Review of Mindscapes: A Psion�s Guide
Overall score: 9 of 10


Mindscapes: A Psion�s Guide is a psionic supplement by Bruce Cordell.  In addition to adding new powers, prestige classes and items to the game, it also introduces a new psionic combat system.
     Chapter One deals with the new psionic combat system, called mindscape.  This system replaces the original psionic combat system (the various attack and defense modes live on as normal psionic powers) with a simple and useful mechanic.  Rather than relying on power point costing attacks and defenses, mindscape combat uses various �modes� which are used to grant special benefits during the round.  The way it works is all psionic individuals make a d20 roll at the beginning of every round modified by the appropriate ability score, mode, and other modifiers.  Those who roll the highest gain the benefits of that mode when dealing with those whose results were poorer.
     This form of psionic combat gives some real benefits to all involved as well as being just as useful at low levels as high levels.  I have been looking for a good alternative for some time and this looks to be it.  It also has the needed cool factor since these modes play out on a special mindscape whose terrain can be vital in determining who wins.  The mindscape is formed whenever two or more psions come within 60 feet of each other and at least one is looking for trouble.  This special place is only useful for psionic combat where the avatars of those involved use their various modes.
     Chapter Two is concerned with prestige classes.  There are a great many good and innovative prestige classes here, such as the cerebral rager, which uses anger to boost his powers, and the spirituel, a form of psychic cleric that worships a god-mind (a kind of ascended intellect).  The other ten classes are extremely interesting and have amazing powers.  Time travel, martial arts, psionic healing, and undead hunting all are represented.
     Chapter Three contains the new and modified feats.  There is some good stuff here but nothing truly gripping.  The best is the subconscious power, which allows a character to use powers on himself while unconscious.  Useful when the healer isn�t close.
     Chapter Four contains the new powers.  This is another strong section.  In addition to the new versions of the attack and defense modes, there are many extremely useful and cool powers. 
Psychic bodyguard lets the psion make will save for the party�s weak willed fighter; terminate compulsion solves the same problem after the fact; expurgate psionic circuit will hurt those who rely on psionic tattoos too much (to the tune of 5d6 per tattoo); transmigrate is a form of psionic reincarnation; mirthalize/admantify are extremely powerful protections (perhaps too powerful).  The deadliest powers however are crawling cromlech (a ring of destructive power) and detonate psicrystal (destroys a shard of your mind for 30d6 to your enemies).  Both have XP costs to offset their extreme power.
     Finally Chapter Five has some new magic items.  The items are more composites than items themselves.  The psicrystal staff and the stones associated with it help boost the power a psion�s psicrystal.  Synaptic masks do a similar thing with shards.  Quite useful and given their modular nature, quite flexible.
     Overall Mindscapes is a must have for psion�s.  Even if you don�t like the new combat mode there is more than enough here for everyone.
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