Clairsentient Devotions

 

Clairsentient Devotions

MAC

PSP

All-round Vision

8

5

Analyze

10

8

Black Sense

8

6/t

Bone Reading

10

15

Clairaudience

8*

5

Cognitive Trance

10

6

Danger Sense

8

3

Detect Life

7

3

Empathy

10

3

Environment

7

5

Feel Moisture

9

3

Fighting Trance

9

2

Grey Sense

6

3

Heightened Senses

7

2/t

Locate Owner

8*

18

Martial Trance

7

7

Object Reading

7

12

Object Tracking

8*

15

Probability Manipulation

6

10

Psionic Sense

8

2

Psionic Tracking

8

10

Radial Navigation

10

8

Safe Path

8

6

See Magic

9

6

Sense Sound

8

4

Sensitivity to Observation

10

5

Superior Estimation

6

9

Temporal Orientation

6

2

Trail of Destruction

9

5

True Worship

10

5

Truthear

10

1

Ultrasentience

5

2/t

Weather Prediction

7

10

All-round Vision (AKA Feel/Hear Light)

(Clairsentient Devotion 1)
MAC: 8
PSP Cost: 5

This power makes the user’s ears and body sensitive to light. Blind characters can use this power to see normally.

This power lets the user see in all directions simultaneously. This has obvious benefits, including a +2 surprise roll bonus to the user for encounters where being able to see is an advantage. There is a penalty, however. While this power is in effect, gaze attacks against the user receive a +4 bonus.

Fumble — The psionicist loses sight in his eyes, and sees only out of his palms, and the psp cost is still paid.

Analyze

(Clairsentient Devotion 2)
MAC: 10
PSP Cost: 8
Range: 1 yard
Preparation time: d6 rounds per cubic inch
Area of Effect: 1 cubic inch
Prerequisites: Cognitive Trance

This power enables a user to identify any type of substance, or to "feel" the internal shape of a mechanism, such as a lock. It takes d6 rounds for the psionicist to analyze one cubic inch of material.

The user can also explore the consistency of matter in front of him. This allows him to analyze or identify familiar sorts of matter, to answer general questions about unfamiliar sorts of matter, and even to explore tiny or unseen aspects of an object. Each round that the psionicist explores the object with this power allows him to answer one simple question. For example, a psionicist familiar with copper (but not zinc), examining a brass mechanical watch, might determine in one round that "the metal in the object is an alloy of copper and some other metal"; in the next round, determine that "the object contains a group of thin spiky wheels"; in the next, that these wheels are made of the same metallic substance; and in the next round determine that several of the wheels are locked together.

This power functions without light, and does not give the user any sort of visual reference or map of what he is sensing. If a mechanism takes up more than 1 cubic inch of space, then the psionicist must use Cognitive Trance to put it all together in her mind.

Finally, Analyze reveal whether a substance would be poisonous to the psionicist is familiar with that particular poison. The type of poison and how it can be negated aren’t revealed, only its presence. A psionicist with herbalism, healing, and/or poison knowledge can use Analyze to identify poison type, if the psionicist is familiar or has experience with that particular type of poison. Identifying the type of poison does not reveal an antidote, but it’s one step towards healing.

Fumble — The psionicist becomes catatonic for d20 rounds.

Black Sense

(Clairsentient Devotion 3)
MAC: 8
PSP Cost: 6/t
Range 60’ sight

This power allows the user to see into the universe called the Black, a sometimes-overlapping universe from which all shadow creatures derive their powers. The Black is home to shadows, shadow giants, phase spiders, psurlons, and a number of Athas’ most powerful psionic creatures, such as nightmare beasts and the Black Drake.

Psionicists with this power can reflexively detect creatures and objects native to the black, or with unusual ties to the black, such as shadow wizards.

Black Sense can also function reflexively (as Sensitivity to Observation). If a shadow mage (within range) taps power from the Black, the DM should secretly make this check. If the roll is successful, the psionicist pays 6 psp and feels that a gateway to the black has opened.

Fumble — The power will not work properly, and frequently misfires and tells the psionicist that the black is being tapped without cause. This lasts until the psionicist ‘turns off’ the reflexive power (suppresses it), and does not use Black Sense for d6 days.

Bone Reading

(Clairsentient Devotion 4)
MAC: 10
PSP Cost: 15
Range Touch
Area of Effect: 1 bone

This power allows the user to use a creatures remains to form and impression of who and what a creature was and what it was doing when it perished. Fragments of bone are suitable, as are any visible portion of a corpse. The amount of information gained depends on the successful MTHAC0 roll:

Roll Information Gained
20 Deceased’s race
18-19 Deceased’s sex
16-17 Deceased’s age
14-15 Deceased’s identity
12-13 Deceased’s appearance
10-11 Deceased’s alignment
8-9 Method of death
6-7 Time of death (d’s chronology)
4-5 Vision of last d20 minutes
3 A character-revealing anecdote (DM choice)
2 Simple image or information (Player Choice)

Note that the information is cumulative. A high level psionicist that succeeds the MTHAC0 roll with an unadjusted 8 would therefore know the method of death, and the deceased’s race, sex, age, identity, appearance, and alignment.

Fumble — The psionicist feels the compulsion to hold the bones and will not let them go until at least d4 of his friends have listened to his 5-minute soliloquy usually on the brevity and meaninglessness of life.

Clairaudience

(Clairsentient Devotion 5)
MAC: 8*
PSP Cost: 5
Range Unlimited
Area of Effect: Special

This power allows the user to hear sounds from a distant area. The user picks a location he knows makes an MTHAC0 roll, then listens to everything he would be able to hear normally if he were standing in that spot. If the user has enhanced hearing, that ability also applies to the use of clairaudience. The power doesn’t screen out noise around the user’s physical body, which may make it difficult to hear sounds elsewhere. The power doesn’t provide any abilities to understand languages or interpret sounds.

Cognitive Trance

(Clairsentient Devotion 6)
MAC: 10
PSP Cost: 6

This devotion allows the psionicist to place himself in a trance that clears his thought. Anything the psionicist sees, sharpening influence of the cognitive memory verbatim, for precise recall at that character can use this ability to

This devotion is handy when trying to remember detailed instructions to a certain location or the exact wording of a complicated series of intricate passwords. The psionicist can also enter the trance to consider any problem, puzzle, or riddle, gaining a +2 bonus on any intelligence checks to find a solution.

If used for photographic memory, the trance lasts as long as it takes to completely take in all the information to be remembered. If used to solve a puzzle, the trance lasts as tong as it takes the psionicist to make a single attempt to arrive at a solution for the situation at hand. An extended trance may last for several hours. Entire books may be memorized in this way.

While in cognitive trance, the psionicist suffers a -1 penalty to surprise checks. Combat or even conversation of the slightest sort will break the trance.

Danger Sense

(Clairsentient Devotion 7)
MAC: 8
PSP Cost: 3
Range: 50 yards

This power produces a slight tingling sensation at the back of the user’s neck whenever a hazard or threat is near. When a character wants to activate this power, the DM makes the MTHAC0 roll for the character in secret. The DM informs the user whether the power has been successfully activated, but not how high the roll was. For every round that the user keeps the power in effect, he receives advance warning about the general direction of a threat.

No details about the type of danger are learned, or how or when the danger will strike. How much warning depends on the MTHAC0 roll. If the roll succeeds by +1 to +6, the user receives warning just moments before danger strikes. This gives him the opportunity to act before the danger strikes in the round, but no time to warn others. If the roll succeeds by +7 or better, the user knows whether danger is lurking within the area of effect a full round before it shows itself.

In addition to the above benefits, the power gives the user a +2 bonus to surprise rolls.

Fumble—the Psionicist "senses" that one of his allies is about to attack him.

Detect Life

(Clairsentient Devotion 8)
MAC: 7
PSP Cost: 3
Range: 100 yards
Area of Effect: Special

This power allows the user to scan for the presence of living thinking creatures within a limited area. If he is scanning at short range, he can cover a large angle. At long-range, the angle is significantly reduced. He can scan 180 degrees to a range of 40 yards, 90 degrees to 60 yards, or 30 degrees to 100 yards. One round of scanning detects humans, demihumans, humanoids, mammals, and monsters with 8 or more Hit Dice. A second round detects all creatures with less than 8 Hit Dice. In either case, the user receives an accurate count.

The DM should make the MTHAC0 roll and keep it secret from the player. If the user doesn’t detect anything, he won’t know whether nothing’s there or the power failed.

Empathy

(Clairsentient Devotion 9)
MAC: 10
PSP Cost: 3
Range: Sight
Area of Effect: 10 ft. radius

By using empathy, a psionicist can sense the basic needs, drives, and/or emotions generated all minds in the area of effect. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, to curiosity, hostility, friendliness, love—all of these and more can be sensed. The most powerful emotion in the area are sensed in the first round the power is used. The next round can be used to narrow the source of the first emotion, or to sense the second-most powerful emotion in the area of effect, etc.

Fumble — If strong emotion is present, the psionicist is overcome with the most powerful emotion in the area of effect, and his judgement may be clouded accordingly.

Environment

(Clairsentient Devotion 10)
MAC: 7
PSP Cost 5
Range unlimited
Area of Effect NA
This power lets the psionicist get a sensory image of the present surroundings of a particular unliving item. The psionicist need not have any idea where the object is when the power is used, but he must concentrate on a specific, familiar item. For instance, ‘‘my friend’s metal dagger’’ is fine, but "the nearest metal dagger’’ is not.
The psionicist receives an all-round sensory ‘‘snapshot’’ from the item’s surroundings: visual, olfactory, aural, and temperature signals. The power itself gives no notion of direction or distance to the item in question, though the character can often deduce its location from the sensory signals.
If the item has been destroyed before the power is used. the check automatically fails. A concealed item (for example, in a pocket) gives a black visual image and insignificant olfactory, aural, and temperature signals.
Fumble—The psionicist gets images from a similar item, but not the one he wishes.

Feel Moisture

(Clairsentient Devotion 11)
MAC: 9
PSP Cost: 3
Area of Effect 90-yard sphere

As its name implies, with this power the psionicist can feel the presence of water within the area of effect. The power indicates all characters, creatures, and plants in the area as having moisture, plus any Concentration of one gallon or more. The psionicist can feel the rough nature of the water, plus its direction and distance. The amount and its accessibility depends on the terrain and what the DM knows about the local water supply.

Fumble—The psionicist receives false feelings that most likely don’t indicate water.

Fighting Trance

(Clairsentient Devotion 12)
MAC: 9
PSP Cost 2

With this power, the psionicist learns how to focus his attention in to a razor-sharp weapon for maximum awareness and effectiveness in combat. His reflexes and agility are increased to their absolute sharpest level, and he is able to unconsciously track all combatants in the immediate area. While fighting trance is in effect, the psionicist reduces any rear attacks to flank attacks, and any flank attacks are treated as if they were frontal attacks instead. The psionicist in fighting trance galas a + l bonus to all initiative rolls, his Armor Class, all saving throws, and all attack rolls.

The user also gains an unusually keen understanding of his enemies and their fighting tactics. As a result, the user’s side gains a -1 bonus to all initiative rolls during combat for every round the power is in effect. This bonus is in addition to any other modifiers that may apply.

The psionicist’s focus on his physical actions makes it difficult for him to concentrate on initiating any psionic powers. He suffers a -1 penalty to all power checks he attempts while fighting trance is being maintained.

Fumble—The psionicist becomes extremely attuned to his surroundings, so much so, in fact, that he picks up nearly everything and becomes distracted by annoying details, suffering a -l Penalty to all attack rolls for.

Grey Sense

(Clairsentient Devotion 13)
MAC: 6
PSP Cost: 3
Range Sight or 15 yards
Prerequisite: Heighten Senses

This power allows the user to see into the Universe called the Grey, an overlapping universe in which all departed spirits dissolve, and from which all undead derive their powers.

Using this power also allows the psionicist to sense the presence of "spirits" within 15 yards—meaning incorporeal or semi-corporeal undead such as ghosts, banshees, wraiths, haunts, heucuvas, and revenants. If a spirit frequently haunts the location at hand, the psionicist will know it. He will also know when a spirit is within 15 yards, but he won’t be able to pinpoint its location unless he looks directly at it.

Fumble—The psionicist has aggravated the spirits (DM determines exact result).

Heightened Senses

(Clairsentient Devotion 14)
MAC: 7
PSP Cost: 2/t

This power allows the user to sharpen all his normal senses: sight, hear ins taste, smell, and touch. (DMs might allow other applications as they see fit.) With heightened senses, the user has a good chance to notice thieves hiding in shadows or moving silently. This is represented by a thief’s skill chance being cut in half if someone with heightened senses is observing him. Even if the thief is already hidden, he must roll again when the user of this power enters the area.

Someone with heightened senses can also track by sense of smell. He must make an Intelligence check every turn to stay on the trail or to recover it if he loses it. While tracking, the user’s movement rate is reduced by 50%. The trail can be no more than 24 hours old. Ranges for the user’s hearing and seeing are tripled while this power is in effect. Further, he can ingest small quantities of possibly poisoned or impure foods, identifying the substance without causing himself harm. The user can identify almost anything by touch. He can identify any item he has previously handled and can also tell if an item was handled in the last five minutes. A character using this ability may reduce any darkness-based modifiers by 2.

This power also allows a stationary, silent psionicist to become an ideal watcher. The user attunes herself to her surroundings and becomes extremely sensitive to any disturbances. The area covered can be as small as a single door or as large as a circle 60 feet in radius, centered on the psionicist. If the psionicist moves out of the area after initiating the power, she must re-initiate it if she waits to continue the watch.

As long as the psionicist is stationary, silent, and vigilant, she can’t be surprised by the approach of any creature or force. She is instantly aware of any changes in the area, but does not automatically spot the invaders—she only knows that something is coming.

Fumble — The psionicist is overwhelmingly distracted by sensations irrelevant to what she is looking for: for example, she may be so intensely absorbed by the sounds of prairie dogs mating underground that enemies are able to attack her camp without her noticing.

Locate Owner

(Clairsentient Devotion 15)
MAC: 8*
PSP Cost: 18
Area of Effect: Touch
Prerequisite: Object Tracking, Object Reading

This power allows the user to pinpoint the exact direction of an object to its owner. The object, of course, must be in the psionicist’s hands. If the check fails, another object must be used to locate the subject with this power.

Fumble—The psionicist will not ever locate the subject by using this power.

Martial Trance

(Clairsentient Devotion 16)
MAC: 7
PSP Cost: 7
Range: 50 yards
Prerequisite: 3rd level, Psionic Sense

This power helps the user in psychic combat by entering a trance before combat begins, the user focuses his complete attention on the psionic activity, tuning out other distractions. While in the trance, the user gains a +1 bonus to all mental attack rolls, in addition to any other modifiers that may apply.

Furthermore, if the psionicist wins initiative and succeeds in triggering this power with a MTHAC0 roll of 11 or less, she manages to predict her opponent’s defense mode before making her first psychic attack.

The martial trance ends when the user chooses to end it, by any moderate physical contact (a blow, shake, or slap), or when his PSPs are reduced to 0. As his attention is completely focused on the psionic battlefield, any melee attacks against him hit automatically and cause maximum damage; missile attacks have a +2 to hit, but damage normally.

Object Reading

(Clairsentient Devotion 17)
MAC: 7
PSP Cost: 12
Area of Effect: Touch
Prerequisite: Sensitivity to Psychic Impressions

This power allows the user to detect psionic impressions left on an object by a previous owner. These impressions include the owner’s race, sex, age, and alignment. The power can also reveal how the owner came to possess the item and how he lost it. An object can be read successfully only once per experience level. Additional readings at the same level reveal no new information.

The amount of information gained depends on the MTHAC0 roll. Success rolls start with the number the user needs to get MAC 7 and then improve from there, as noted below. The user learns the information listed, plus all results above it.

Successful Roll Information Gained
16+ Last owner’s race
12-15 Last owner’s sex and age
9-11 Last owner’s alignment
6-8 How last owner gained and lost object
  Random but significant and extensive detail

Object Tracking

(Clairsentient Devotion 18)
MAC: 8*
PSP Cost: 15
Range: 0 or10 miles per caster level
Prerequisites: Environment, Radial Navigation

The Psionicist attunes an object to his psyche (at 0 range), and can use this power to pinpoint its exact direction from him. A psionicist can only so attune one object at a time in this manner.

Probability Manipulation

(Clairsentient Devotion 19)
MAC: 6
PSP Cost: 10
Range: special
Prerequisites 4th level

By initiating this power, the psionicist attempts to tamper with the laws of chance to affect a specific action. If the psionicist succeeds, he gains a bonus of +4 (d20) or +20% (1d100). This can be applied to saving throws, attack rolls, ability checks, thief skills, or spell failure checks. It cannot be used to affect the initiation of a psionic power. If the psionicist makes no rolls within one turn of initiating the power, he loses his chance. Luck can be fickle. If a psionicist manipulates probabilities more than once in a day, there is a 50% chance that he suffers a penalty equal to the bonus he was trying to achieve.

Fumble—The psionicist fouls up probability and suffers the penalties described above for his next d6 rolls.

Psionic Sense

(Clairsentient Devotion 20)
MAC: 8
PSP Cost: 2
Range: 200-yard radius

This power allows the user to detect psionic activity anywhere within 200 yards of his location. Any expenditure of PSPs constitutes psionic activity. The first successful use of this power reveals whether someone or something is psionically active within range. A second successful use of the power in the following round reveals how powerful the activity is and where the psionic activity is taking place (direction and distance). If psionic activity is occurring in more than one location within the range, the user detects all of it

Power levels are as follows: 1) low psionic activity (1 to 5 PSPs per round); 2) moderate psionic activity (6 to 12 PSPs per round); and 3) high psionic activity (13+ PSPs per round).

The psionicist can also use this power to identify a psychic signature. Any psionicist worth her salt can identify the (psychic) signature on a fellow psionicist’s psychic harbinger or construct (unless this fellow is psionically concealing the signature using Psychic Impersonation.) This power allows a psionicist to recognize a fellow psionicist’s handiwork on Psychokinetically affected matter, Telepathically- affected psyches, etc.

The chance of identifying a psionic signature is

Psionicist’s level x 10%
+ (psps used on target x 1%
- (days since maintenance stopped x 10%

If the identifier succeeds this check, but has never had contact with or identified this particular psionicist’s signature before, then of course there is no recognition—but the signature may be remembered for later.

Psionic Tracking

(Clairsentient Devotion 21)
MAC: 8
PSP Cost: 10
Prerequisites: Sensitivity to Psychic Impressions, Heighten Senses

Psionic Tracking works differently depending on the # of the successful MTHACO roll.

16-20 Knows what general type of creature has passed through the area recently.
11-15 Knows whether a creature of a general intelligence level has passed through the area, and in what direction.
8-10 Knows race/sex of creature that has passed through the area, direction, and general time within d4 days.
6-7 Knows whether a specific creature has passed through the area, direction, and time within d10 hours.
5 Knows the rough emotional state of the creature, direction, and time within d12 turns.
4 Gets images and sensations from what the creature was seeing and feeling at the time, and figures time within 3d6 rounds.
3 Catches snatches of thought from what the creature was thinking at the time, and figures time within 2d4 rounds.
2 Retraces the creature’s exact movement, experiences, sensations, and thoughts while passing through the area; Psionicist figures time exactly.

Fumble—This subject can’t be tracked until the psionicist gains one level of experience.

Radial Navigation

(Clairsentient Devotion 22)
MAC: 10
PSP Cost: 8

By using this power the user can establish a starting point, and be able to determine where he is in relation to that fixed starting point. In other words, no matter how or where he moves, he can use the power again to know the exact direction and distance to his starting point.

He cannot necessarily tell someone how to get back to that starting point, however. If he is in a maze or dungeon, for example, he may know the starting point is 500 yards north, but he cannot retrace his steps through the maze automatically. Navigation does enhance his ability to do so, however. Every time the character comes to a decision point—e.g. "should I turn right or left?"—the DM makes a roll to determine whether the character knows which way he came.

He can even travel back to the fixed point by dimension walking (see the psychoportation discipline) with no chance of getting lost. The psionicist can only have one starting point at a time; if he uses this power to change his starting point, then the other one is lost. He can only establish a starting point at his current location.

Fumble—The psionicist forgets where he is for 1d4 rounds

Safe Path

(Clairsentient Devotion 23)
MAC: 8
PSP Cost: 6
Prerequisites: Danger Sense

This power allows the psionicist to use her danger sense abilities to guide her steps. By listening for the warning tingle of her danger sense at work, she knows when to duck, when to dodge, and when to move forward. This ability is more tactical than danger sense, providing the character trusts her instincts and moves when she is supposed to.

A character using this ability to attempt a dangerous feat of climbing, balance, or coordination gains a +5 (d20) or 25% to whatever rolls are required. In combat, the psionicist gains a -2 bonus to her AC and a +4 bonus to saving throws each round she maintains the power.

Fumble—Mistimed reactions: apply penalties equal to safe path bonuses.

See Magic

(Clairsentient Devotion 24)
MAC: 9
PSP Cost: 6
Range: 20 feet
Prerequisite: Aura sight

The psionicst using this power perceives wizardly magic, including magical items, effects, and potential. It does not give a character the ability to see invisible objects or creatures, but does create a glow about invisible spell effects, such as the invisible opening or a rope trick.

If the psionicist passes his power check with a roll of 10 or less, he also call see the spell potential of a magic-using character. A high-level wizard who has used up all of his spells would not have much potential, but one who had not expended any memorized spells would glow very brightly. This ability cannot detect priestly magic of any kind, nor can it observe what school of magic is being used.

Fumble—The psionicist mistakenly believes a random item is highly magical.

Sense Sound

(Clairsentient Devotion 25)
MAC: 8
PSP Cost: 4
Range: Special
Area of Effect: Personal

This power makes the user’s eyes and body sensitive to sound. He can see sound in darkness, as sound waves don’t require light. The user perceives sound waves visually by converting those waves into light impulses. This allows the user to and to "see" with sonar-like ability and operate in the dark like a bat, if the user is willing to squeak like a bat. The user can be "blinded" by silence, however.

Only a character who can see with normal vision can use this power in this way, but even blind and deaf characters can use Sense Sound to continue to hear even if their ears are disabled.

This devotion can’t detect sound where there is none, and the power doesn’t work within areas of magical silence. The user gains a +2 bonus against all sonic attacks or effects, including a siren’s song.

Fumble — The psionicist is overcome with intermal sounds from her own body and becomes effectively deaf for d20 rounds.

Sensitivity to Observation

(Clairsentient Devotion 26)
MAC: 10
PSP Cost: 5
Area of Effect: special

Some characters have the uncanny ability to know when they are being watched. Sensitivity to observation is a devotion that is triggered by the intense attention of another person or creature. Any time the psionicist is under suck scrutiny, he may attempt a power check to see if he notices the attention. This power is always active unless consciously suppressed.

A successful power check does not reveal the location of the watcher; it merely confirms the character's suspicion that he is being observed. If the observer is using clairvoyance or clairaudience to monitor the psionicist, the psionicist may attempt to obscure the watcher's scrying by winning a psychic contest against his watcher. If successful, the watcher cannot scry against the psionicist for 1d4 hours. Since the player will know his character is under observation when called upon to make this check, the DM should occasionally provide false alarms or make the character's power check for him in secret.

Fumble—The character becomes certain that everyone is watching him and borders on paranoia for 1d3 days.

Superior Estimation

(Clairsentient Devotion 27)
MAC: 6
PSP Cost: 9
Prerequisite: Cognitive Trance, Heighten Senses

Psionicists successfully using this power manage to count or estimate rapidly within three significant figures—estimate, for example, the number of coins in a large clay pot, the number of people in a barely visible army, or the number of pieces of a metal necklace from the sound of its rattling. If the check is failed, the DM tells the player an erroneous number. The player must provide the DM some accurate basis for his estimate.

Fumble — The psionicist loses count and feels a compulsion to come in close and count them in a conventional way (handling coins by hand one by one, etc.). If the target being counted poses a threat to the psionicist (such as a band of attacking elves), then the psionicist gets a saving throw vs. spells to resist this compulsion.

Temporal Orientation

(Clairsentient Devotion 28)
MAC: 6
PSP Cost: 2
Preparation Time: 1 round

This power allows the user to know the exact direction of North, and the exact time — that is, as exact as their language allows. Psionicists successfully using this power to know the time can independently coordinate a plan that requires second-specific synchronicity, assuming that they share a language to communicate time. and that their language has a word for "seconds". This power is ideal for complex ambushes.

For some reason, this power also prevents dizziness and disorientation, such as the confusion on exiting a dimension door.

Fumble — The psionicist becomes nauseous and vomits for d4 rounds.

Trail of Destruction

(Clairsentient Devotion 29)
MAC: 9
PSP Cost: 5
Area of Effect 90-yard radius
Prerequisite Aura sight

Using this power, a psionicist can detect the past use of defiling magic in the area. Even Athasian winds and sandstorms cannot blur the ash of defiler destruction, if defiling magic has been used within the past month. The sites illuminate for the psionicist’s eyes only. The psionicist gets on accurate impression of the magic’s power (the level of the defiler spell cast) and how long ago it was cast (to the nearest lay). The psionicist learns nothing about the spell type or the caster.

Fumble — If defiling is present, the psionicist "feels the pain" of the land and weeps loudly and inconsolably for d6 turns.

True Worship

(Clairsentient Devotion 30)
MAC 10
PSP Cost 5
Range 10 yards
Area of Effect 1 person
Prerequisites Aura Sight

This power allows the psionicist to determine who or what a character worships, whether it be an element, a sorcerer-monarch, or otherwise. The psionicist can pinpoint the focus of worship for any individual character with this power. The power gives the psionicist different information, depending on the class of the target creature:

Cleric: The power identifies the cleric’s elemental sphere of worship.

Templar: the power identifies the sorcerer-king who the templar worships.

Druid: The power indicates the general nature of the druid’s guarded lands, but not their location.

Non-priest: The power correctly identifies the character as such. The psionicist knows the character’s devotions and faith, if any , and also that he or she does not worship to gain magical spells.

This spell cuts through most deception. A templar masquerading as a cleric, or a druid wishing to pass unnoticed as such cannot escape identification. The power does not indicate if the character is dual or multi-classed, nor does it tell the character’s level or alignment.

Fumble — If the target is sincerely religious, the psionicist is overcome with the convictions of their beliefs, and becomes obsessed with learning more for d6 days. If the psionicist fails a saving throw vs. spells, she is converted to the new faith.

Truthear

(Clairsentient Devotion 31)
MAC: 10
PSP Cost: 1
Range: Hearing
Prerequisites: Heighten Senses

With this power activated, the psionicist can tell if a speaker intentionally lies. Note that deceptions that are not technically lies will not be perceived by the psionicist.

The DM should roll this one. Since the cost is 1/round, the psionicist is not aware if he is using this power successfully.

Ultrasentience

(Clairsentient Devotion 32)
MAC: 5
PSP Cost: 2/turn
Preparation Time: 1 turn
Prerequisites: Heighten Senses

With this power a psionicist can adjust his vision or hearing to ranges not normally perceived by those of his race. A human could adjust his vision to see heat, like the most keen-sighted dwarf, or to the ultraviolet spectrum, like the most keen-sighted elf (allowing him to see extremely well by starlight and the light of Guthay). Alternately, he could adjust his hearing to hear the high-pitched animal communications that only halflings can hear. However, during this time the psionicist's normal range of seeing or hearing is lost.

Fumble—The power works, but does not revert to normal hearing or seeing for d4 days.

Weather Prediction

(Clairsentient Devotion 32)
MAC: 7
PSP Cost: 10

With this power a psionicist can accurately predict the weather conditions for his present location. The forecast reaches 24 hours into the future, giving the psionicist precise knowledge of temperature, speed, and direction, cloud cover, and any natural storms. The character also becomes aware of any changes in the weather pattern luring that period.

This power only predicts naturally occurring weather, not magically induced conditions.

Fumble—The psionicist receives completely erroneous information that he believes is accurate.

Up Clairsentient Sciences Clairsentient Devotions

Hit Counter