6 Metapsionic Powers

6.1 Metapsionic Sciences

6.1.1 Dreamfield

Power Check: 
     Wis -8 
Initial Cost: 
     40 
Maintenance Cost: 
     10/round 
Range: 
     40 yards 
Preparation Time: 
     3 
Area of Effect: 
     20' radius 
Prerequisites: 
     13th level 

A character using dreamfield can project thought waves into the minds of sleeping people. This allows a psionicist to take
control of dreams, and shape them in any manner they want. Even other psionicists may have their dreams invaded by this
without having first been defeated in psionic combat. The attacking psionicist may not kill someone with this, or cause direct
physical harm, but if he/she chooses to create a nightmare in which in the victim is slain, then the victim must roll save vs. spell
at a -2 penalty without the benefit of WIS bonuses. If the save fails, then the victim suffers fatigue, and will for 24 hours
afterwards take a -2 penalty to all die rolls. 

A psionicist can project this power to a center point up to 40 yards distant from him/herself, with an area of effect of a 20'
radius. If a character is struck during the time they are trapped in a dreamfield, then they will immediately awaken and break
the effect of the dreamfield, if the awakening occurred before the end of the dream. Also, the attacking psionicist may attempt
this but once per night on a particular victim. It takes 2+d2 rounds for the attacking psionicist to complete the effect. 

Special Note: If the Dreamland rules are used, a character who is in Dreamland (naturally or otherwise) is unaffected by this
power and cannot even be reached. If the psionicist tries this power on a dreamer psionicist, the dreamer's conscious mind is
immediately awaken and alerted to the attempt. At this time, the psionicist is most vulnerable because the dreamer knows of
the attempt and can do something to the psionicist while they are still recovering from their failed attempt. 

Power Score: 
     Victims must save at a -4 penalty, and further, if they fail, they will suffer a -3 penalty to all die rolls for 24 hours
     afterwards. 
20: 
     The dreamfield backfires, and the psionicist falls into a trance where he/she suffers all the effects of a horrific nightmare
     with the resulting penalties to die rolls, no save allowed. The psionicist emerges from the trance when the nightmare is
     over. 

6.1.2 Mystical Conduit

Power Check: 
     Int -4 
Initial Cost: 
     10 + 1/10 yards (or 40 + 1/10 yards) 
Maintenance Cost: 
     2 PSP's 
Range: 
     <see cost> 
Preparation Time: 
     0 
Area of Effect: 
     NA 
Prerequisites: 
     Dimensional door, 6th level psionicist and knowledge of either Mage or Priest magic. 

This power opens an immobile conduit for mystical energy from the area immediately surrounding the psionicist to anywhere
within line of sight (see cost). The next spell cast from where the psionicist was standing at the time the power was initiated will
function as if it was cast at the other end of the conduit. Thus the ranges of certain spells can be greatly increased. Notice that
spells, which affect the caster only (i.e., personal spells), will now affect whoever is standing at the other end of the conduit or
be wasted if nobody is standing there. A vampiric touch (or fire shield) for example, could be cast at one end and whoever
was at the other end could now apply the vampiric touch (or be protected by a fire shield), and gain the full benefits from it
(i.e., reach out and touch someone, in case a vampiric touch had been cast). The original caster has absolutely no control over
the spell-it is as if the whoever was standing at the other end of the conduit had actually cast the spell. Since the accuracy and
power required for transferring personal spells is much greater than for other spells, the cost is increased to 40 PSP's + 1 PSP
per 10 yards. 

The mystic conduit is visible only by a detect magic, true sight, or psionic powers such as Heightened senses. It collapses the
instant any spell is conducted in this way or if the psionicist ceases paying the maintenance Cost. 

NOTE: The conduit is one way only, thus it is not possible for a psionicist to steal a spell, as it is being cast by an opponent. 

Power Score: 
     No PSP's must be paid to maintain this power. 
20: 
     The next spell cast near the psionicist will backfire. 

6.1.3 Post Pone

Power Check: 
     Int -6 
Initial Cost: 
     initial cost of the power (x2) 
Range: 
     Touch: 0 
Area of Effect: 
     individual 
Maintenance Cost: 
     24/day 
Preparation Time: 
     1 round per power postponed + 1 round 
Prerequisites: 
     7th level 

This power allows a psionicist to "postpone" a power till a later point in time. This consists of the psionicist having to first make the power check to initiate the power, then having to make the postpone power check. When the psionicist makes the powerroll for the first power, he pays he initial cost of the power, them when he initiates post pone he pays the same cost again. The power that is postponed is "put on the back burner" till a later point in time, when the psionicist wants to use the power he has
postponed. This power will allow a psionicist to maintain any power he can use at the time (even if he can only use because of convergence, if he can use it he can post pone it), this includes both once and done power, and maintainable powers. This power has a serious draw back while a power is being maintained the psionicist can not get back ANY PSPs due to the fact that he is using a power at that time (spending exactly 1 PSP per hour). 

Power Score: 
     If a power score is rolled this power only uses half the normal PSPs to maintain, and in so doing allows a psionicist to regain PSPs every other hour (depending upon whether or not he rests) 

20: 
     The power is disrupted and the psionicist must begin again to try to postpone the power. 

6.1.4 Psionic Transference

Power Check: 
     Wis -4 
Initial Cost: 
     Varies 
Maintenance Cost: 
     na 
Range: 
     touch 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     psychic surgery, 7th level 

This science allows the Psionicist to transfer some of his psionic powers to a non-psionicist (the Psionic version of a Priest's "Imbue with Spell Immunity"). First the Psionicist must successfully use psychic surgery on the recipient (to prepare him for the sudden psionic overflow), then he must make a successful power check for Psionic Transference. Finally the psionocist must make a successful power check for each power he wishes to transfer to the recipient (note that rolling a 20 or the exact power score won't make a difference). If the Psionocist is successful he subtracts 10 PSPs per successfully transfered science, and 5
PSPs per successfully transfered devotion. For every unsuccessful attempt to transfer a power the Psionocist subtracts 5 PSPs per science and 2 PSPs per devotion, but he can attempt to tranfsfer the power again. 

The psionocist may attempt to as many powers as he want (as long as he doesn't run out of PSPs), but powers that need prerquisites must be met by the recipient, so if a Psionocist wanted to transfer Psychic Drain the Psionocist would have to
transfer telepathy, contact and the recipient would have to be 6th level. All powers transfered by the Psionocist can NOT be
used by the Psionocist for until the recipient is slain, the recipient has used up his PSPs or 24 hrs have passed... whichever
comes first. The psionocist must also lend his PSPs to the recipient for the recipient to use the powers (the PSPs used to
transfer powers doesn't count, this PSP transfer is for lending the Psionocist PSPs directly to the recipient). For PSP transfer
rate is 1:1. The PSPs tranfered to the recipient taken away from the Psionocist's current and MAXIMUM PSP total. So if the
Psioncist has a max of 150 PSPs and lends 50 to recipient the Psionocist can have no more than 100 PSPs. The recipient uses
his own con, int and wis when determining power scores. 

Power Score: 
     Psionocist retains his powers (but not PSPs) with a -5 to power score. 
20: 
     The Psionocist passes out for 1d6 turns, the recipient passes out for 2d6 turns. 

*In Dark Sun the Psionocist can transfer powers to people with wild talents but not other Psionocists. 

6.1.5 PSP Lightning

Power Check: 
     Con -8 
Initial Cost: 
     varies 
Maintenance Cost: 
     same as Initial Cost 
Range: 
     25 yards 
Preparation Time: 
     0 
Area of Effect: 
     1 Creature 
Prerequisites: 
     9th level 

The psionicist converts PSPs into pure energy that resembles (but is not) lightning. The conversion is 1 PSP for 1d3 points of
damage. A psionicist may convert 1 PSP per level in a round. So a level 15 psionicist may convert 15 PSPs to 15d3 points of
damage. No saving throw is allowed, and powers like Energy Containment have no effect in blocking this attack. Also, spells
such as Protection from Lightning and Resist Fire, are useless. If a telepathic defense mode is active, however, then damage is
reduced by 10% since this energy is mental in origin. Further, if a mind is open to contact then the victim takes 10% more
damage than what is specified in the die rolls. A victim takes normal damage either when they are a mind closed to contact not
using a defense mode, or when they are a mind open to contact that is resisting in the manner described in the entry for the
contact power in CPH. 

This power is physically taxing, and may not be used for more than 4 rounds before the psionicist has to rest for 2 rounds. The
psionicist may opt to expend fewer PSPs than his/her maximum. The psionicist must announce both before making an initiative
roll and making a power check how many PSPs they intend to expend. 

Power Score: 
     The conversion rate of PSP to damage improves to 1d6 points of damage per PSP spent. 
20: 
     The psionicist takes 1d4 points of damage for every PSP he/she was going to expend that round. 

6.1.6 Psychic Sacrifice

Power Check: 
     Wis -10 
Initial Cost: 
     Death, Contact (see below) Maintainance Cost: 20 PSPs / round (see below) 
Range: 
     Unlimited (see Contact) 
Preparation Time: 
     0 
Area of Effect: 
     One person 
Prerequisites: 
     Psychic Surgury 

This science allows a powerful psionicist to transfer a portion of his or her power to another person when he or she dies. One
science and two devotions are chosen at random from those known by the user of this power (the Sacrificer), which are
immediately added to those known by the target. The target gains enough PSP's to use the three powers once per day each,
with 4 rounds of maintenance. 

If the target was a non-psionicist before the use of this power, he or she should be treated as a wild talent. If the target was
already a wild talent, the new powers and PSP's are added to those currently possessed. If the target was a psionicist, the
powers and PSP's are added to their current abilities, and are considered separate from the normal maximums allowed by their
level. The powers can be from a discipline outside those currently known by the target, and do not count against the maximum
number of sciences/devotions per discipline. If the powers granted are already possessed by the target, the PSP's are still
gained, and the power score in that power is increased by one (as though the target had relearned that power). In all cases, the
PSP and power gain is permanent. 

The target's alignment becomes that of the sacrificer. If this causes the target's alignment to change, this has a 1% chance per
PSP gained of driving the target insane. 

At the discretion of the DM, the target may be visited by the spirit of the sacrificer. The spirit may give the target hints,
encouragement, or other support in particularly difficult situations. This may occur at most once per month, and lasts for at
most 1 turn. 

To initiate this science, the sacrificer must first die. This can be either an accidental or intentional death, although an intentional
death for the sole purpose of using this science grants the sacrificer a +2 bonus to his or her power score. At the very instant of
physical death, the player must state his or her intention to initiate Psychic Sacrifice, and also must state the target. The
sacrificer's psyche is then kept alive by feeding off the remaining PSPs the psionicist had at death. The upkeep of 20
PSPs/round must be paid each round until the power is successful, or the sacrificer's psyche dies. The sacrificer must also
attempt contact (via psionic attack forms if the target is an unwilling psionicist) each round. If the sacrificer does not have
enough PSPs remaining to pay the upkeep and attempt contact, their psyche dies. 

Once contact has been successfully made with the target, the sacrificer rolls against the power score for Psychic Sacrifice. The
upkeep of 20 PSPs must also be paid in this round; if not enough PSPs remain, the sacrificer's psyche dies. If the roll is
successful, the effects listed above occur. If the roll is failed, contact is broken, and must be attempted again in the next round. 

If the Psychic Sacrifice is successful, the sacrificer may never be Raised, Ressurected, or Reincarnated. However, if the
sacrifice is unsuccessful (the sacrificer runs out of PSP's or skips a round of attempting contact for any reason), the sacrificer
may be raised, ressurected, or reincarnated. 

Power Score: 
     the sacrificer can pick the science and two devotions granted to the target. 
20: 
     the sacrifice fails, and both the sacrificer and target are psychically stunned, losing all current PSP's (killing the psyche of
     the sacrificer). 
1: 
     only 1 science or 2 devotions (50/50 chance) are granted to the target. 

Note to the DM: If this science is allowed in your campaign, you should make allowances for NPC psionicists who have been
targets of it in their lifetimes, and therefore have more than the normal allotment of psionic powers and PSPs. In particular, the
DM may consider high level evil NPC psionicists who "farm" low level psionicists for the sole purpose of having them sacrifice
their powers to their mentor. 

6.1.7 Stasis

Power Check: 
     Wis -4 
Initial Cost: 
     40 
Maintenance Cost: 
     30/round 
Range: 
     10 yards 
Preparation Time: 
     3 
Area of Effect: 
     1 Creature 
Prerequisites: 
     13th level, convergence, ridigity (or immovability for those lacking Dragon Kings), time/space anchor, stasis field 

This power requires at least two psionicists in convergence whose total levels must be 50 or higher. No psionicist in the
convergence can be below level 13. All psionicists must make a successful power check in the same round the power is to be
initiated. It is not required that more than one psionicist in the convergence know this power since being convergence makes it
available to the other psionicists. 

The effect of this power is to totally immobilize the victim to the point that they are utterly helpless. Their body is rendered
immobile in that they can make no physical motion, they are effectively rooted to the spot they are standing in, so that they
cannot be physically moved, and they are anchored to the time/space continuum so that they cannot teleport, and things like
teleport trigger, and contingency spells that are supposed to teleport the victim will fail. Further, the victim's mental processes
are slowed down to 1/60 of their normal rate, rendering them virtually helpless against telepathic attacks. 

Power Score: 
     The victim is held in stasis until released by another power check. 
20: 
     The power backfires, and the psionicists fall victim to the power until they run out of PSPs to maintain it. This backfire
     occurs if any psionicists roll a 20. 

6.1.8 Time Flow

Power Check: 
     Int 
Initial Cost: 
     Special 
Maintenance Cost: 
     Special 
Range: 
     Touch 
Preparation Time: 
     0 
Area of Effect: 
     1 creature 
Prerequisites: 
     Time stop, 5th level 

This power allows the psionicist to speed up or slow down time with regards to the target creature. At the time the check is
made, the psionicist declares by how much the time flow will be increased or decreased. In other words, how many rounds
will occur for the target creature while a single round of 'normal time' passes (or alternatively how many rounds of 'normal time'
will pass in what the target creature sees as a single round). The power scores and initial/maintenance costs are given below. 

 Speed up/ 
           Power Score
                     Initial/maintenance 
                                    Prerequisite
 slow down 
            penalty 
                      cost (see note) 
                                       Level
   factor 
     2 
               3 
                          10/5 
                                        5 
     3 
               4 
                          20/5 
                                        10
     4 
               5 
                          30/5 
                                        15
     5 
               6 
                          40/5 
                                        20

Note: The power can only be maintained if the psionicist is the affected creature. The costs are relative to the psionicists time
frame, in other words the initial cost is relative to normal time (and will affect the target creature for one round of normal time),
while the maintenance cost is relative to the new time frame, and must be paid for every round the psionicist experiences. A
20th level psionicist for example, who speeds up time by a factor of 5, would not have to pay maintenance cost for the first five
rounds (or 1 round 'normal time') since this is covered by the initial cost. After these 5 rounds, the maintenance cost would be
5 per round (or 25 per round normal time). Since this power affects the flow of time, rather than speeding up the metabolism
of the target creature, as is the case with magical haste for example, no aging will result. Anyone who returns to the normal time
frame however, will be confused and unable to do anything for as many rounds as were spend in the other time frame. This
gives the body time to readjust to normal time and recover from the strain. It is possible to force the body to ignore to ignore
this time of recovery. To do so requires a Wisdom check and a Constitution check, with a penalty equal to the factor by which
time was affected for both checks. If either is failed, 1d6 random ability scores are permanently lowered by one. In other
words, this is not a good idea except in the most desperate cases. 

Power Score: 
     The psionicist may increase the time factor by one, without having pay the extra cost in PSP's. 
20: 
     The psionicist is confused and disoriented as described above. 

6.2 Metapsionic Devotions

6.2.1 Helmboost

Power Check: 
     Wis -5 
Initial Cost: 
     40 
Maintenance Cost: 
     none 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     7th level 

This devotion is usefull only for spelljamming psionicists. This means they must be using a serial, pool, or other helm which can
be used by psionic creatures. If the power succeeds, the MV of the vessel increases by 1 while the SR increases by 3. This
lasts for a duration of three rounds. 

The psionicist can not use the power again during that day, due to the stress induced on the hypothalamus by this power.
Should the power be attempted a second time, there is a 55% chance that it will fail, leaving the psionicist insane (although with
his powers intact). Such insane helmspersons have been known to decide that ramming a larger vessel (or even ordering a full
stop) are excellent combat options. 

In a serial helm, several psionicists could use this power, but not all at once. Using more than one of these powers on a helm
has no effect. 

Power Score: 
     Lasts for 5 rounds. 
20: 
     The helm is inoperable for 1 round. 
1: 
     The MV is unchanged, but the SR still increases. 

6.2.2 Psionic Concealment 

Power Check: 
     Wis -4 
Initial Cost: 
     4 
Maintenance Cost: 
     1/round 
Range: 
     0 
Preparation Time: 
     1 
Area of Effect: 
     personal 
Prerequisites: 
     telepathy, psionic sense 

With psionic concealment, a psionicist can conceal his psionic activity from those with psionic sense. 

When the character makes his check, all of his psionic activity is concealed from others. If a being checks for psionic activity,
the DM conducts a secret psionic contest, and the higher successful roll takes effect. That is, if the concealor wins, nothing is
sensed, and if the sensor wins, he spots the concealment and the powers being concealed. For the contest, the concealment
roll is reduced by one for every five PSPs expended that round. 

Concealment provides reasonably good protection from psionic feeders and the like, as well as psionicists. 

Power Score: 
     Gain +4 in detection contests. 
20: 
     Lose all psionics for 1d4 turns. 

6.2.3 Psychic Reach 

Power Check: 
     Wis -5 
Initial Cost: 
     8 
Maintenance Cost: 
     5/round 
Range: 
     30 yards 
Preparation Time: 
     1 
Area of Effect: 
     special 
Prerequisites: 
     Telekinesis, 6th level 

This psionic power causes a semi-transparent hand, made of the user's psionic life-energy to spring forth from him, and grab
on to creatures. The hand can be moved anywhere within range in 1 round; then any 'touch' psionic powers can be used
through it. 

The 'hand' exists until it loses it's grip (see below), the user fails to pay maintenance, the hand leaves the range, or is destroyed.
The hand is AC0, and has hit points equal to the psionicist's level. The user actually gives up that many of his own HP: when
the power lapses, he gains any remaining HP back. The hand is only hit by magic weapons of effects. Dispel magic and
non-damaging spells have no effect. 

Each round, the psionicist must check to see if the hand loses it's grip if it is being actively avoided. This check is his wisdom
adjusted by his opponent's AC; either way, maintainance is payed at this time. All ''reaching'' powers are initiated with -2
power scores. 

Power Score: 
     Hand has double HP free. 
20: 
     All 'touch' powers are double cost for next turn. 

6.2.4 Time Flux

Power Check: 
     Con - 2 
Initial Cost: 
     8 
Maintenance Cost: 
     5/round 
Range: 
     0 
Preparation time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     none 

Using this devotion, the psionicist can cause time to speed up or slow down for himself only. Thus, the psionicist can exist at
twice the speed of the rest of the world, or half the speed, effectively _hasting_ or _slowing_ himself. Because the increase or
decrease in speed is time oriented instead of biologically oriented, the psionicist can perform ALL actions at either twice or half
normal speed. For example, a psionicist can make two psionic actions per round, use two magic items per round, etc; a
_slowed_ psionicist could take only one action every two rounds. 

There are some other unique qualities of this ability. There is no metabolic change, like the aging associated with _haste_.
Spells and psionic powers are affected, so if the psionicist increases his speed, spell duration is only half of what it would be in
normal time, but an initiative bonus of 3 is gained while the power is in effect. For example, a protection from evil spell cast on
the psionicist that would last 8 rounds of real time will now last only 4 rounds. On the other hand, if a psionicist slows himself,
spells last twice as long as they would in real time, but there is an initiative penalty of 3 while being slowed down. For example,
a slow poison cast on a slowed psionicist would last twice as long as normal. The PSP cost in real time for any psionic abilities
outside the Time Flux (ie, not affecting the psionicist) does not change, but the cost for those abilities affecting the caster is
increased or decreased appropriately. 

Numerous applications exist for this power. If a psionicist wants to "burn off" a harmful spell (like slow or hold person), the
speeding up usage would help greatly. Likewise, if the psionicist wants a spell to remain longer than normal (in real time), then
the slowing use is best. 

Power Score: 
     Once during the maintenance the psionicist can _time shift_ himself one round into the future with no chance of failure or
     disorientation. The psionicist does not need to know the _time shift_ for this effect to occur. If the psionicist does in fact
     know _time shift_, then he can try to move two rounds into the future as if it were only one round (but with standard
     chance of failure). 
20: 
     The psionicist is stopped in time for 1-4 rounds, unable to react, but can be injured. For game purposes, all attacks hit
     and all saves are failed.