Kinetic Sciences
Psychokinetic Sciences

MAC

PSP

Create Object

6

7

Detonate

5

15

Disintegrate

5

30

HullFloat

10

4/h

Kinetic Control

7

8

Manipulate Light

10

9

Megakinesis

5

15+

Pyrokinesis

5

11

Rearrange Matter

4

12/h

Suppress Magic

5

8+

Telekinesis

10

3+

Telekinetic Barrier

8

12

Telekinetic Flight

8

7

Create Object
(Psychokinetic Science 1)
MAC: 6
PSP Cost: 7/r
Range: 20 yards
Area of Effect: Special
Prerequisite: Alter Matter

This power allows a user to assemble matter from air, dust, and the surrounding area to create a solid object. Only materials within 20 yards of the user can be used in the construction. The object remains in existence for every round that the user continues to pay the PSP cost during the round that the PSP cost isn’t paid, the object breaks apart. An object created with this power can have any shape, color, and texture the user desires, provided it fulfills at least one of these conditions:

Fits within a sphere no more than 4 feet in diameter.
Fits within a cylinder no more than 20 feet high and 1 foot in diameter.
Fits within a cylinder no more than 2 feet high and 6 feet in diameter.
Weighs no more than 10 pounds.

Fumble — The psionicist fails the attempt, but feels compelled to try again immediately, regardless of exterior circumstances, with a -4 penalty. The psionicist will try again and again until he succeeds, runs out of PSPs (including any available via receptacle), or loses consciousness.

Detonate

(Psychokinetic Science 2)
MAC: 5
PSP Cost: 15
Range: 60 yards
Area of Effect: 1 item, 8 cubic feet
Prerequisite: Telekinesis, molecular agitation

With this power, the user harnesses, focuses, and explosively releases the latent psionic energy inside non- sentient (0 Intelligence) plants and inanimate objects. The power also works against animated undead (skeletons and zombies), but doesn’t affect incorporeal undead. It can’t be used against animals, intelligent creatures, or free-willed undead.

The explosion causes destructive damage to the target, based on the MTHAC0 roll. If the roll is equal to the power’s MAC, 10% of the target area is destroyed. For every number rolled above the MAC, an additional 10% is destroyed, up to a total of 8 cubic feet of material (by a single power use).

Monsters such as skeletons and golems targeted by the detonate power take damage based on the percentage of their mass that was destroyed, losing an equal percentage of hit points. Magically animated material, like golems, can make a saving throw vs. spell to resist detonation.

Weapons and armor that have been detonated receive penalties of -1 to attack rolls and AC values for each 10% destroyed. Magical items make a saving throw vs. disintegration to resist detonation. Vulnerable objects or living things within 10 feet of the target suffer 1dl0 points of damage from the resulting explosion. A save vs. breath weapon reduces damage to half.

If used against an opponent's weapons or armor, it is reasonable to assign combat penalties to partially destroyed equipment. A -1 to attack rolls or Armor Class for each 10% destroyed is appropriate. If the item targeted by the psionicist is magical, it gains a saving throw versus disintegration to resist the detonation effect.

Monsters composed of magically animated material, such as golems, are allowed a saving throw versus spells to resist being detonated. If they fail, they lose a percentage of their hit points equal to the percentage of their mass that was destroyed by the attack. Creatures that don't get a saving throw (zombies, skeletons, and plant monsters, for example) against this attack take damage in the same way.

Fumble — The psionicist detonates an item on his person.

Disintegrate

(Psychokinetic Science 3)
MAC: 5
PSP Cost: 30
Range: 30 yards
Preparation Time: 1 round
Area of Effect: one item, 8 cu. ft.
Prerequisites: Alter Matter, Burn

The disintegrate science reduces an item or creature to microscopic pieces and scatters them. Anything is vulnerable unless it is protected by magical shielding such as a minor or regular globe of invulnerability or by an inertial barrier. The psionicist chooses his target, but he can disintegrate no more than 8 cubic feet of material with one use of this power.

If the target is an inanimate object, it must save vs. disintegration; success means it is unaffected. If the target is a living creature, character, or an undead creature with free will, it must make a saving throw vs. death magic. If it succeeds, the creature feels only a slight tingle, but is otherwise unaffected, and the psionicist fumbles (see below). If the save fails, the creature is disintegrated (or 8 cubic feet right out of its center, which should be enough to kill most anything).

Fumble — The power backfires. If the user was trying to attack a living being, disintegrate affects the initiator (save with +5 bonus). If not, it affects one of the initiator’s personal belongings (save as item).

HullFloat

(Psychokinetic Science 4)
MAC: 10
PSP Cost: 4/h
Area of Effect: 1 empowered hull
Prerequisite: Telekinesis, Mass manipulation, Levitation

This power is used to transport vessels with specially prepared (entuned) hulls across the sea of silt. The psionicist can move the ship up to 3", but this multiplies the psp cost by a factor of 10. The most effective way to use this power is to levitate the hull and use wind or poles to push the craft along.

Each time that the craft has trouble or moves over 6" (the speed of a Mekillot Wagon) the psionicist must check her skill or capsize the craft.

Fumble — The psionicist clumsily damages the entuned quality of the vessel. HullFloat cannot be used on this vessel for 2-12 days. Roll d12 for # of days damaged; if result is 1, then the damage is permanent.

Kinetic Control

(Psychokinetic Science 5)
MAC: 7
PSP Cost 8/r
Range 0
Preparation Time 0
Area of Effect: Personal
Prerequisites Opposite Reaction, Momentum theft

This is the power of absorbing, storing, and redirecting kinetic energy. Kinetic energy is the energy of motion—-the energy contained in the swing of a sword, the fall of a rock, moving water or air, an animal running, or any number of other forms. The psionicist can remove Kinetic energy from one object by touch, stopping it instantly, and bestow it on another object immediately or at some point in the future.

While a psionicist maintains this power, he is immune to all physical impacts. A sword slash stops instantly When it touches his akin, arrows drop harmlessly at his feet, and monsters’ talons and fangs can’t harm him. The psionicist absorbs the damage of the blow and saves it for later use. Note that the psionicist can still be harmed by attacks that inflict their damage by contact, such as the energy-draining touch of an undead creature or the slow crushing attack of a giant python constricting its coils.

Using the stored energy requires the psionicist to make a physical attack. He can deliver any damage he has absorbed previously by touch, punches, or even through a hand-held weapon such as a sword. If he hits his opponent, the absorbed damage is added to any other damage the psionicist causes.

If the psionicist ceases to maintain kinetic control while he still has energy to dissipate, he immediately suffers 2 hit points of damage for every point of absorbed damage he did not expend. (The psionicist can make attacks on rocks, cacti, dead foes, or whatever to dissipate this energy. Item saving throws versus normal or crushing blows may apply.)

A psionicist may only use this power to store up to 10 hp per level of experience at a time. Damage beyond this capacity will be taken normally by the psionicist. However, once he delivers the absorbed damage to a target, he can continue to absorb up to 10 hp per level.

This power can’t be used to absorb damage from a fall. To do so, the psionicist would have to absorb his own kinetic energy (in this case, he is the moving object) which is something that the power is not capable of doing. This might be a valid subject for psionic meditation and research, however.

Fumble — The psionicist must save versus spells or detonate an object he is wearing or holding, and suffers 10 damage.

Manipulate Light

(Psychokinetic Science 6)
MAC: 10
PSP Cost: 9/r
Range: 5 yards per level of psionicist
Area of Effect: 1 object or creature
Prerequisite: Create light, Animate shadow, Displacement

This power can cause a person or object up to 150% the size of the psionicist’s body size to effectively disappear. If the object of this power is stationary, it is affected as if made magically invisible until the psionicist ceases maintenance. If the object (or person) is moving, then the psionicist must check this power each round to see if a part of the object becomes visible.

Fumble — The psionicist expends 50 psp and creates a blinding burst of light in the chosen area of effect. All who see this burst of light must save vs. spells or be blinded for a round.

Megakinesis

(Psychokinetic Science 7)
MAC: 5
PSP Cost 15+
Range 60 yards
Area of Effect: One object or creature
Prerequisites TK, Mass Manipulation, Levitation

Megakinesis is simply telekinesis on a larger scale. The psionicist can perform incredible feats of psychokinesis, moving objects that weigh hundreds of pounds with the power of his mind.

Objects levitated by the psionicist can be moved at the rate of 60 feet per round — too slow to be hurled as missile weapons in combat, although heavy objects can be dropped on top of enemies who aren’t paying attention to the psionicist. Living creatures picked up by megakinesis get a saving throw versus spells to avoid the effect if they do not wish to be moved around by the psionicist.

The psionicist may also use these enormous forces to wield a weapon, open doors, pin an enemy in place, or bend or break things. For these purposes, his megakinesis power has an effective Strength and Size score that varies with the success of his MAC roll (see chart below). The effective size affects the maximum size of weapon that he can wield using Megakinesis (Medium, Large, Huge, or Gigantic), his ability to pin an opponent (see overbearing rules in the DMG or Combat & Tactics), and his knockdown roll (if Combat & Tactics rules are used). The effective strength affects the amount of weight that he is able to move, and the hit and damage adjustment.

MAC

PSP/rnd

Strength

Weight

Size

Hit adj

Damage

5

5

18

110

M

+1

+2

4

6

19

135

M

+2

+3

3

8

20

160

M

+2

+4

2

11

21

170

L

+2

+5

1

15

22

185

L

+3

+6

0

20

23

235

L

+3

+7

-1

26

24

445

H

+3

+8

-2

33

25

515

H

+4

+9

-3

41

26

636

H

+4

+10

-4

50

27

785

G

+4

+11

-5

60

28

900

G

+5

+12

The psionicist can increase or decrease the effective strength each round, but must re-check the power when he does so. The PSP cost must be paid at the beginning of each round.

If the psionicist chooses to wield a weapon with Megakinesis, he uses his THAC0, with any applicable non-weapon proficiency adjustments as well as the Megakinesis "strength" adjustments.

Fumble—The psionicist overtaxes his brain and suffers 2d 10 damage. If he fails a saving throw versus death, he falls unconscious for 2d6 days.

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Pyrokinesis

(Psychokinetic Science 8)
MAC: 5
PSP Cost: 11/r
Range: 10 yards per level
Area of Effect: 8 cubic feet
Prerequisites: Detonate, Alter Matter, Control Flames

This is a powerful, faster-working version of Burn (Molecular Agitation). The initial effect of this power depends on the successful MTHAC0 check:

17-20 Level 1: Readily flammable materials ignite; skin reddens (1 damage); wood darkens.
13-16 Level 2: Wood smolders; metal hot to the touch; skin blisters (1 d4 damage); hair melts.
10-12 Level 3: Wood ignites; metal scorches (1 d4 damage); skin burns away (1d6 damage); water boils, lead melts.
7-9 Level 4: Steel grows soft (d6 damage maximum).
4-6 Level 5: Steel melts (d6 damage maximum).
2-3 Level 6: Fiery detonation; creature begins to detonate for 3d20 damage

Each round that the psionicist maintains this power, the intensity of the pyrokinesis increases another level. The target gets a save vs. death magic (or vs. Magical Fire if an item) to avoid fiery detonation; if he succeeds, the pyrokinesis remains at "level 5" intensity for one more round. Once this saving throw is failed, only special conditions (such as immersion in water) allow another saving throw.

Creatures immune to fire are immune to Pyrokinesis.

Fumble — The Psionicist locks the power on himself (roll d6 for starting level) and cannot release the power until he personally runs completely out of PSP. He is not, however, required to drain his receptacle.

Rearrange Matter

(Psychokinetic Science 9)
MAC: 4
PSP Cost: 12/h
Range: 2 yards
Preparation Time: 2 hours
Area of Effect: one item
Prerequisite: Create Object, Disintegrate

Rearrange Matter is the psionic equivalent of alchemy. By toying with an object’s molecular structure, the psionicist can change its fundamental composition. This power cannot create matter or mass from nothing; change a material’s state from liquid to solid, gas to liquid, and so on; nor change one type of element to another, such as a wooden goblet to a ruby or metal goblet.

Rearrange Matter is best suited to converting one sort of element into another, but it can also be used for more complex operations—neutralizing a poison, for example.

Converting one element to another is usually a simple operation, in which one ounce of material can be changed each hour. Typical conversions of this type include steel to lead or any metal to gold.

The creation of gold coins from other metals is possible, but it’s no way to get rich quick. At the rate of one ounce per hour, it would take 16 hours—about two workdays—to change 10 copper pieces into 10 gold pieces, for a net profit of 9 gold pieces.

Rearrange Matter is often used to create superior weapons. A psionically tempered weapon may receive a +1 on damage rolls (see ‘Weapon Quality" in Chapter 6 of the DMG). The process is time-consuming, however. For example, a typical short sword takes at least 40 hours to temper psionically. (The average short sword weighs 3 pounds or 48 ounces, most of which is the blade. A psionically tempered weapon does not automatically offer a +1 attack-roll bonus. In order to receive that bonus, the psionicist must 1) have the weaponsmithing proficiency and 2) make a successful proficiency check when he fashions the weapon.

The psionicist makes his power check when the process is complete. If it fails, he did not waste all his effort. The difference between the character’s MAC roll and the target MAC 4, multiplied by 10, equals the percentage of work which must be redone.

If the roll is 20, the item seems perfect but contains a hidden flaw which will cause it to break, or fail, or simply look wrong when it is put to use (the sword might contain a soft portion which causes it to bend).

This power has no effect against living creatures weighing more than one ounce. Creatures weighing one ounce or less are killed if their molecules are rearranged.

Fumble — The created item is seriously flawed and utterly useless.

Suppress Magic

(Psychokinetic Devotion 10)
MAC: 5
PSP Cost: 8+
Range 0
Area of Effect: 10-foot radius
Prerequisites 10th level

Very powerful psionicists can draw upon their command of psionic energy to create a field that dampens magic of all types. Within the field, no spells function, weapons lose their enchantments, creatures with magical attacks or powers (such as a basilisk’s gaze) cannot use them, magically animated monsters (animated deal, golems, etc.) stop in their tracks, and magical items do not function.

The field persists only as long as the psionicist maintains it. Each spell level or magical power usage within the field adds 1 PSP to the maintenance cost. For example, a wizard who throws a fireball at a psionicist who is suppressing magic forces the psionicist to pay an extra 3 PSPs for that round’s maintenance. Effects without a spell level should be equated to a similar spell. If there is no similar spell, the psionicists pays additional PSPs equal to 1 per Hit Die or level of the initiating creature.

This effect will temporarily disrupt enchantments in effect, so a charmed person is temporarily freed, polymorphed creatures return to their original form, and so on. Things that were changed by magic but are longer magical, such as a stone bench that was created by a stone shape, do not change in form. A person stoned by a medusa’s gaze remains that way. Once the psionicist ceases to maintain the power, all enchantments resume uninterrupted.

Fumble — A random magical item on the psionicist’s person must save or be permanently drained of all power.

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Telekinesis

(Psychokinetic Science 11)
MAC: 10
PSP Cost: 3+
Range: 30 yards
Area of Effect: 1 item

This power allows the user to move objects without touching them. Telekinesis tends to be physically taxing, as it takes a lot of internal energy to move objects. Small objects are easy. But larger, more massive objects are significantly more difficult.

The cost listed above assumes the object being moved weighs three pounds or less. For heavier objects, use the following:

PSP cost equals the item’s weight in pounds.
The power’s MAC improves by a penalty of the item’s weight, rounded down. For example, moving a 10-pound rock requires rolling against a MAC of 5.

Telekinesis moves the targeted item up to 60 feet per round. Items moving at such a slow rate of speed don’t make effective weapons, but items weighing more than three pounds can be used to disrupt spell casting or psionic use. The user rolls his base THAC0 score to hit, with a penalty equal to half of the item’s weight, rounded down.

For example, if a hero whose THAC0 is 10 wants to attack a priestess whose AC is 0, he needs an 15 or better to hit her with a 10-pound rock.

Telekinesis can be used to perform very fine work, such as writing or sewing. The user must be capable of performing the work himself, and a second MTHAC0 roll (and second round of power use) is needed to complete fine work. If the hero wants to use the power to pull an item away from an opponent, use the rules for psychic contests, except that the defender uses his strength score to decide the contest

Telekinesis can also be used defensively, to deflect missile in flight or a weapon in mid-swing in order to make it miss its target. He may attempt this on a weapon targeted at himself or someone else. The psionicist must have a better initiative than the attacker and hold his action until the attacker actually fires a missile or swings a weapon. If the psionicist successfully initiates deflect, the weapon misses its target automatically.

Telekinesis can deflect any thrown, fired, or hand-held weapon, including giant-thrown boulders or ballista bolts — as long as the psionicist can pay the 1 pound/psp cost. It has no effect on creatures attacking with their own natural weaponry, such as teeth or claws.

Telekinetic Barrier

(Psychokinetic Science 12)
MAC: 8
PSP Cost 12/r
Range 20 yards
Area of Effect special
Prerequisites telekinesis, inertial barrier

The telekinetic barrier is an immobile field of mental force that resembles the wizard spell wall of force. The psionicist creates an Invisible barrier of force up to 60 feet in length and 10 feet in height (or any other vertical surface of 600 square feet or less) at a range of up to 20 yards. The psionicist may in stead create a dome of force with a 10-foot radius, centered on himself.

No physical object or any form of energy can penetrate the barrier, although it is possible to circumvent the barrier by using abilities such as teleport or dimensional door. Magical or psionic disintegration destroys the telekinetic barrier, but the power or spell is canceled in the process.

The telekinetic barrier is immobile once created. If the psionicist moves more than 20 yards from the barrier (outside the power’s range), it collapses.

Fumble — An uncontrolled surge of force from the psionicist knocks down anyone standing within 10 feet of him.

Telekinetic Flight

(Psychokinetic Science 13)
MAC: 8
PSP Cost 7/r
Range 0
Preparation Time: 0
Area of Effect personal
Prerequisites TK, levitation

By using this power, the psionicist can use her abilities of levitation to fly at a movement rate of 18. She can maneuver horizontally or vertically in any fashion desired, with a maneuverability class of B. Using telekinetic flight requires as much concentration as walking, so the psionicist can initiate other powers while flying and she can even attempt physical attacks.

When the psionicist fails to maintain the power or runs out of PSPs, she drops like a rock. She would be wise to land before this occurs.

Fumble — An abortive attempt at flight hurls the psionicist 10-40 (d4 x 10) feet in a random direction, including straight up.

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