Telepathic Devotions

Acceptance

(Telepathic Devotion 1)
MAC 8
PSP Cost 4/turn
Range: 30 yards
Preparation Time C+ 1 round
Area of Effect special
Prerequisite Mindlink
Telepathic Devotions

MAC

PSP

Acceptance 8 4/t
Amnesia    
Aura Alteration    
Aversion    
Awe    
Back Door    
Beast Mastery    
Convergence    
Daydream    
Ejection    
ESP    
False Sensory Input    
Hivemind    
Identity Penetration    
Impossible Task    
Inflict Pain    
Insect Mind    
Invincible Foes    
Invisibility    
Learn Skill    
Mammal Mind    
Mind Bar    
Mysterious Traveler    
Passive Contact    
Phobia Amplification    
Plant Mind    
Post-Hypnotic Suggestion    
Psychic Anaesthesia    
Psychic Blade    
Psychic Impersonation    
Reptile Mind    
Repugnance    
Safe Contact    
Send Thoughts    
Sensory Suppression    
Sight Link    
Sound Link    
Telepathic Message    
Undead Mind    

This power lets the psionicist make one or more individuals docile and passive in captivity. The psionicist gains no special control over the creatures, but their strong emotions associated with captivity are nullified.

The power affects the psionicist’s level in Hit Dice of creatures, provided they are in range. If more Hit Dice than that are in range, the smaller creatures are affected first (excess Hit Dice are lost). Creatures under this power do not escape, attack, starve themselves, or disobey basic commands (to move, sleep, work, etc.). They are not charmed and have no love for their captors.

The creatures remain under the power as long as they stay in range and the psionicist continues to pay the maintenance cost. Especially harsh treatment may cancel out the power’s effectiveness. Allow mistreated creatures a saving throw vs. paralyzation in such circumstances.

Fumble—The captive creatures become bent on escape and disrupt their captor’s plans until they escape or are slain.

Amnesia

(Telepathic Devotion 2)
MAC 9
PSP Cost 5
Range: 200 yards
Preparation Time C
Area of Effect: individual
Prerequisites: mindlink

This devotion allows the psionicist to interfere with the memory of a contacted creature. As long as amnesia is maintained, the subject is unable to remember anything that occurred prior to the psionicist’s contact with his mind. The victim does remember events that occur in his amnesiac state, so he can recall conversations or events that have occurred since the amnesia began.

The exact effects of amnesia are left to the DM, but generally the victims remember how to talk, how to walk, how to eat, and other physical skills. Knowledge-based skills such as spell casting, psionics use, or lock picking would be temporarily forgotten, but talents such as proficiency with the bow or tumbling would not be.

Making a monster forget everything does not necessarily make it a nice person. General personality traits remain despite the loss of memory.

Fumble—The power backfires, and the psionicist becomes amnesiac himself for 2d10 turns.

Attraction

(Telepathic Devotion 3)
MAC: 7
PSP Cost: 8
Range: 200 yards
Preparation Time: C
Area of Effect: individual
Prerequisite: Send thoughts

The opposite of aversion (see below), this power create an overwhelming attraction to a particular person or thing—be it an item, creature, action, or event. A victim of this power will do whatever seems reasonable to get close to the object of his attraction.

The key word is reasonable: The victim is completely fascinated, but he doesn’t suffer from blind obsession. He won’t leap into a fire or over a cliff, for example, or climb into the arms of a tarrasque (a biped killing machine). He can still recognize danger, but he will not flee unless the threat is strong and immediate. And if the danger is not apparent, (such as poison in a goblet of wine), the character could easily destroy himself in pursuit of the attraction.

Aura Alteration

(Telepathic Devotion 4)
MAC: 8
PSP Cost: 10
Preparation time: C+ RT
Range: 30 yards
Area of Effect: Individual
Prerequisite: Psychic Surgery, Aura Sight

With aura alteration, a psionicist can temporarily disguise a character's alignment, disguise her level, or remove aura afflictions like curses, Geases, and Quests.

Disguising a character's alignment or level is the easiest to do. The disguise is temporary, lasting only ld6 hours. It has no effect on the character's real alignment or class, but a psionicist with aura sight will be fooled by the fake aura.

Because curses, geases, and quests are imprinted on the character's aura, they can be removed with this power. A psionicist who tries this suffers a -6 penalty to his MTHAC0 check and must expend 20 PSPs/r instead of 10.

This power only can be used on an open mind.

Psionicists can also use this power with special temporary effects — to forgive the focus of Dwarves, or to stabilize the alignment and personality of Half-Giants. If the alteration is successful, the recipient is affected for days equal to the psionicist’s level, +3d12 hours.

Alignment Stabilization lets the psionicist keep one half-giant on the same alignment. While stabilized, the half giant does not change his alignment. The psionicist cannot change the half-giant’s alignment, only keep it from changing. A half-giant willingly submits to this power if informed about it—at any given instant, a half-giant is convinced that his current alignment is the best possible, and has no argument about keeping it.

Focus Forgiveness acts on one dwarf, temporarily suppressing his overriding need to pursue a focus. While it is maintained, the dwarf forgets his current focus, and even the need to work towards his focus— very un-dwarflike behavior. The dwarf loses all benefits he had for pursuing his focus while under the influence of this power. If the target dwarf encounters other, focused dwarves, he considers their behavior bizarre. Other dwarves see him as insane, but the target politely ignores suggestions that he is acting abnormally. No dwarf willingly submits to this power. If the power fails, or when it is no longer maintained, he most likely reacts with violence towards the psionicist if he can identify the culprit.

Fumble: The psionicist's patient must make a saving throw vs. spells to avoid losing one experience level. (A slip of the psychic scalpel can close off vital parts of the brain.)

Aversion

(Telepathic Devotion 5)
MAC: 7
PSP Cost 8
Range: 200 yards
Preparation Time: C
Area of Effect: individual
Prerequisite: Send Thoughts

The victim of this power gains an aversion to a particular person, place, action, or event. He will do everything he can to avoid the object of his aversion. He will not approach within 20 yards, and if he is already within 20 yards, he will back away at the first opportunity.

The aversion is "planted" in the victim’s brain for one turn. It cannot be maintained for another turn unless the psionicist maintains contact throughout that turn.

Awe

(Telepathic Devotion 6)
MAC: 6
PSP Cost: 4
Range: C
Area of Effect: 20 yards
Prerequisite: Send thoughts

This power only works on an open mind. With it, the user can cause another character to hold him in awe. Characters affected by this power are mentally cowed they sense the user’s "awesome might." They have no desire to serve or befriend the user, but they won’t attack him unless forced to do so. If possible, they’ll avoid the user completely and take the first opportunity to escape his presence.

Back Door

(Telepathic Devotion 7)
MAC: MAC of subject
PSP Cost: 6/h
Range: 0
Preparation time: C
Area of Effect: 3 yards
Prerequisites: Post-hypnotic suggestion, passive contact

This offensive power allows the user to implant a "back door" in someone’s mind, allowing psionicist to return the subject’s mind subtly and without any sort of psychic contest. The check must be made both on implantation of the back door, and on re-entrance to the subject’s mind. If the check is failed, the back door disappears.

Beast Mastery

(Telepathic Devotion 8)
MAC: Creature's MAC
PSP Cost: 20/day.
Range: 100 yards
Area of Effect: individual

A psionicist uses this power to gain control over psionic beasts. This telepathic devotion is only available to psionicists of 21st level and greater. This power controls only psionic creatures of animal, semi-, or low intelligence. It does not affect humanoids or undead.

The DM will determine which creatures can and cannot be controlled using this power. Once the psionicist has successfuly contacted the creature, the psionicist must successfully "hit" the creature's MAC in order to trigger this power. On a successful check, the psionicist is able to control the creature for the rest of that day. The maximum number of creatures that the psionicist can control is equal to his level above 20th. Once the power is ended, the controlled creature wanders away towards its habitat.

While controlled, the creature uses all of its abilities as the psionicist wishes. The creature must still eat, and if taken out of its natural environment, it may perish if not properly cared for. Creature and psionicist share an empathic link (free of cost), but if they become separated over 300 yards, the power fails and control is lost.

If a controlled creature is slain, the psionicist suffers its loss severely. He immediately takes HP damage equal to the dead creature's hit dice, and must save vs. Paralyzation or be knocked unconscious for d20 rounds.

Convergence

(Telepathic Devotion 9)
MAC: 10
PSP Cost: 8
Preparation Time: 1 round
Area of Effect: 10 yards
Prerequisites: 4th Level

When psionicists put their heads together, the results can be impressive. Convergence allows psionicists to link their minds into one synergetic being—an entity more powerful than the sum of the individual parts.

There is no limit to the number of psionicists who join minds. Each participating psionicist must know the convergence power, however, and each must make a successful power check in the same round. Then they are linked. All their PSPs flow into a single pool, from which each draws his strength. If one participant knows a power, now anyone in the group can use it.

Each participant can use psionic powers at the normal rate per turn: one defense and one other power per round. If the group is attacked psionically. the attack must overcome every working defense. If it does, the attack affects every character in the convergence as many as possible.

When the convergence is discontinued, PSPs that remain in the pool are evenly divided among all the participants. Fractions are rounded down, and no individual can exceed his usual maximum (extra points are lost).

Fumble: The power fails, and the fumbling character is affected with Aversion towards the other characters for d6 turns.

Daydream

(Telepathic Devotion 10)
MAC: 10
PSP Cost: 4
Range: 100 yards
Preparation Time: 0
Area of Effect: Individual
Prerequisite: Mindlink

By using this power, the telepath causes someone’s mind to wander. This is only effective against characters with intelligence 14 or less who are not concentrating hard on the task before them, but are just going about their business in a casual, relaxed manner.

Once affected, the daydreamer pays little attention to his surroundings, making it much easier for someone to pick his pocket, slip past him unobserved, or otherwise escape his notice. Thieves gain a 20% bonus on their pick pockets, move silently, and hide in shadows scores. Other characters can perform these tasks as an average 4th level thief: Pick Pockets 45%; Move Silently 33%; Hide in Shadows 25%. The DM can assign chances for success to other types of skulking and skullduggery.

Ejection

(Telepathic Devotion 11)
MAC: Own MAC
PSP Cost: 20
Preparation time: 1 round
Area of Effect: Self + contact
Prerequisites: Cannibalize

This defensive power allows the user whose mind has been breached to draw on reserve PSPs (e.g. via cannibalize devotion) and slam his mind shut. This can be risky for both the psionicist and for anyone maintaining a psionic power when ejection is used: both are affected as if struck by the Mindflame science. Saving throws apply to both parties.

Fumble: Only the psionicist is affected as if struck by the Mindflame science, and the contact remains.

ESP

(Telepathic Devotion 12)
MAC: 6
PSP Cost: 6
Preparation time: C
Area of Effect: 1 creature

This power only works on an open mind. Extrasensory perception (ESP) allows the user to read someone else’s mind. The user can only perceive surface or active thoughts. He can’t use ESP to explore a target’s memories or delve into his subconscious. Most intelligent creatures tend to think in words, so language can be a barrier to understanding. Unintelligent creatures think in pictures. Magical thought, such as when a wizard casts a spell, is unintelligible to this power. However, the user can recognize such thoughts as part of the spellcasting process.

False Sensory Input

(Telepathic Devotion 13)
MAC: 6
PSP Cost: 5
Range: Normal Senses
Preparation Time: C+*
Area of Effect: individual
Prerequisite: mindlink

This devotion allows the psionicist to falsify someone’s sensory input—making the victim think that he sees, hears, smells, tastes or feels something other than he really does. The selections are somewhat limited. Nothing be completely hidden or made to disappear, and everything must retain its general size and intensity.

For example, a human could be made to look like a dwarf, but not like a parrot. A slamming door could be made to sound like a thunderclap or a cough, but not like rustling water. Oil could be made to taste like garlic, not like water.

Fumble—The psionicist cannot see, hear, or otherwise sense the intended victim for ld4 rounds, except psionically.

Hivemind

(Telepathic Devotion 14)
MAC: 9
PSP Cost: 2
Range: 60 yards
Area of Effect: personal

This power is only available to Thri-kreen characters, other insects with psionic powers, and other psionicists who use the insect mind telepathic devotion (see above). With hivemind, the psionicist can draw upon the mental energies of a host of his insect comrades to temporarily increase his PSPs.

SIZE PSPs
Tiny .5
Small 1
Medium 2
Large 3
Huge 6
Gargantuan 12

Thri-kreen can gain PSPs from other thri-kreen of the same pack within range. Other insects gain PSPs from their own kind within range. Characters using insect mind can choose one variety of insect within range to draw upon. All those within range gain an immediate bonus to the psionicist’s PSPs, according to their size.

Smaller insects contribute fewer PSPs, but their numbers often more than make up for this. The PSPs are gained instantaneously; even if the insects move away before they are all used, the psionicist keeps them. The psionicist is taking advantage of the species-mind common among insects; the insects within range do not lose any psionic PSPs when the psionicist uses this power.

Fumble—All insects within range immediately seek out the psionicist and attack.

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Telepathic Sciences

Identity Penetration

(Telepathic Devotion 15)
MAC: 8
PSP Cost: 6
Range: 100 yards
Preparation Time: C
Area of Effect: individual
Prerequisite: Mindlink

Identity penetration allows the user to determine the target’s true identity in spite of polymorphs, illusions, disguises, etc. A single successful use of the power allows the user to determine name, profession, race, or gender.

Fumble—Until he gains another level. telepath cannot penetrate the identity of the current target.

Impossible Task

(Telepathic Devotion 16)
MAC 9
PSP Cost 6/d
Range 100 yards
Preparation Time: C+RT
Area of Effect 1 person
Prerequisite Mindlink

This power forces the victim to think that a given goal is unachievable, regardless of the reality of the situation. The psionicist must be familiar with the victim and what he is trying to accomplish. The power must be directed at one particular task, something easily described. The task can be simple, like "travel from Tyr to Altaruk is impossible" or more complicated, such as ‘ ‘further study in magic will be fruitless.’’ The victim acts accordingly—other characters cannot convince him that his task is possible. If the psionicist cannot narrow down the task effectively, describing it in just a few words, the DM can nullify the effects.

This power can have no effect on a dwarf’s focus. However, other tasks the dwarf is undertaking can be affected.

Fumble—The victim is instead made to believe that his goal is easily accomplished and redoubles his efforts to complete the task.

Inflict Pain

(Telepathic Devotion 17)
MAC: 5
PSP Cost: 3+
Range: touch
Preparation Time: C
Area of Effect: individual

This power can only be used on an open mind. It is a particularly nasty form of torture, although no actual harm is inflicted on the target and leaves no marks or scars. But it causes excruciating pain of any sort the telepath desires. Only evil characters can learn this power freely; others find their alignments twisting toward evil if they learn and use this power.

If the target is an NPC who is being questioned. he must make a saving throw vs. paralyzation to withstand this agony. If he fails the save, he or she begs for mercy and answers questions as the DM sees fit. If the user finds a way to employ this power in combat, the target still gets the saving throw. Success means he grits his teeth and keeps on fighting. Failure means the pain imposes a -4 penalty to his attack rolls that round or disrupts and ruins spellcasting.

Insect Mind

(Telepathic Devotion 18)
MAC: 7
PSP Cost: 3
Preparation Time: 1 round
Area of Effect Self

With this power the psionicist attunes his mind to be like that of an insect. This makes dealing with insects easier both psionically and personally.

The psionicist does not suffer the -6 penalty for contact with an insect or arachnid mind while this power is maintained. He instead receives a -6 penalty for contact with non-insect minds, and they suffer that same penalty when contacting him.

Also, with a greater understanding of insect thinking, the psionicist gains a +2 bonus to his Charisma score when dealing with insects. Conversely, he suffers a -2 penalty to his Charisma score when dealing with non-insect minds.

This power is commonly used when dealing with thri-kreen. Ambassadors to thri-kreen nations usually bring along a psionicist with this power. The power toes not confer the ability to communicate—other powers must be employed. This power can be maintained while other powers are being used.

Fumble—The psionicist attains insectoid intellect, but is perceived as a drone or worker—insects simply won’t listen and may attack if the psionicist is persistent.

Invincible Foes

(Telepathic Devotion 19)
MAC: 8
PSP Cost: 6
Range: 100 yards
Preparation Time: C
Area of Effect: Individual
Prerequisite: Mindlink

This power only can be used on open minds. The victim of this devotion believes that any blow struck against him will cripple or kill him. Even if the blow actually causes just one point of damage, the victim thinks he’s dying, and that he can no longer fight. He falls to the ground in horrible pain.

A character who is struck while under the effect of this power won’t recover until a turn later, even if the psionicist stops concentrating on him and turns his attention elsewhere. As long as the character was under this effect when the blow was struck, he’s out for 10 rounds.

Even if the victim of this power is never actually struck, his behavior is likely to change. Fully expecting the next blow to kill him, he may stop attacking and simply parry, or try to flee, or even surrender and beg for mercy. If the character has not been struck, however, the psionicist must keep renewing the power every round; otherwise future blows will affect him normally.

"Invincible Foes" can also work in reverse. In other words, an attacker can be made to believe that every blow he strikes is fatal. The belief is strong enough to create an illusion: Even if the attacker barely scratches his foe, he sees the "victim" lying down, mortally wounded. He will continue to imagine that opponent lying on the ground until the opponent attacks again (it doesn’t matter who me attacks; any attack breaks the illusion).

This reversal has several consequences. Characters who have been "killed" can simply walk away from the fight, leaving their "corpses" behind. Or they can move into position and attack again, gaining a +2 to hit. After this happens three times, the affected character must make a saving throw vs. spells. If it fails, he becomes convinced that his foes are unkillable and reacts accordingly (PCs, of course, are free to react as they see fit).

Invisibility

(Telepathic Devotion 20)
MAC: 6
PSP Cost: 3
Range: 100 yards
Preparation Time: C
Area of Effect: Individual
Prerequisite: Mindlink

This power only can be used on open minds. It differs significantly from the spell invisibility. This is a delusion that affects specific minds, not an illusion that affects everyone; the only real change occurs in those whose minds were opened. Thus, the user must open each mind he wants to deceive, for only to these minds will he appear invisible. He can see himself, and so can anyone whose mind wasn’t opened. Only beings within 100 yards can be affected by this power.

The user must make a separate MTHAC0 roll for each delusion and pay a separate PSP cost for each. A delusion is defined as one invisible character as perceived by one other being. The user can make anyone who is human size or smaller invisible with this power, not just himself. Note that this power affects hearing and smell as well as vision.

Fumble—Target becomes very aware of psionicist.

Learn Skill

(Telepathic Devotion 21)
MAC: 8
PSP Cost: 5/hr
Range: 10 feet
Preparation Time: 1 hour
Area of Effect: Personal
Prerequisites: 6th level

Learn Skill allows the psionicist to learn a language or mundane skill (a weapon or non-weapon proficiency) possessed by someone willing to be mentally contacted. This skill is learned in 1 hour per charp cost of the proficiency learned, and the user "knows" the skill for as long has he maintains this power. If the user spends the charps, he can permanently learn the skill.

Non-weapon proficiencies that affect magical abilities (such as Signature Spell) cannot be learned unless the user is a wizard as well as a psionicist. Magical spells and special racial or class-derived skills cannot be learned through this ability, and charp penalties (for learning proficiency from another character class) apply fully.

The user of this skill can halve his psionic training time, if he has a very, very, trusting psionic teacher who knows the new psionic powers that the user wishes to gain.

Mammal Mind

(Telepathic Devotion 22)
MAC 7
PSP Cost: 2/hour
Range: Self
Preparation Time: 1 round
Area of Effect: Self
Prerequisite: Id Penetration

Insect and Reptile psionicists have the same difficulty using telepathic powers on mammals as vice versa; some use this discipline to overcome this difficulty. As other similar powers, this discipline also allows mammals to more easily affect the user, and interferes with contact with other insects or reptiles.

Mind Bar

(Telepathic Devotion 23)
MAC: 7
PSP Cost: 1/turn
Preparation Time: C
Area of Effect: Individual

Mind bar is a magician’s bane and the telepath’s boon. It gives the psionicist 100% magic resistance against charm, confusion, ESP, fear, feeblemind, magic jar, sleep, and suggestion spells. It also offers complete protection against possession of any sort.

In addition, mind bar protects a psionicist against all telepathic powers, except the five psionic attacks. No telepathic power can affect a barred mind unless the telepathic attack prevails in a psychic contest (the defender uses mind bar).

This defensive power protects the user against probes, unwelcome mindlinks, and other powers and spells that read or detect thoughts or perceptions (such as Sight Link). Mind Bar gives the user a +2 MAC bonus and a +2 to saving throws when defending against such effects.

Mysterious Traveler

(Telepathic Devotion 24)
MAC: 9
PSP Cost: 2
Range: 60
Area of Effect: Special
Prerequisite: Send Thoughts

This power starts a rumor about the psionicist’s whereabouts. The subjects take extraordinary notice of the psionicist’s dress, appearance, mannerisms—and spend an entire day remarking about the traveler they have seen.

Their memory is entirely accurate except when it comes to his direction and mode of travel. A subject may say he was an ‘‘extraordinary elf, who made his way south out of town on the back of an albino mekillot," and insist an hour later that he ‘‘made from town to the northwest.’’ All characters within the power’s area of effect pass on those rumors all day. Characters who personally know the psionicist are unaffected. Unaffected people who hear the rumor respond normally.

The rumor can throw pursuers off the right track. Used in a city’s market, the collective rumors quickly place the psionicist all over town. Used among nomadic elves, the psionicist might be rumored to be all over the seven cities in a matter of days.

Fumble—People in the area of effect are so taken with the PC that they try to follow him for 24 hours.

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Telepathic Devotions
Telepathic Sciences

Passive Contact

(Telepathic Devotion 25)
MAC: 9
PSP Cost 1
Range touch (Unlimited)
Preparation Time: C
Area of Effect Individual
Prerequisites MindLink, Mind Bar

With this power, the psionicist can establish a constant yet passive mental link with another character. The subject must be willing, and the psionicist must successfully initiate passive contact while the subject is in his presence. After the power has been established, the subject can go anywhere he likes while still maintaining a tenuous link with the psionicist.

This link allows the subject to get the psionicist’s attention by sending out a mental call. The psionicist gets a tingle in his mind that lets him know that his passive contact wants his attention. Presumably, the psionicist will then respond by trying normal contact and mind link with the subject to find out what’s going on.

Passive contact is useful because it gives the psionicist’s non-psionic friends a way to get in touch with the psionicist when they need his help.

Fumble—The psionicist believes he has successfully Initiated the power, but the subject will not be able to get his attention.

Phobia Amplification

(Telepathic Devotion 26)
MAC: 9
PSP Cost: 5
Range: Line of Sight
Preparation Time: C
Area of Effect: Individual
Prerequisite: Empathic projection, Mindlink

This power only can be used on open minds. This power allows the psionicist to reach into someone’s mind and discover his greatest fear, then amplify it to the point of irrationality. A victim who fails a saving throw vs. spells believes he is imminently threatened by the object of this fear, even if it is completely absurd. A character with a fear of falling, for example, is convinced he could pitch over a cliff at any moment--even while on an endless prairie--unless he stands absolutely still.

The reaction of the frightened character depends on the fear. He will defend himself if attacked (unless defending himself is somehow tied in to his phobia). A wizard may teleport away or use other spells to guarantee his safety. Other characters might freeze in place or flee for their lives. But all of their actions will be geared toward protecting against the fearsome object or situation.

This fear lasts as long as the psionicist maintains the effect. Once he stops, the fear fades back to its normal proportions, probably leaving the character slightly shaken and more than slightly chagrined.

Fumble—The psionicist affects himself.

Plant Mind

(Telepathic Devotion 27)
MAC: 6
PSP Cost: 4
Range 0
Preparation Time 3 rounds
Area of Effect Personal

With this power the psionicist attunes her mind to plant life. She gains a better understanding of the plant’s existence and can better deal with any intelligent or psionic plants she encounters. Normally, there is a -8 penalty for contact with a plant, but while plant mind is in effect, the psionicist does not suffer this penalty. Instead, she has a -8 penalty for contact with non plant Minds.

Plant mind does not allow the psionicist to communicate with plants, but it does give her a + 2 bonus to her Charisma score when dealing with plants.

Fumble—The psionicist slips into a vegetative slumber, remaining rooted to the spot for 2d 10 hours.

Post-Hypnotic Suggestion

(Telepathic Devotion 28)
MAC: 7
PSP Cost: 3/HD
Range: 100 yards
Preparation Time: C+*
Area of Effect: Individual
Prerequisite: Mindlink

This power only can be used on breached minds. Any creature with an intelligence between 7 and 17 can receive a post-hypnotic suggestion (very dim or very brilliant creatures are not susceptible). The psionicist plants a suggestion of some reasonable course of action in the creature’s subconscious, along with the situation that will trigger this action. When that situation arises, the DM rolls for an MTHAC0 score at that time, with a cumulative -1 penalty per day since the suggestion was planted.

A "reasonable course of action" is one that does not violate the creature’s alignment or class restrictions. It can be something that he would not normally do, but if it is too strange, he just won’t do it.

The cost is a one-time payment, made when the suggestion is implanted.

Psychic Anesthesia

(Telepathic Devotion 29)
MAC: MAC of target
PSP Cost 6
Preparation Time: 2-12 turns or C
Range 300 yards
Area of Effect: 1 target psyche
Prerequisite: Sensory Suppression, Post-Hypnotic suggestion

By initiating this power immediately after breaching a psyche, the psionicist can cause the target to forget that she was psychically attacked or breached.

15-20 Forgets the last mental attack
9-14 Forgets the last 2 mental attacks
8 or lower Forgets the last 3 mental attacks

Fumble: The Victim not only remembers the attacks, but manages to close his mind; the psionicist loses the contact.

Psychic Blade

(Telepathic Devotion 30)
MAC: MAC of target
PSP Cost 5+
Range 0
Area of Effect: personal
Prerequisites: 6th level, body weaponry

With this power, the psionicist creates a semi-tangible manifestation of his psychic attack that is shaped like a sword and can be wielded as a weapon in physical combat. Any living creature struck by the psychic blade suffers 1 d6 points of damage, plus 1 additional point per extra 2 PSPs the psionicist wishes to spend. The victim must also make a saving throw versus death or be stunned and unable to act for 1 d6 rounds. Psychic blade damage is treated as punching damage; 25% is real, and 75% is temporary damage that is recovered within one turn of the end of the encounter.

The psychic blade is an extension of the psionicist’s own life energy, and it is treated as a +2 weapon for purposes of striking monsters immune to normal weapons. Because the blade is the psionicist’s very life, it conveys special touch attacks back to his own body. Creatures that drain energy levels automatically drain a level from the psionicist each time he strikes them with a psychic blade. Monsters without minds (oozes, slimes, jellies, elementals, and golems) cannot be harmed by the psychic blade.

Fumble—The psionicist weakens himself in the attempt to create the blade, suffering 1 d4 points of damage.

Psychic Impersonation

(Telepathic Devotion 31)
MAC: 10
PSP Cost: 5
Range: Self
Preparation Time: 1 round
Area of Effect: Individual
Prerequisite: ID penetration

This power enables a psionicist to mask his own aura and thought patterns, and make them match someone else’s perfectly. To accomplish this, the psionicist must first probe the subject he wishes to impersonate.

Psychic impersonation does not alter any of the psionicist’s other features. It only changes his identity to other creatures with psionic powers. Even then, a psychic contest with identity penetration or probe can penetrate the disguise.

While psychic impersonation is in effect, the user’s MTHAC0 is reduced by 1. The user is disguised from Identity Penetration, but a probe will require a psychic contest to determine if the prober has any idea that something is unusual

Psychic Impersonation cannot be used to disguise someone’s alignment and level from Aura Sight—this feat would require Aura Alteration.

Reptile Mind

(Telepathic Devotion 32)
MAC: 7
PSP Cost: 2
Range: 0
Preparation time: 1 phase
Area of effect personal

This power allows the psionicist to temporarily reshape his thought processes to simulate a reptile mind He does suffer a -4 penalty when trying to contact non-reptilian minds, if they are trying to contact him.

The power does not let the psionicist communicate with reptiles; this requires other powers. This power can be multiplied while other powers are being used.

Fumble—The psionicist is automatically noticed by all reptiles in the area, regardless of intelligence, and they see him as an intruder on their territory.

Repugnance

(Telepathic Devotion 33)
MAC: 8
PSP Cost: 8
Range: 200 Yards
Preparation Time: C
Area of Effect: Individual
Prerequisite: Mindlink

This power only works on an open mind. This power makes any place, person, or object repugnant to a character. That character is so overwhelmed with loathing for the "thing" that the character will seek to destroy it as completely and quickly as possible.

If this destruction is strongly against the character’s alignment, the character gets to make a saving throw vs. spells to shake off the effect.

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Telepathic Sciences

Safe Contact

(Telepathic Devotion 34)
MAC: 6
PSP Cost: 4
Range: Special
Area of Effect: Individual
Prerequisites: Mindlink, Mind Bar

This power lets the user to create a "buffer" construct through which she can allow another mindbender to contact her without leaving herself vulnerable to psychic attacks or hostile psionics that require psychic contact, such as Domination.

For some reason this power is less effective against Post-Hypnotic Suggestion: this discipline, if successfully used within a "safe" contact, allows the attacker to affect the defender if the attacker wins a psychic contest—the defender does realize, though that she has been affected.

Fumble—The psionicist thinks she has used the power correctly, and accidentally allows the other mindbender to establish actual contact.

Send Thoughts

(Telepathic Devotion 35)
MAC: 8
PSP Cost: 3
Range: Range of Sight
Area of Effect: Individual

This power is one of the only powers to work on a closed mind mind, allowing the user to send his thoughts to another mind via one-way communication. He can send information or simply use the power to distract the target. If the target is a wizard casting a spell, he gets a save vs. spell. If the wizard fails his save, his concentration is broken and the spell fails. If the target is distracted while in melee combat, he receives a -2 penalty to all attack rolls. Again, a save applies. The thought must be expressed in eight or fewer words.

Sensory Suppression

(Telepathic Devotion 36)
MAC 7
PSP Cost 4/creature
Range 100 yards
Preparation Time C*
Area of Effect individual
Prerequisites mindlink, invisibility

This devotion allows the psionicist to temporarily blind or deafen an opponent by interfering with the brain’s reception of sensory information. The victim’s eyes or ears still work fine, but the mind cannot process the information. The psionicist must individually contact each creature he wants to affect and make a separate power check for each subject.

The victims remain blinded or deafened for as long as the psionicist pays the maintenance cost to keep the power going. Blinded characters suffer a penalty of -4 to all attacks, saves, and Armor Class. Deafened characters suffer a -1 penalty, but the penalty could be increased depending on the circumstances. (For example, a character trying to use his blind fighting proficiency to engage a foe in total darkness is very susceptible to being deafened.)

Fumble—Psionicist blinds himself for 2d8 rounds.

Sight Link

(Telepathic Devotion 37)
MAC: 6
PSP Cost: 5/t
Range: Unlimited
Area of Effect: Individual
Prerequisite: Mindlink

Only usable against open minds, this power lets the user tap into another’s visual senses, allowing him to see whatever that being sees. The user’s own vision is unaffected. If the linked character is subjected to a gaze attack, the user must make an appropriate saving throw or also be affected by the gaze.

Sound Link

(Telepathic Devotion 38)
MAC: 6
PSP Cost: 5/t
Range: Unlimited
Area of Effect: Individual
Prerequisite: Mindlink

Only usable against open minds, this power lets the user tap into another’s visual senses, allowing him to see whatever that being sees. The user’s own vision is unaffected. If the linked character is subjected to a gaze attack, the user must make an appropriate saving throw or also be affected by the gaze.

Telepathic Message

(Telepathic Devotion 39)
MAC: 4
PSP Cost: 1/mile
Range: Unlimited
Area of effect 1 recipient
Prerequisite: Send Thoughts

This devotion allows the psionicist to send a telepathic word-message or simple image over great distances, but it is very costly in terms of psychic energy. As with Send Thoughts, this message may not contain over eight words, and does not require contact. But if the recipient is expecting the message, and accepts it, the psp cost to the user is halved.

DM Note: Overly complex images are viewed more fleetingly by the recipient. (A reasonable level of complexity for this power is a humanoid face). If the player spends too long describing the image sent (i.e. the game starts to drag), you may opt to hand the offending player a pen and paper and give him one minute to draw.

Critical Success—The base psp cost of the message and all subsequent messages for 24 hours are halved.

Fumble— The psionicist sends the message to someone else that she knows or knows of. The DM may roll on the reaction chart to determine whether the psionicist sends the message to a person that is friendly, indifferent, hostile, etc.

Undead Mind

(Telepathic Devotion 40)
MAC: 4
PSP Cost: 2
Range: 0
Preparation time: 5 rounds
Area of effect Personal

This devotion allows the psionicist to use telepathic devotions against most undead, without the ordinary MAC penalty of -10. It also allows telepathic undead to more easily affect the user. Note that truly mindless undead will not be affected by powers that require a recipient mind, such as Post-Hypnotic Suggestion and Mindlink.

Powerful psionic undead frequently possess the equivalent Living Mind power, allowing the undead to more easily affect (and be affected by) the living.

Fumble—The psionicist forgets she is a living creature, and takes on undead personality attributes (up to DM’s malevolent imagination).

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