Psychokinetic Devotions | MAC |
PSP |
Alter Matter | 6 |
14/t |
Animate Object | 7 |
5 |
Animate Shadow | 10 |
2 |
Ballistic Attack | 6 |
5 |
Bonding | 8 |
8 |
Break | 7 |
6 |
Burn | 10 |
7 |
Compact | 9 |
4 |
Concentrate Water | 6 |
10 |
Control Body | 6 |
8 |
Control Flames | 8 |
4 |
Control Light | 8 |
6 |
Control Sound | 5 |
3 |
Control Wind | 5 |
12 |
Create Light | 7 |
2 |
Create Sound | 7 |
5 |
Cryokinesis | 7 |
10 |
Displacement | 6 |
10 |
Encharge | 4 |
20/h |
Enhancement | 6 |
6 |
Entune | 0 |
50/d |
Inertial Barrier | 6 |
6 |
Levitation | 8 |
5 |
Magnetize | 8 |
2/lb |
Mass Manipulation | 7 |
9 |
Momentum Theft | 7 |
5+ |
Project Force | 6 |
10 |
Psionic Inflation | 8 |
7 |
Psionic Residue | 8 |
5 |
Receptacle | 10 |
1/psp |
Soften | 8 |
3 |
Static Discharge | 7 |
5 |
Synaptic Static | 6 |
11 |
|
(Psychokinetic Devotion 1) | |
MAC: 6 | |
PSP Cost: 14/t | |
Range 20 yards | |
Preparation Time 1 turn | |
Area of Effect 1 cubic inch/turn | |
Prerequisites: Break |
This power cannot be used to harm unwilling creatures above one ounce in mass, though
it might be used to neutralize the venom in a snakes fangsproviding the snake
failed a saving throw vs. Poison.
(Psychokinetic Devotion 2) | |
MAC: 7 (base) | |
PSP Cost: 5/r | |
Range: 50 yards | |
Area of effect: 1 item, 100 pounds | |
Prerequisite: Telekinesis |
Material | MAC |
Cloth, paper | 7 |
Live wood/dead animal | 6 |
Dead wood/bone | 5 |
Water | 4 |
Thin metal | 3 |
Thick metal | 2 |
Stone | 1 |
Once animated, all materials become flexible to some extent, though fluid motion is
uncommon. Animated items move like puppets, with jerky, clumsy motions. if the item was
rigid initially, it makes loud creaking, groaning, or grating sounds as it moves. An
animated item moves up to 60 feet a round (movement rate 6). It can be used to attack,
acting like a club with a THAC0 of 20 and a damage score of 1 d6 points.
(Psychokinetic Devotion 3) | |
MAC: 10 | |
PSP Cost: 2/r | |
Range: 40 yards | |
Preparation Time: 0 | |
Area of Effect: 100 sq. ft. |
An animated shadow cant really do anything other than startle or amuse someone. It cannot attack or disrupt a mages concentration. In this regard. it is similar to a cantrips effect. It can serve as a diversion by entertaining someone or attracting a guards attention.
FumbleThe shadow disappears completely for one round.
(Psychokinetic Devotion 4) | |
MAC: 6 | |
PSP Cost: 5 | |
Range: 30 yards | |
Preparation Time: 0 | |
Area of Effect: 1 item, 1 lb. |
The psionicist uses his regular THAC0 to determine whether he hits the target. If he succeeds, the missile inflicts 1d6 points of damage (assuming, of course, that the character made a successful power check in the first place).
FumbleBallistic boomerang. The psionicist becomes the objects target.
(Psychokinetic Devotion 5) | |
MAC: 8 | |
PSP Cost 8/r | |
Range 10 yards | |
Area of Effect 6 square inches | |
Prerequisites Break |
The rate of joining is approximately 6 square inches per round. If used on someones armor, this will suffice to freeze one joint or fix one boot to the ground. A character immobilized in this fashion can usually wriggle out or tear free in one round, but a character wearing bonded plate mail is probably stuck for quite some time.
Fumble: The psionicist bonds his own boots to the ground and becomes stuck.
Break (Formerly "Molecular Manipulation")
(Psychokinetic Devotion 6) | |
MAC: 7 | |
PSP Cost: 6/r | |
Range: 15 yards | |
Area of Effect: 2 square inches |
The DM must decide how vulnerable Manipulate Solids makes larger, oddly shaped items
(such as doors and shields). An object need not be in two pieces to be useless. A small
boat, for example, is unsafe if it has a crack in its hull.
Burn (Formerly "Molecular Agitation")
(Psychokinetic Devotion 7) | |
MAC: 10 | |
PSP Cost: 7/r | |
Range: 40 yards | |
Area of Effect: 1 item, 20 pounds |
One round. Readily flammable materials, such as paper and dry grass, ignite; skin becomes red and tender (1 point of damage); wood becomes dark.
Two rounds. Wood smolders and smokes-metal becomes hot to the touch; skin blisters (1 d4 points of damage); hair melts; paint shrivels.
Three rounds. Wood ignites; metal scorches (1 d4 points of damage); skin burns away (1d6 points of damage); water boils, lead melts. The damage inflicted doesnt increase beyond this round, but targets continue to suffer the 1 d4 or 1 d6 points for each subsequent round the power continues.
Four rounds. Steel grows soft.
Five rounds. Steel melts.
Magical items receive saving throws against magical fire, but a +10 penalty is applied
to the number needed. The heat produced by this power is highly destructive as it comes
from inside the item instead of outside.
(Psychokinetic Devotion 8) | |
MAC: | |
PSP Cost: 4 | |
Range: 10 yards | |
Area of Effect: 10-yard sphere |
When expanding, the material forces its way around existing things. For instance, an expanding bounder on a surface of sand causes no damage, but compacted water poured into the cracks of stone severely damage the stone when it expands. If carefully applied, each cubic foot of compacted materials can cause as much as 25 structural points of damage on expansion. A creature that ingests compacted materials takes 1d20 points of damage per ounce taken in when the material re-expands. Expansion is quick, but not explosive.
As a side effect of compaction, the material receives a +4 bonus to all item saving
throws.
(Psychokinetic Devotion 9) | |
MAC: 6 | |
PSP Cost: 10 | |
Range: 0 | |
Area of Effect: 10-yard sphere |
Sandy wastes, dust sink, or salt flats | 1d3 -2 gallons (minimum 0) |
Rocky badlands, stony barrens, or boulder fields | 1d4-1 gallons. |
Mountains or scrub plains: | 1d6-1 gallons. |
Verdant belts or forest | d6 +1 gallons. |
The psionicist must hold the container while using the power. If the container is too small to hold the water collected, or if it is leaky, the excess spills onto the ground.
The power only collects uncollected vapor and droplets around the caster. Free-standing water in a glass, pool, or other container is not collected. It does not adversely affect plants or animals in the area. The drying effect on any local flora becomes evident in the next few lays, but most Athasian plants can survive the temporary loss of ground moisture.
FumbleThe power also collects a large portion of water from the psionicists
own holy, inflicting an immediate loss of half his hit points.
(Psychokinetic Devotion 7) | |
MAC: 6 | |
PSP Cost: 8/r | |
Range: 80 yards | |
Preparation Time: 0 | |
Area of Effect: 1 body | |
Prerequisites: TK, Animate Shadow |
(Psychokinetic Devotion 10) | |
MAC: 8 | |
PSP Cost: 4/r | |
Range: 40 yards | |
Preparation Time: 0 | |
Area of Effect: 10 sq. ft |
A fires size can be increased by 100% or decreased by 50%. If the fires heat is increased, it causes double damage. If its heat is reduced, the damage is halved. This applies to flaming torches, burning oil, and other normal fires, but not to magical fires such as fireballs or burning hands.
An animated fire can move up to 90 feet per round (MR 9). It can be shaped like a person or an animal, as long as it covers no more than 10 square feet of ground. If the fire moves away from its fuel, it can survive for only one more round, then dies out.
An animated fire can also attack by engulfing an opponent. The psionicist must make an attack roll using his regular THAC0. If successful, the attack causes 1d6 points of damage.
FumbleThe psionicist burns himself, suffering 1d4 points of damage.
(Psychokinetic Devotion 11) | |
MAC: 8 | |
PSP Cost: 6/r | |
Range: 25 yards | |
Area of Effect: 400 square feet |
Deepen existing shadows. A thief hidden in such shadows receives a +20% bonus to his hide-in-shadows rolls. | |
Brighten existing shadows. This reduces a thiefs hiding ability by 20%. | |
Brighten a light source until it becomes blinding. Those exposed to the light receive a -2 penalty to attack rolls. | |
Dim a light source. This has no effect on attack rolls. | |
Extend shadows into areas that are well lit. Only existing shadows can be lengthened, increasing in size by 200%. | |
Extend light into areas that are in shadow. Shadows can be reduced by 50%. |
(Psychokinetic Devotion 12) | |
MAC: 5 | |
PSP Cost: 3/r | |
Range: 100 yards | |
Area of Effect: 1 specific sound |
(Psychokinetic Devotion 13) | |
MAC: 5 | |
PSP Cost: 12/r | |
Range: 500 yards | |
Area of Effect: 1,000 yards | |
Prerequisite: Control Sound |
Wind above 19 miles per hour prevents anything smaller than a human from flying and
imposes a -4 modifier on missile fire. On the water, such wind makes sailing difficult.
Wind gusting at more than 32 miles per hour causes minor damage to ships and buildings.
This wind also kicks up clouds of dust and prevents all but the largest creatures from
flying. Wind more than 55 miles per hour prevents all flight, knocks down trees and wooden
buildings, and may swamp ships. Wind more than 73 miles per hour is a hurricane gale.
(Psychokinetic Devotion 14) | |
MAC: 7 | |
PSP Cost: 2/r | |
Range: 100 yards | |
Prerequisite: Control Light |
This power allows the user to create a torch-sized light from his psionic power. The
psionicist can choose from location of the light.
(Psychokinetic Devotion 15) | |
MAC: 7 | |
PSP Cost: 5/r | |
Preparation time: 1 round | |
Range: 100 yards | |
Prerequisite: Control sound |
successful roll result | |
20 | contrived sound may arouse suspicion |
16-19 | specific voice cant be imitated |
11- | any familiar sound can be imitated |
(Psychokinetic Devotion 16) | |
MAC 10 | |
PSP Cost: 7/r | |
Range 30 yards | |
Area of Effect one object or creature |
One Round | Embers and coals are extinguished, metal becomes cold to the touch, skin becomes clammy, water condenses on object. |
Two Rounds | Small fires are reduced to cold embers, bone and chitin become brittle, skin becomes frostbitten (d3 points of damage), liquids freeze. |
Three Rounds | Large fires reduced to embers, metal and wood become brittle, flesh freezes (1d8 points of damage). Damage does not increase after this round, but does continue at the rate of 1d8 per round. |
Four rounds | stone and obsidian become brittle. |
Being frozen and then thawing out does not automatically destroy most items, but they may become more susceptible to breakage. Armor and Weapons that become brittle due to Cryokinesis must make saving throws versus Crushing blows each time they deliver or receive blows in combat. (Thri-kreen who are struck while their chitin is brittle suffer double damage from any physical blow.)
FumbleThe psionicist inflicts mild hypothermia on himself and suffers 1d4 points
of damage.
(Psychokinetic Devotion 17) | |
MAC: 6 | |
PSP Cost: 4/r | |
Range: 0 | |
Preparation Time: 0 | |
Area of Effect: personal | |
Prerequisite: Control Light |
(Psychokinetic Devotion 18) | |
MAC: 4 | |
PSP Cost: 20/hour | |
Range: 0 | |
Preparation Time: var | |
Area of Effect: 1 item | |
Prerequisite: 12th level, Receptacle. |
This power is used to create charged psionic items such as psionic rods and enchargeable receptacles. Unlike Empower, Encharge does not imbue the device with intelligence or extraordinary abilities. An Encharged device is simply charged a set number of times to release one single psionic power.
The following types of items may be encharged: obsidian spheres, gems, objects containing crystal. Like any item to be magically or psionically enhanced, the device must be of superior quality. The exact quality or cost for encharging any particular power is left to the DM.
Unlike processes such as Entune or Empower, the device need not be freshly made, nor does the device require extensive preparation. The psionicist simply spends an hour preparing the object to receive charges, and then spends an hour per charge that she wishes to place in the item. She must make the MAC check for the power being encharged once during the preparation phase, and she must make the MAC check for Encharge at each hour of the Encharge process. In addition to the hourly psp cost of the Encharge power, the psionicist must spend the cost of the power being placed into the item for each charge. The psionicist must charge the item continually without interruption; the item can never be charged beyond its first number of charges (see below). Encharged Psionic items may only be used once every eight hours, but the power may be maintained at the cost of 1 charge per round (or turn or day, depending on the power.)
For example, Troika, a 14th level psychoporter, uses Encharge to store Dimension Door into a fine opal-tipped rod. She spends 24 psp (20 plus 4 psp, the cost of the Dimension Door power) to prepare the item to receive the charges. After an hour of preparation, she spends 24 PSP per hour for 36 hours. Troika uses Mind Over Body to stay awake and focused on the task, and only stops charging because she failed the MAC roll for Encharge. As a result, Troikas rod contains 36 charges of Dimension Door. The rod could be used to create 1-round duration Dimension Doors (at 8-hour intervals), or it could be used to maintain a single Dimension Door for up to 36 rounds, etc.
Encharged items can also be recharged using this devotion. The recharging psionicist need not know the power being charged; he only needs to know the Encharge power. Each recharge requires the same time and number of psps placed as would be required to charge, with the exception of the preparation cost. The psionicist must recharge the item continually without interruption up to the items maximum number of charges. When she stops recharging, the number of charges in the item becomes the new maximum.
For example, Troikas rod falls into the hands of her arch-enemy, Brandt the Psychometabolist. By the time that Brandt reaches 12th level, and manages to learn the Encharge power, he has used 32 charges from the rod, leaving only 4 charges remaining. Since he does not possess the Mind over Body power, Brandt falls asleep after eight hours of charging. Therefore from now on, the rod cannot be recharged to over 12 charges.
If the item is ever completely drained of charges, then it cannot ever be recharged, nor used by the psionicist to Encharge any psionic power.
If this devotion is used to create an Encharged receptacle, then the psionicist may store up to 25 psps per level item using the Receptacle discipline. Like standard gem receptacles, such an item will "leak" 1 psp per day after recharging. If the receptacle ever reaches 0 psps, then it needs to be recharged.
FumbleThe Psionicist can never again Encharge (or recharge) that item
(Psychokinetic Devotion 19) | |
MAC: 6 | |
PSP Cost: 6/round | |
Range: 0 | |
Preparation Time: 1 round | |
Area of Effect: Self |
FumbleAll MTHACO rolls receive the penalty of one for 24 hours.
(Psychokinetic Devotion 20) | |
MAC: 0 | |
PSP Cost: 50 psp/day | |
Range: 0 | |
Preparation Time: 10-40 days | |
Area of Effect: 1 item | |
Prerequisite: 12th level, Enhancement, Magnify, Prolong, Rearrange matter |
Each items takes a set number of days to make, depending on the degree of power
bestowed (DMs discretion). For example, a ring entuned to reduce the wearers
MAC by one could take 4 days to make, while a bracelet designed to halve psps spent on
Clairsentience powers might take 90 days. If one day is missed, or any of the checks fail,
the creator must begin again. Each item is different, and the secrets behind fabricating a
given item are usually taught by a powerful master. It can take years for a psionicist to
discover the methods in creating one type of metapsionic ring.
(Psychokinetic Devotion 21) | |
MAC: 6 | |
PSP Cost: 6/r | |
Range: 0 | |
Area of Effect: 3-yard diameter | |
Prerequisite: Telekinesis |
This power is used as a defense, creating a barrier of psionic energy around the user and anyone within three yards of him. This barrier softens missile blows, shielding the user from damage by slowing and absorbing some or all of the potential damage caused by incoming attacks. However, the barrier also slows outgoing missile attacks-a drawback the user should consider.
The power protects against damage from these forms of attack: any non magical missile weapon; any physical missile created by magic; any missile with magical bonuses; flames; some breath weapon attacks (depending on the nature of the breath); acid; gas; all forms of disintegration; and falling (damage is halved). Inertial barrier cannot stop missiles conjured from pure magic or protect against raw heat or cold, pure energy or light, or gaze weapons. An inertial barrier cannot keep enemies out, but it does slow them. Anyone trying to cross a barrier must stop moving when contact is made. In the next round, the barrier can be crossed (either entering or exiting).
Missile weapons, whether passing into or out of the barrier, inflict damage in a
modified fashion because the power saps energy from the missile. If a missile strikes its
target after passing through the barrier (in either direction), the attacker rolls for
damage as normal. However, the defender then rolls the same die to see how much damage the
barrier absorbed. (Note: The defender doesnt include any magical bonuses the weapon
may have.) The defender subtracts his die roll from the attackers damage total. If
anything remains, the defender loses that many hit points. If the defenders roll
equals or exceeds the total damage, the weapon falls harmlessly to the ground. If the
missile is explosive, the barrier prevents weapon damage but not explosive damage.
(Psychokinetic Devotion 22) | |
MAC: 8 (base) | |
PSP Cost: 5/r | |
Range: 0 | |
Area of Effect: Personal | |
Prerequisite: Telekinesis |
Levitation isnt flying. The power provides no horizontal movement. The user can
hover motionlessly and drift with the wind, or he can push off a wall or other fixed
object and drift up to 60 feet a round in a straight line. He cant stop, however,
until he meets another solid object, lowers himself to the ground, or stops paying the PSP
cost. Two powers-control wind and project force-can help the levitating user propel
himself forward and change direction. The use of these additional powers requires the
extra expenditure of PSPs and MTHAC0 rolls.
(Psychokinetic Devotion 21) | |
MAC 8 | |
PSP Cost: 2/lb/r | |
Range: 30 yards | |
Preparation Time: 0 | |
Area of Effect: one metal object |
A psionicist using magnetize can change the magnetic orientation of a metal object, strongly magnetizing it. The initial cost is 2 PSPs per pound of metal so affected, so a four-pound long sword requires 8 PSPs to magnetize. The item remains magnetized for a number of rounds equal to the psionicists level before reverting to normal.
The effects of this power are simple the psionicist can make the item attracted to other metal objects or repelled by other metal objects. Any metal objects within 20 feet of the magnetized object are within its magnetic influence. Metallic creatures get a saving throw versus spells to avoid being magnetized.
In deciding how magnetism affects an object, remember that a heavier object remains stationary, while a lighter object moves toward or away from it. If a characters short sword is magnetized and his friend standing beside him is wearing plate mail, the short sword will go flying over to stick to the armored fellownot the other way around. A creature holding or wearing an object unless magnetic influence may attempt a strength check to retain control of the item.
A character wearing metal armor can be immobilized if he fails his Strength check. Other effects are left to the DMs Imagination, but small objects such as daggers can reach impressive speeds when attracted or repelled by magnetism.
FumbleAll metal objects on the psionicists person are scattered 2-20 (2d10)
feet in random directions.
(Psychokinetic Devotion 23) | |
MAC 7 | |
PSP Cost: 9/r | |
Range 20 yards | |
Preparation Time 0 | |
Area of Effect one object | |
Prerequisites: Levitation |
(Psychokinetic Devotion 24) | |
MAC: 7 | |
PSP Cost 5+/r | |
Range 30 yards | |
Preparation Time 0 | |
Area of Effect One creature or object |
Creatures walking or fighting are temporarily thrown off-balance and must make a dexterity check to avoid stumbling and losing their action for the round. A running or charging creature must make a Dexterity check with a -4 penalty or take a running tumble for 1d4 points of damage. The victim is stunned for 1-2 rounds.
If this power is used on a failing character, it stops him instantly and he begins to fall again. However, since his speed was reduced to 0, falling damage is only counted for the distance he fell after his momentum was neutralized.
It is hard to remove the momentum of heavy and fast-moving objects. The larger and faster an item, the more PSPs it costs to arrest its movement. It requires 5 PSPs to stop a man-sized creature (200 pounds) with a movement rate of 12, which is equal to walking at about four miles per hour. Each doubting of speed or weight costs an additional 5 PSPs, so it costs 25 PSPs to stop a charging half-giant in his tracks.
FumbleThe psionicist knocks himself sprawling and must save versus death or be
stunned 1-3 rounds.
(Psychokinetic Devotion 25) | |
MAC: 6 | |
PSP Cost: 10 | |
Range: 200 yards | |
Area of Effect: 1 target |
Project force can also be used to trigger traps, throw levers, open doors (not locked
or latched), break windows, etc. No attack roll is needed, just the MTHAC0 roll to
activate it.
(Psychokinetic Devotion 26) | |
MAC: 8 | |
PSP Cost 7/r | |
Range: 0 | |
Area of Effect: 100-foot radius |
Other psionicists in the area of effect will not realize anything is wrong until they have actually used a power. If they are maintaining a power, they discover the inflated rate after paying twice the normal cost.
If two psionicists initiate psionic inflation in the same area, the psionicists must conduct a psychic contest. The loser's psionic inflation ceases. If both characters fail, then both cease their power maintenance. Reroll ties.
FumbleThe psionicist cannot recover PSPs for two hours.
(Psychokinetic Devotion 27) | |
MAC 8 | |
Cost 5 | |
Range: 0 | |
Area of Effect: 30 yards |
PSPs expended by the psionicist himself arent counted.
(Psychokinetic Devotion 28) | |
MAC 10 | |
PSP Cost 2/psp | |
Preparation Time 1 turn | |
Range 0 | |
Area of Effect varies |
This power allows psionicists to store PSPs for future use. Receptacles can be crystaline gems, or encharged items (see Encharge devotion). Crystaline gems can contain up to 1 psp per GP value of the gem (Athasian rate!). Encharged receptacles can contain as many psps as the psionicist can store (see below).
A psionicist can have as many receptacles as she would like, but can store only up to 20 psp per level of experience in all of her combined receptacles.
Both gems and empowered receptacles "leak" 1 psp per dayper receptacle. Hence encharged receptacles are extraordinarily valuable, and powerful psionicists tend to covet large, unflawed gems.
Any psionicist can use anothers receptacle, but is advised against doing so, because this is an easy way to contract cerebral parasites. You never know where someone elses psyche has been!
To fill a receptacle (whether gem or encharged), a psionicist must spend a turn in concentration. After this turn, the psionicist can store 1 psp every round. Each psp stored costs 2 psps.
To take stored psps back in, the psionicists skin (or chitin) must be in contact with the receptacle. Minimal concentration is required: the character can move or attack while taking in psps, but cannot do all three at the same time. This also applies to psionics: characters can initiate another psionic ability in the round that they drain psps from a receptacle, but they cannot move and initiate an ability and drain a receptacle. Players must declare that their character will take in psps before initiative, and the transfer does not actually take place.
If a psionic receptacle is damaged, the psps are lost.
No MTHACO check is required for the use of this power. This power can be used to draw
psps at the same time as other powers are triggered normally. This power must be declared
before initiative, and takes effect at the very end of the round.
(Psychokinetic Devotion 29) | |
MAC: 8 | |
PSP Cost: 3/r | |
Range: 30 yards | |
Preparation Time: 0 | |
Area of Effect: 1 object, 10 Lbs. |
Metal: For each round of softening, weapons incur a -1 penalty to attack rolls and cause one less point of damage, cumulatively. The armor class of metal armor increases one point per round of softening. After 10 rounds, any metal becomes soft and rubbery, but retains its shape.
Wood: Like metal, weapons with wooden shafts or handles suffer a -1 penalty to attack rolls and damage per round of softening. After six rounds, wood becomes stringy and rubbery but retains its shape. After 10 rounds, the grain can be split easily and a punch can break through even the hardest and thickest doors or chests.
Stone: After two rounds, stone becomes noticeably soft to the touch. After five rounds, it can be worked like stiff clay, but this is as soft as it gets.
Magical Items: Save vs. crushing blow to escape the effect entirely.
Living Tissue: No effect .
DMs can use their own judgment and the examples above to handle other materials.
FumbleThe item is strengthened, and cant be affected again until the
psionicist gains one level.
(Psychokinetic Devotion 30) | |
MAC: 7 | |
PSP Cost 5/r | |
Range 15 yards | |
Preparation Time 0 | |
Area of Effect one creature | |
Prerequisites magnetism |
FumbleThe psionicist shocks himself for 1 d4 damage and magnetizes any metal
items he has on him.
(Psychokinetic Devotion 31) | |
MAC 6 | |
PSP Cost: 11/r | |
Area of Effect: 20 Yards |
Exposure to synaptic static for more than five rounds will give anyone a splitting
headache. This has no game effect, but it will make NPCs and animals irritable.