray of blood and pureed flesh. The other attack option is to attempt to “over-heal” the target if it is at or near maximum health. A saving throw versus PPDM is once again necessary to see whether or not the psionicist can gain violent control of her target’s cellular makeup. If the saving roll fails, the psionicist may expend 10 PSPs for every 1d8 hit points of damage and for every constitution point he wishes to drain from the target. In utilizing this method, bodily stores of energy are essentially expended violently, the results of which might vary wildly, dependant upon the dark imagination of the psionicist (the excess energy could be literally burnt away, etc.). This attack version of the science, cellular hyper-evisceration, is a power only an evil psionicist would use with any regularity. If any other psionicist tries to use this version of the power, his alignment will gradually be twisted toward evil as he explores this very dark portion of his psyche.
In any case when this power drains constitution points, it becomes extremely difficult for the effected creature to regain them. Full days of near complete bed rest (no combat or adventuring), accompanied by large meals and plenty of liquids are required to regain each constitution point. The heal or regenerate priestly spells will restore all lost constitution points. Lower power spells will essentially have no effect. If the creature in question however has access to a great amount of food or other replenishing substances, the regenerate psychometabolic science will restore the lost constitution points as fast as 1 point per turn of regeneration. Other creatures with extremely high constitutions (20+) or supernatural regeneration must be adjudicated by the DM, but it is likely that such ability scores and powers would help greatly with the restoration of lost constitution points.
HPs Regenerated PSP Cost 1-4 10 5-9 20 10+ 30
Complete Healing [MAC: 10; IC: 25/13; MC: na; PT: 24 hours; Score: C]
Death Field [MAC: 2; IC: 35/17; MC: na; PT: 3; Score: C]
Energy Containment [MAC: 8; IC: 10/5; MC: na; Score: C]
Life Draining [MAC: 6; IC: 9; MC: 4; Score: C]
Metamorphosis: [MAC: 4; IC: 18/9; MC: 1/turn; Score: C]
Nerve Manipulation [MAC: 7 (special); IC: 14; MC: na; Score: C]
Roll the initiation of this power as if under the old psionics system.
Poison Simulation [MAC: 8; IC: 16; MC: na; PT: 1; Score: C]
Regenerate [MAC: 6; IC: 16/8; MC: 5/turn; Score: C]
Shadow-form [MAC: 4; IC: 9; MC: 2; Score: C]
PSYCHOMETABOLIC DEVOTIONS
Absorb Disease [MAC: -; IC: 10; MC: -; Score: C]
Accelerate [MAC: 8; IC: 7; MC: 7; Score: C]
Adrenaline Control [MAC: 7; IC: 6; MC: 3; Score: C]
Alter Features [MAC: 9; IC: 4; MC: 2/turn; Score: C]
Biofeedback [MAC: 8; IC: 4; MC: 2; Score: C]
Body Control [MAC: 4; IC: 6; MC: 4/turn; Score: C]
Body Equilibrium [MAC: 7; IC: 2; MC: 2; Score: C]
Body Weaponry [MAC: 7; IC: 6; MC: 3; Score: C]
Carapace [MAC: 10; IC: 4; MC: 1; Score: I]
Catfall MAC: 8; IC: 3
Cell Adjustment [MAC: 7; IC: 4; MC: 4-16; Score: C]
Chameleon Power [MAC: 9; IC: 4; MC: 2; Score: C]
Chemical Simulation [MAC: 6; IC: 7; MC: 5; Score: C]
Displacement [MAC: 7; IC: 5; MC: 3; Score: C]
Double Pain [MAC: 7; IC: 7; MC: na; Score: C]
Ectoplasmic Form [MAC: 6; IC: 8; MC: 7; PT: 1; Score: C]
Enhance Strength [MAC: 8; IC: variable; MC: varies; Score: C]
Flesh Armor [MAC: 7; IC: 6; MC: 3; Score: C]
Forced Symmetry [MAC: 8; IC: 10; MC: na; Score: I]
Graft Weapon [MAC: 5; IC: 8; MC: 1; Score: C]
Heightened Senses [MAC: 10; IC: 3; MC: 1; Score: C]
Immovability [MAC: 5; IC: 8; MC: 5; Score: C]
Iron Bones [MAC: 8; IC: 6; MC: 3; Score: C]
This devotion causes the bones and cartilage of the psionicist to become extremely tough and durable, the bones gaining the strength of solid iron without adding any weight to the psionicist’s total weight. The ability gives him a +2 bonus to his AC, makes it very difficult for his bones to be broken, and will give him a +2 bonus in punching and martial arts attack and damage rolls. The strength of the bones also becomes such that one might punch through stone without risk of grave injury, or the like. Falling damage is reduced to half the normal amount. All physical damage done to him by slashing weapons is at -2. Bludgeoning damage is halved.
Lend Health [MAC: 9; IC: 4; MC: na; Score: C]
Mind Over Body [MAC: 8; IC: -; MC: 8/day; Score: W]
Pheromone Discharge[MAC: 10; IC: IC: 4; MC: 1; Score: I]
Photosynthesis [MAC: 10; IC: 5; MC: 2/turn; Score: C]
Rigidity [MAC: 8; IC: 6; MC: 3; Score: C]
Share Strength [MAC: 6; IC: 5; MC: 2; Score: C]
Spider Touch [MAC: 9; IC: 3; MC: 2; Score: D]
Strength of the Land [MAC: 8; IC: 9; MC: 2; Score: C]
Suspend Animation [MAC: 7; IC: 10; MC: na; PT: 5; Score: C]
PSYCHOPORTATIVE SCIENCES
Banishment [MAC: 8; IC: 25; MC: 8
Summon Planar Creature [MAC: 4 or 2; IC: 40/20 or 80/40; MC: na; PT: 12; Score: I]
Summon Planar Energy [MAC: variable (as in tW&tW); IC: 25,26,27; MC: na; PT: 1; Score: I]
Teleport [as WoftPs]
Wormhole [MAC: variable; IC: variable; MC: variable; PT: 1; Score: I; Level Requirement: 15]
Range Initial Cost Maintenance Cost MAC 100 yds. 22 8 6 1000 yds. 24 10 4 10 miles 44 14 2 100 miles 54 18 0 1000 miles 66 22 -2 10000 miles 90 27 -5 interplanetary 140 45 -9
PSYCHOPORTATIVE DEVOTIONS
Astral Projection [MAC: 10; IC: 5; MC: 1 an hour; Score: I]
Dimensional Door [MAC: 8; IC: 3; MC: 3; Score: C]
Dimensional Screen [MAC: 7; IC: 7; MC: 6; Score: C]
Dimension Blade [MAC: 7; IC: 5; MC: 5; Score: C]
Dimension Walk [MAC: 6; IC: 8; MC: 3; Score: C]
Dream Travel [as WoftPs]
Duo Dimension [MAC: 6; IC: 9; MC: 4; Score: C]
Ethereal Traveler [MAC: 6; IC: 12; MC: 2; Score: W]
Phase [MAC: 9; IC: 5; MC: 5; Score: W]
Time Duplicate [MAC: 8; IC: 22; MC: -; Score: I]
TELEPATHIC SCIENCES
Domination: [MAC: 6; IC: 6+; MC: 6+; Score: W]
Maintenance Costs Level MC 1-5 (6) 6-10 (12) 11-15 (18) 16-20 (26) 21+ (40)
Ejection (Revised) [MAC: 0; IC: 40; MC: -; Score: W]
Hallucination [MAC: 5; IC: 5; MC: 5; Score: I]
1-5 5 6-10: 6 11-15 7 16-20 8 21+ 9
Mass Contact:
As long as he can pay for it, the master psionicist may attack and use powers against as many minds as he has PSPs to do so with.
Mass Domination: [MAC: 4; IC: (same as domination); MC: (same as domination); PT: 2; Score: W]
This allows a psionicist to dominate non-psionic characters easily during one round. Dominating force will flow from the character, for which he may use any attack he wishes to muster (one attack per mind), after which he may attempt immediate domination, as long as he is able to pay the cost for it. The power thus is limited to dominating each round a number of entities equal to the number of psionic attacks the psionicist is capable of, unless the character in question has opened the minds of his targets beforehand. The maintenance cost of this power is half that of regular domination. As a reminder from the PsHb, each dominated mind must be dominated individually (thus the MTHAC0 roll must be made against every mind).
Mindflame: [MAC: 4; IC: 25; MC: -; Score: W]
Mindlink: [MAC: 5; IC: 5/3; MC: 5; Score: W]
5 PSPs flat.
Probe [MAC: 4; IC: 8/9/10/11/13; MC: same as IC; Score: W]
Superior Invis [MAC: 4; IC: 6
TELEPATHIC DEVOTIONS
Acceptance: [MAC: 10; IC: 9; MC: 2/turn; Score: I]
Amnesia: [MAC: 8;
This power performs as described in the Will and the Way. However, psionic research in this devotion can lead to new insights allowing the telepath to cause to the subject to “forget” a limited series of events.
Original Amnesia as described in tW&tW: (all events prior to the devotion are forgotten) 1-5: 5 6-10: 7 11-15 9 16-20 12 21+ 15
Research Amnesia: the telepath causes the subject to forget the actions up until the initiation of the power in the current round, in additional to the number of immediately previous rounds equal to the level of the telepath. Example: 1st level: 1 round 2nd level: 2 rounds 3rd level: 3 rounds, etc. Any character suffering from this form of retrograde amnesia has a chance to recover and “remember” his fogged over memories in the same way that a character may attempt to escape from a charm person spell
Attraction: [MAC: 7; IC: -; MC: 5/rnd.; Score: W]
ESP: [MAC: 6; IC: ; Score: W]
1-5: 3 6-10: 4 11-15 5 16-20 6 21+ 7
False Sensory Input: [MAC: 7; IC: 3; MC: 3 Score: I]
1-5 3 6-10: 4 11-15 5 16-20 6 21+ 7
Identity Penetration [MAC: 6; IC: 4; Score: W]
Inflict Pain [MAC: 5; IC: 3/4/5/6/8; Score: C]
Life Detection: [MAC: 8; IC: 3; MC: 3; Score: I]
Mind Bar: [MAC: 7; IC: -; MC: 3; Score I]
Repugnance: [MAC: 3; MC: 7; W]
Synaptic Static: [MAC: 6; IC: 10; MC: 10; Score: I]
METAPSIONIC SCIENCES
Empower [MAC: -2; IC: varies; MC: na; PT: 0 (special); Prerequisites: 10th level; Score: W]
Order of Operations
(Period of Inner Research) Discipline Assignment Power Assignments Defenses and attacks are installed at this time Strength Modifications (from the receptacle devotion) Identity Assignments 1 day of basic assignments -or- MAC Improvement -and/or- MTHAC0 Improvement
This power should follow the routine described in the Psionic’s Handbook, with the wisdom checks as of the old system included. 30 psps are now required for daily preparation, 70 are required for empowering a discipline, 70 psps for successful powers being emplaced. For each additional power beyond the first with which the item is empowered, the MAC of the empower checks grow more difficult, devotions increasing the MAC by 1 and sciences increasing it by 2. High sciences increase the MAC by 4. If a power other than a devotion is attempted first, the MAC increases by 1 if it is a science and by 3 if it is a high science. These penalties are cumulative until they reach the maximum difficulty of a MAC of -10.
The item’s MTHAC0 is that of the psionicist’s level, divided by two rounded down, minus from 25. This can be lowered by one point each successful day as per the rules given in the Psionic Artifacts of Athas (to a maximum of an additional half the psionicist’s level rounded down, subtracted from the previous MTHAC0), save that the old empowering system described above is used (with the usual preparation cost of 30 PSPs per day plus another 30 PSPs for the attempt). The improvement of the MTHAC0 process must be unbroken for it to be successful. If a check is failed, the improvement of the MTHAC0 process must begin over again. For the improvement of the MTHAC0 power rolls, the cumulative power modifiers added to the power checks during the regular empowering phase do not apply. Instead, the MAC is made more difficult by 1 point for every further point of MTHAC0 it is aimed to improve the item by, to a maximum of a -10 THAC0.
An item’s MAC may at most be as strong as half the empowering psionicist’s level. Thus, a 20th level psionicist may create an item with at most a MAC of 0. If made flatly, the item has half the MAC value of the base MAC adjustment possessed by the empowering character according to his wisdom score. Thus, an empowerer with a 17 wisdom would flatly empower an item with a MAC of 9. A 10th level empowerer with a 17 wisdom would, as an example, be capable of creating an item with a MAC of 4, but the power checks would grow more difficult as he progressed. To better the MAC to 8 for instance, the empowerer’s MAC score would be a -3. To increase the MAC to 7, the score would be a -4. These checks, as with the MTHAC0 improvement rolls, must be made successfully in succession, or this stage of the process must begin over again. The MAC of the item cannot be better than the MAC of the empowerer. The daily cost is in addition to the daily preparation cost an extra 30 PSPs.
The receptacle devotion, if known by the creator, may be used to add the psionicist’s 1st level PSP total to the item’s permanent pool of PSPs. This PSP addition will not include any PSPs from the psionicist’s wild talents at 1st level. This operation requires an empower MAC check, but only the base MAC; the cumulative penalty effects described above do not apply in this case.
It is possible to add yet more PSPs to the empowering item with the receptacle devotion, but only through sacrifice. To do this, the empowerer permanently sacrifices however many PSPs he wishes out of his current pool. The PSPs will slowly return to the empowerer at the rate of 1 PSP per day until half of those PSPs sacrificed have been regained. This will be his new total. For example, if a psionicist has 100 PSPs at maximum, and decided to sacrifice a further 20 PSPs to his empowered item, after ten days he will regain 10 PSPs, making his new maximum 90 PSPs. However, the risk is that if the item in question should ever be destroyed, the psionicist will lose all the PSPs so sacrificed, permanently, and so thus in the example, the psionicist’s new total would be 80 PSPs. PSPs so lost would be gone irrevocably, with likely even a wish failing to restore the psionicist. This use of receptacle would require special research and meditation for both itself and the empower science. This operation requires an empower MAC check, but only the base MAC; the cumulative penalty effects described above do not apply in this case.
A psionic item has the attacks and defenses its empowerer provides it with. The item may have 1 attack and 1 defense for every five levels the psionicist has achieved. These require simply empower power checks to install, and one may be added every day. As an example, a 10th level psionicist could install 2 attacks and 2 defenses. Not until 25th level could a psionicist implant all ten psionic attacks and defenses.
The mental hit points of the empowered item are equal to the creator’s level, plus 2 points for every science and 1 point for every devotion added.
The item’s intelligence is that of its creator’s, minus 1d6, for a minimum of 12. The creator may adjust the item’s communication abilities and its intelligence, but its intelligence can never be below 12. See the table below for details:
Intelligence Communication Ability 12 semiempathy; item communicates by tingling or dim feelings 13 empathy; item transmits feelings 14 speech, 1 language 15 speech, 2 languages 16 speech, 3 languages 17 speech, 4 languages, and telepathy with its owner only 18 speech, 5 languages, and telepathy with any creature within 20 feet
A psionically empowered item may be used as a receptacle as per the pertinent devotion, but of course these PSPs would only be a temporary augmentation. They would not be a permanent addition to the item’s PSP pool.
Psionic Item Usage: Items can be controlled by command words, by overwhelming the item by a personality score challenge (see DMG regarding intelligent weapons), or through defeat in psionic combat and subsequent physical touch. If psionic combat is used, contact must be initiated afterwards. Direct control also required contact (wisdom check). Once a character defeats a psionic item in psychic combat, he need only retain physical and psionic contact with it in order to keep it subdued, as it will not be able to resist the psionicist in question again unless such contact is suspended.
Psychic Clone [MAC: 2; IC: 40; MC: 5; PT: 10; Score: W]
Psychic Surgery [MAC: 0; …]
Split Personality [MAC: 0; IC: 35; MC: 5; PT: 1; Score: W; Prerequisites: 10th level, psychic surgery]
METAPSIONIC DEVOTIONS
Receptacle [MAC: 1 for empowered items, 2 for gems; IC: 0; MC: 0; PT: 1 round/point; Score: W] Note: due to the complexities of this devotion, it is described here in full, with quotes from the original power, as necessary.
“This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon the energy later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at its maximum. However, he can keep the stored PSPs on hand until he’s running low on psionic energy, and then use them immediately. (It’s like storing a pint of your own blood at a hospital. With a little time, your body replaces the pint. Later, if you should lose blood in an accident or operation, you can use the stored blood to recover the loss quickly.)
Before powers can be stored, a receptacle must be prepared. Two types of containers are appropriate: a vessel prepared with empower (a metapsionic science), or a valuable gem that has been specially prepared using the receptacle power.”
Empowered Vessel: The empower variety of this power allows the psionicist to place 8 psps per level into the psionic item. That is, once an empowered item has been completely sealed and is a finished product, the psionicist may use the item as a receptacle, placing 8 PSPs in it per level of the psionicist. The devotion otherwise behaves normally, as described in the CPsHB.
Valuable Gem: “A gem can hold 1 PSP for every 100 gold pieces of its worth, rounded down. For example, a gem worth 650 gold pieces can hold 6 PSPs, and a gem worth 1,000 gold pieces can hold 10 PSPs. The gem still requires preparation, however. To do this, the psionicist must slowly fill the gem with PSPs—1 per turn—until the gem reaches maximum capacity (1/100 of its value). The psionicist can do nothing else while filling the gem. When the task is complete, the psionicist must make a power check. If he fails, only one-half of the gem’s capacity is useable.”
Storing Points: “Using his receptacle power, he can automatically place 1 PSP into a properly prepared container per round. When he is finished, the psionicist must make a receptacle power check. If it succeeds, all is well; if it fails, only half the points he expended are stored in the receptacle, while the rest are merely spent.”
Using Stored Points: “The psionicist can retrieve stored points automatically. The receptacle must be in contact with his flesh. He can never retrieve more points than the receptacle currently holds, nor can he retrieve so many that it raises his current psionic point total above his maximum. No matter how many receptacles he has, a psionicist can never store more PSPs than his maximum total. (For example, if his usual maximum is 100 PSPs, he can store no more than 100.) Only the psionicist who placed the points in the item can use them.”
“The danger of this power is receptacle loss. If the receptacle is damaged or destroyed, its contents (PSPs) are instantly subtracted from the psionicist’s total possible points. This loss is temporary, but until the psionicist is once again back up to his full PSP score he recovers PSPs only half as fast as normal.”
Power Score: No other effect. 1: No other effect.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
NEW OFFICIAL HOUSE PSIONIC RULES (as of Fall 2014)
Introduction
Due to difficulties with the mechanics of 1st and 2nd edition versions of psionic systems, it has become necessary to rework/revamp much of the material so that it is logical, cohesive and workable. Of the editions, the 2nd Edition’s Complete Psionic Handbook (CPsH) offers the finest rendition of psionics. However, although interesting as a skills based system, the fact that the psionicist does not improve in his ability to initiate powers throughout his career is very irritating and unrealistic, and thus the MTHAC0 system was conceived of, albeit not fully thought out nor playable. The following rules and discussions are an answer to this shortcoming. They are based largely after the CPsH, the Way of the Psionicist, 1st Edition material, as well as some useful ideas, rules and insights from later editions.
Psionic Strength Points (Quantity and Accruing Quantity):
A 1st level psionicist automatically receives 15 psps with the usual bonus for high scores. The psionicist roles a 1d8 for his total. From 2nd level and beyond he gains 8 psps, plus the modifiers. Once passed 9th level, he only receives PSP bonuses from wisdom, and continues to accrue 8 PSPs a level.
Wild talents gain only 1d4 psps a level beyond and including 1st. They gain at 1st level 10 PSPs added to only enough PSPs to use their wild talents once with four maintenance rounds, and no other PSPs save for a single, one time count for wisdom, intelligence and constitution. If trained, wild talents may gain the use of their prerequisite powers to their wild talents, but whether trained or untrained, the PSP value of all these powers for both initiation and maintenance are added to the character’s PSP maximum total.
Wild Talents
Normal psionicists may have wild talents in addition to their developed skills. On non-Dark Sun worlds, a wild talent is not necessary in order to become a psionicist.
Dark Sun characters with wild talents have a 1% base chance of possessing unusual tangent psionic abilities/qualities. In other worlds, this chance is reduced to 1 in 1000 or less (or not at all), as determined by the DM. The chart for these psionic qualities is in the possession of the DM. The chance for this in Dark Sun is modified by the following table (drop remaining fractions):
INT, each point above 16: +2½%
WIS, each point above 16: +1½%
CON, each point above 16: +½%
Base MAC and PSP Bonuses Table (the base MAC column integrates with the wisdom score, and the MAC modifier column with intelligence)
Ability Score Base MAC MAC Modifier PSP Bonus
15 or less 10 0 0
16 9 -1 +1
17 8 -1 +2
18 7 -2 +3
19 6 -2 +4
20 5 -3 +5
21 4 -3 +6
22 3 -3 +7
23 2 -4 +8
24 1 -4 +9
25 0 -5 +10
Ability Based Power Rolls
Bonuses to making power rolls are dependent upon the character’s stat in that particular field of psionics. The metamorphosis power for instance is based after constitution, thus any bonuses the character might have concerning his MTHAC0 roll for that power would be based after a constitution statistic which would be compared to the strength character. Someone with a 25 constitution therefore would have a +7 bonus to making such power rolls. Many powers may receive other bonuses due to high pertinent statistics. For instance, with the devotion chemical simulation, the power normally can create acids which cause at most 2-3 points of damage. If a character with an 18:01 constitution, this would be 2-3 +3 damage.
Regaining PSPs
Regaining PSPs is not possible if PSPs are being actively expended in the given time frame.
Rejuvenating/Sleeping: 10/hour, 2/turn
Sitting/Resting/Reading: 5/hour, 1/turn
Walking/Riding: 2/hour, 1 every half hour
Telepathic Psionics and Non-Humanoids/Fiends/Planar Creatures/Undead Power Score Penalties
Mammal (except marsupial): -2
Marsupial -3
Bird -4
Reptile, Amphibian -5
Fish -6
Arachnid, insect -7
Monster -8
Planar Creature/Undead -9
Plant -10
Undead: horror and madness checks; probe (+ ½ of their HD to the saving throw)
Elemental, some planars: madness checks
Fiend: fear, madness and horror checks; probe (+ ½ of their HD to the saving throw)
Psionic Combat
In psionic combat, the aggressor attacks the defender with one of the five psionic attacks. The defender must use a psionic defense if he is to resist a telepathic attack or ability being used upon him. Psionic combat is handled much as normal combat, using instead the calculated MTHAC0 and MACs of the combatants. Again, as in normal combat, natural 1s always indicate failure and a fumble, whereas 20s always indicate success and double damage. Psionicists and wild talents can parry (psionicist, half their level +1, wild talents, half their level).
Closed and open minds, and closing and opening them. The fundamental purpose of psionic combat is to force a mind open. This is based upon the concept that most any creature will have at any given time an open or closed mind. Fully trained psionicists, having trained their minds with great discipline, are effectively always closed, unless they wish not to be. All other characters have naturally open minds. A closed mind can be forced open usually only by reducing that character’s PSP pool to 0. Once at 0 PSPs, the mind is considered open, and further attacks or psionic powers can be used against it, with psionic attacks receiving a +2 bonus to hit.
A telepath may attempt to surreptitiously use a power on a non-psionicist with an open mind. A trust psionicist (not a wild talent) will always know if this is attempted, even if he is at 0 PSPs. To attempt this with a non-psionicist open mind, the power he is attempting to use must simply be initiated. If the power fails to initiate, the target will become aware that something is wrong.
A non-psionicist may attempt to close his mind. A wild talent may do this at will, although it is a conscious action. Player character wild talents must definitively declare their intent to do this on an encounter by encounter basis, and successfully roll a contact proficiency check (wisdom check) in order to do so. Either a wild talent or completely non-psionic character can assuredly close their mind if they do this as a full round action, putting all their will into it. Closed minds can only be opened by a psionic attack.
Tangents. On occasion, a psionicist or wild talent victorious against another psionicist or wild talent in psychic combat may not wish to exploit his victory at that moment. If this is the case, he may choose to maintain a foothold or tangent in his defeated opponent’s mind. To do this, he must simply expend a single point of psionic strength per round. The defeated psionicist or wild talent will be able to close his mind again 1d4+1 rounds after all psionic powers actively operating in his mind from an outside source have ceased, or 1d4+1 rounds after his opponent has stopped paying the round-to-round PSP cost. The actual closing of one’s mind after being forced open requires a wisdom check -3, which may be attempting once each round.
Attacks and defenses can be changed mid-round. Defenses which cost more PSPs only need be purchased with how many more PSPs it takes from their original defense to reach their new one. Once a higher defense is made in the round, it need not be purchased again. Therefore, a psionicist making 3 defenses, who chooses Tower of Iron Will, who then reverts back to Thought Shield, then finally back to TW, need only make the initial purchase for the first TW during that round.
Psionic Combat Regarding Non-Psionic Opponents
Characters without psionic ability of any kind generally receive saving throws versus any telepathic based powers and attacks. For example, a non-psionic character attacked with the stunning power of an id insinuation would receive a saving throw vs. PPDM, whereas a wild talent or full psionicist would not. In theory, this is because the mind so being attacked is not psionically attuned, and therefore is not as susceptible to psionic attacks (this is based upon 1st Edition AD&D, wherein only psionic blast could harm non-psionic creatures).
Charging Attacks
Attackers may “charge” their attacks so that they cause more psychic or physical damage upon successfully hitting their opponents. This is done instantly, with no special initiative modifiers or die rolls. Only full psionicists, and not wild talents, can do this. To do this, psionicists can invest at maximum of up to however many times their levels in multiplying the effects of a single attack. That is, if mind thrust causes 1d4+2 psionic damage and costs 2 PSPs to initiate, and a 10th level attacker gambled and spent 20 PSPs to initiate a ten-fold charged attack, the attack will cause 10d4+20 PSPs of damage, save vs. spell for ½, rounded down (psionicist +2 bonus included). If in this case a natural 20 were rolled, the doubling effect only works for the root value of the attack, and would in this case cause 11d4+22 PSPs worth of damage. In the case of stacked physical damage upon successful psychic crush or psionic blast attacks, the afflicted also receive saving throws, but vs. PPDM, for ½ damage (wisdom bonuses apply to the saving throw roll). Normally, failed attacks cost half of what full attacks usually cost. However, in the case of charged attacks, all the excess PSPs are expended. In the case of the 10th level mind thrust example above, a failed attack would cost 19 PSPs. (The saving throws here discussed are a newer concept. They are designed to prevent two things: 1) psionic combat between leveled characters being reduced to a handful of charged attacks, and 2) psychic crush and psionic blast being used by high-level psionicists as methods of inflicting instant death upon leveled characters.)
Id insinuation and psionic blast have area of effect possibilities if the base cost is doubled for these attacks. These area of effect attacks may also be charged. An area of effect psionic blast with a triple charge would cost, for example, 40 PSPs.
Psionic Attacks Versus Psionic Defenses Matrix Psionic Defense Table
M- TS MB IF TW
MT +5 +3 -2 -4 -5 =-3 M- 0
EW +4 +3 +1 -5 -4 =-1 TS 2
II -5 -3 -1 +2 +5 =-2 MB 4
PsC +1 -5 +3 +2 -2 =-1 IF 5 (+2 for non-psions on psionic saves)*
PB -4 +2 -3 +3 +2 =0 TW 6 (+6 for non-psions on psionic saves)**
=+1 =0 =-2 =-2 =-4
Psionic Attack Table
MT 2 = 1d4+2 (R: 3-6-9, modifiable by factoring) (-2,-5)
EW 4 = 1d6+3 (R: 4-8-12, modifiable by factoring) (-2, -5)
II 6 = 1d8+7 (R: 6-12-18, modifiable by factoring) (20’ x 20’ area of effect if the cost is doubled) (-2, -5)
PsC 8 = 1d10+10 (R: 5)
PB 10 = 1d12+12 (R: 2-4-6) (5’ diameter cone at base, 20’ diameter at terminus, 60’ range, if cost is doubled) (-2, -5)
Multiple Psionic Attacks
All attacks may be followed up by attempts at a telepathic power, but it must be the same telepathic power for all such attacks. In the case of open minds, this chart indicates the number of minds which may be contacted in a given round. For example, a 13th level telepath wishing to use the invisibility devotion could make two individuals simultaneously subject to the power.
Characters specialized in an attack form enjoy the next higher category of attacks per round.
1-6: 1/1
7-12: 3/2
13-20: 2/1
21-26: 5/2
27+: 3/1
27+ (spec.): 7/2
Explanation and Description of Psionic Defenses
- Intellect Fortress: 10 foot radius. This defense will help ward against not just psionic attacks and powers, but also it will be effective in warding against any mental based magical powers. All those so warded will receive a +2 bonus versus any pertinent saving throws.
- Tower of Iron Will: 3 foot radius. This defense will help ward against not just psionic attacks and powers, but also it will be effective in warding against any mental based magical powers. All those so warded will receive a +6 bonus versus any pertinent saving throws.
Explanation and Description of Psionic Attacks
General Notes: Range is given in tens of yards. As discussed below, medium ranged attacks lose 20% of their damage, both physical and psionic, rounded down. Long range attacks lose 50% of their damage, both physical and mental, rounded down. The penalties listed of -2 and -5 indicate those for medium and long range attacks, respectively.
Mind Thrust (MT): On an open mind, the victim loses a random psionic power for 2d6 days. If a 1 is rolled, no further psionic attacks or ability rolls can be made for that round. If a 20 on an open mind is rolled, the victim permanently loses one attack, defense or psionic power, and is dazed for 1d4 turns. Non-psionic minds are not affected by this power.
Ego Whip (EW): If used against a contacted mind, the target is dazed for 1d4 rounds, during which all of his die rolls (psionic attacks, melee attacks, saving throws, etc.) are penalized five points (or 25%) and he cannot cast any spells above third level. Non-psionic minds gain saving throws vs. spell against this attack. If a 20 is rolled on an open psionic/wild talent mind the victim suffers from permanent idiocy, with his psionic ability lost forever. Non-psionic minds receive a saving throw vs. PPDM against this. The idiocy is curable through the heal spell.
Id Insinuation (II): Against a contacted mind, the character can do nothing for 1d4 rounds. If a 20 is rolled, the victim attacks his allies for 1d4 rounds. If a 1 is rolled, the psionicist’s superego is overwhelmed, and his rage causes a -1 penalty to his attack rolls and power checks for 1 turn. Non-psionic minds gain saving throws vs. spell against this attack. Against an open psionic (including wild talent) mind a 20 will lay the victim low, turning him into a “robot” for 2d4 weeks at which point a saving throw is granted to recover from the affliction. Non-psionic minds receive a saving throw vs. PPDM to avoid this result of a critical roll.
Psychic Crush (PsC): Against an open mind, this attack causes 1d6 physical damage. A 1 indicates that the target is immune to further psychic crushes for the next 24 hours. Any physical damage inflicted by 2d6 or more attack dice upon a non-psionic character may be halved if the victim makes a successful saving throw vs. PPDM. Rolling a natural 20 indicates that a psionically aware being may be killed outright (save vs. PPDM, a wisdom and psionicist +2 bonus included). If the mind is open, a psionicist’s bonus is ignored.
Psionic Blast (PB): Against an open mind, this attack causes 1d8 physical damage. Any physical damage inflicted by 2d8 or more attack dice upon a non-psionic character may be halved if the victim makes a successful saving throw vs. spell. Furthermore, a natural 20 makes the victim believe in his mind that he has lost 80% of his hp. This effect lasts 6 turns. If the character goes below 20%, he falls unconscious for the remainder of the 6 turns. A natural 20 which afflicts an open mind will send the victim into a catatonic state for 1d4 weeks (99% chance to be mistaken for death), and if he fails a saving throw vs. PPDM with his psionicist bonus (if warranted), he dies. He may be raised/resurrected, but has lost all psionic ability. Against non-psionic targets, the psionic blast can be particularly effective, for in addition to physical damage and the effects listed thus far, other terrible effects may present themselves:
Psionic Blast Effects on Non-Psionic Targets If the Saving Throw vs. PPDM is Failed (listed as percentage chance)
Attacked
Creature’s
Total
Intelligence
& Wisdom
Death Coma Sleep Stun Confuse Enrage Panic Feeblemind Permanent Temporary Mild
Insanity Insanity Insanity
0-5 01-85 86-99 00
6-9 01-10 11-90 91-99 00
10-13 01 02-15 16-90 91-99 00
14-17 01 02-10 11-90 91-99 00
18-21 01 02-15 16-90 91-99 00
22-25 01 02-15 16-90 91-99 00
26-29 01 02-15 16-90 91-99 00
30-33 01 02-15 16-90 91-99 00
34-35 01 02-20 21-85 86-99 00
36-37 01 02-15 16-90 91-00
38+ 01 02-15 16-00
Death: creature can be brought back to life as is usual.
Coma: 2-12 days where creature cannot be awakened.
Sleep: 5-20 turns where creature cannot be awakened.
Stun: 2-8 turns where character is at usual stunned condition.
Confuse: 1-4 turns as per the spell of the same name.
Enrage: 2-8 rounds and creature affected must immediately launch a spell or physical attack upon any opponent or other creature. During enraged period, creature will not think of defense or any action save attacking.
Panic: 2-8 rounds with reaction as a fear spell from a 4th level magic-user.
Feeblemind: This lasts until a heal, restoration, or wish is used. The creature’s combined intelligence and wisdom is in the 0-5 range when so affected. All memory of spells is gone, and the affected creature cannot attack or defend.
Permanent Insanity: This lasts until a heal, restoration, or wish is used. Select two forms of insanity from the table herein, and have affected creature behave accordingly as long as the condition lasts.
Temporary Insanity: 2-12 weeks duration, otherwise as above.
Mild Insanity: 1-4 weeks duration, one form of insanity only, otherwise as above.
Saving Throw Adjustments with Regards to Psionic Blast, Other Psionic Attack Forms, and General Psionic Powers (traditional campaign)
Explanation: Although this table deals with the psionic attack forms, especially psionic blast, it may also be applied to telepathic powers, as is suitable. Such modifiers will not apply to every situation and power. Careful DM adjudication is necessary. All pluses are bonuses. All minuses are penalties.
Magic-user: +1 Panicked: -1
Cleric: +2 Enraged: -1
Elf: +2 Confused: -2
Intellect Fortress: +2 Hopeless: -3
Mind Blank: +2 Stunned: -3
Dwarf: +4 Using psionic related power*: -3
Halfling: +4 Using ESP device: -4
Helm of telepathy†: +4 feebleminded: a feebleminded being has a combined INT and WIS score of 0-5
Tower of Iron Will: +6 insane: insane creatures cannot be psionically attacked
Mind Bar: +6
†The helm of telepathy will cause the attacker to be stunned for 1-4 rounds if the defender’s saving throw is successful.
- These powers or spells are: astral projection/spell, augury, charm monster, charm person, clairaudience, clairvoyance, confusion, detect evil/good, detect magic, dimension door, divination, empathy, enlarge, ESP, etherealness, feeblemind, feign death, geas, invisibility (any sort), know alignment, levitation, locate object, magic jar, plane shift, polymorph self, quest, shape change, suggestion, symbol, telekinesis, telepathy, teleportation, true seeing.
General Notes to Psionic Combat
-Non-Psionic Minds: In general, saving throws are awarded to all the effects of psionic attacks, even to the 20 roll effects. The exception to this is psionic blast, to which non-psionic minds are just as vulnerable as the psionically aware.
-If id insinuation or psionic blast are used as area of effect attacks, they too may be charged to higher capacities. (see above)
-If he does nothing but resist that entire round (a full round action), any character may receive +2 bonus to his MAC if under psionic attack, and a +2 bonus to a saving throw against any telepathic attack or power. This is usually done when a character has no PSPs remaining, and simply wishes to resist attacks. This cannot be done in combination with psionic parrying, as it is akin to filling one’s mind with desperate and chaotic thought, which would prevent any parrying maneuver by a trained psionicist.
-Medium range attacks reduce damage, both psychic and physical, by 20%, fractions rounded up.
-Long range attacks reduce damage, both psychic and physical, by 50%, fractions rounded down.
-In psionic combat, if not enough PSPs remain for the opponent to either make a defense of attack, rolls still must be made, but with the +2 bonus to hit.
-When utilizing factored psionic attacks, damage adjustments due to intelligence are added only once.
-Violently interrupted psionic attacks (physical violence) cost 1 PSP. Psionic mental attacks cannot interrupt another’s upcoming psionic mental attack unless actual physical damage is inflicted upon the target. In comparison, failed psionic attacks are half the cost (for example, a normal psionic blast costing 10 PSPs, if failing to breach an opponent’s MAC, will cost the attacker 5 PSPs).
-Psionic harbingers can speak as with send thoughts, but obviously this requires a line of sight.
POWERS
CLAIRSENTIENT SCIENCES
Aura Sight [MAC: 5; IC: 8; MC: 8; Score: W]
Object Reading [MAC: 2; IC: 12; MC: na; PT: 1; Score: W]
Precognition [MAC: 5; IC: 18; MC: -; Score: W]
CLAIRSENTIENT DEVOTIONS
All-Around Vision {MAC: 7; IC: 3; MC: 3; Score: W]
Bone Reading [MAC: 8; IC: 11; MC: na; PT: 1; Score: W]
Know Course [MAC: 7; IC: 4; MC: 4 per hour; Score: I]
Predestination [MAC: 7; IC: 15; MC: 5 a year; Score: W]
PSYCHOKINETIC SCIENCES
Detonate [MAC: 7; IC: 15; MC: -; Score: C]
Disintegrate [
Kinetic Control [MAC: 7; IC: 12; MC: 6; Score: I]
Megakinesis: [MAC: 6; IC: 20+/10+; MC: ; PT: 1; Score: W]
See the Will and the Way.
(enhanced): 1 psp for every 50 pounds lifted for a minimum of 20 psps (1,000 lbs.) per round. Speed of the telekinesis is equal to the level of the psionicist.
An avenue of great study might allow the following: for every level including and past 10th, the psychokineticist may simultaneously perform telekinesis on different objects. Thus at 19th level, he could float ten swords and wield them. Each item so levitated attacks as often as he psionicist could normally physically attack with such an item, each item normally costing the psionicist 4 psps a round. There are no strength bonuses. Half-giant weapons cost 6 psps to wield in this manner. Multiple larger objects other than weapons can also be lifted, as per the rules in the first paragraph, but above 50 pounds require the psp per 50 pounds as well as 8 psps per heavy item lifted.
Hamanu has developed a powerful form of megakinesis, for the monarch also possesses the control body devotion. Given his 21st level status, at 21st level, a properly devoted psychokineticist can apply a megakinesis roll that gives a strength as per the will and the way (see chart) that, if at least one point above the opponent’s, can completely lock such an opponent into place without a saving throw. This requires however many psps it takes, plus 8 more for the body control effect. Thus, to lock Xal’gren into position, it costs 43 psps a round. The afflicted character cannot be made to move like this… he is simply locked. He is not utterly rigid however, and thus, although prone, cannot be killed automatically, the attacker receiving only a +4 to hit. Only one such
Project Force [MAC: 8; IC: 8/4; MC: na; Score: C]
(enhanced): As per rules, but 1d8 damage instead of 1d6 (plus AC save for half as listed) and 11 psps. Furthermore, for an extra 11 psps a pop, he may engage in extra project force attacks that very same round with the limit being the number of mental attacks he normally has. These may be forgone in order to have more intense attacks. For instance, someone with 5/2 attacks, could attack three times in one round, or attack once for 1d8+2 (without the extra 5 psps per shot). Stronger blows of at least 1d8+1 can do minor structural damage. For 7/2s who sacrifice 2 rounds, going at the end of the second to attack with a single 1d8+6, full castle walls can be punctured.
Telekinesis [MAC: 7 (special); IC: 2+/1+; MC: 1 or (1/2 IC rounded down); Score: W]
(regular): Three pound objects and less require 3 PSPs to initially animate and 1 per round thereafter. For heavier objects, the initial cost is 1 PSP per pound, with a maintenance that is half the initial cost, rounded down, the MAC itself lowering by 1/3 the object’s weight, rounded down. Items may be used to hit others, using the psionicist’s THAC0 with a penalty equaling 1/3 of the object’s weight, rounded down.
(enhanced): Strict devotion to improving this science allows a movement equal to the psionicists’ level with floating items, as well as a strength equal to his level. For every strength category desired, one psp per round must be expended. Thus, if a 19th level psionicist wished the strength of 19 for his purposes, he would require 24 psps. For quick shoves and usually undamaging throws, a max press can be used for purposes of the item’s maximum weight. If one wishes to crush or pummel an object, the strength desired must be great enough to lift that item/person by the weight allowance, not the maximum press. 19 and above strength scores do 1d6 damage with a successful hit after the power score is rolled. People may resist being picked up with a save against spell, dexterity bonus to save only.
Telekinetic Barrier [MAC: 4; IC: 15; MC: 9; Score: C]
Telekinetic Flight [MAC: 5; IC: 12; MC: 3/round; Score: W]
PSYCHOKINETIC DEVOTIONS
Animate Shadow [MAC: 6; IC: 2; MC: 2/round; Score: W]
Ballistic Attack [MAC: 7; IC: 3; MC: -; Score: C]
Concentrate Water [MAC: 6; IC: 9; MC: -; Score: C]
Control Body [MAC: 6; IC: 7; MC: 7; Score: C]
The psychic contest will be rolled as follows: Add the victim’s levels/HD and a creature’s strength score as bonuses to the roll, and do the same with the psionicist’s level and constitution scores
Control Flames [MAC: 8; IC: 5; MC: 3; Score: W]
Deflect [MAC: 10; IC: 3; MC: -; Score: I]
Inertial Barrier [MAC: 7; IC: 6; MC: 4; Score: C]
Levitation [MAC: 8; IC: 2; MC: 2; Score: W]
Molecular Agitation [MAC: 10; IC: 5; MC: 4; Score: W]
Molecular Bonding [MAC: 8; IC: 4; MC: 3; Score: I]
Return Flight [MAC: 7; IC: 2; MC: -; Score: C]
Soften [MAC: 8; IC: 3; MC: 2; Score: I]
Static Discharge [MAC: 5; IC: 4; MC: 4; Score: I]
PSYCHOMETABOLIC SCIENCES
Animal Affinity [MAC: 6; IC: 10; MC: 2; Score: C]
Cellular Hyper-Calibration/Evisceration
[MAC: 6; IC: 10/20/30; MC: -; Range: touch; PT: 1; Area of Effect: target creature; Prereq.: cell adjustment, 5th level; Score: C]
This powerful science allows the psionicist, in matters of grave emergency, to heal himself or another at a tremendous rate, but at a harsh cost. Drawing upon deep physical reserves, such as fat stores, blood nutrients, bone marrow and the like, the psychometabolist rapes her body for the energy and nutrients it needs to heal herself, repositioning and even creating new cells to repair the injured areas. Unfortunately however, the strain is so great that for every 10 hit points healed, the injured person’s constitution score drops by 1 point (1 point being lost even if less than 10 hit points are healed). The exact cost in PSPs required to operate this power are listed at the bottom of this description. It should be noted that this power will not restore lost limbs and the like, as it does not duplicate the psychometabolic science regenerate. Indeed, bone and spinal cord injuries are usually only superficially repaired by this power, for whereas such injuries may be mended enough for limbs and the like to be used normally (or people with broken spines to operate), such repairs are not anywhere near as rigorous as those that would have been enjoyed by the use of the regenerate science, and therefore hard trauma to such sensitive areas even after cellular hyper-calibration had been used might much more easily damage once again the weakly healed bones.
This science can also be used to cause great injury. If a successful combat roll is made and physical contact is established and maintained for the entire preparation round and the actual round during which the power takes action, the psychometabolist may cause extreme damage to the target creature’s body. At such a point the assaulting psionicist has several options. One is that he simply tears apart the target creature’s molecular structure. In this case, the target creature rolls a saving throw versus PPDM. If the save roll succeeds, the target creature resists the attack and nothing happens. If the roll indicates failure, the result is a gruesome and rather instant death, which could be as subtle as a brain hemorrhage, or, at higher levels of power, cause the unlucky creature to erupt in a spray of blood and pureed flesh. The other attack option is to attempt to “over-heal” the target if it is at or near maximum health. A saving throw versus PPDM is once again necessary to see whether or not the psionicist can gain violent control of her target’s cellular makeup. If the saving roll fails, the psionicist may expend 10 PSPs for every 1d8 hit points of damage and for every constitution point he wishes to drain from the target. In utilizing this method, bodily stores of energy are essentially expended violently, the results of which might vary wildly, dependant upon the dark imagination of the psionicist (the excess energy could be literally burnt away, etc.). This attack version of the science, cellular hyper-evisceration, is a power only an evil psionicist would use with any regularity. If any other psionicist tries to use this version of the power, his alignment will gradually be twisted toward evil as he explores this very dark portion of his psyche.
In any case when this power drains constitution points, it becomes extremely difficult for the effected creature to regain them. Full days of near complete bed rest (no combat or adventuring), accompanied by large meals and plenty of liquids are required to regain each constitution point. The heal or regenerate priestly spells will restore all lost constitution points. Lower power spells will essentially have no effect. If the creature in question however has access to a great amount of food or other replenishing substances, the regenerate psychometabolic science will restore the lost constitution points as fast as 1 point per turn of regeneration. Other creatures with extremely high constitutions (20+) or supernatural regeneration must be adjudicated by the DM, but it is likely that such ability scores and powers would help greatly with the restoration of lost constitution points.
HPs Regenerated PSP Cost
1-4 10
5-9 20
10+ 30
Complete Healing [MAC: 10; IC: 25/13; MC: na; PT: 24 hours; Score: C]
Death Field [MAC: 2; IC: 35/17; MC: na; PT: 3; Score: C]
Energy Containment [MAC: 8; IC: 10/5; MC: na; Score: C]
Life Draining [MAC: 6; IC: 9; MC: 4; Score: C]
Metamorphosis: [MAC: 4; IC: 18/9; MC: 1/turn; Score: C]
Nerve Manipulation [MAC: 7 (special); IC: 14; MC: na; Score: C]
Roll the initiation of this power as if under the old psionics system.
Poison Simulation [MAC: 8; IC: 16; MC: na; PT: 1; Score: C]
Regenerate [MAC: 6; IC: 16/8; MC: 5/turn; Score: C]
Shadow-form [MAC: 4; IC: 9; MC: 2; Score: C]
PSYCHOMETABOLIC DEVOTIONS
Absorb Disease [MAC: -; IC: 10; MC: -; Score: C]
Accelerate [MAC: 8; IC: 7; MC: 7; Score: C]
Adrenaline Control [MAC: 7; IC: 6; MC: 3; Score: C]
Alter Features [MAC: 9; IC: 4; MC: 2/turn; Score: C]
Biofeedback [MAC: 8; IC: 4; MC: 2; Score: C]
Body Control [MAC: 4; IC: 6; MC: 4/turn; Score: C]
Body Equilibrium [MAC: 7; IC: 2; MC: 2; Score: C]
Body Weaponry [MAC: 7; IC: 6; MC: 3; Score: C]
Carapace [MAC: 10; IC: 4; MC: 1; Score: I]
Catfall MAC: 8; IC: 3
Cell Adjustment [MAC: 7; IC: 4; MC: 4-16; Score: C]
Chameleon Power [MAC: 9; IC: 4; MC: 2; Score: C]
Chemical Simulation [MAC: 6; IC: 7; MC: 5; Score: C]
Displacement [MAC: 7; IC: 5; MC: 3; Score: C]
Double Pain [MAC: 7; IC: 7; MC: na; Score: C]
Ectoplasmic Form [MAC: 6; IC: 8; MC: 7; PT: 1; Score: C]
Enhance Strength [MAC: 8; IC: variable; MC: varies; Score: C]
Flesh Armor [MAC: 7; IC: 6; MC: 3; Score: C]
Forced Symmetry [MAC: 8; IC: 10; MC: na; Score: I]
Graft Weapon [MAC: 5; IC: 8; MC: 1; Score: C]
Heightened Senses [MAC: 10; IC: 3; MC: 1; Score: C]
Immovability [MAC: 5; IC: 8; MC: 5; Score: C]
Iron Bones [MAC: 8; IC: 6; MC: 3; Score: C]
This devotion causes the bones and cartilage of the psionicist to become extremely tough and durable, the bones gaining the strength of solid iron without adding any weight to the psionicist’s total weight. The ability gives him a +2 bonus to his AC, makes it very difficult for his bones to be broken, and will give him a +2 bonus in punching and martial arts attack and damage rolls. The strength of the bones also becomes such that one might punch through stone without risk of grave injury, or the like. Falling damage is reduced to half the normal amount. All physical damage done to him by slashing weapons is at -2. Bludgeoning damage is halved.
Lend Health [MAC: 9; IC: 4; MC: na; Score: C]
Mind Over Body [MAC: 8; IC: -; MC: 8/day; Score: W]
Pheromone Discharge[MAC: 10; IC: IC: 4; MC: 1; Score: I]
Photosynthesis [MAC: 10; IC: 5; MC: 2/turn; Score: C]
Rigidity [MAC: 8; IC: 6; MC: 3; Score: C]
Share Strength [MAC: 6; IC: 5; MC: 2; Score: C]
Spider Touch [MAC: 9; IC: 3; MC: 2; Score: D]
Strength of the Land [MAC: 8; IC: 9; MC: 2; Score: C]
Suspend Animation [MAC: 7; IC: 10; MC: na; PT: 5; Score: C]
PSYCHOPORTATIVE SCIENCES
Banishment [MAC: 8; IC: 25; MC: 8
Summon Planar Creature [MAC: 4 or 2; IC: 40/20 or 80/40; MC: na; PT: 12; Score: I]
Summon Planar Energy [MAC: variable (as in tW&tW); IC: 25,26,27; MC: na; PT: 1; Score: I]
Teleport [as WoftPs]
Wormhole [MAC: variable; IC: variable; MC: variable; PT: 1; Score: I; Level Requirement: 15]
Range Initial Cost Maintenance Cost MAC
100 yds. 22 8 6
1000 yds. 24 10 4
10 miles 44 14 2
100 miles 54 18 0
1000 miles 66 22 -2
10000 miles 90 27 -5
interplanetary 140 45 -9
PSYCHOPORTATIVE DEVOTIONS
Astral Projection [MAC: 10; IC: 5; MC: 1 an hour; Score: I]
Dimensional Door [MAC: 8; IC: 3; MC: 3; Score: C]
Dimensional Screen [MAC: 7; IC: 7; MC: 6; Score: C]
Dimension Blade [MAC: 7; IC: 5; MC: 5; Score: C]
Dimension Walk [MAC: 6; IC: 8; MC: 3; Score: C]
Dream Travel [as WoftPs]
Duo Dimension [MAC: 6; IC: 9; MC: 4; Score: C]
Ethereal Traveler [MAC: 6; IC: 12; MC: 2; Score: W]
Phase [MAC: 9; IC: 5; MC: 5; Score: W]
Time Duplicate [MAC: 8; IC: 22; MC: -; Score: I]
TELEPATHIC SCIENCES
Domination: [MAC: 6; IC: 6+; MC: 6+; Score: W]
Maintenance Costs
Level MC
1-5 (6)
6-10 (12)
11-15 (18)
16-20 (26)
21+ (40)
Ejection (Revised) [MAC: 0; IC: 40; MC: -; Score: W]
Hallucination [MAC: 5; IC: 5; MC: 5; Score: I]
1-5 5
6-10: 6
11-15 7
16-20 8
21+ 9
Mass Contact:
As long as he can pay for it, the master psionicist may attack and use powers against as many minds as he has PSPs to do so with.
Mass Domination: [MAC: 4; IC: (same as domination); MC: (same as domination); PT: 2; Score: W]
This allows a psionicist to dominate non-psionic characters easily during one round. Dominating force will flow from the character, for which he may use any attack he wishes to muster (one attack per mind), after which he may attempt immediate domination, as long as he is able to pay the cost for it. The power thus is limited to dominating each round a number of entities equal to the number of psionic attacks the psionicist is capable of, unless the character in question has opened the minds of his targets beforehand. The maintenance cost of this power is half that of regular domination. As a reminder from the PsHb, each dominated mind must be dominated individually (thus the MTHAC0 roll must be made against every mind).
Mindflame: [MAC: 4; IC: 25; MC: -; Score: W]
Mindlink: [MAC: 5; IC: 5/3; MC: 5; Score: W]
5 PSPs flat.
Probe [MAC: 4; IC: 8/9/10/11/13; MC: same as IC; Score: W]
Superior Invis [MAC: 4; IC: 6
TELEPATHIC DEVOTIONS
Acceptance: [MAC: 10; IC: 9; MC: 2/turn; Score: I]
Amnesia: [MAC: 8;
This power performs as described in the Will and the Way. However, psionic research in this devotion can lead to new insights allowing the telepath to cause to the subject to “forget” a limited series of events.
Original Amnesia as described in tW&tW: (all events prior to the devotion are forgotten)
1-5: 5
6-10: 7
11-15 9
16-20 12
21+ 15
Research Amnesia: the telepath causes the subject to forget the actions up until the initiation of the power in the current round, in additional to the number of immediately previous rounds equal to the level of the telepath. Example:
1st level: 1 round
2nd level: 2 rounds
3rd level: 3 rounds, etc.
Any character suffering from this form of retrograde amnesia has a chance to recover and “remember” his fogged over memories in the same way that a character may attempt to escape from a charm person spell
Attraction: [MAC: 7; IC: -; MC: 5/rnd.; Score: W]
ESP: [MAC: 6; IC: ; Score: W]
1-5: 3
6-10: 4
11-15 5
16-20 6
21+ 7
False Sensory Input: [MAC: 7; IC: 3; MC: 3 Score: I]
1-5 3
6-10: 4
11-15 5
16-20 6
21+ 7
Identity Penetration [MAC: 6; IC: 4; Score: W]
Inflict Pain [MAC: 5; IC: 3/4/5/6/8; Score: C]
Life Detection: [MAC: 8; IC: 3; MC: 3; Score: I]
Mind Bar: [MAC: 7; IC: -; MC: 3; Score I]
Repugnance: [MAC: 3; MC: 7; W]
Synaptic Static: [MAC: 6; IC: 10; MC: 10; Score: I]
METAPSIONIC SCIENCES
Empower [MAC: -2; IC: varies; MC: na; PT: 0 (special); Prerequisites: 10th level; Score: W]
Order of Operations
(Period of Inner Research)
Discipline Assignment
Power Assignments
Defenses and attacks are installed at this time
Strength Modifications (from the receptacle devotion)
Identity Assignments
1 day of basic assignments
-or-
MAC Improvement
-and/or-
MTHAC0 Improvement
This power should follow the routine described in the Psionic’s Handbook, with the wisdom checks as of the old system included. 30 psps are now required for daily preparation, 70 are required for empowering a discipline, 70 psps for successful powers being emplaced. For each additional power beyond the first with which the item is empowered, the MAC of the empower checks grow more difficult, devotions increasing the MAC by 1 and sciences increasing it by 2. High sciences increase the MAC by 4. If a power other than a devotion is attempted first, the MAC increases by 1 if it is a science and by 3 if it is a high science. These penalties are cumulative until they reach the maximum difficulty of a MAC of -10.
The item’s MTHAC0 is that of the psionicist’s level, divided by two rounded down, minus from 25. This can be lowered by one point each successful day as per the rules given in the Psionic Artifacts of Athas (to a maximum of an additional half the psionicist’s level rounded down, subtracted from the previous MTHAC0), save that the old empowering system described above is used (with the usual preparation cost of 30 PSPs per day plus another 30 PSPs for the attempt). The improvement of the MTHAC0 process must be unbroken for it to be successful. If a check is failed, the improvement of the MTHAC0 process must begin over again. For the improvement of the MTHAC0 power rolls, the cumulative power modifiers added to the power checks during the regular empowering phase do not apply. Instead, the MAC is made more difficult by 1 point for every further point of MTHAC0 it is aimed to improve the item by, to a maximum of a -10 THAC0.
An item’s MAC may at most be as strong as half the empowering psionicist’s level. Thus, a 20th level psionicist may create an item with at most a MAC of 0. If made flatly, the item has half the MAC value of the base MAC adjustment possessed by the empowering character according to his wisdom score. Thus, an empowerer with a 17 wisdom would flatly empower an item with a MAC of 9. A 10th level empowerer with a 17 wisdom would, as an example, be capable of creating an item with a MAC of 4, but the power checks would grow more difficult as he progressed. To better the MAC to 8 for instance, the empowerer’s MAC score would be a -3. To increase the MAC to 7, the score would be a -4. These checks, as with the MTHAC0 improvement rolls, must be made successfully in succession, or this stage of the process must begin over again. The MAC of the item cannot be better than the MAC of the empowerer. The daily cost is in addition to the daily preparation cost an extra 30 PSPs.
The receptacle devotion, if known by the creator, may be used to add the psionicist’s 1st level PSP total to the item’s permanent pool of PSPs. This PSP addition will not include any PSPs from the psionicist’s wild talents at 1st level. This operation requires an empower MAC check, but only the base MAC; the cumulative penalty effects described above do not apply in this case.
It is possible to add yet more PSPs to the empowering item with the receptacle devotion, but only through sacrifice. To do this, the empowerer permanently sacrifices however many PSPs he wishes out of his current pool. The PSPs will slowly return to the empowerer at the rate of 1 PSP per day until half of those PSPs sacrificed have been regained. This will be his new total. For example, if a psionicist has 100 PSPs at maximum, and decided to sacrifice a further 20 PSPs to his empowered item, after ten days he will regain 10 PSPs, making his new maximum 90 PSPs. However, the risk is that if the item in question should ever be destroyed, the psionicist will lose all the PSPs so sacrificed, permanently, and so thus in the example, the psionicist’s new total would be 80 PSPs. PSPs so lost would be gone irrevocably, with likely even a wish failing to restore the psionicist. This use of receptacle would require special research and meditation for both itself and the empower science. This operation requires an empower MAC check, but only the base MAC; the cumulative penalty effects described above do not apply in this case.
A psionic item has the attacks and defenses its empowerer provides it with. The item may have 1 attack and 1 defense for every five levels the psionicist has achieved. These require simply empower power checks to install, and one may be added every day. As an example, a 10th level psionicist could install 2 attacks and 2 defenses. Not until 25th level could a psionicist implant all ten psionic attacks and defenses.
The mental hit points of the empowered item are equal to the creator’s level, plus 2 points for every science and 1 point for every devotion added.
The item’s intelligence is that of its creator’s, minus 1d6, for a minimum of 12. The creator may adjust the item’s communication abilities and its intelligence, but its intelligence can never be below 12. See the table below for details:
Intelligence Communication Ability
12 semiempathy; item communicates by tingling or dim feelings
13 empathy; item transmits feelings
14 speech, 1 language
15 speech, 2 languages
16 speech, 3 languages
17 speech, 4 languages, and telepathy with its owner only
18 speech, 5 languages, and telepathy with any creature within 20 feet
A psionically empowered item may be used as a receptacle as per the pertinent devotion, but of course these PSPs would only be a temporary augmentation. They would not be a permanent addition to the item’s PSP pool.
Psionic Item Usage: Items can be controlled by command words, by overwhelming the item by a personality score challenge (see DMG regarding intelligent weapons), or through defeat in psionic combat and subsequent physical touch. If psionic combat is used, contact must be initiated afterwards. Direct control also required contact (wisdom check). Once a character defeats a psionic item in psychic combat, he need only retain physical and psionic contact with it in order to keep it subdued, as it will not be able to resist the psionicist in question again unless such contact is suspended.
Psychic Clone [MAC: 2; IC: 40; MC: 5; PT: 10; Score: W]
Psychic Surgery [MAC: 0; …]
Split Personality [MAC: 0; IC: 35; MC: 5; PT: 1; Score: W; Prerequisites: 10th level, psychic surgery]
METAPSIONIC DEVOTIONS
Receptacle [MAC: 1 for empowered items, 2 for gems; IC: 0; MC: 0; PT: 1 round/point; Score: W]
Note: due to the complexities of this devotion, it is described here in full, with quotes from the original power, as necessary.
“This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon the energy later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at its maximum. However, he can keep the stored PSPs on hand until he’s running low on psionic energy, and then use them immediately. (It’s like storing a pint of your own blood at a hospital. With a little time, your body replaces the pint. Later, if you should lose blood in an accident or operation, you can use the stored blood to recover the loss quickly.)
Before powers can be stored, a receptacle must be prepared. Two types of containers are appropriate: a vessel prepared with empower (a metapsionic science), or a valuable gem that has been specially prepared using the receptacle power.”
Empowered Vessel: The empower variety of this power allows the psionicist to place 8 psps per level into the psionic item. That is, once an empowered item has been completely sealed and is a finished product, the psionicist may use the item as a receptacle, placing 8 PSPs in it per level of the psionicist. The devotion otherwise behaves normally, as described in the CPsHB.
Valuable Gem: “A gem can hold 1 PSP for every 100 gold pieces of its worth, rounded down. For example, a gem worth 650 gold pieces can hold 6 PSPs, and a gem worth 1,000 gold pieces can hold 10 PSPs. The gem still requires preparation, however. To do this, the psionicist must slowly fill the gem with PSPs—1 per turn—until the gem reaches maximum capacity (1/100 of its value). The psionicist can do nothing else while filling the gem. When the task is complete, the psionicist must make a power check. If he fails, only one-half of the gem’s capacity is useable.”
Storing Points: “Using his receptacle power, he can automatically place 1 PSP into a properly prepared container per round. When he is finished, the psionicist must make a receptacle power check. If it succeeds, all is well; if it fails, only half the points he expended are stored in the receptacle, while the rest are merely spent.”
Using Stored Points: “The psionicist can retrieve stored points automatically. The receptacle must be in contact with his flesh. He can never retrieve more points than the receptacle currently holds, nor can he retrieve so many that it raises his current psionic point total above his maximum. No matter how many receptacles he has, a psionicist can never store more PSPs than his maximum total. (For example, if his usual maximum is 100 PSPs, he can store no more than 100.) Only the psionicist who placed the points in the item can use them.”
“The danger of this power is receptacle loss. If the receptacle is damaged or destroyed, its contents (PSPs) are instantly subtracted from the psionicist’s total possible points. This loss is temporary, but until the psionicist is once again back up to his full PSP score he recovers PSPs only half as fast as normal.”
Power Score: No other effect.
1: No other effect.