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fantasy roleplaying game

 

Psimancz Appendices

Version 1, June 2006

ã 2006 PapaBear ‘n’ Skillet Creations, All Rights Reserved

Psimancz is loosely based on Palladium™ Fantasy RPG

jebster44 AT hotmail dot com

Sean_Crumpler AT hushmail dot com

 


 

 

 

 

 

 


Table of Contents


Appendix I: Critical Hit Chart. 2

Appendix II: Druidic Abilities and Spells. 3

Level-Based Druidic Abilities. 3

Druidic Spells. 4

Appendix III: Elemental Powers and Abilities. 7

Appendix IV: Familiars. 9

Appendix V: Healing Abilities. 10

Appendix VI: Magic Spells. 13

Progressive Spells. 14

First Level 16

Second Level 17

Third Level 18

Fourth Level 19

Fifth Level 19

Sixth Level 20

Eighth Level 20

Tenth Level 20

Appendix VII: Psionic Powers and Options. 21

Psionic Powers. 21

First Level 21

Second Level 22

Third Level 22

Fourth Level 24

Fifth Level 25

Sixth Level 26

Seventh Level 28

Eighth Level 29

Ninth Level 31

Tenth Level 31

Psionic Power Options. 33

Appendix VIII: Index of Key Terms. 34

 

 



Appendix I: Critical Hit Chart

 

d100

Location

Nastiness


1

Jaw

Lose 1 tooth and 1 Beauty (P). If 10+ points of damage, jaw is broken, cannot speak/cast (UT).

2-3

Painful wound

Roll under Willpower to take each action for 1d6 rounds.

4

Throat

Lose next round. If 8+ points of damage, lose 2 HP per round (UT). If 16+ points of damage, decapitated, dead (P).

5-8

Shin

Leg sweep, 40% chance of falling prone, -2 Speed (P). If 16+ points of damage 60% chance of falling prone, Speed ½, -3 Prowess & Reflex (UT). If 26+ points of damage, lose leg (P).

9-10

Blurred vision

50% chance to miss opponent (before strike roll) for 1d4 rounds.

11

Heart

Dead.

12-13

Eye

Roll 1d20: 1-9: lose right eye, 10-18: lose left eye, 19-20: lose both eyes (P).

14-15

Massive blood loss

Take an additional 1d6 HP of damage every 10 initiatives (UT).

16

Unconscious

Knocked out for 2d4 rounds or until magically awakened.

17-19

Face

Lose next round. If 7+ points of damage, lose 1 Beauty; 14+ points of damage, lose 2 Beauty; 21+ points of damage, lose 3 Beauty and gain 1 Presence (P).

20-22

Hamstring

Roll 1d6: 1-3: right, 4-6: left. Knocked prone, cannot stand without assistance (UT). Lose 2 Speed and 1 Reflex (P).

23-24

Stomach

Lose next round. 60% chance of falling to knees.

25-29

Bicep

Roll 1d6: 1-3: right, 4-6: left. -3 strike, parry and damage with arm (UT).

30-33

Side

Lose Strength damage bonus, -3 strike, parry, dodge (UT). If 16+ points of damage, take 1 HP of damage each time a physical action is used (UT).

34

Toes

Roll 1d6: 1-3: right, 4-6: left. 1d4 toes severed (P). 20% chance per toe lost of falling prone. Lose 1 HP / rnd (UT).

35-36

Fingers

Roll 1d6: 1-3: right, 4-6: left. 1d4 fingers severed (P). 20% chance per finger lost of dropping whatever held. Lose 1 HP a round (UT).

37-39

Sternum

Stunned (lose one physical action per round) for 1d6 rounds.

40-42

Forearm

Roll 1d6: 1-3: right, 4-6: left. 40% chance of dropping whatever held. -1 strike, parry, damage (UT). If 24+ points of damage, lose arm (P).

43-47

Shoulder

Roll 1d6: 1-3: right, 4-6: left. -3 strike, parry, damage with arm (UT). If 18+ damage, lose arm (P).

48

Brilliant strike

Re-roll at +10 damage.

49-51

Armor

Roll 1d6: 1-3: upper 4-6: lower. Armor damaged, lose 3 AR. If 30+ points of damage, armor savaged, AR reduced to 0. If magical, it is allowed a save (+10).

52-53

Lungs

Lung punctured. Lose 1 Endurance (P). Difficult to breathe, reduced to 1 action (total) per round (UT). Must roll under Willpower to cast spells (UT).

54-55

Defense

Item used to parry destroyed. If magic item, it is allowed a save (+10).

56

Exact strike

Double the damage rolled (do not add a factor).

57-59

Thigh

Roll 1d6: 1-3: right, 4-6: left. 40% chance knocked prone. -5 dodge (UT). If 30+ points of damage, lose leg (P).

60-61

Precise strike

Re-roll at +5 damage.

62-63

Groin

Lose next round. -10 on initiative for 1d6 rounds. If 10+ points of damage, genitals mutilated/severed (P).

64-66

Equipment

Random piece of equipment destroyed. If magical, allowed a save.

67-68

Hand

Roll 1d6: 1-3: right, 4-6: left. Drop whatever held. If 10+ points of damage, lose hand (P).

69-72

Spine

Lose 1d4 HP (P). If 18+ points of damage, back is broken, dead.

73

Ear

Roll 1d6: 1-3: right, 4-6: left. Stunned for 1d3 rounds. If 12+ points of damage, deaf in that ear (P).

74-77

Hip

Roll 1d6: 1-3: right, 4-6: left. 90% chance of falling prone. If 15+ points of damage, lose 1d4 Speed (P).

78-79

Nose

Nose is broken, lose next round. Roll 1d6: 1-3: lose 1 Beauty, 4-6: gain 1 Beauty (P). Roll another 1d6: 1-3: gain 10% to Sing, 4-6: lose 10% from Sing (P).

80-81

Dazed

Swing at random target for 1d4 rounds with -5 strike, parry, dodge.

82-85

Ribs

Ribs broken. Stunned (lose 1 action per round) for 1d4 rounds. Take 1 HP damage each time a physical action is used (UT).

86

Concussion

Lose next 2 rounds. 10% chance of gaining Psionics. If successful, roll 1d20. 1-15: minor psionics, 16-19: major psionics, 20: master psionics.

87-88

Offense

Item used to attack destroyed. If magic item, it is allowed a save (+10).

89

Ankle

Roll 1d6: 1-3: right, 4-6: left. 30% chance of falling prone. -2 strike, parry, dodge (UT). If 12+ points of damage, lose foot (P).

90-91

Knee

Roll 1d6: 1-3: right, 4-6: left. 60% chance of falling prone. -4 strike, parry, dodge (UT). If 16+ points of damage, lose leg (P).

92-94

Elbow

Roll 1d6: 1-3: right, 4-6: left. 80% chance drop whatever held. -4 strike, parry, dodge (UT). If 14+ points of damage, lose arm (P).

95-99

Chest

Lose next round. Lose 1d4 HP each round (on initiative 1 - UT). If 16+ points of damage, lose 1 Endurance and 1 Strength (P). If 24+ points of damage, lose 2 Endurance and 1 Strength (P).

100

Bulls eye

Attacking character's choice.

 

UT = Until Treated (healed); P = Permanent

Bleeding from lost limb: major limb (arm, leg) is 1d10 HP blood loss damage per round UT, minor limb (hand, ankle) is 1d6 HP blood loss damage per round UT, head is Kill Bill-looking bleed out time


Appendix II: Druidic Abilities and Spells

Level-Based Druidic Abilities

(All are acquired automatically as the druid advances in power level.)

 

druidic ability

NSP

duration

Description

Level 1

Animal transform I

10

permanent

Small ground-based animal

Non-aggression I

---

 

Herbivore

Speak with animals

2

1 hr/lvl

 

Summon animal I

2

10 min/lvl

Small animal (size level 1)

Level 2

Bond with first familiar

---

 

 

Free passage

---

 

Forest, undergrowth, and flora (non-magical): full movement

Heal animals I

1

instant

Heals 1d8 +1 hit point per level

Level 3

Animal transform II

20

permanent

Medium ground-based animal or small avian

Non-aggression II

---

 

Carnivore

Summon animal II

8

10 min/lvl

Medium animal (size level 2)

Level 4

Bond with second familiar

---

 

 

Heal animals II

2

instant

Heals 2d8 +1 hit point per level

Nature sense

---

 

Identify plants and animals 100%

Level 5

Animal transform III

30

permanent

Large ground-based animal or medium avian

Mass non-aggression I

16

1 hr/lvl

One target per level, herbivores

Soul catch—animal

50

permanent

Requires touch; restores life to an animal that has not been dead longer than 10 minutes per druid level; the animal’s hit points will be equal to negative its Endurance attribute

Summon animal III

16

10 min/lvl

Large animal (size level 3)

Level 6

Commune with nature

---

 

Know surrounding terrain—add 5% per level to pathfinding skill

Heal animals III

4

instant

Heals 3d8 +1 hit point per level

Raise dead—animal

75

permanent

Requires touch; restores life to an animal that has not been dead longer than one day per druid level; the animal will be at one hit point

Speak with plants

10

10 min/lvl

Plant’s size or age = Intelligence

Trackless step

---

 

Self only—leave no tracks

Level 7

Animal transform IV

40

permanent

Huge ground-based animal or large avian

Bond with third familiar

---

 

 

Immunity to disease I

---

 

Druid is unaffected by disease level I

Mass non-aggression I

16

1 hr/lvl

One target per level, carnivores

Resurrection—animal

50

permanent

Requires touch; restores life to a dead animal; the animal will be at full health; it costs the druid one permanent NSP

Level 8

Cure animals

30

instant

Remove poison and non-magical diseases from animals

Heal animals IV

8

instant

Heals 4d8 +1 hit point per level

Immunity to disease II

---

 

Druid is unaffected by disease level II

Immunity to venom

---

 

Only natural poisons

Level 9

Animal transform V

50

10 min/lvl

Magical beasts (any size)

Immunity to disease III

---

 

Druid is unaffected by disease level III

Level 10

Heal animals V

10

instant

Heals 5d8 +1 hit point per level

Immunity to disease IV

---

 

Druid is unaffected by disease level IV

Shapechange

50

10 min/lvl

As spell: PHB 250

 


Druidic Spells

(Limited number chosen as the druid advances in power level.)

 

druidic spell

NSP

range

duration

description

Level 1

Create water

6

10 ft

permanent

Creates 1 gallon per level of druid.

Detect poison

2

10 ft

instant

Druid knows if target creature/object/area is poisonous; requires recognize poison to determine exact nature of poison.

Flare

2

100 ft

1 min/lvl

Dazzles one target, -2 strike

Guidance

2

100 ft

1 min/lvl

Grants the target with a +1 to their next strike, parry, saving throw or a bonus to skill check. A 10% bonus is provided if the druid has the skill and +5% is obtained if the druid does not have the skill.

Know direction

2

self

instant

The druid knows which direction is north.

Light

2

touch

10 min/lvl

The touched object glows like a torch.

Mending

2

touch

instant

Repairs small breaks/tears in objects; PHB 227.

Purify food and drink

2

touch

instant

Makes contaminated food and water suitable for eating; PHB ??.

Level 2

Alarm

4

touch

1 hr/lvl

Sounds a mental or audible sound; warded area = 5 foot per level radius.

Calm animals

4

100 ft

1 min/lvl

Soothes and quiets animals; PHB 182.

Cure light wounds

4

touch

instant

Heals 1d8 +1 hit point per level.

Detect animals/plants

4

100 ft/lvl

10 min/lvl

Locate a specific type of plant or animal; requires concentration; PHB 192.

Detect snares/pits

4

100 ft

10 min/lvl

Detect simple, natural pits, deadfalls and snares of wilderness creatures; requires concentration; PHB 194.

Endure elements

4

touch

10 min/lvl

Each round the target ignores the first 5 points of damage from one of the four common elements (chosen when cast).

Entangle

4

100 ft

1 min/lvl

Target is held in one spot, cannot move; the victim can still take actions as normal; targets 1 creature per level.

Faerie fire

4

100 ft

10 min/lvl

A pale glow outlines targets; PHB 202.

Goodberry

4

touch

1 day/lvl

Make 2d4 berries magic; provide 1 meal and heal 1 HP (max 8 per 24 hours).

Magic fang

4

100 ft

1 min/lvl

Provide 1 natural weapon a +1 bonus to strike, parry and damage.

Magic stone

4

touch

10 min/lvl

Change up to 3 pebbles: +1 s/p/dam, 1d6 damage; double damage against undead; each stone can be used once.

Obscuring mist

4

self

1 min/lvl

Misty vapor conceals the druid: once cast it is stationary; melee attacks miss 20%; ranged attacks miss 50%; no line of sight; PHB 233.

Shillelagh

4

touch

1 min/lvl

Grants a +1 enhancement bonus to any wood weapon.

Level 3

Animal trance

8

100 ft

10 min/lvl

Compel animals to do nothing but watch the druid: 1 target per level; PHB 173.

Barkskin

8

touch

1 min/lvl

Grants +3 natural armor bonus.

Charm animal

8

100 ft

1 min/lvl

Considers druid a friend; PHB 183.

Chill metal

8

100 ft

7 min

Makes metal extremely cold; PHB 183.

Flame blade

8

self

1 min/lvl

Creates a 3-foot-long beam of fire; 1d6 +1 per level damage (no Strength modifier); considered short sword; cannot be disarmed.

Fog cloud

8

100 ft

10 min/lvl

Field; as obscuring mist, but not centered on caster; PHB 206.

Heat metal

8

100 ft

7 min

Makes metal extremely hot; PHB 183.

Resist elements

8

touch

1 min/lvl

This spell absorbs the first 10 points of damage each round from one of the four common elemental types (chosen when activated).

Soften earth/stone

24

100 ft

permanent

All natural earth and stone is softened; PHB 253.

Tree shape

8

self

1 hr/lvl

Able to assume the form of a small living tree or shrub or a large dead tree trunk; PHB 267.

Warp wood

16

100 ft

permanent

Warp 1 pound of wood per level; PHB 271.

Wind wall

8

100 ft

1 min/lvl

An invisible curtain of wind; PHB 273.

Wood shape

24

touch

permanent

Form an existing piece of wood into another shape; 30% chance that moving parts do not work.

Level 4

Call lightning

12

100 ft

instant

Deals 1d10 static damage per level to one target; usable only outdoors.

Cure moderate wounds

12

touch

instant

Heals 2d8 +1 per level.

Delay poison

12

touch

10 min/lvl

Target is temporarily immune to poison, any poison in system does not affect the target until after the ability has elapsed, then the poison continues as normal (as if no time has passed)

Diminish plants

24

100 ft

permanent

Two versions: prune growth or stunt growth; PHB 195.

Dominate animal

12

100 ft

1 min/lvl

Take control of target animal; PHB 197.

Gaseous form

12

self

1 min/lvl

Self and gear become insubstantial mist; PHB 207.

Greater magic fang

12

100 ft

1 min/lvl

As magic fang but grants +1 per 3 levels of druid.

Meld into stone

12

self

10 min/lvl

Druid may move self and possessions into a single block of stone; PHB 226.

Plant growth

24

100 ft

permanent

Causes overgrowth or enrichment; PHB 236.

druidic spell

NSP

range

duration

description

Level 4 (continued)

Protection from elements

12

touch

1 min/lvl

Absorbs all common elemental damage (chosen when activated); up to 10 times the caster’s level.

Searing light

12

100 ft

instant

Focus a blast of sunlight at one target; 1d8 per 2 levels; undead/constructs PHB 248.

Snare

12

touch

varies

Make a snare that functions as a magic trap; PHB 253.

Spike growth

12

100 ft

1 hr/lvl

Ground covering vegetation becomes hard and sharply pointed; 1d4 damage per 5 ft traveled; roll under Reflex or Speed to reduce by 1/3; PHB 255.

Stone shape

36

touch

permanent

Form an existing piece of stone into another shape; 30% chance that moving parts do not work.

Water breathing

12

touch

1 hr/lvl

Allows targets to breathe water freely; 1 target per level.

Level 5

Air-walk

 

 

 

 

Anti-plant shell

 

 

 

 

Control plants

 

 

 

 

Control water

 

 

 

 

Dispel magic

 

 

 

 

Flame strike

 

 

 

 

Freedom of movement

 

 

 

 

Giant vermin

 

 

 

 

Quench

 

 

 

 

Reincarnate

 

 

 

 

Repel vermin

 

 

 

 

Rusting grasp

 

 

 

 

Sleet storm

 

 

 

 

Spike stones

 

 

 

 

Wall of stone

 

 

 

 

Level 6

Animal growth

 

 

 

 

Awaken

 

 

 

 

Control winds

 

 

 

 

Cure serious wounds

 

 

 

 

Death ward

 

 

 

 

Fire shield

 

 

 

 

Hold animal

8

100 ft

1 min/lvl

Target animal freezes in place, unable to take any actions.

Ice storm

 

 

 

 

Insect plague

 

 

 

 

Mud to rock

 

 

 

 

Rock to mud

 

 

 

 

Transport via plants

 

 

 

 

Tree stride

 

 

 

 

Wall of fire

 

 

 

 

Wall of thorns

 

 

 

 

Level 7

Anti-life shell

 

 

 

 

Chain lightning

 

 

 

 

Find the path

 

 

 

 

Fire seeds

 

 

 

 

Healing circle

 

 

 

 

Ironwood

 

 

 

 

Liveoak

 

 

 

 

Repel wood

 

 

 

 

Spellstaff

 

 

 

 

Stoneskin

 

 

 

 

Stone tell

 

 

 

 

Level 8

Acid fog

 

 

 

 

Animal shapes

 

 

 

 

Changestaff

 

 

 

 

Control weather

 

 

 

 

Creeping doom

 

 

 

 

Cure critical wounds

 

 

 

 

Fire storm

 

 

 

 

Sunbeam

 

 

 

 

Metal to wood

 

 

 

 

True seeing

 

 

 

 

Wind walk

 

 

 

 

Level 9

Level 9

Command plants

 

 

 

 

Iron body

 

 

 

 

Repel metal or stone

 

 

 

 

Reverse gravity

 

 

 

 

Sunburst

 

 

 

 

Whirlwind

 

 

 

 

Word of recall

 

 

 

 

Level 10

Antipathy

 

 

 

 

Earthquake

 

 

 

 

Elemental swarm

 

 

 

 

Foresight

 

 

 

 

Healing circle

 

 

 

 

Shambler

 

 

 

 

Sympathy

 

 

 

 

 

 


Appendix III: Elemental Powers and Abilities

 

Summoned elementals possess standard powers and abilities based on the element and level. They are a small subclass of true elementals.

 

 

Air Elementals

Actions

Obtain additional actions

            physical: 1st level

            magical: 1st, 3rd, 6th, 10th, and 15th levels

Spells

All spells equal to level; 1-3 common, 4-6 uncommon, 7-9 rare, 10+ very rare

Spell strength

+1 per 2 levels (+1 at 3rd, +2 at 5th, and so on)

MSP

30 per level; regenerate MSP @ 3 times level per hour

Strike

+1 per 4 levels (+1 at 5th, +2 at 9th, and so on)

Parry

+1 per 4 levels

Damage

1d6 @ 1st, 6th, and 11th levels with a bonus of +1 per 4 levels

Dodge

+1 per 4 levels

Hit points

10 per level 1-6, 15 per level 7-12, 20 per level 13+

AC

5 + level

Initiative

10 + level +1d10

Willpower

20 + level

Strength

Equals level

Special

1st level: 50% resistance non-magical weapons; immune to static damage, resist 75% lightning damage, 50% vacuum damage, 25% tornado damage

4th level: immune to non-magical weapons; magic resistance 1% per level; immune to lightning damage, resist 75% vacuum damage, 50% tornado damage

7th level: immune to vacuum damage, resist 75% tornado damage

10th level: immune to tornado damage

 

 

Earth Elementals

Actions

Obtain additional actions

            physical: 1st, 3rd, 6th, 10th, and 15th levels

            magical: 1st level

Spells

1 per 4 levels, common only

Spell strength

+1 per 4 levels (+1 at 5th, +2 at 9th, and so on)

MSP

5 per level; regenerate MSP @ ½ level per hour

Strike

+2 per level

Parry

+2 per level

Damage

1d6 @ 1st, 3rd, 5th, 7th, 9th, 11th, 13th, and 15th levels with a bonus of +2 per level

Dodge

+2 per level

Hit points

20 per level 1-3, 25 per level 4-6, 30 per level 7-9, 35 per level 10-12, 40 per level 13-15

AC

14 + level

Initiative

10 + level + 1d10

Strength

15 + level

Special

1st level: "auto parry" (an earth elemental does not use an action to attempt to parry an attack); immune to shockwave damage, resist 75% concussion damage, 50% magma damage, 25% gravity damage

3rd level: immune to critical strike (crit table)

4th level: immune to concussion damage, resist 75% magma damage, 50% gravity damage

7th level: immune to magma damage, resist 75% gravity damage

10th level: immune to gravity damage

 

 

Fire Elementals

Actions

Obtain additional actions

            physical: 1st, 6th, and 15th levels

            magical: 1st, 3rd, and 10th levels

Spells

All spells equal to ½ level; 1-4 common, 5-8 uncommon, 9-12 rare, 13+ very rare

Spell strength

+1 per 3 levels (+1 at 4th, +2 at 7th, and so on)

MSP

20 per level; regenerate MSP @ 2 times level per hour

Strike

+1 per 2 levels (+1 at 3rd, +2 at 5th, and so on)

Parry

+1 per 2 levels

Damage

1d6 @ 1st, 4th, 7th, 10th, and 13th levels with a bonus of +1 per 2 levels

Dodge

+1 per 2 levels

Hit points

10 per level 1-5, 15 per level 6-10, 20 per level 11+

AC

7 + level

Initiative

10 + level +1d10

Willpower

15 + level

Strength

5 + level

Special

1st level: auto dodge (self only); immune to flame damage, resist 75% balefire damage, 50% plasma damage, 25% phoenix damage

3rd level: 50% resistance non-magical weapons

4th level: immune to balefire damage, resist 75% plasma damage, 50% phoenix damage

6th level: immune to non-magical weapons

7th level: immune to plasma damage, resist 75% phoenix damage

10th level: immune to phoenix damage

 

 

Water Elementals

Actions

Obtain additional actions

            physical: 1st, 3rd, and 10th levels

            magical: 1st, 6th, and 15th levels

Spells

All spells equal to 1/3 level; 1-5 common, 6-10 uncommon, 11+ rare

Spell strength

+1 per 3 levels (+1 at 4th, +2 at 7th, and so on)

MSP

10 per level; regenerate MSP @ 1 times level per hour

Strike

+1 per level

Parry

+1 per level

Damage

1d6 @ 1st, 4th, 7th, 10th, and 13th levels with a bonus of +1 per level

Dodge

+1 per level

Hit points

20 per level 1-4, 25 per level 5-8, 30 per level 9-12, 35 per level 13-15

AC

10 + level

Initiative

10 + level + 1d10

Willpower

10 + level

Strength

10 + level

Special

1st level: 1 HP regeneration per level per hour; immune to frost damage, resist 75% cold damage, 50% drowning damage, 25% acid damage

4th level: 1 HP regeneration per level per 10 minutes; immune to cold damage, resist 75% drowning damage, 50% acid damage

6th level: 50% resistance non-magical weapons

7th level: 1 HP regeneration per level per minute; immune to drowning damage, resist 75% acid damage

10th level: 2 HP regeneration per level per minute; immune to acid damage

 

 


Appendix IV: Familiars

 

Familiars are entities generally controlled by the GM but ‘attached’ in some way to a player character so they’ll probably do as the character asks. Usually they are animals, and due to their association with the character, they may have higher intelligence than a typical member of their species. [In reality, familiars are a fun and cool thing for the players but a royal pain-in-the-ass for the GM.]

 

 

Acquisition

Usually, familiars will be gained in-campaign; therefore, the type of creature allowed will be at the GM’s discretion. If a character would like to start with a familiar, it is allowed to do so, but only common animals are acceptable. (That is, animals similar to those found at a typical pet store or a goat.)

 

There are two spells that allow a character to link with a familiar: find familiar and familiar link. Use find familiar to link with a mundane animal or an animal with minor magical abilities. Use familiar link to link to animals with supernatural abilities or higher than normal animal intelligence.

 

Advancement

Familiars advance exactly like normal characters advance. Players need to use their own experience points to purchase any abilities for the familiar. The costs are the same as for normal characters. Any bonuses that the animal starts with that are not obtained from attributes are considered purchased bonuses; all additional bonuses need to be purchased advancing from that level.

 

Link with the familiar

The character has a telepathic and empathetic bond to the linked creature. As a result, the familiar can speak with and provide feedback to the player character. The act of linking the creature broadens its awareness, which raises the creature’s Intelligence by two to a minimum of six. The player character can speak to and know what the creature is feeling at any distance, as long as the two are on the same plane. The character can also ‘click in’ to the familiar’s senses to experience the world from its point of view. This is particularly useful when the creature is performing reconnaissance. The danger of using this ability is that the character is temporarily stunned and unable to take any actions (as long as the character is possessing the familiar). The player character and the familiar linked creature have two separate hit point pools that are not shared.

           

 

More ideas

Starting CP for animal familiars: small 80, medium 90, large 100. Base damage: small 1d3, med 1d6, large 2d6.

Chinchillas are probably the cutest little things in existence (even their name is cute), so they must start with at least a 19 Beauty, and their hit points are irrelevant (nothing will ever attack them).

 


Appendix V: Healing Abilities

 

All healing abilities (unless noted in the description) require touching the target. Resisting healing abilities requires a successful physical saving throw.

 

healing ability

HSP

duration

description

Level 1

Death trance

1

1 hr/lvl

The target gives the appearance of death; cannot be roused; the healer sets the duration when the ability is used; can only be used on a willing target

Detect poison

1

instant

Healer knows if target creature/object/area is poisonous; requires recognize poison to determine exact nature of poison

Healing touch I

1

instant

Heals 1 hit point per level

Neutral environment

1

1 hr/lvl

Passive—target is comfortable in most weather (0o F - 120o F); can target another; refers to ambient temperature; does not ward against effects of weather (like rain, golf ball-sized hail, nsh.)

Psychic surgery

1

instant

Prerequisite: medical skill. This ability eliminates the need for a medical kit in order to perform the medical skill and does not require a healing action.

Remove disease I

3

instant

Eliminates disease from target; does not prevent re-infection

Resist fatigue

1

1 hr/lvl

Passive; can target another

Resist hunger

1

1 hr/lvl

Passive; can target another

Resist thirst

1

1 hr/lvl

Passive; can target another

Resistance I

1

1 min/lvl

Grants +1 to all saves

Virtue

1

1 min/lvl

The target creature gains 1 temporary HP per level of the healer

Level 2

Deathwatch

2

1 min/lvl

Can determine the condition of creatures within range; know if: dead, fragile (below 1 HP, but alive), wounded (1 – 10 HP), injured (hurt but greater than 10 HP) or healthy (undamaged)

Detect undead

2

1 min/lvl

Requires concentration (1 healing action per round); PHB 194

Endure elements

2

10 min/lvl

This ability absorbs the first 5 points of damage each round from one of the four common elemental types (chosen when activated)

Halt poison

2

instant

Stops additional negative effects from an ongoing poisoning but does not remove the existing effects. They will continue for their full duration.

Healing touch II

2

instant

Heals 1d2 hit points per level

Life view

2

1 min/lvl

Passive—can see the physiology of target creatures up to 100 feet away. Can focus on one target per minute; requires concentration (1 healing action per round).

Remove disease II

6

instant

Eliminates disease from target; does not prevent re-infection

Resist magic II

2

1 min/lvl

+2 magic save

Resist physical II

2

1 min/lvl

+2 physical save

Resist psionic II

2

1 min/lvl

+2 psionic save

Sanctuary

2

1 min/lvl

PHB 247

Soothing touch

2

instant

Affects one wound; can counteract the negative effects of evil eye pain (but not the damage)

Level 3

Bio-therapy

6

1 hr/day

Eventually fixes any type of critical damage including crippled attributes and lost limbs. (The limb cannot be older than one day per level of the healer. A limb will be reattached upon first use of the ability, but it will not be functional until the percentage roll succeeds.) Chance of success is the healer’s level as a percentage, cumulative per day the power is used. (A fourth level healer has a 4% chance to succeed the first day, an 8% chance the second, and a 12% chance the third…) Therapy can only be ongoing for a single negative effect at a time. It's possible to take a break from therapy for one day per level of the healer doing the treatment. After that, that chance of success reduces by the healer's level per day of missed therapy.

Calm emotions

3

1 min/lvl

Calms agitated creatures, no violent actions; requires healers concentration (1 healing action per round), PHB 182

Delay poison

6

10 min/lvl

Target is temporarily immune to poison, any poison in system does not affect the target until after the ability has elapsed, then the poison continues as normal (as if no time has passed)

Gentle repose

6

1 day/lvl

This ability preserves the remains of a dead creature; time spent under the effect of this ability do not count for determining duration for raise dead; can also affect body parts

Healing touch III

3

instant

Heals 1d4 hit points per level

Lust for life

3

instant

Allows target to re-roll save to revive from a coma

Painful touch

3

1 min/lvl

Causes the target to suffer -3 to strike, parry, dodge and initiative

Remove disease III

9

instant

Eliminates disease from target; does not prevent re-infection

Resist elements

6

1 min/lvl

This ability absorbs the first 10 points of damage each round from one of the four common elemental types (chosen when activated)

healing ability

HSP

duration

description

Level 3 (continued)

Resist magic III

3

1 min/lvl

+3 magic save

Resist physical III

3

1 min/lvl

+3 physical save

Resist psionic III

3

1 min/lvl

+3 psionic save

Shield other

3

1 hr/lvl

The healer takes ½ of the HP damage done to the target creature; only HP damage is transferred through the link; more than one target can have this effect on them at a time, and the healer takes half damage from everyone in the link, the damage does not transfer from the healer to the target

Level 4

Group heal

4

instant

Heals 1 target per level of the healer 1 HP per level

Healing touch IV

4

instant

Heals 1d6 hit points per level

Protection from elements

8

1 min/lvl

Absorbs all common elemental damage (chosen when activated); up to 10 times the caster’s level

Remove blindness/deafness

20

instant

Cures blindness or deafness, whether mundane or magical; does not replace lost eyes or ears, but will repair them if damaged

Remove disease IV

12

instant

Eliminates disease from target; does not prevent re-infection

Resist magic IV

4

1 min/lvl

+4 magic save

Resist physical IV

4

1 min/lvl

+4 physical save

Resist psionic IV

4

1 min/lvl

+4 psionic save

Level 5

Agonizing touch

5

1 min/lvl

Causes the target to suffer -5 to strike, parry, dodge and initiative

Healing touch V

5

instant

Heals 1d8 hit points per level

Negate poison

10

instant

Removes poison from target and immediately eliminates all negative effects

Regenerate

10

1 min/lvl

The target is healed 1 HP per level of the healer each round (on initiative 1)

Remove disease V

15

instant

Eliminates disease from target; does not prevent re-infection

Resist magic V

5

1 min/lvl

+5 magic save

Resist physical V

5

1 min/lvl

+5 physical save

Resist psionic V

5

1 min/lvl

+5 psionic save

Slow

10

1 min/lvl

The target’s physical actions are reduced by 1

Soul holding

25

2 min/lvl

If a creature dies while under this effect, the soul will not depart the body until the ability lapses; the creature may be healed any damage sustained beyond their Endurance attribute; if the creature’s HP are restored to its negative Endurance, it still lives and can continue to be healed normally

Level 6

Awakening

6

instant

Reverses sleep effect (including magical and psionic)—automatic

Bio-surgery

30

10 min

Repairs critical damage negatives to strike or parry or whatever. No success roll needed. (It does not fix crippled attributes or reattach limbs.)

Endure element (uncommon)

6

10 min/lvl

This ability absorbs the first 5 points of damage each round from one of the four uncommon elemental types (chosen when activated)

Eradicate disease

6

instant

Cures all diseases (normal and magical) that the target is suffering from. Additionally, it also kills any parasites.

Healing circle

12

instant

Heals all allies (including the healer) within a 20’ radius 1d6 HP per level of the healer

Healing touch VI

6

instant

Heals 1d10 hit points per level

Remove disease VI

18

instant

Eliminates disease from target; does not prevent re-infection

Remove paralysis

6

instant

Immediately and automatically removes the effects of magical paralysis from one target creature

Resist magic VI

6

1 min/lvl

+6 magic save

Resist physical VI

6

1 min/lvl

+6 physical save

Resist psionic VI

6

1 min/lvl

+6 psionic save

Soul catch

40

instant

Target creature is brought back to life (1 HP); dead creature must not have died longer ago than 10 minutes per level of the healer

Spell resistance

12

1 min/lvl

Grants spell resistance (%) equal to the healer’s level

Level 7

Bio-succor

35

10 min

Repairs crippled attribute from critical strikes. No success roll needed.

Haste

14

1 min/lvl

Target creature gains 1 physical action

Healing touch VII

7

instant

Heals 1d12 hit points per level

Raise dead

70

instant

Target creature is brought back to life (1 HP); dead creature must not have died longer ago than 1 day per level of the healer

Remove disease VII

21

instant

Eliminates disease from target; does not prevent re-infection

Resist elements (uncommon)

14

1 min/lvl

This ability absorbs the first 10 points of damage each round from one of the four uncommon elemental types (chosen when activated)

Resist magic VII

7

1 min/lvl

+7 magic save

Resist physical VII

7

1 min/lvl

+7 physical save

Resist psionic VII

7

1 min/lvl

+7 psionic save

Level 8

Healing touch VIII

8

instant

Heals 1d20 hit points per level

Protection from elements (uncommon)

16

1 min/lvl

Absorbs all uncommon elemental damage (chosen when activated); up to 10 times the caster’s level

healing ability

HSP

duration

description

Level 8 (continued)

Reattach limb

40

10 min

Reattaches a severed limb. (The limb cannot be older than one day per level of the healer.)

Remove disease VIII

24

instant

Eliminates disease from target; does not prevent re-infection

Resist magic VIII

8

1 min/lvl

+8 magic save

Resist physical VIII

8

1 min/lvl

+8 physical save

Resist psionic VIII

8

1 min/lvl

+8 psionic save

Sleep

24

1 min/lvl

Target falls asleep

Slow aging

80

permanent

This ability extends the life of the healer. For every HSP permanently consumed using this ability, the healer’s natural life span is extended for 1/10th of the race’s normal lifespan; the healer will appear to age at 1/10 the normal rate during the slow aging effect.

Level 9

Cure

27

instant

Raises target to full health; completely heals the target of all diseases (I-V), blindness, deafness, HP damage and temporary attribute damage

Remove disease IX

27

instant

Eliminates disease from target; does not prevent re-infection

Resist magic IX

9

1 min/lvl

+9 magic save

Resist physical IX

9

1 min/lvl

+9 physical save

Resist psionic IX

9

1 min/lvl

+9 psionic save

Restoration

45

10 min

Completely restores target living creature; lost limbs are replaced (in 24 hours) if not present, attribute penalties are removed, all negative affects are corrected

Reverse aging

90

permanent

The healer is able to reverse the body’s natural aging process. Over the course of the next ten years the target will get younger (at the normal rate of aging); costs the healer 1 permanent HSP.

Level 10

Mass cure

50

instant

As Cure, except can target one ally per two levels of the healer

Remove disease X

30

instant

Eliminates disease from target; does not prevent re-infection

Resist magic X

10

1 min/lvl

+10 magic save

Resist physical X

10

1 min/lvl

+10 physical save

Resist psionic X

10

1 min/lvl

+10 psionic save

Resurrection

50

10 min

Target creature is brought back to life at full health; costs the healer 1 permanent HSP

Slay living

100

instant

Target creature dies; if the creature successfully saves, it takes 10d6 damage

Youth

100

permanent

Target instantly regains their youth; considered age 20; costs the healer 10 permanent HSP

 


Appendix VI: Magic Spells


 

Availability (or rarity) abbreviations:

C          common

UC        uncommon

R          rare

VR        very rare

 

 

 

Standard effect progression for spells that use increasing dice (like damage for the general mystic force forms, blast, bolt, field, nsh.) is usually based on rank and is shown in the following table.

 

Standard Effect Dice

spell rank

die

I

1

II

1d4

III

1d6

IV

1d8

V

1d10

VI

1d12

VII

1d20

VIII

1d30

IX

1d100

 

 

 

 

 

Mystic element types correspond to the special effect causing the damage (or resisting) and fall under the five main ‘elemental’ categories of air, earth, fire, water, and spirit. The different rarities of occurrence of the mystic element types doesn’t relate to a difference in quantity of damage or power, only in how difficult it is to defend against that type of damage.

 

 

 

 

For the standard cost in magic spell points (MSP) to cast a spell, there are a couple of formulae you could use based on spell level and availability. Or you can just look it up in the table. J

 

Standard Spell Costs

spell level

casting cost (MSP), based on rarity

C

UC

R

VR

1

2

4

6

8

2

4

8

12

16

3

8

12

16

20

4

12

16

20

24

5

16

20

24

28

6

20

24

28

32

7

24

28

32

36

8

28

32

36

40

9

32

36

40

44

10

36

40

44

48

11

40

44

48

52

12

44

48

52

56

13

48

52

56

60

14

52

56

60

64

15

56

60

64

68

 

 

 

 

 

 

 

 

 

 

 


Mystic Element Types

Types

Air

Earth

Fire

Water

Spirit

Common

Static

Shockwave

Flame

Frost

Soul

Uncommon

Lightning

Concussion

Balefire

Cold

Chi

Rare

Vacuum

Magma

Plasma

Drowning

Death

Very Rare

Tornado

Gravity

Phoenix

Acid

Chaos

 



Progressive Spells

Progressive spells are magic spells that appear at many levels and progress as they go up in rank. Rather than filling the spell lists, they are detailed here.

 

 

<Element> blast (any mystic element type)

 

MSP casting cost: standard

Type: same as main type of mystic element

Availability: all four

Range: 100 feet

Duration: instant

Progression: levels 1 to 9

Ranks: I to IX

 

Description: A blast spell is an instant magical effect directed at one person or any target with an aura. The target gets a normal saving throw versus magic. If successful, no damage is taken (unless it’s a very rare mystic element type); otherwise, full damage is dealt. The rank of the spell determines the damage die, and the level of the spellcaster determines how many dice. The spell level is the same as the rank. For example, chi blast IV is a fourth level, uncommon, spirit spell that does 1d8 damage per level of the caster and costs 16 MSP to cast.

 

 

<Element> bolt (any mystic element type)

 

MSP casting cost: standard

Type: same as main type of mystic element

Availability: all four

Range: 100 feet

Duration: instant

Progression: levels 1 to 9

Ranks: I to IX

 

Description: A bolt spell is an instant physical force produced by the magic and ‘launched’ by the caster who must roll to strike for the bolt to hit. A single bolt is manifested, and it can burn stuff (or do whatever that elemental force normally would do to the environment). Bolts can be parried or dodged like a normal missile weapon. The bonus to strike is equal to the level of the spellcaster plus spell strength. The rank of the spell determines the damage die, and the level of the spellcaster determines how many dice. The spell level is the same as the rank. For example, shock wave bolt II is a second level, common, earth spell that does 1d4 damage per level of the caster and costs 4 MSP to cast.

 

 

 

 

 

 

 

 

 

 

<Element> field (any mystic element type)

 

MSP casting cost: standard

Type: same as main type of mystic element

Availability: all four

Range: 100 feet

Duration: 1 minute per level

Progression: levels 3 to 11

Ranks: I to IX

 

Description: A field spell is a continuous, magical area of effect targeted on a location as opposed to an individual. The area affected is 10ft × 10ft per level; the height is 10 feet. Targets get a normal saving throw versus magic. If successful, no damage is taken (unless it’s a very rare mystic element type); otherwise, full damage is dealt. The rank of the spell determines the damage die, and the level of the spellcaster determines how many dice. The spell level is two higher than the rank. For example, frost field V is a seventh level, common, water spell that does 1d10 damage per level of the caster and costs 24 MSP to cast.

 

 

<Element> globe (any mystic element type)

 

MSP casting cost: standard

Type: same as main type of mystic element

Availability: all four

Range: 100 feet

Duration: 1 minute per level

Progression: levels 2 to 10

Ranks: I to IX

 

Description: A globe spell is a continuous magical effect directed at one person or any target with an aura. It acts like a nimbus causing damage every round for the duration. The target gets a normal saving throw versus magic. If successful, no damage is taken (unless it’s a very rare mystic element type); otherwise, full damage is dealt. The rank of the spell determines the damage die, and the level of the spellcaster determines how many dice. The spell level is one higher than the rank. For example, vacuum field I is a second level, rare, air spell that does 1 hit point of damage per level of the caster and costs 12 MSP to cast.

 

 

 

Imbue weapon with <element> (any type)

 

MSP casting cost: standard

Type: same as main type of mystic element

Availability: all four

Range: touch

Duration: 1 minute per level

Progression: available at every level

Ranks: all

 

Description: Imbue weapon enchants a target weapon with a manifestation of the mystic elemental force. The energy adds a bonus to the damage of a weapon equal to the rank of the spell. It does not stack with a similar damage type already existing on the weapon. Opposed elemental types may not be on the same weapon at the same time (as a result of this spell). The spell level is the same as the rank. For example, imbue weapon with concussion VI is a sixth level, uncommon, earth spell that gives a +6 damage bonus to a weapon and costs 24 MSP to cast.

 

 

Resist <element> (any mystic element type)

 

MSP casting cost: standard

Type: same as main type of mystic element

Availability: all four

Range: touch

Duration: 10 minutes per level

Progression: levels 1 to 7

Ranks: I to VII (see below)

 

Description: These resistance spells reduce the damage from different types of magic. The progression of the ranks of damage amount reduced is as follows:

 

        I.      -1 point

      II.      -25%

    III.      -50%

    IV.      -75%

      V.      -90%

    VI.      All damage reduced to 1 point

  VII.      Immune

 

The spell level is the same as the rank. Resistance to a particular mystic element type also applies to all of the more common types within that main category. For example, resist plasma III is a third level, rare, fire spell that reduces plasma, balefire, and flame damage by 50% and costs 16 MSP to cast.

 

 

 

 

 

 

Resist <force> (magic or physical or psionic)

 

MSP casting cost: standard

Type: spirit

Availability: common, uncommon, rare

Range: touch

Duration: 10 minutes per level

Progression: available at every level

Ranks: all

 

Description: These resistance spells provide a bonus to the target’s saving throw. The bonus is equivalent to the rank (or level) of the spell. Common versions of the spells are simple magical effect (in terms of ‘stacking’), uncommon versions are standard magical effect, and rare versions are greater magical effect.

 

 

Summon <element> force (common mystic element type)

 

MSP casting cost: standard

Type: same as main type of mystic element

Availability: common

Range: 100 feet

Duration: 1 minute per level

Progression: available at every level

Ranks: all

 

Description: Summon elemental force creates a continuous magical effect that manifests as an independent, mobile force composed of the element and under the control of the caster. It is not an intelligent being, cannot abort actions, and requires the concentration of the caster in order to act. That is, it must act on a different initiative than the caster. It does not have autoparry or any other skills. The spell level is the same as the rank. The force’s abilities progress as follows:

 

      AC:             5 + spell rank

      HP:             5 per rank

      Attacks:      1 every 3 ranks (1 at 1st, 2 at 4th,

                        3 at 7th, and so on)

      Damage:     1d6 every 3 ranks

 

For example, summon flame force V is a fifth level, common, fire spell that manifests a mobile blob of flame with AC 10, 25 HP, and 2 attacks that cause 2d6 damage, and costs 16 MSP to cast.

 

 


First Level

spell

MSP

type

avail

Range

duration

description

Agility of the cat I

2

Spirit

C

100 ft

1 hour/lvl

Raise Reflex to 16.

Beatific aura I

2

Spirit

C

100 ft

1 hour/lvl

Raise Beauty to 16.

Blinding flash

2

Fire

C

100 ft

Instant

+2 s/p/d versus affected creature. Only one target.

Breathe w/out air

2

Air

C

Self

10 min/lvl

 

Brilliance of insight I

2

Spirit

C

100 ft

10 min/lvl

Raise Willpower to 16.

Charismatic aura I

2

Spirit

C

100 ft

1 hour/lvl

Raise Presence to 16.

Create coal

10

Fire

UC

100 ft

Permanent

15 lbs. of coal per level.

Create fog

2

Water

C

100 ft

10 min/lvl

Field; darkvision and nightvision are unaffected, +1 s/p/d against affected creatures, can only be cast outdoors, no saving throw.

Create mild wind

2

Air

C

100 ft

1 hour/lvl

1 mph per level.

Darken the sky

2

Air

C

100 ft

1 hour/lvl

100 foot radius per level.

Darkvision, Lesser

2

Fire

C

100 ft

10 min/lvl

See in complete darkness.

Death trance

2

Spirit

C

Self

1 week/lvl

Slows body’s metabolism. Does not need water, food: slows poison, no additional damage.

Decipher magic

2

Spirit

C

Self

Varies

Shows weave of magical energies.  Can determine affects of magic spells, circles, wards, or items.

Decrease weight, lesser

2

Earth

C

100 ft

10 min/lvl

10 lbs. per level; may affect items, but if in aura, get save.

Detect poison

2

Spirit

C

100 ft

1 min/lvl

100% detect in food, nsh.

Dowsing

2

Earth/Water

C

 

10 min/lvl

Get direction and distance.

Dust storm

2

Earth

C

100 ft

1 min/lvl

Field; forces wizard to roll under Willpower to cast.

Endure cold

2

Air

C

Self

1 hour/lvl

No affects from natural cold (environment).

Endure fatigue

2

Spirit

C

Touch

1 hour/lvl

Satiates need for rest.

Endure heat

2

Fire

C

Touch

1 hour/lvl

No affects from natural heat (environment).

Endure hunger

2

Earth

C

Touch

1 hour/lvl

Satiates need for food.

Endure thirst

2

Water

C

Touch

1 hour/lvl

Satiates need for water.

Feather fall

2

Air

C

Self

1 min/lvl

Slows descent/falling.

Flame lick

4

Fire

UC

100 ft

1 min/lvl

1d8 damage; mystic level as bonus to strike; can be parried.

Float on water

2

Water

C

Touch

1 hour/lvl

 

Fool’s gold

2

Earth

C

Touch

1 hour/lvl

10 lbs. per level.

Foul water

6

Water

C

100 ft

Permanent

No damage. 10 gallons per level.

Globe of silence, lesser

2

Spirit

C

100ft

10 min/lvl

Cannot move, does not affect spell casting. 10 ft radius.

ID plants

2

Earth

C

100 ft

1 min/lvl

As skill, 100%.

ID precious metals and stones

2

Earth

C

100 ft

1 min/lvl

As skill, 100%.

Increase weight, lesser

2

Earth

C

100 ft

10 min/lvl

10 lbs. per level; may affect items, but if in aura, get save.

Knowledge of ages I

2

Spirit

C

100 ft

10 min/lvl

Raises Intelligence to 16.

Locate minerals

2

Earth

C

100 ft/lvl

10 min/lvl

Get direction and distance of unworked minerals.

Mystic illusion I

2

Spirit

C

100 ft

10 min/lvl

Sight.

Nightvision, lesser

2

Fire

C

100 ft

10 min/lvl

See in low light conditions.

Quickness of the serpent I

2

Spirit

C

100 ft

10 min/lvl

Raise Prowess to 16.

Reduce self

4

Water

UC

Self

10 min/lvl

1/x, normal size; x = level.

Rock to mud

6

Earth

C

100 ft

Permanent

30 lbs. per level, natural stone, automatic, worked stone, standard save.

Rot wood

6

Earth

C

100 ft

Permanent

Lose half SDC.

Saltwater to fresh

6

Water

C

Touch

Permanent

10 gallons per level.

See invisible

2

Air

C

Touch

1 hour/lvl

 

Sense magic, lesser

2

All

C

Self

1 min/lvl

Plain view.

Sense traps

6

Earth

R

100 ft

1 min/lvl

8% per level of knowing specific.

Speed of the cheetah I

2

Spirit

C

100 ft

10 min/lv

Raises Speed to 16.

Stamina of the dwarf I

2

Spirit

C

100 ft

1 hour/lvl

Raise Endurance to 16.

Stop wind

2

Air

C

100 ft

1 min/lvl

Up to 25 mph.

Strength of the giant I

2

Spirit

C

Touch

1 min/lvl

Raises Strength to 16.

Tongues

2

All

C

100 ft

1 hour/lvl

No save.

Track

6

Earth

R

100 ft

1 hour/lvl

As skill, 100%, magically lights up tracks.

 

 


Second Level

spell

MSP

type

avail

range

duration

description

Agility of the cat II

4

Spirit

C

100 ft

1 hour/lvl

Raise Reflex to 18.

Air bubble

4

Air

C

Globe

10 min/lvl

AR 6, SDC 30.

Beatific aura II

4

Spirit

C

100 ft

1 hour/lvl

Raise Beauty to 18.

Breathe underwater

4

Water

C

100 ft

1 hr/lvl

 

Brilliance of insight II

4

Spirit

C

100 ft

10 min/lvl

Raise Willpower to 18.

Carpet of adhesion

4

Earth

C

100 ft

1 min/lvl

Standard save; must be 10’ x 10’ carpet.

Chameleon, lesser

4

Earth

C

100 ft

1 min/lvl

 

Change wind direction

4

Air

C

100 ft

1 hour/lvl

 

Charismatic aura II

4

Spirit

C

100 ft

1 hour/lvl

Raise Presence to 18.

Charm

4

Spirit

C

100 ft

1 min/lvl

 

Circle of rain

4

Air

C

100 ft/lvl

1 hr/lvl

 

Create dirt or clay

14

Earth

C

100 ft

Permanent

5 pounds per level.

Create mound

14

Earth

C

100 ft

Permanent

 

Create water

10

Water

C

Touch

Permanent

10 gallons per level.

Darkness, simple

4

Air

C

100 ft

10 min/lvl

Field; no save, creatures with DV and NV are unaffected. +1 s/p/d vs. affected creatures. Cannot be cast outside in direct sunlight, any magical light will counter in area.

Darkvision, greater

4

Fire

C

100 ft

1 hr/lvl

See in complete darkness.

Decrease weight, greater

4

Earth

C

100 ft

10 min/lvl

50 pounds per level; may affect items, but if in aura, get save.

Dirt to clay

10

Earth

C

100 ft

Permanent

50 pounds per level.

Dirt to sand

10

Earth

C

100 ft

Permanent

50 pounds per level.

Extinguish fire

4

Fire

C

100 ft

Instant

Extinguish normal fires; dispel magic fires (roll versus spell).

Fiery touch

8

Fire

UC

Touch

1 min/lvl

1d8 flame damage.

First strike

4

Spirit

C

100 ft

1 minute

The target gains +20 to her next initiative roll.

Float in air

4

Air

C

100 ft

1 min/lvl

Move at SPD 10.

Fog of despair

4

Water

C

100 ft

1 min/lvl

Field, +2 s/p/d versus those affected.

Globe of silence, greater

8

Air

UC

100 ft

1 min/lvl

Can move globe.

Grow plants

8

Earth

UC

100 ft

1 month/lvl

Field.

Identify

8

Spirit

UC

Self

Varies

As decipher; 8% per level to determine what magic item (nsh.) is & how it works.

Increase weight, greater

4

Earth

C

100 ft

10 min/lvl

100 pounds per level; may affect items, but if in aura, get save.

Invisibility

8

Air

UC

Touch

10 min/lvl

 

Knowledge of ages II

4

Spirit

C

100 ft

10 min/lvl

Raises Intelligence to 18.

Levitate

4

Air

C

100 ft

10 min/lvl

100 pounds per level; 10 ft per level .

Liquid (any) to water, lesser

10

Water

C

Touch

Permanent

Does not affect toxic liquid.

Mesmerism

4

Spirit

C

100 ft

10 min/lvl

As hypnotic suggestion.

Mystic illusion II

4

Spirit

C

100 ft

10 min/lvl

Sight.

Nightvision, greater

4

Air

C

100 ft

1 hr/lvl

See in low light conditions.

Quickness of the serpent II

4

Spirit

C

100 ft

10 min/lvl

Raise Prowess to 18.

Repel animals

4

Earth

C

100 ft/lvl

10 min/lvl

 

Sense magic, enhanced II

4

Spirit

C

100 ft

1 min/lvl

Hidden magic, through wood or dirt.

Shrink

8

Water

UC

Touch

10 min/lvl

6 inches tall; no stuff.

Speed of the cheetah II

4

Spirit

C

100 ft

10 min/lv

Raises Speed to 18.

Sphere of daylight

8

Fire

UC

10 ft/lvl

10 min/lvl

True daylight. Sphere diameter is 1ft.

Spirit of the wolf

4

Earth

C

100 ft

10 min/lvl

60 ft night vision, +1 sight & hearing perceptions, +2 scent, track +8%.

Stamina of the dwarf II

4

Spirit

C

100 ft

1 hour/lvl

Raise Endurance to 18.

Strength of the giant II

4

Spirit

C

Touch

1 min/lvl

Raises Strength to 18.

Swim as the fish

4

Water

C

100 ft

1 hour/lvl

Affect 1 person / level; swim at own SPD.

Swords to snakes

8

Spirit

UC

100 ft

1 min/lvl

Affects 1 sword/level.  If sword held, gets save.

True dodge

4

Spirit

C

100 ft

1 minute

The target is imbued with energy that allows her to make one dodge roll at +20.  The target may choose which roll receives the bonus, before the roll is made.  Must be used within 1 minute.

True parry

4

Spirit

C

100 ft

1 minute

The target is imbued with energy that allows her to make one parry roll at +20.  The target may choose which roll receives the bonus, before the roll is made.  Must be used within 1 minute.

Walk the waves

4

Water

C

Touch

10 min/lvl

Speed 10.

spell (level 2)

MSP

type

avail

range

duration

description

Water seal

10

Water

C

Touch

Permanent

 

Water to wine

15

Water

UC

Touch

Permanent

One liter with the quality based upon the level of the caster

Weightlessness

8

Air

UC

Touch

10 min/lvl

No weight; no stuff

Wind rush

4

Air

C

100 ft

Instant

Field; lose 1 action

Wisps of confusion

8

Air

UC

100 ft

1 min/lvl

Affect 1 person/level; -3 s/p/d/init.

Wither plants

4

Earth

C

100 ft

1 month/lvl

Kills all seasonals, destroys fruit and flowers of perennials.  Combat note: If used against a plant based creature, get standard save or 1d6 damage per level.

 

Third Level

spell

MSP

type

avail

range

duration

description

Agility of the serpent III

8

Spirit

C

100 ft

10 min/lvl

Raise Prowess to 16.

Animate plants

8

Earth

C

100 ft

1 min/lvl

Pal 87

Arcane lock

24

Spirit

C

Touch

Permanent

Caster unaffected, knock suppresses for 10 minutes.

Beatific aura III

8

Spirit

C

100 ft

1 hour/lvl

Raise Beauty to 16.

Blur

8

Spirit

C

Touch

1 min/lvl

+4 miss factor.

Brilliance of insight III

8

Spirit

C

100 ft

10 min/lvl

Raise Willpower to 16.

Call lightning

8

Air

R

100 ft

Instant

1d6 dam/level, no save, only outdoors.

Calm waters

8

Water

C

100 ft

10 min/lvl

Reduce wave height and speed by ½.

Change self

8

Spirit

UC

Self

10 min/lvl

No additional limbs, includes clothing and equipment, +50% disguise.

Charismatic aura III

8

Spirit

C

100 ft

1 hour/lvl

Raise Presence to 16.

Circle of cold

8

Water

C

100 ft

10 min/lvl

-40 degrees F, Pal 93.

Circle of flame

8

Fire

C

100 ft

1 min/lvl

30 ft diameter, 30 ft high, 4d8 damage.

Clairaudience

8

Spirit

C

Varies

1 min/lvl

Hear at a distance; PHB 184.

Clairvoyance

8

Spirit

C

Varies

1 min/lvl

See at a distance; PHB 184.

Cloud of ash

8

Fire

UC

100 ft

1 min/lvl

Vision reduced to ½, 1d8 flame damage, 67% chance start fire (combustibles).

Command fish

8

Water

UC

100 ft

10 min/lvl

Fish are not intelligent, simple commands.

Commune with dead

8

Spirit

C

Touch

1 min/lvl

Dead 2 hours/level, 2 questions/min.

Continual flame

24

Fire

UC

Touch

Permanent

Create a torch sized flame, no heat.

Counterspell

8

Spirit

UC

100 ft

Instant

Counters spell as it is cast.

Create heat

8

Fire

C

Varies

1 hour/lvl

Raises temperature by 15 degrees/level.

Crumble stone

8

Earth

C

Touch

Permanent

50 pounds per level, reduce SDC by half.

Detect thoughts

8

Spirit

UC

100 ft

Varies

PHB 194, no read thoughts.

Dig

8

Earth

C

100 ft

1 min/lvl

Pal 88.

Displacement

8

Spirit

C

Touch

1 min/lvl

50% miss chance.

Dissipate gases

8

Air

UC

100 ft

Instant

1st minute ½ effects, 2nd minute normal.

Fingers of the wind

8

Air

C

100 ft

1 min/lvl

Pal 82.

Fireball

8

Fire

R

100 ft

Instant

1d6 per level, no save, only dodge 18+.

Flight

8

Air

C

Touch

1 hour/lvl

Fly at standard speed.

Fog cloud

8

Water

C

100 ft

10 min/lvl

Obscures sight (including night- darkvision); melee combat, 20% miss; ranged, 50% miss, no line of sight.

Glitterdust

8

Spirit

R

100 ft

1min/lvl

Reveals invisible or chameleon creatures, no save.

Haste

8

Spirit

C

Touch

1 min/lvl

Target gains 1 action per round.

Heal burns

8

Fire

C

Touch

Instant

1d6 per level, only heals burn damage.

Heat object/water

8

Fire

C

100 ft

1 min/lvl

Pal 93.

Knock

8

Spirit

C

100 ft

Instant

Opens two means of locking; has a chance of success equal to 5% per caster level.

Knowledge of ages III

8

Spirit

C

100 ft

10 min/lvl

Raises Intelligence to 16.

Leomund’s trap

16

Spirit

C

Touch

Permanent

Object appears trapped.

Locate object

8

Spirit

C

1000 ft

1 min/lvl

PHB 223.

Lower temperature

8

Water

C

Varies

1 hour/lvl

Lowers temperature by 15 degrees/level.

Mage armor

8

Spirit

C

100 ft

1 min/lvl

+4 AR (floating)

Magic mouth

8

Spirit

C

Touch

Varies

PHB 225.

Melf’s acid arrow

8

Water

UC

100 ft

Varies

2d4 damage per round for every 3 levels.

Misdirection

8

Spirit

C

100 ft

1 hour/lvl

PHB 230

Mount

8

Spirit

C

100 ft

2 hours/lvl

Summon light horse/pony, saddle, nsh.

Obscure object

8

Spirit

C

Touch

1 hour/lvl

Hides object from location by spell, nsh.

Protection from arrows

8

Spirit

C

Touch

10 min/lvl

Gain DR: 10/+1, max 10 per level.

Reduce object

8

Spirit

C

100 ft

10 min/lvl

1/3 size, ½ weight, not > 1000 pounds.

Ride the waves

8

Water

C

100 ft

1 hour/lvl

Move at 20 mph on water (surfboard).

Rust

8

Earth

C

100 ft

Permanent

Affects 40 pounds of iron per level, reduce SDC by 1/3, only mundane items.

spell (level 3)

MSP

type

avail

range

duration

description

Shatter

8

Earth

UC

100 ft

Instant

PHB 251

Sheet of ice

8

Water

C

100 ft

1 min/lvl

Pal 97

Shield

8

Spirit

UC

Self

1 min/lvl

Auto-parries for caster, 10 SDC per level, no damage on successful parry, auto-blocks magic missiles (no damage).

Speed of the cheetah III

8

Spirit

C

100 ft

10 min/lv

Raises Speed to 16.

Speed of the snail

8

Spirit

C

100 ft

1 min/lvl

Target’s physical actions reduced by half.

Sphere of invisibility

8

Spirit

C

Touch

10 min/lvl

15 foot radius, can move (caster concentration).

Sphere of protection celestial

8

Spirit

C

Self

1 min/lvl

Creates a 20 foot radius of protection around the caster.  Any celestial creature trying to enter that radius must make a standard saving throw or be -6 to strike, parry, and dodge.  While under the influence of the sphere, the caster and any others within the radius gain a +6 to save against magic cast by a celestial (regardless of the celestial’s save).

Sphere of protection infernal

8

Spirit

C

Self

1 min/lvl

Creates a 20 foot radius of protection around the caster.  Any infernal creature trying to enter that radius must make a standard saving throw or be -6 to strike, parry, and dodge.  While under the influence of the sphere, the caster and any others within the radius gain a +6 to save against magic cast by an infernal (regardless of the infernal’s save).

Strength of the giant III

8

Spirit

C

Touch

1 min/lvl

Raises Strength to 16.

Tasha’s hideous laughter

8

Spirit

UC

100 ft

1 min

Target loses 1 round of actions.

True strike

8

Spirit

C

Self

1 min/lvl

Gain +20 to next strike.

Turn self to mist, lesser

8

Spirit

C

Self

10 min/lvl

No stuff, Pal 65.

Water breathing

8

Water

C

Touch

1 hour/lvl

1 target per mystic level.

Web

8

Spirit

UC

100 ft

1 min/lvl

PHB 272.

Whispering wind

8

Air

C

1 mile

Varies

Delivers 25 word message to known location, PHB 272.

Words of truth

8

Spirit

C

100 ft

1 min/lvl

Compelled to answer truthfully, 2 questions per minute, save for each question (cannot repeat same question).

 

Fourth Level

spell

MSP

type

avail

range

duration

description

Armor of Ithan

12

Spirit

C

100 ft

1 min/lvl

Creates a magical suit of armor around the target.  The target’s AC is 15 + caster’s level, and they take -25% damage from all 4 common elemental damage types.

Non-detection

12

Spirit

C

Touch

1 hour/lvl

Prevents the recipient from being targeted by scrying, remote viewing, or other clairsentience powers and spells.  If these effects are in the area, the target is not perceived.

 

 

 

 

 

 

 

 

Fifth Level

spell

MSP

type

avail

range

duration

description

Cleanse

16

Spirit

C

100 ft

Instant

Automatically negates mystic poisoning spell.

Familiar link

50

Spirit

C

100 ft

Permanent

This directed spell targets a specific animal.  The target can have a greater than animal intelligence and may have mystical abilities (that is, mystic creatures).

Ignore critical attack

20

Spirit

UC

Touch

1 hour/lvl

While under the influence of this spell, the target ignores any rolls on the critical hit chart.  The target can ignore one critical hit per level of the caster.  The target does not get to choose if the critical hit is ignored.  Normal damage (including multipliers, if applicable) is still taken.

Strength of Utgard Loki

75

Spirit

UC

Touch

1 min/lvl

The target’s Intelligence, Endurance, and Speed are all raised to 20.  If these attributes are already above 20 they are unaffected.  Additionally, the target gains one physical action as if affected by the haste spell.

 

 

 

 

 

 

 

 


Sixth Level

spell

MSP

type

avail

range

duration

description

Haste, greater

20

Spirit

C

Touch

1 min/lvl

Target receives two additional physical actions each round.

Mystic poisoning

30

Spirit

C

100 ft

1 min/lvl

Target creature takes 1 HP damage per the MSP cost of the spell effects on the target (not including mystic poisoning).  Limitations:  May only affect one spell effect per level of the caster and only affects spells of the caster’s level or less. (? Begin with lowest level spells?)

Mystic portal

50

Spirit

C

10 ft

1 min/lvl

The caster rips a hole in space and time and opens a portal to another location.  The caster can open a portal equal to one foot diameter per level of the caster.  The spell is limited to 50 miles per level of the caster.  Standard teleportation rules apply. (See Palladium page 69.)

Raise dead

100

Spirit

C

Touch

Permanent

The target creature that has not been dead longer than one day per caster level is brought back from death, has only one hit point, and all other point pools are reduced to zero.  Target must make a physical save to wake from a coma (magically assisted).

Time hop

20

Spirit

C

100 ft

Instant

The target creature is shifted forward in time one to six minutes.

 

 

 

 

 

 

 

 

Eighth Level

spell

MSP

type

avail

range

duration

description

Fleet feet

28

Spirit

C

100 ft

1 min/lvl

Doubles the target’s physical actions.

 

 

 

 

 

 

 

 

Tenth Level

spell

MSP

type

avail

range

duration

description

Fleet feet, mass

36

Spirit

C

100 ft

1 min/lvl

Doubles the physical actions of one target per caster level.

Immobilize

50

Spirit

C

100 ft

1 min/lvl

A glittering column freezes one target creature in time; target receives no saving throw (though magic resistance still applies).  Target cannot be affected by anything for the duration of the spell.  Once the spell is over, all effects continue as if no time had passed.

 

 

 

 

 

 

 

 

 


Appendix VII: Psionic Powers and Options

Psionic Powers

Note: “mpl” = minutes per level

 

First Level

psionic power

ISP

duration

range

description

Bite of the wolf

2

1 mpl

self

Unarmed attack deals 1d6 HP of physical (not subdual) damage

Burst

2

1 mpl

self

Gain +5 to Speed attribute (full “stat” points)

Commune with animals

2

10 mpl

100’

Gain empathy with natural animals (see Empathy); cannot give commands to animals; animals will not harm psion; affects 1 animal per level of psion

Death trance

2

1 hr/lvl

self

[Passive, invisible, abortable]; gives the psion the appearance of death; others can determine if the psion is really dead by making a successful Medical skill roll (must use an action), healing the psion of any damage (can’t heal the dead), using the healer ability Life view or any similar magical/psionic effect (Empathy, See Aura, Sense presence, True seeing, etc.)

Detect psionics, lesser

2

1 mpl

100’

[No psionic save, passive, invisible]; detects if there is active psionic energy in area (cannot be used to detect an invisible entity); most psionic abilities radiate active energy, those that don’t specify [Passive] at the beginning of the ability description

Empathy

2

1 mpl

100’

[Passive, invisible]; sense surface emotions, needs and drives (hunger, pain, fatigue, etc.) of one entity per minute

Evil eye despair, lesser

2

1 mpl

100’

Target receives a -1 penalty to strike, parry, dodge, and initiative; can be combined with other abilities that provide penalties in combat

Evil eye stun, lesser

2

instant

100'

Target loses one action

Hypnotic suggestion, lesser

2

1 mpl

100’

[Invisible]; influence the actions of a target entity by suggesting a course of action, which must be weaved into normal conversation and limited to a sentence or two (e.g., “These are not the droids you are looking for.”); must be worded in such a manner as to make the action sound reasonable (no asking the entity to stab itself, throw itself onto a spear, etc.); cannot be used in combat

Illusion I

2

10 mpl

100’

[Passive, invisible on failed psionic save]; creates a visible three-dimensional image

Know direction

2

instant

self

Know which way is north

Mental bolt of force I

2

instant

100’

[No psionic save]; must make a successful to-hit roll versus target (this is treated as a missile attack) with a +1 bonus to strike per level; 1 HP of physical damage per level; can be parried like any other missile attack

Missive

2

instant

100’

[No psionic save]; send a one-way telepathic message to target entity

My light

2

10 mpl

self

Psion’s eyes emit a 10 ft per level cone of light

Resist cold

2

1 hr/lvl

self

[Invisible]; psion can resist the negative effects of a naturally cold environment (frost bite, hypothermia, etc.); doesn’t protect against attack forms that deal cold damage (i.e., a frost blast still deals normal damage)

Resist fatigue

2

1 hr/lvl

self

[Invisible]; psion can temporarily resist the effects of fatigue (lack of sleep, exhaustion, etc.); doesn’t protect against attack forms that cause fatigue-like effects (Cloud of slumber, Evil eye sleep, etc.); cannot completely replace the need for sleep; maximum 72 hours of constant use, after which fatigue continues normally (must get full night sleep before using again)

Resist heat

2

1 hr/lvl

self

[Invisible]; psion can resist the negative effects of a naturally hot environment (heat stroke, burns, etc.); doesn’t protect against attack forms that deal fire damage (i.e., a fire blast still deals normal damage)

Resist hunger

2

1 hr/lvl

self

[Invisible]; psion can temporarily resist the effects of hunger (starvation, etc.); cannot completely replace the need for food; maximum 48 hours of constant use, after which hunger continues normally (must get a full meal before using again)

Resist thirst

2

1 hr/lvl

self

[Invisible]; psion can temporarily resist the effects of thirst (dehydration, etc.); cannot completely replace the need for water; maximum 48 hours of constant use, after which thirst continues normally (must drink half a gallon of water before using again)

See the invisible

2

1 mpl

100’

[Passive, invisible]; visually perceive any object/entity that is magically/psionically invisible

Sense magic, lesser

2

1 mpl

100’

[Passive, invisible]; can see whether an entity, object or place radiates an aura of magic

Sense supernatural

2

1 mpl

100’

[Passive, invisible]; detect the number and nature of a supernatural entity (no line of sight needed)

Sense traps

2

1 mpl

100’

[Passive, invisible]; automatically detect the general location and trigger mechanism of a mundane trap (8% per level for specific information)

Talons

2

1 mpl

self

Gain +1 physical damage bonus to unarmed attack

Telekinesis I

2

1 mpl

100’

Can manipulate up to 1 pound per level

Vigor, lesser

2

1 mpl

self

[Abortable]; gain +1 HP per level

Second Level

psionic power

ISP

duration

range

description

Armor, lesser

4

1 mpl

self

Gain +1 armor rating bonus; can be stacked with mundane and magical armor ratings

Aura of truth

4

1 mpl

100’

[Passive, invisible]; read target’s aura and see if they are lying or not

Clairaudience

4

1 mpl

LOS

Concentrate on locale and hear almost as if there; distance is not a factor (must be on current plane of existence); locale must be a place familiar to the psion or an obvious one (such as behind a door, around a corner, in a copse of trees, etc.)

Clairvoyance

4

1 mpl

LOS

Same as Clairaudience except sight instead of sound (i.e., you see almost as if there); even if naturally pitch black, psion can see in a 10’ radius around the center of the power’s effect

Claws of the bear

4

1 mpl

self

Unarmed attack deals 1d10 HP of physical (not subdual) damage

Detect psionics, greater

4

1 mpl

100’

[Passive, invisible]; same as Detect psionics, lesser except psion can also detect passive and latent (those with psionics) abilities (cannot be used to detect an invisible entity)

Empathic transfer

4

instant

touch

[No psionic save]; psion can transfer any amount and type of HP damage or any one poison/disease from another entity to self; if poison/disease is transferred, no damage from these is transferred and any future saving throws for these are made by the psion

Enhanced perception, lesser

4

1 hr/lvl

self

Gain +2 bonus to one perception roll (sight, sound, smell); can manifest ability up to 3 times to gain a bonus to each perception, but cannot have more than one active enhancement per perception

Evil eye despair, standard

4

1 mpl

100’

Same as Evil eye despair, lesser except a -2 penalty

Fly, lesser

4

1 hr/lvl

self

Flight movement is at a maximum height of 1’ and a maximum speed of ½ psion’s Speed attribute

Identify, psionic

4

instant

touch

Determines the single most basic function of a psionic item, including how to activate (if appropriate) and how many charges (if any); if multiple functions, then the lowest level function

Illusion II

4

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion I); creates an audible sound

Levitate, self

4

1 mpl

self

Can move up and down (no horizontal movement) up to 5 feet per level (must be manifested from a location the psion can stand on); psion can carry up to 20 pounds per level; cannot be manifested to reduce impact damage taken from a fall

Mental bolt of force II

4

instant

100’

Prereq (Mental bolt of force I); same as Mental bolt of force I except 1d2

Metaphysical weapon, lesser

4

1 mpl

touch

Target weapon gains +1 bonus to strike, parry and damage; a group of up to 20 projectiles (arrows, bolts or bullets) can also be enhanced in this manner (must all be the same type), but they lose their enhancement after first use; a mundane weapon enhanced with this will allow it to effect creatures only affected by magical weapons

Mind block

4

10 mpl

self

[Passive, invisible, abortable]; prevents telepathy and presence sense from affecting/revealing the psion

Object read, lesser

4

1 mpl

touch

[No psionic save]; tap into the psychic emanations of the target object; psion can either attempt to determine how the object operates or the object’s history (both at 8% per level)

Psycholuminescence

4

1 hr/lvl

touch

Target inanimate object glows with a silvery light in a 20’ radius

See aura, lesser

4

1 mpl

100’

[Passive, invisible]; the viewed aura reveals general power level (low/medium/high), presence of active psionic energy (yes/no) and presence of magic (yes/no); may view one entity per minute

Sense link

4

1 hr/lvl

100’

Sense what the target senses by selecting any single sense at manifestation (cannot switch between senses); can only select a sense the target possesses (i.e., a blind person doesn’t have a sight sense); link is persistent even if target leaves range (must remain on current plane of existence)

Sense magic, greater

4

1 mpl

100’

[Passive, invisible]; same as Sense magic, lesser except no line of sight is needed (object can be hidden in a chest, an entity can be concealed in a tree, etc.)

Sense presence

4

1 mpl

100’

[No psionic save, passive, invisible]; detects all “entities” within range; light-blue is animal, dark-blue is humanoid, gray is undead, white is supernatural; halves penalties of being blind or unable to see (round penalty up)

Skate

4

1 hr/lvl

self

Move as if skating on ice; speed attribute is doubled for movement only (no initiative, dodge or skill bonus); downhill movement is tripled

Telepathy, lesser

4

1 mpl

100’

Only surface thoughts and communication are possible; psion does not need to speak the target’s language in order to communicate

Valor, lesser

4

1 mpl

self

[Abortable]; gain +1 bonus to all saving throws

Vigor, standard

4

1 mpl

self

[Abortable]; same as Vigor, lesser except +2 HP per level

 

Third Level

psionic power

ISP

duration

range

description

Animal affinity

8

1 mpl

self

Gain 1d4+1 to any one attribute (full “stat” points); can be used on every attribute, but never twice on the same attribute at the same time

Biofeedback

8

1 mpl

self

[Abortable]; all further physical damage is taken as subdual damage

Bite of the tiger

8

1 mpl

self

Unarmed attack deals 2d6 HP of physical (not subdual) damage

psionic power (lev 3)

ISP

duration

range

description

Body equilibrium

8

1 mpl

self

[Abortable]; can walk on any solid or liquid surface (quicksand, spider’s web, etc.); cannot walk on air

Breathe without air

8

10 mpl

self

[Abortable]; can function totally without air (underwater, in a vacuum, etc.); immune to mundane toxins, such as gas or fumes (magical toxins, such as Miasma or Cloud of Slumber, have normal effect)

Darkvision

8

10 mpl

self

[Passive, invisible]; can see in total darkness (like underground), but even moonlight or starlight disrupts darkvision

Evil eye damage, lesser

1+

instant

100’

Target receives 1 HP of psionic damage per ISP spent; maximum damage is 10 times level

Evil eye despair, greater

8

1 mpl

100’

Same as Evil eye despair, lesser except a -4 penalty

Evil eye stun, standard

8

1 mpl

100’

Target loses one action per round

Feather fall

8

1 mpl

self

[Abortable]; physical fall damage is reduced to zero

Fuel flame, lesser

8

1 mpl

100’

Magical and mundane fires do 2 times damage; this ability must be used on the same initiative segment as the target magical fire (if the fire has a duration of “instant”); if ability is manifested after taking damage from an existing fire (magical field, campfire, etc.), then the damage multiple won’t take effect until damage is again dealt by the fire

Hypnotic suggestion, greater

8

10 mpl

100’

[Invisible]; same as Hypnotic suggestion, lesser except may be used in combat

Illusion III

8

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion II); creates the effect of odor(s)

Induce nightmares

8

1 night

100’

[Invisible]; target doesn’t recover HP, MSP or ISP during the following night

Levitate, object

8

1 mpl

100’

[No psionic save]; target inanimate object (up to 50 pounds per level) can be moved up and down (no horizontal movement) up to 5 feet per level; object cannot be in the possession of an entity

Mental bolt of force III

8

instant

100’

Prereq (Mental bolt of force II); same as Mental bolt of force I except 1d4

Nightvision

8

10 mpl

self

Can see in low-light conditions (moon light, star light, etc.)

Object read, greater

8

1 mpl

touch

[No psionic save]; tap into the psychic emanations of the target object’s owner; psion can either attempt to determine the present location of the object’s previous owner or the present condition of the object’s previous owner (both at 8% per level); previous owner can prevent this detection with a Mind block or similar ability

Precognition

0

perm

self

[Passive, invisible]; automatic ability that will trigger at GM’s discretion and give you information or warnings; {special: costs double normal ExP to buy and uses 1 permanent ISP the first time it is manifested}

Psychic impressions

8

1 mpl

100’

[Passive, no psionic save]; gain historical vision of target location; everyday occurrences leave no residue for the psion to detect, but events that elicit strong emotions (battles, betrayals, marriages, murders, births, etc.) leave impressions; vision is dreamlike and shadowy (gain no special knowledge of those in vision other than what can be seen); see one distinct event per minute (if any exists) and up to 100 years per level into the past

Psionic vampire

8

1 mpl

self

Unarmed attack drains 5 ISP per level from target and transfers the same amount to psion; cannot gain more ISP than what would bring psion to current maximum (once at maximum, no hourly ISP recovery is regained); drained ISP remain until used normally; if the target is not psionic, their base ISP is equal to their Will attribute (non-psionics recover one ISP per day)

See aura, greater

8

1 mpl

100’

[Passive, invisible]; prereq (See aura, lesser); the viewed aura reveals exact alignment and levels as well as specific magic items; may view one person per round

Spider climb

8

10 mpl

self

Climb and travel on vertical surfaces and ceilings as a spider would; must have bare hands and feet; movement speed is halved

Sustenance

8

1 day

self

[Invisible]; can go without food and water; internally manifests sufficient nutrition and liquids to live (can be used to fully replace the need to ever eat or drink)

Telekinesis II

8

1 mpl

100’

Prereq (Telekinesis I); Can manipulate 10 pounds per level

Teleport object

8

instant

touch/varies

[No psionic save]; target inanimate object (up to 10 pounds per level) can be teleported up to 50 feet per level (objects in the possession on an entity get a psionic save); personal possessions may be teleported back from any distance (current plane of existence) at 8% per month owned plus 1% per level (failed attempt may not be tried again for one day)

Turn invisible

8

10 mpl

self

[Passive, abortable]; psion is completely immune to any form of sight or seeing (others are at a -3 penalty to strike, parry and dodge the psion)

Vigilance

8

1 mpl

self

Can see up to 5’ per level in total darkness, fog, silty water, dust-laden air and similar vision-impairing media (does not allow psion to see through objects); vision is black and white only, but otherwise like normal sight; magically obscured regions, such as magical darkness or fog, sight is reduced to 10’

Whitefire, lesser

8

instant

100’

Motes of unstable ectoplasm deal 1d6 HP of ectoplasmic (psionic) damage to targets in a 10’ radius

 

Fourth Level

psionic power

ISP

duration

range

description

Astral projection, lesser

12

varies

self

[Passive]; frees spirit from physical body and allows psion to project an astral body into another plane/dimension (psion’s physical body does not enter Astral Plane); physical body remains in current plane of existence in a state of suspended animation (body doesn’t age, it can remain in this state indefinitely) and psion can choose to return at anytime (no duration limitation); psion’s astral body has all possessions and magical/psionic effects that physical body does when projected into the Astral Plane; the Astral Plane touches all other planes/dimensions, so travel can be made to other planes from Astral Plane (when doing so, a new physical body with possessions and effects is formed on the newly entered plane); the astral body is connected at all times to the material body by a silvery cord (if the cord is destroyed, which very few things can do, the psion is killed astrally and materially); when a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body; if the second body or astral form is slain, the cord simply returns to the person’s original body, reviving it from its state of suspended animation

Charm person

12

1 mpl

100’

If target is currently in combat with psion or psion’s allies, then target receives a +5 bonus to psionic save; does not allow control of target as an automaton; target regards psion’s words and actions in the most favorable way; a charmed target never obeys suicidal orders and if threatened by psion or psion’s allies the ability terminates; psion must speak target’s language to communicate (or pantomime well)

Claws of the vampire

12

1 mpl

self

Unarmed attack deals 1d8 physical (not subdual) damage and heals psion the same amount (if psion is not damaged, then the healing has no effect)

Detect insanity

12

instant

touch

[Passive, invisible]; prereq (Telepathy, lesser); psion is able to determine if an entity has insanities; 8% per level (plus Psychology skill, if applicable) to determine specific

Detect poison

12

instant

100’

[Passive, invisible]; determine whether an entity, object or area has been poisoned or is poisonous

Dimensional slide

12

instant

100’

A limited form of teleportation, which allows the psion to instantly move to any seen location within range; cannot move through solid objects

Ectoplasmic form

12

1 mpl

self

[Abortable]; psion and equipment become a partially translucent mass of rippling ectoplasm that generally conforms to normal shape; gain damage resistance 20/+1 (the 20 means the psion’s armor rating becomes 20 and the +1 is the magical bonus a weapon needs to ignore the new armor rating; therefore, only if attacked with a non-magical weapon will the psion get a 20 armor rating); material armor (including natural armor) becomes worthless, although all other enhancements to armor rating still apply; immune to poison and critical hits; cannot attack (physically, magically or psionically); movement speed is reduced to ½ Speed attribute and can pass through small holes or narrow openings (even mere cracks)

Enhanced perception, greater

12

1 hr/lvl

self

Same as enhanced perception, lesser except +4 bonus

Ethereal jaunt, lesser

12

1 mpl

self

[Abortable]; psion becomes ethereal, along with equipment, and enters the Ethereal Plane, which overlaps the normal, physical, Material Plane; ethereal entities are invisible, incorporeal (can move through solid objects, including living creatures) and are capable of moving in any direction (even up or down); can see and hear (limited to 60’) the Material Plane, but everything looks gray and insubstantial; cannot attack material entities; physical, magical and psionic attacks/abilities only affect other ethereal entities; return to material plane when ability expires or is canceled (if materialize while inside a material object, shunted off to nearest open space and suffer 1d6 HP of molecular damage per 5’ moved)

Evil eye pain

12

1 mpl

100’

Target receives a -6 penalty to strike, parry, dodge and initiative; target is dealt 1 HP of psionic damage per round on initiative 30

Fly, standard

12

1 hr/lvl

self

Flight movement is at a maximum height of 50’ and a maximum speed of psion’s Speed attribute

Fuel flame, greater

12

1 mpl

100’

Same as Fuel flame, lesser except 3 times damage

Illusion IV

12

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion III); creates the illusion of taste

Invisibility purge

12

1 mpl

100’

Creates a field (up to 10’ × 10’ × 10’ per level) surrounding psion that negates all forms of invisibility (including the psion, if applicable) with a +4 bonus

Knock

12

instant

touch

Permanently opens mundane stuck, barred or locked doors, chests and portals, also loosens welds, shackles or chains if they serve to hold closures shut; suppress psionically or magically locked doors for 10 minutes (spell vs. spell)

Mental bolt of force IV

12

instant

100’

Prereq (Mental bolt of force III); same as Mental bolt of force I except 1d6

Metaphysical weapon, standard

12

1 mpl

touch

Same as Metaphysical weapon, lesser except +2 bonus to strike, parry and damage

Negate psionics

12

instant

100’

Same as the wizard spell Negate magic except affects psionic powers and effects only

Non-detection

12

1 hr/lvl

touch

[Passive]; protects self, other or object from detection by clairsentience abilities (clairaudience, clairvoyance, remote viewing, etc.); base protection chance of psion protecting self (including possessions) is 75% and base for psion protecting other entities (including possessions) or objects is 55%; protection chance is increased by 5% per level of psion that manifested Non-detection and protection chance is decreased by 5% per level of the entity that manifested the clairsentience ability

psionic power (lvl 4)

ISP

duration

range

description

Psionic lock

24

perm

touch

Psionically locks a door, chest or portal; lock can only be opened with Knock, a successful Negate psionics or by breaking the object (object is much more difficult to break [Hardness +10] while psionically locked); psion can freely open objects they psionically lock

Remote viewing

12

1 hr/lvl

1 mile

Psion can see and hear target entity from any distance; creates a barely detectable translucent image (roughly similar to your own, but not enough to allow recognition) near the target; perception roll at -4 penalty to see psion (prowl penalties apply after initial perception roll); missive can be manifested through remote viewing; any passive sensing ability can be manifested while remote viewing; base chance of successful remote viewing is 5% per level (see chart below for bonuses)

Knowledge                                                           Connection

Secondhand (you’ve heard of target)               +10%                                                             Likeness or picture                                    +10%

Firsthand (you’ve met target)          +30%        Possession or garment               +30%

Familiar (you know well)                     +50%        Lock of hair, nail clippings, etc.                                                             +50%

GM’s discretion                                   ± X %       GM’s discretion                          ± X %

Valor, greater

12

1 mpl

self

[Abortable]; same as Valor, lesser except gain +3 bonus to all saving throws

Vigor, greater

12

1 mpl

self

[Abortable]; same as Vigor, lesser except +5 HP per level

 

Fifth Level

psionic power

ISP

duration

range

description

Adapt body

16

1 hr/lvl

self

Adapt body to ignore effects of hostile environments (underwater, extremely hot or cold, vacuum, etc.), meaning you can breathe, move and take no damage; environment is chosen at time of manifestation and cannot change; environments that deal more than 1d6 damage per round cannot be fully adapted to (subtract the first die of damage); an attack form does not constitute an environment (e.g., if you’ve adapted to arctic conditions, you’re still vulnerable to psionic or magical attacks that deal cold damage); can only adapt to one environment at a time

Anchored navigation, lesser

16

1 hr/lvl

world

Psion creates an “anchor” point that must be within 10’ when first manifested; psion is aware of exact distance and route (physical or psychoportive) back to anchor point; may have multiple anchor points active; can teleport back from any distance to anchor with no chance of error, however, the anchor then dissipates (another may be manifested); the anchor does not dissipate if psion returns to location, only if anchor point is used; use of anchor is confined to the plane of existence where manifested

Armor, standard

16

1 mpl

self

Same as Armor, lesser except gain +3 armor rating bonus

Cause insanity

16

1 wk/lvl

100’

Target gains one insanity; psion selects category (neurosis, phobia or sexual deviation) and GM rolls randomly

Claim cohort

16

1 wk/lvl

touch

[No save] psion marks a willing entity and can summon them using Call cohort; psion will always know location of cohort; cohort is considered a target (as long as the cohort is within range of the ability) for any abilities the psion can manifest on others; psion can have multiple cohorts

Cure insanity

16

perm

touch

Permanently remove one insanity from target; psion must be aware of specific insanity beforehand

*Detect remote viewing

16

1 hr/lvl

self

[Passive, invisible]; psion is aware of other’s attempts to observe him/her by means of clairsentience or magical scrying; psion and observer make Willpower rolls (including any psionic strength bonus), if psion is under by more they get a visual image of the observer and a sense of their distance and direction (accurate to within one-tenth the distance between psion and observer)

Dispel spirits

16

instant

100’

Spirits of the dead are forced to flee back to the spirit world; no damage to the spirits

Displacement

16

1 mpl

self

[Abortable]; psion gains an emulated ability of the displacer beast (appear 2’ away from true location); non-area of effect attacks, which require a to-hit roll, have a 50% chance of missing

Evil eye blind

16

1 mpl

100’

Target is temporarily blind

Evil eye stun, greater

16

1 mpl

100’

Target loses two actions per round

Fate of one

16

varies

self

Allows psion to re-roll any personal roll and take the better of the two (saving throw, perception, parry, etc.); once the power is manifested it remains with psion until used, but can only have one active manifestation; after a re-roll the power cancels

Fly, greater

16

1 hr/lvl

self

Flight movement doesn’t have a height restriction and maximum speed is psion’s Speed attribute x 2

Force field

16+

1 mpl

self

[Abortable]; generates a personal energy field around the psion; base structural damage capacity (SDC) of 20 and a miss rating of 3 + 1 per level; SDC can be increased when power is manifested at a rate of 1 SDC per ISP; once manifested the SDC can later be increased at a rate of 1 SDC per 1 ISP (increasing the force field SDC takes a psionic action; only one force field can be active (if a force field is active while another is created, the first dissipates); damage from any source that is dodgeable (e.g., sword, fist, magic frost bolt, psionic mental bolt of force, etc.) is first applied to the force field before being applied to any armor

psionic power (lvl 5)

ISP

duration

range

description

Illusion V

16

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion IV); create illusion of matter (solid, liquid, or gas)

Immovability

16

1 mpl

self

Psion becomes almost impossible to move by mentally attaching (anywhere, even midair) to the underlying fabric of the plane; psion cannot chose to move while ability is active; gain damage resistance 20/+2; only psionic abilities may be used; psion can be moved, which would cancel the ability, on a successful Strength vs. Will roll – psion’s calculated Will is (Will attribute + psion’s level)

Mental bolt of force V

16

instant

100’

Prereq (Mental bolt of force IV); same as Mental bolt of force I except 1d8

Mentally possess others, lesser

16

1 mpl

100’

Completely take over and control target entity’s body (psion’s body lapses into a trance-like state); only physical abilities of the possessed entity may be used; psion can still manifest psionic abilities, even if the target body is not psionic; while in another entity’s body, if psion manifests this ability again, then the psion will leavethe first target’s body and take control of second target (first target will have full control of its body again); if possessed body is killed, psion is shunted to own body and stunned (cannot perform any actions) for 1 minute

Telekinesis III

16

1 mpl

100’

Prereq (Telekinesis II); same as Telekinesis I except 100 pounds

*Teleport self

16

instant

touch

[Abortable]; psion can teleport self and objects/entities up to 100 pounds per level a maximum of 5 miles; if teleporting another entity 26% chance that psion and other(s) will arrive unconscious for 1d6 hours; chance of success and results of failure below

Teleport location            Success               Unsuccessful teleport                          %

Familiar or line of sight       99%                  Wrong place, unknown location        01-60

Seen a few times                 76%                  300’ above ground, 3d6+6 fall dam.  61-79

Not seen, but described     32%                  Teleport into object, death              80-00

Unknown                              11%

True seeing

16

1 mpl

self

[Passive, invisible]; see through mundane/magical/psionic darkness; notice secret doors hidden by magic/psionics; see exact location of entities/objects altered by Blur or Displacement; see invisible entities/objects; see through illusions; see true form of polymorphed, changed or transmuted entities/objects; see into the Ethereal Plane; sight range is 100’

Wall of ectoplasm

16

1 mpl

100’

Creates an opaque wall (up to 10’ × 10’ × 10’ per level) that is immune to damage of all types; can be curved like any magical wall spell; once formed only dissipated by a successful Negate psionics or dispel magic barriers but the wall gains a +4 bonus (wall’s creator can also add psionic strength); spells, powers and breath weapons cannot pass through wall in either direction, but teleportive travel can bypass barrier; blocks ethereal creatures

Whitefire, greater

16

instant

100’

Same as Whitefire, lesser except 5d6 in a 20’ radius; can melt low melting point metals, such as lead, gold, copper, silver, bronze

 

Sixth Level

psionic power

ISP

duration

range

description

Ablating

20

varies

100’

Target entity/object is protected from Negate psionics; once the power is manifested it remains with target until used (only one active manifestation); intercepts a Negate psionics made against the target (as they manifest a psionic power) or a psionic effect active in the target’s aura, causing the negate to fail (no die roll for negate, the negate essentially negates the Ablating power); protected psionic effects in a target’s aura include Valor or Force field, but not Wall of ectoplasm or Metaphysical weapon

Advanced trance state

20

varies

self

[Passive, invisible]; gain +1 bonus to hourly recovery rate of HP, MSP and ISP per level; can only have one active manifestation; fully aware with full use of all psionic abilities (except those needing a “touch” or similar); may not use physical or magical actions; get perception rolls at –1; considered sleep for the

Call cohort

20

instant

world

[Abortable]; teleports your cohort to you; arrival point is any point within 10’ of psion; if cohort is within 100’ and in line of sight, then cohort can be teleported up to 5 miles away or to psion’s Anchor navigation point (which dissipates anchor navigation point)

Contingency

20

varies

self

Store a psionic ability, whose level is not greater than the psion’s level halved (round down), that will automatically and instantly trigger with a pre-selected condition; when initially manifested, Contingency and the stored ability’s ISP costs are both paid; stored ability must be something that affects the psion (i.e., no Evil eye damage to whoever attacks psion); stored ability will remain inactive until triggered by a condition (e.g., entering combat, attacked, attacking, falling, underwater, negative HP, unconscious, etc.); once triggered the stored ability manifests even if the psion doesn’t want it to; can only have one stored ability

Dimensional anchor

20

1 mpl

100’

Psion prevents target entity from using extra-dimensional travel; movement barred includes Astral projection, Blink, Dimension slide, Ethereal jaunt, Mystic portal, Phase door, Shadow walk, Teleport and similar spell-like, magical or psionic abilities

Domination, lesser

20

1 hr/lvl

100’

Control the actions of target humanoid; telepathic link with target; can force the target to perform as you desire; psion knows what target is experiencing, but receives no direct sensory input; if target is forced to do actions against their nature they receive a new psionic save with a bonus of +1 to +4 (GM discretion) and if successful, power is canceled; target will not carry out self-destructive/suicidal orders; once control is established, it can be exercised at any range within the current plane of existence; need not see the target to control it

psionic power (lvl 6)

ISP

duration

range

description

Energy barrier, lesser

20

1 mpl

self

[Abortable]; partially assimilate and convert energy attacks into harmless light; gain energy resistance 15 (ignore the first 15 HP of damage) to a specific common or uncommon magical damage type; once ability has prevented 15 HP of damage per level, it is canceled; illuminate 60’ radius for 1 minute per HP of damage prevented

Ethereal jaunt, greater

20

1 hr/lvl

touch

Same as Ethereal jaunt, lesser except psion and target entities (along with their equipment) become ethereal; can bring 1 entity per level; once ethereal, need not stay together; all return to material plane when ability expires or is canceled

Evil eye damage, greater

1+

instant

100’

Prereq (Evil eye damage, standard); target receives 2 HP of psionic damage per ISP spent; maximum damage is 20 times level

Evil eye fear

20

1 mpl

100’

Target uses the quickest means of getting as far from the psion as possible; target will defend if attacked, but will use actions to be removed from combat before attacking psion

Freedom of movement

20

1 mpl

100’

Target moves and attacks normally, even under physical (poison or environment, but not shackles), magical or psionic influences that normally hinder movement (e.g., can attack underwater normally)

Graft weapon

20

1 mpl

self

Can attach any weapon or shield (mundane, psionic or magical) onto the end of psion’s arm(s); weapon becomes an extension of arm gaining psion a +2 bonus to strike, parry and damage; psion is immune to disarm attacks or effects, but critical hits that destroy weapon/shield do full damage

Illusion VI

20

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion V); create effects that will register as a psionic effect

Inertial barrier

20

1 mpl

self

[Abortable]; encloses psion in a psychokinetic barrier; gain damage resistance 10/+2 (see Ectoplasmic form); once ability has prevented 15 HP of damage per level, it is canceled; absorb up to half damage from a fall (counts towards canceling); delays the effects of gases in the atmosphere for 2d4 minutes; this effect occurs before a force field, but after a shield

Insert memory

20

1 day/lvl

touch

Prereq (Telepathy); target gains one memory of psion’s choice

Mental bolt of force VI

20

instant

100’

Prereq (Mental bolt of force V); same as Mental bolt of force I except 1d10

**Metaconcert

20

varies

touch

 

Metaphysical weapon, greater

24

1 mpl

touch

Same as Metaphysical weapon, lesser except +3

Mind bond

20

1 hr/lvl

touch

Prereq (Telepathy, standard); creates mind link between psion and target; each learns everything there is to know about the other

Mind wipe

20

1 hr/lvl

touch

Prereq (Telepathy); target loses one memory of psion’s choice or 80 ISP can be spent to wipe the target’s mind blank (no past memories); the psion can spend 2 permanent ISP to make target permanently lose one memory, or 8 permanent ISP to permanently wipe the targets mind blank (target gets an additional save to resist the permanent erasure of memory)

Oak body

20

1 mpl

self

[Abortable]; body transforms into living oak; gain damage resistance 20/+1 (see Ectoplasmic Form); immune to blindness, deafness, disease, drowning, poison, stunning and all powers, spells or attacks that affect your physiology/respiration (you have no physiology/respiration); gain ¼ damage resistance to all forms of acid/cold; gain vulnerabilities to special attacks that affect wood 9i.e. double damage from fire); gain +3 to Strength attribute, -3 to Reflex/Prowess attribute (all full “stat” points) and reduce Speed attribute by half (round down); cannot drink (no potions) or play wind instruments; unarmed attack deals 1d6 and you are considered “armed” (can parry unarmed); weight increases by a factor of five, but will float in water

Phase door

20

1 mpl

100’

Creates an ethereal passage through wooden, plaster or stone walls (no other material); passage is invisible and inaccessible (unless taken by psion); passage blocks sight, light, sound and psionic/spell effects (disappear when enter and appear when exit); passage is up to 1’ per level deep

Polymorph self, lesser

20

1 mpl

self

[Passive]; psion can transform into a new humanoid race; must have previously been within 100’ of the race (or specific individual) transforming into (i.e., can’t change into a troll if never been in their presence); gain all physical attributes (End, Str, Prw, Ref, Spd and Bty) and natural abilities (claws, vision, armor rating, etc.) of an average specimen, unless transforming into a specific individual, in which case you would receive their specific attributes/abilities; transform any physical quality (hair color, height, gender, etc.) within normal parameters of new race; equipment transforms (retaining properties) to match new race; can change race within duration, but requires a full round to complete each transformation; if killed, revert back to original race (still dead)

*Reddopsi

20

varies

self

Psionic abilities targeting psion reflect on the original manifester (even beneficial psionics such as healing, lust for life, etc.); cannot reflect area of effect powers, those that target psionic/magical effects or ranged touch attacks; once the power is manifested it remains with psion until used (only one active manifestation); cancels when a power is reflected

psionic power (lvl 6)

ISP

duration

range

description

Remote view trap

20

1 hr/lvl

100’

[No psionic save]; detect if entities use clairsentience powers or other means of observing you from afar (not aware of entity or their location; Will vs. Will roll (calculated Will is [Will + psionic strength bonus + 1 per level]), if psion wins (tie goes to psion) then remain undetected and observer is dealt 1d4 per level points of bioelectrical damage; must be in effect before remote viewing occurs

Retrieve

20

instant

100’

Teleport an object within range and line of sight directly to psion’s hand; other entities receive a +4 bonus to their psionic save if the object is in their possession

Telepathy, standard

20

1 mpl

100’

Prereq (Telepathy, lesser); psion can delve deep into the target’s mind and see their memories (communication is also possible); psion does not need to speak the target’s language in order to communicate or understand memories

Teleport trigger

36

varies

self

Prereq (Teleport, self); allows teleportation to a predetermined location based on a predetermined condition; location must be within 10’ of psion when manifested; conditions can be general (“if attacked”) or specific (“if HP <= 8”); when condition occurs, teleportation is triggered instantly (even if psion doesn’t want it), psion returns to location regardless of distance (same plane of existence) and the trigger ability is canceled (condition doesn’t trigger another teleport); once the power is manifested it remains with psion until triggered (only one active manifestation)

Time hop

20

instant

100’

Target is forced 1d6 minutes into the future; target reappears in the same orientation and condition (for the target, no time has passed); if the space from which the target departed is occupied upon their return, they appear in the closest unoccupied space

Trace teleport

20

instant

100’

[Abortable]; track the origination or destination of target’s psionic or magical teleportation (including extra-dimensional); if target fails psionic save, then psion gains “familiar” knowledge of location for teleportation purposes (doesn’t grant any information on the condition of location except mental coordinates); must be cast within 15 initiative segments of target’s teleportation

 

Seventh Level

psionic power

ISP

duration

range

description

*Alter personality

48

varies

touch

Prereq (Insert memory, Mind wipe); psion alters the target’s psyche; alterations include alignment, loyalties, enemies, friends, emotional states, etc.; see chart below for duration examples

Anchored navigation, greater

24

1 day/lvl

extra-planar

Prereq (Anchored navigation, lesser); same as Anchor navigation, lesser except power extends across all planar boundaries and is useful for all psychoportation abilities; can manifest passive sensing abilities through anchor

Armor, greater

24

1 mpl

self

Same as Armor, lesser except gain +6 armor rating bonus; enhancements are made from ectoplasm pulled from the Astral Plane and thus, incorporeal creatures can’t pass through

Astral projection, greater

24

varies

touch

[Passive]; same as Astral projection, lesser except psion can bring up to one willing target per level; fellow travelers are dependant upon psion and must accompany psion at all times (i.e., if psion dies, companions are stranded)

Dismissal, lesser

24

instant

100’

Target extra-planar entity is sent back to their plane of origin; 20% chance of target arriving at a plane other than its own

Divert teleport

24

instant

100’

[Abortable]; can select the final destination of any incoming or outgoing psionic/magical teleportation (within range) to a destination (within range) that the psion has line of sight of or that they’ve teleported to before; must be manifested within 1 initiative segment of target’s teleportation

Emulation, lesser

24

varies

varies

Manifest any psionic ability of 6th level or lower; only the ability’s base cost is paid for by Emulation, additional ISP must be paid separately (e.g., a 20 point Evil eye damage would cost 43 ISP)

Energy barrier, greater

24

1 mpl

self/ 100’

[No psionic save if discharged]; same as Energy barrier, lesser except also prevents uncommon magical damage; prevented energy damage can be discharged as a single bolt (within range); +1 strike bonus per level; if target is hit, they take HP damage and type equal to prevented damage; ability is canceled once discharge attack is made

Evil eye paralysis

24

1 mpl

100’

Totally immobilizes target’s motor section of the brain, which affects all voluntary movement (arms, legs, eyes, etc.), but not involuntary (heart, lungs, etc.); target may use psionics, but not magical or physical actions (unless triggered mentally or “at will”); prone target may be hit for two times damage (regardless of physical armor rating)

Fission

24

1 mpl

self

Create an exact duplicate of psion up to 5’ away; duplicate is considered a summoned creature and has no actions the round it arrives; duplicate thinks and acts exactly as you do and will follow your orders, but will not do anything you wouldn’t do yourself; duplicate has all your knowledge/skills/powers/spells/etc., half of current ISP (figured after deducting for duplicate; maximum ISP is still the same), full HP total (even if psion is damaged), any other physical trait (critical wound, etc.) you had at time of manifestation, but none of your equipment; powers, spells or other effects affecting you do not affect duplicate; when duration expires or power canceled, psion and duplicate rejoin, no matter how far apart (even extra-dimensional);  when rejoined, psion loses half of duplicates HP damage and ISP used, although this cannot kill psion or bring ISP to below zero; if either psion or duplicate dies, immediately lose 10,000 XP (start with what was last purchased) and there is no rejoining (if psion died, then the duplicate becomes the “original”); only one duplicate can be in existence at a time (duplicate cannot manifest Fission)

psionic power (lvl 7)

ISP

duration

range

description

Generate personal aura

24

1 day/lvl

self

[Passive, invisible]; manipulate personal aura to radiate an artificial aura of choice; specify exact alignment, level, physical condition, creature type and presence of magic

Illusion VII

24

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion VI); create an effect that will register as magic

Mental bolt of force VII

24

instant

100’

Prereq (Mental bolt of force VI); same as Mental bolt of force I except 1d12

Mentally posses others, greater

24

1 mpl

100’

Same as Mentally posses others, lesser except psion coexists between the target’s body and their own (psion’s body can still perform all actions normally as well as perform actions with the target’s body); psion can only possess one additional body at a time; target mind is suppressed, psion can communicate with it while possessed

Mind switch

24

1 hr/lvl

100’

Take control of target living entity by exchanging minds/souls (psion’s mind/soul is forced into target’s body and vice versa); requires a full minute to switch; each retains their own alignment/nature, INT, WIL and PRE, but gains new body’s END, STR, PRW, REF, SPD, BTY and natural armor rating (neither gains the other’s special abilities); if target’s body is slain, then return to original body (if within range) and target’s mind/soul in psion’s body dies; if not within range, then psion dies and target entity retains control of psion’s body permanently; if psion’s body is slain, then target entity dies and psion retains control of target’s body permanently

Power turning

24

varies

self

Psionic ability targeting psion reflects on the original manifester (even beneficial psionics such as healing, lust for life, etc.); cannot reflect area of effect abilities, those that target psionic/magical effects or ranged touch attacks; once the power is manifested it remains with psion until used (only one active manifestation); can reflect 7 to 10 (1d4 + 6) ability levels before the power cancels (each reflected ability subtracts its level from remaining total); if remaining total is less than the level of ability attempting to reflect then there is a partial reflection; calculated proportion is [remaining total] ÷ [incoming ability level]; damaging abilities deal the proportion to the original manifester and the remainder to psion; non-damaging abilities have a proportional chance to reflect to original manifester (if doesn’t reflect, then psion is effected); for example, if remaining total is 1 and incoming ability’s level is 4 – damaging ability would deal 1 ÷ 4 = ¼ = 25% of damage to original manifester and 75% to psion and non-damaging ability would have a 25% chance of reflection to the original manifester; see chart if both have Power turning active

%              Effect

1-70         Both Power turning abilities drain away without effect

71-80       Power affects both equally with full effect

81-97       Both Power turning abilities are rendered nonfunctional for 1d4 minutes

98-100     Both go through a rift into another plane

Telekinesis IV

24

1 mpl

100’

Prereq (Telekinesis III); same as Telekinesis I except 1,000 pounds

Teleport without error

24

instant

touch

Prereq (Teleport, self); same as Teleport, self except no chance of failure and no chance of psion/other arriving unconscious; must have a reliable description of the place teleporting to; if insufficient description (or with misleading description), then disappear and simply reappear in original location

 

Eighth Level

psionic power

ISP

duration

range

description

Awakening

28

instant

100’

[No psionic save]; target is immediately awoken from a natural, magical or psionic-based sleep (Cloud of slumber, Evil eye sleep, etc.); if target is within an area of effect “sleep” ability/spell when awoken, then they are safe from its effects; no further protection from sleep is given

Domination, standard

28

1 day/lvl

100’

Same as Domination, lesser except you can control the target without sharing a common language, target gains -10 penalty to psionic save for actions against their nature and target will carry out self-destructive orders if the above-noted psionic save is failed

Dream travel

28

1 hr/lvl

touch

Physically enter the region of dreams and move through the minds of dreamers everywhere; can take one other entity per level; for every minute moving through dream, travel 5 miles in the waking world; psion knows where they will come out in the waking world

Evil eye sleep

28

1 mpl

100’

Target is sent into a sound, unnatural slumber; target may not use physical, magical or psionic actions (not even those triggered mentally or “at will”); items on the target which don’t require intervention from the wearer will still trigger normally (wards, etc.); prone target may be hit for two times maximum damage (regardless of physical armor rating)

psionic power (lvl 8)

ISP

duration

range

description

Illusion VIII

28

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion VII); creates illusion of physical damage; if target is reduced to less than zero HP while under the influence of the illusion, they can make a second saving throw with an additional – 2 modifier or fall unconscious (the target thinks they are attempting to stay conscious); if the target is reduced to less than negative their Endurance, they can make a third saving throw with an additional – 5 modifier or fall unconscious; if the target succeeds in this last saving throw the illusion is broken and they are “restored” to normal hit points

Iron body

28

1 mpl

self

[Abortable]; body transforms into living iron; gain damage resistance 50/+2 (see Ectoplasmic Form); immune to blindness, critical hits, deafness, disease, drowning, poison, stunning and all powers, spells or attacks that affect your physiology/respiration (you have no physiology/respiration); gain ½ damage resistance to all forms of acid/fire; gain vulnerabilities to special attacks that affect iron; gain +6 to Strength attribute, -6 to Reflex/Prowess attribute (all full “stat” points, minimum 1) and reduce Speed attribute by half (round down); cannot drink (no potions) or play wind instruments; unarmed attack deals 1d6 and you are considered “armed” (can parry unarmed); weight increases by a factor of ten (sink in water, but could survive crushing pressure and lack of air at bottom of ocean)

Mental bolt of force VIII

28

instant

100’

Prereq (Mental bolt of force VII); same as Mental bolt of force I except 1d20

Mind blank

28

1 hr/lvl

100’

[Passive, invisible]; target is totally protected from all devices and power that detect, influence and read emotions/thought, including all mind-affecting powers and effects, as well as information gathering by clairsentience powers or effects (except Metafaculty); clairsentience scanning the area that the target is in will function, but the target simply isn’t detected and those scanning the target specifically do not function at all

Mind store

56

perm

self

Creates a small storage crystal containing the essence of the psion’s living mind; crystal remains utterly inert until the psion’s death, at which time the psion’s soul transfers into the crystal (begins to dimly glow); upon transference, the psion’s physical body becomes inert matter and cannot thereafter be restored to life; transference works over any distance, physical or extra-dimensional (unless some special planar geometry supersedes the transfer); psion has full access to their psionic abilities; after 30 days, psion’s sentience fades from the crystal and soul passes on; psion can grow a new body out of ectoplasm pulled from Astral Plane (takes 10 days in uninterrupted solitude); after 10 days, psion totally inhabits the new body (naked, no equipment), which is an exact duplicate of psion’s body at the time Mind store was originally manifested; crystal slowly breaks down and eventually becomes a part of the new organic body; psion may opt to remain in crystal form by spending 2 permanent ISP per level of the psion when mind store was originally manifested

Null psionics field

28

1 mpl

self

[No psionic save, passive, invisible]; creates an area up to 10’ × 10’ × 10’ per level (always centered on psion), which suppresses all psionic abilities/effects/items; field suppresses effects used within, brought into or manifested into, but does not negate them (e.g. a Dominated creature is not dominated while inside field, but resumes when field is left); time spent within field counts against the suppressed ability’s duration; Negate psionics ability cannot remove the field; two or more fields have no effect on each other

Plane shift

28

instant

touch

Travel to any other plane of existence or alternate dimension with up to one willing target per level; pinpoint accuracy on arrival location is nearly impossible (appear 5d100 miles from intended location, but no chance of failure or death); cannot be used to randomly travel to other planes/dimensions, must have some connection to destination (plane of origin, previously visited, telepathic “description”, an object from there, etc.)

Polymorph self, greater

28

10 mpl

self

[Passive]; same as Polymorph self, lesser except can transform into any entity (not limited to only humanoid races)

Shadow body

28

1 mpl

self

[Abortable, passive]; psion’s body and equipment are subsumed by their shadow (become living shadow); move on any surface, including walls and ceilings, as well as across the surface of liquids (even up the face of a waterfall); gain damage resistance 30/+3 (see Ectoplasmic Form); immune to blindness, critical hits, deafness, disease, drowning, poison, stunning and all powers, spells or attacks that affect your physiology/respiration (you have no physiology/respiration); gain ½ damage resistance to all forms of acid/fire; blend into any other shadow and become invisible in darkness (psion is part of the shadows, so See the invisible still won’t detect them); detected by powers that detect thoughts, life or presences (including True seeing) or by suspicious movements in lighted areas (appear as an unattached shadow in areas of full light); cannot interact physically with anything/anyone or cast magical spells, but psionic abilities function normally

Telepathy, greater

28

1 mpl

100’

[Passive, invisible]; prereq (Telepathy, standard); same as Telepathy, standard except target will only be aware of the psionic attack if they make a Will roll with a -5 penalty

Temporal acceleration

28

2 minutes

self

[Passive]; psion enters another time frame, speeding up so greatly that all others seem frozen, though they are still moving at their normal speeds; gain 2 minutes of apparent time (completely undetectable in this time frame); others are immune to psion’s actions (and vice versa); can manifest abilities, which target psion or object (not held, carried or worn by another entity), and leave their effects to appear when Temporal acceleration ends (the abilities’ durations do not begin until Temporal acceleration ends); cannot physically interact with objects in environment (i.e., no placing poison in someone’s drink); cannot enter an area protected by Null psionics field; when duration lapses, psion is disoriented and loses 1 minutes worth of actions (may still parry, use actionless “at-will” items, etc.)

 

Ninth Level

psionic power

ISP

duration

range

description

Affinity field

32

1 mpl

self

[No psionic save]; creates a feedback loop with all creatures in an area up to 10’ × 10’ × 10’ per level (always centered on psion), causing all physical damage and healing felt by the psion to be shared by all entities in the area; entities are also subject to magical and psionic effects of 3rd level or less that affect the psion; does not share damage, healing or effects already on psion when ability is manifested; area of effect spells/abilities that encompass both psion and others do not doubly affect the others (a field of fire that includes psion and others will not damage others more than once within each initiative segment); magical/psionic effects last for the duration of Affinity field, not the duration of the effect (damage and healing caused by field are permanent)

Confidante

64*

perm

self

[No psionic save]; prereq (Telepathy, lesser); create a permanent, telepathic bond (same as Telepathy, lesser) with a willing target; no special power or influence is established as a result of the bond; once formed, it works over any distance (current

Confidante (cont.)

 

 

 

plane of existence); permanent ISP must be spent: humanoid psion = 1 ISP, humanoid non-psion = 3 ISP, non-humanoid = 5 ISP

Dismissal, greater

32

instant

100’

Same as Dismissal, lesser except target extra-planar entity receives a -4 penalty to their psionic save and there is no chance of target arriving at a plane other than its own

Illusion IX

32

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion VIII); soul {I’m still working out the effects of this}

Mental bolt of force IX

32

instant

100’

Prereq (Mental bolt of force VIII); same as Mental bolt of force I except 1d30

Metamorphosis self

32

1 hr/lvl

self

[Passive]; same as Polymorph self, greater except can also change into any inanimate object (losing all mobility); only psionic actions may be performed

Telekinesis V

32

1 mpl

100’

Prereq (Telekinesis IV); same as Telekinesis I except 10,000 pounds

 

Tenth Level

psionic power

ISP

duration

range

description

Apopsi

54*

perm

touch

Delete 1d4 levels of abilities permanently from the target’s mind; psion specifies level of each ability to be removed (GM randomly determines which ability is deleted); Psychic chirurgery may be used to restore the lost ability, but it must be performed within 1 week; psion must spend 1 permanent ISP

Domination, greater

72

perm

100’

Same as Domination, standard except target is permanently dominated; if target makes their psionic save to resist taking a particular action, all future saving throws to resist taking that specific action are made without penalty (target is never freed from power, even if they make their save); ability can also be used to cancel a previous manifestation by manifesting with the intention of freeing the target (target must make a normal psionic save, even if they want to be free)

Emulation, greater

36

varies

varies

Same as Emulation, lesser except 9th level or lower abilities

Genesis

72*

perm

100’

[No psionic save]; creates a finite plane with limited access – a demiplane; demiplanes created by this ability are very small, very minor planes that are in contact with the Ethereal and Astral Planes; must be manifested from Ethereal/Astral Plane and starts growing at a rate of 1’ per day to an initial maximum radius of 10’ per level and then grows 2’ per year thereafter (it never stops growing); 5 permanent ISP must be infused into the demiplane to begin the creation, from then on the demiplane draws substance from ethereal vapors/protomatter or astral ectoplasm to form an environment reflecting most any desire the psion can visualize (must decide factors such as solid ground, air, water and temperatures); cannot create life or constructions (buildings, roads, wells, dungeons, etc.), but both can be introduced later; psychoportive abilities may be used to travel to demiplane with no chance of error

Illusion X

36

10 mpl

100’

[Passive, invisible on failed psionic save]; prereq (Illusion IX); alter reality {more…}

Incarnate

72*

perm

touch

Invest other abilities with self-sustaining energy (ISP) so that they become permanent; cannot be used on abilities with no duration (instant), greater than 5th level or those that are altered with XP; psion loses permanent ISP when abilities are made permanent, -3 ISP for abilities affecting psion, -7 ISP for others and -5 for objects/locations

Mental bolt of force X

36

instant

100’

Prereq (Mental bolt of force IX); same as Mental bolt of force I except 1d100

**Metafaculty

36

1 mpl

varies

 

psionic power (lv 10)

ISP

duration

range

description

**Microcosm

36

instant

100’

 

Psionic chirurgery

72*

perm

touch

Psion can remove psionic effects and also grant another entity knowledge of abilities known; remove effect can negate any compulsions/charms, ongoing/permanent effects caused by a psionic ability (cannot heal HP) and all forms of insanity, confusion, etc.; restore all drained or negative levels regardless of how they were lost (must be accomplished within 1 hour per level); transfer knowledge allows the psion to directly transfer knowledge of an ability (known to the psion) to a target entity with psionics; cannot transfer an ability higher than target can manifest; psion loses 1 permanent ISP per level of ability transferred

Timewalk

36

instant

self

Psion can regress apparent time one minute into the past (effectively replaying the last minute of activity); psion retains complete knowledge of the future minute, but everything else returns to the state it was in (HP, ISP, MSP, charged items, potions, etc.); psion can share knowledge of the future and is not required to follow the same sequence of actions

 

 

 

 


Psionic Power Options

 

The following table shows specific modifications that can be made to individual psionic abilities. All costs (for each type of modification) are cumulative. The modifiers above the dashed line (which represents the standard) are XP reductions that can be taken when the ability is purchased. For example, if Clarissa wanted to pay double ISP (24 instead of 12) for the fourth level ability astral projection, she would only need to pay 100 XP instead of 400 when she obtains the ability. Abilities obtained in this way can be improved later by paying the upgrade cost. To raise astral projection from double cost to 1.5 times the ISP cost, she would pay an additional 200 XP (400 XP [standard cost of the ability] x ½ [multiplier for 1.5 times]). To raise an ability to standard, pay ½ the XP cost again.

 

Range

 

ISP Cost

 

Duration

 

Targets per action

x1/4

Touch

 

x1/4

Double

 

x1/4

Quarter

 

 

 

x1/2

10 ft.

 

x1/2

1 and one-half

 

x1/2

Half

 

x1/2

Self only

----

100 ft.

 

----

Standard

 

----

Standard

 

----

Self or 1 target

+500

Line of sight

 

+500

Three-quarters

 

+500

Double

 

+1000

Other (1) or 2 targets

+1000

1 mile

 

+1000

Two-thirds

 

+1000

Triple

 

+1500

1 target per level

+1500

10 miles

 

+1500

One-half

 

+1500

Quadruple

 

+2000

10 x level

+2000

100 miles

 

+2000

One-third

 

+2000

Quintuple

 

+2500

100 x level

+2500

1000 miles

 

+2500

One-quarter

 

+2500

Sextuple

 

+3000

1000 x level

+3000

World

 

+3000

One-sixth

 

 

 

 

 

 

+3500

Plane

 

 

 

 

 

 

 

 

 

+4000

Extra-planar

 

 

 

 

 

 

 

 

 

 

Other notes on psionic powers and definitions/explanations

 

Psionic powers have a default configuration of

[Active {energy}, Visible {manifestation effect}, Psion {target}, Psionic save], but things could be

[Passive, Invisible, Other {Psion/Other}, No psionic save]

 

Only one active manifestation, unless otherwise stated

Cannot stack effects from lesser, standard, and greater abilities

 

 

Illusions: Affects all targets within range (friendly and non-friendly); if succeed in save, experience a hazy (unclear) effect; illusion is unique in that the psion can manifest multiple abilities at the same time (for example, a psion can manifest illusion I, II, and III using only one psionic action; all illusions must contribute to one effect; the preceding effect would be an illusion combining sight, sound and scent); if stacking illusion abilities, a cumulative –1 to save is accumulated after the first ability (i.e. using the above example, all targets would be minus two to save [in addition to any psionic strength from the psion])

 

Telekinesis: Can only affect willing targets. Movement is slow, about 6 Speed. Can move the target vertically and horizontally. Targets are manipulated as if held by one hand.

 


Appendix VIII: Index of Key Terms

 


A

amputation bleeding.......................... 2

C

chinchilla............................................. 9

G

goat...................................................... 9

M

magical effect

greater............................................ 15

simple............................................. 15

standard......................................... 15

mystic element types....................... 13

P

progressive spells............................ 14

psionic illusions............................... 33

psionic telekinesis........................... 33

S

standard effect progression........... 13

standard spell cost.......................... 13