4 Psychoportive Powers

4.1 Psychoportive Sciences

4.1.1 Dimensional Warp

Power Check: 
     INT - 7 
Initial Cost: 
     10 
Maintenance Cost: 
     5/round 
Range: 
     10 yards/level 
Preparation Time: 
     0 
Area of Effect: 
     Special 
Prerequisites: 
     Teleport, Dimensional Door, 10th level 

This power is a variation on the dimensional door power. The Psionicist defines two 'windows' anywhere within range, and
creates a two way portal between them, such that anything going into one of the 'window' will come out the other. Unlike
Dimensional door, this power creates a true two way transport system (i.e., you can stick your arm through, grab something at
the other end, and pull it back-anything, including spells, will pass through both ways). The windows, which may have an area
of up to 4 square feet per level of the psionicist, are identical but can have any orientation relative to each other (i.e., they could
be at right angles to each other, or even at 180 degrees *). This could result in some very strange effects, imagine a charging
knight being intercepted by a 'window' and continue his charge straight towards the ground - lance first, from 100 yards up.
Notice that it might be possible to re-route missiles or even spells such as fireball or lightning bolt right back to the originator,
but the psionicist would have to act extremely fast (i.e., have initiative and make an int check to see whether he/she can think
and act fast enough). Because of the complexity of warping space in this way it is easy for things to go wrong. If the power
check fails, the full PSP's are used, and a the two windows will open up, but the psionicist cannot control their position (the
windows are also unstable and cannot be maintained). In case of a 20 result, the windows are 'very likely' to open in such a
way as to harm the psionicist (in this case, the window might also be warped and destroy anything which passes through). 

Power Score: 
     Maintenance cost is reduced to 3 PSP's per round. 
20: 
     see above 

4.1.2 Planar Travel

Power Check: 
     Int -4 
Initial Cost: 
     45/90 
Maintenance Cost: 
     na 
Range: 
     special 
Preparation Time: 
     12 
Area of Effect: 
     one creature 
Prerequisites: 
     teleport 

This power allows psionicists to thrust themselves into another plane. This is almost the same as Summon Planar Creature, but
involves a different type of usage. As with that power, the psionicist is disoriented for one round, causing a -2 penalty on
initiative, attacks, and saving throws. The psionicist can choose any of the inner planes for 45 PSP as well as the astral plane or
the ethereal plane, or any outer plane for 90 PSP. If the power check is a 2, then the psionicist is off target by one plane
(which direction is up to the DM) If the power check is a one, then the psionicist not only misses by one plane, but also takes
the nearest being to him with him. This power does not confer ant protection from the plane transported to. If the psionicist
misses in the outer planes, they are ALWAYS transported to Sigil (if PlaneScape is used, if not use the Concordant
Opposition.) 

Power Score: 
     The psionicist ends up in a safe area, no matter where they went to. However, this does not guarantee that the place will
     REMAIN safe. A cool spot in the elemental plane of fire does not last long. 
20: 
     The psionicist instead summons a creature from the destination plane. Roll again as per Summon Planar Creature to see
     the exact distance and disposition of the creature. 

4.2 Psychoportive Devotions

4.2.1 Conjure

Power Check: 
     Int -2 
Initial Cost: 
     15+ 
Maintenance Cost: 
     n/a 
Range: 
     Infinite 
Preparation Time: 
     0 (1d4) 
Area of Effect: 
     One object, 50 lbs 
Prerequisites: 
     Teleport 

Using this power the psionicist can teleport an object from another location to his current location. The object, which can
weigh up to 50 pounds, must either be one that the psionicist knows well and can picture in his mind, such as his own sword,
or one that is within his sight (including psionic or magical detection such as clairvoyance or crystal balls). 

The psionicist cannot conjure an object that bears a wizard mark unless the mark is his own. Neither can he conjure an object
that is firmly secured, such as a chest that is bolted to the floor. If the object being teleported is held by another creature, a
psychic contest is waged using the other creature's Strength score versus the psionicist's Conjure power score. If the object
being conjured is an intelligent object (either magically or psionically endowed), the object can choose to resist, in which case a
psychic contest is waged using the object's Intelligence. 

The difficulty of the conjuration, and the cost, increase with the distance and the weight of the object, as listed on the table
below: 

 Distance 
             IC
                PS 
                   Weight 
                          IC
                             PS
 10 yards
             15
                +1 
                   < 1 lb
                          0
                             +1
 100 yards
             20
                0 
                   10 lbs
                          0
                             0
 1000 yards
             25
                -1 
                   25 lbs
                          +2
                             -1
 10 miles
             30
                -2 
                   50 lbs
                          +5 
                             -2
 100 miles
             40
                -3 
 1000 miles
             50
                -4 
                             *Players with the
 10000 miles
             60
                -5 
                             SPELLJAMMER
 interplanetary*
             70
                -6 
                             boxed set... (etc. etc.)

The psionicist can have the object arrive in his grasp, or anywhere within 1 yard of him, as long as it arrives on a stable surface.
He cannot, for example, conjure a boulder to fall onto the head of his enemy. If the result of the power check is a 1 or a 2, the
object arrives at a random location 2d6 feet from the psionicist. 

Note: The 0 (1d4) preparation time denotes a preparation time of 1d4 segments. 

Power Score: 
     The cost of the conjuration is reduced by 20% (rounded up), and all penalties for the object's weight are ignored. 
20: 
     The object is conjured, but arrives in a location that is detrimental to the object, the psionicist, or both. His sword may
     arrive in his grasp blade first, or a glass flask may arrive just beyond his grasp, only to fall to the ground and shatter. 

4.2.2 Dimensional Portal

Power Check: 
     Int. -4 
Initial Cost: 
     Below 
Maintenance Cost: 
     Nil 
Range: 
     Nil (but for SJ it has to be in the same crystal sphere) 
Preparation Time: 
     1 round 
Area of Effect: 
     One Item 
Prerequisites: 
     Dimension Door 

Using this power a psionicist creates a Dimensional portal that will enable the him to bring one item of his choice to his present
location. Before using this power must think of one item, this is the item he will use the portal to get. Using this power the
psionicists need not necessarily know where the object he just need to be able to picture it in his mind. He can not think of "I
want to get a short sword." It needs to be an object he has had physical contact with and knows the feel of it well enough that
he will know that he has found it when his hand goes through the Dimensional portal (ie the feel of his favorite sword, dagger,
etc.) This is not an easy task for a psionicist because of the fact that he is searching for an object that he does necessarily know
where it is. The initial cost depends on how far the psionicist is from the item (determined by the DM). 

    Distance 
              Initial Cost 
                       Power Score Modifier
   10 Yards 
               30 PSPs 
                               0
   100 yards 
               30 PSPs 
                               -1
  1,000 yards 
               45 PSPs 
                               -2
   10 Miles 
               60 PSPs 
                               -3
   100 Miles 
               75 PSPs 
                               -4
  1,000 Miles 
               90 PSPs 
                               -5
  10,000 Miles 
              105 PSPs 
                               -6
 Planet to Planet 
              150 PSPs 
                               -7

Power Score: 
     The PSP cost is reduced by 33% 
20: 
     The item is in some way damaged, not to the point of worthlessness but damaged nonetheless (exact amount up to DM)

4.2.3 Haste

Power Check: 
     Int -1 
Initial Cost: 
     8 
Maintenance Cost: 
     2/round 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     teleport 

Haste allows the psionicist to force his body and any equipment his is carrying, through the space-time continuum at a little
over twice the normal rate. This gives the psionicist double his normal movement rate, double his normal number of attacks per
round, all three of the ability scores for double his dexterity, and divides his initiative roll in half. It also causes the psionicist to
have to pay double the maintenance cost for all powers, including haste, used while using haste. All of the advantages and the
disadvantage last until he stops paying maintenance cost for haste. Haste does not cause the psionicist to age any more rapidly
then normal. 

Power Score: 
     The psionicist becomes a blur and he receives an additional -4 to his armor class. 
20: 
     The psionicist jumps through time 1D4 hours and receives 1D10 hit points of temporal burn damage. All equipment he
     is carrying must also make saves verses fire or be burned up in the jump. 

4.2.4 Interchange

Power Check: 
     Int -3 
Initial Cost: 
     50 
Maintenance Cost: 
     na 
Range: 
     50 yards 
Preparation Time: 
     0 
Area of Effect: 
     na 
Prerequisites: 
     teleport, teleport other 

This power allows the psionicist to exchange physical places with any creature within sight, and 50 yards, of the psionicist. The
creature cannot be more than 150% of the mass of the psionicist. When the interchange takes place, the orientation between
the two characters remains the same, so any combat taking place between the two interchanged characters is unaffected (both
physical and magical attacks.) 

If the subject of the interchange power is unwilling to be teleported, they are allow a saving throw vs. paralyzation at -2 to
resist the teleportation effort. If the creature is willing to be interchanged, no saving throw is required. 

Note: In response to a question as to why there is a saving throw for an unwilling target of this power; the Teleport Other
power works only an willing or unconscious beings...I though it fair to allow a saving throw for this power if the victim was
reluctant to undergo the Interchange. 

Power Score: 
     The saving throw of the subject of the interchange power automatically fails. 
20: 
     The psionicist becomes disoriented, and suffers a -2 to all rolls for the next turn. 

4.2.5 Phase Self

Power Check: 
     Con -1 
Initial Cost: 
     6 
Maintenance Cost: 
     3/turn 
Range: 
     0 
Preparation Time: 
     1 
Area of Effect: 
     personal 
Prerequisites: 
     none 

A psionicist with phase self can shift his body and any equipment his is carrying, millionth of a degree off of the plane he is
currently on. While using this power he can not affect anything and can not be affected by anything on that plane, but he can
still hear and see everything around him. This allows him to stand in or walk through walls, objects, and even people without
affecting them. The psionicist can even stand in flame and no be burned. He is truly invisible, and can not be seen, smelt, felt, or
heard. With one exception, true seeing can see him. 

Power Score: 
     The psionicist can not be seen even with true seeing. 
20: 
     The psionicist becomes phased permanently for 1D4 hours. 

4.2.6 Quick Action

Power Check: 
     Con -1 
Initial Cost: 
     15 
Maintenance Cost: 
     3/round 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     none 

When a psionicist learns this power, he develops an understanding and affinity for manipulation of the time stream. The
psionicist learns to affect the relationship between his body and the time stream. When this devotion is active the psionic slips
slightly out of the time stream, allowing his reactions to be quicker than those around him. This gives him a +2 on initiative in
every round that this discipline is active. Furthermore any saving throws which would normally allow a bonus for higher
dexterity are also made at +2. 

This discipline cannot be used in conjunction with magic that affects time stream (haste, slow, potion of speed, etc.). If already
under the influence of one of these types of magic the psionicist will be totally unable to activate this devotion. Conversely,
when this discipline is under affect the psionicist is immune to the effects of these magics. 

     Power Score: The aforementioned bonuses improve to +3. 
20: 
     The power fails, and double the initial cost in PSP's is consumed. 

4.2.7 Sending

Power Check: 
     Int -2 
Initial Cost: 
     15+ 
Maintenance Cost: 
     n/a 
Range: 
     Infinite 
Preparation Time: 
     0 (1d4) 
Area of Effect: 
     One object, 50 lbs 
Prerequisites: 
     Teleport 

This power, the converse of conjure, lets the psionicist send an object from his current location to another location. The
destination must be one that the character knows and can picture in his mind, or one that he can see, by whatever means. 

The object, which can weigh up to 50 pounds, must be carried or firmly grasped by the psionicist. He cannot send an object
that bears a wizard mark unless the mark is his own. If the object is also grasped by another creature, the psionicist must wage
a psychic contest, pitting his Sending power score against the other creature's Strength score. If the object is anchored to
something weighing over 50 pounds (such as a locked door in a castle), the object cannot be sent. If the object has
intelligence, bestowed by either magical or psionic means, it may opt to resist the sending, forcing the psionicist to wage a
psychic contest against the object's Intelligence. Only nonliving objects can be affected by a sending. 

The difficulty of the sending increases with the weight of the object and the distance to the destination, as detailed in the table in
the listing for Conjure. 

Note: The 0 (1d4) preparation time denotes a preparation time of 1d4 segments. 

Power Score: 
     The initial cost is reduced by 20% (rounded up), and there are no penalties for the object's weight. 
20: 
     The object is sent, but not to the location desired by the psionicist. The item may be teleported mere away feet from
     him, or it could arrive miles away from where it was supposed to. 

4.2.8 Teleport Lock

Power Check: 
     Int -2 
Initial Cost: 
     10 
Maintenance Cost: 
     5/turn 
Range: 
     infinite 
Preparation Time 
     : 0 
Area of Effect: 
     personal 
Prerequisites: 
     teleport, ESP 

This power allows a psionicist to "lock" onto another being, and if that being should teleport (magically or psionically) for any
reason, the psionicist will have the option that round, and that round only, to teleport to the same place as the "locked" creature
did. If the psionicist opts not to immediately follow, the lock is lost. The lock needs to be made while the psionicist can see the
creature it is locking onto, but after the lock is established, distance between the two makes no difference. 

If the psionicist decides to follow, the character must pay the PSP costs and make a power check as he would using the
Teleport power, with all the appropriate penalties based upon distance. If the psionicst does not have enough PSPs, then the
Teleport fails. 

Power Score: 
     The lock lasts for 5 rounds after the locked on character has teleported. 
20: 
     No other effect. 

4.2.9 Temporal Acceleration

Power Check: 
     Con -5 
Initial Cost: 
     15 
Maintenance Cost: 
     10/round 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     Quick Action 

This discipline allows the psionic to alter the flow of the time stream relative to their body. Upon successfully applying this
discipline the psionic effectively alters the flow of the time stream relative to his body. The psionicist gains the ability to move
his or her body in a fashion that is identical to someone under the effect of a Haste spell. Unlike the recipient of the Haste spell
the psionic does NOT age one year due to the application of this discipline. The increased speed does not allow the psionic to
either cast multiple spells/round or active more psionic powers/round than would otherwise be allowed. 

This discipline cannot be used in conjunction with magic that affects time stream (haste, slow, potion of speed, etc.). If already
under the influence of one of these types of magic the psionicist will be totally unable to activate this devotion. Conversely,
when this discipline is under affect the psionicist is immune to the effects of these magics. 

     Power Score: The psionicist gains the ability to move at triple speed. 

20: 
     The psionicist acts as if under the effect of a Slow spell, and cannot terminate this condition for 5 rounds. 

4.2.10 Temporal Deceleration

Power Check: 
     Con -2 
Initial Cost: 
     15 
Maintenance Cost: 
     3/day 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     Quick Action 

This discipline allows the psionic to alter the flow of the time stream relative to their body. Upon successfully applying this
discipline the psionicist's body passes into a state which is indistinguishable from death (except by casting of a Detect Life
spell). The Psionicist can maintain that state until either a predetermined amount of time has passed (say 10 days) or a specific
event triggers the termination of the temporal deceleration. While in the decelerated state the psionic is oblivious to the outside
world (everything is a blur traveling too fast to follow), and his body uses up none of it's internal resources, ie., his metabolism
stops, so no healing takes place, but neither does a bad physical condition worsen. There is nothing to prevent physical harm
from befalling the psionic while temporally decelerated. 

This discipline cannot be used in conjunction with magic that affects time stream (haste, slow, potion of speed, etc.). If already
under the influence of one of these types of magic the psionicist will be totally unable to activate this devotion. Conversely,
when this discipline is under affect the psionicist is immune to the effects of these magics. 

Power Score: 
     The psionicist hears, sees and remembers all that transpires within normal sensory range for the duration of his temporal
     deceleration. 
20: 
     The psionicist is decelerated for twice as long as expected.