5 Telepathic Powers

5.1 Telepathic Sciences

5.1.1 Backlash

Power Check: 
     Wis - 3 
Initial Cost: 
     Special 
Maintenance Cost: 
     na 
Range: 
     na 
Preparation Time: 
     0 
Area of Effect: 
     psionic opponent 
Prerequisites: 
     contact, mindlink, psionic blast 

This power causes a psychic shock to travel along the psychic conduit formed by contact. It may only be used after contact
has been established, by either the psionicist or by the opponent (i.e., it will travel either way). This psychic shock will directly
damage the opponent, causing 1d6 damage for every 5 PSP's spent (save vs death to reduce this by half, maximum damage is
10d6 for 50 PSP's). There is however some risk involved in using this power. If the power check is failed, the psionicist must
make a saving throw or suffer half the damage that he/she wanted to inflict on the opponent. 

Power Score: 
     Opponent automatically fails the saving throw. 
20: 
     Psionicist suffers full damage, no saving throw allowed. 

5.1.2 Control Dream (Dreamer Power)

Power Check: 
     Int-2 
Initial Cost: 
     10 
Maintenance Cost: 
     NA 
Range: 
     Special 
Preparation Time: 
     0 
Area of Effect: 
     500' radius 
Prerequisites: 
     5th level 

This allows the dreamer to change the type of dream by one on the dream scale or to change the alignment of a dream. The
dream alignment can be change by one element in one direction. The elements of the alignment are the two different halves.
The first half (Lawful, Neutral, Evil) can be changed by switching to an alignment to the left or the right of the original one
shown in the parenthesis above. The same applies to the second half (Good, Neutral, Evil) The transition will last for as long as
the dreamer remains in that Dreamland mode. This power will only affect the Dreamland that the dreamer is currently in. 

Power Score: 
     The dreamer may change two parts of the dream. 
20: 
     The dream change is in the opposite direction intended 

5.1.3 Control Mode (Dreamer Power)

Power Check: 
     Int-2 
Initial Cost: 
     50 
Maintenance Cost: 
     NA 
Range: 
     500' radius 
Preparation Time: 
     1 round 
Area of Effect: 
     1 person plus one every five levels 
Prerequisites: 
     10th level 

By using this power, a dreamer may transport a number of individuals to another mode of dreamland. All individuals who are
not dreamers do so without any chance of avoiding it, however, dreamers can elect to go. 

Power Score: 
     The dreamer transports all individuals within range. 
20: 
     The dreamer transports himself to the astral plane, leaving the targets where they were 

5.1.4 Deflect Attack

Power Check: 
     Wis -5 
Initial Cost: 
     10 
Maintenance Cost: 
     na 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal/individual 
Prerequisites: 
     21st level 

With this new defense, the Psionicist can deflect any unsuccessful attack against the attacker. The attacker is allowed a save
vs. petrification, but if he fails, he suffers any result from his own attack as if he is using it versus a contacted mind. (e.g. a
Psionicist is using 'Ego Whip' and the defender is using this Science and wins, the Psionicist is dazed for 1d4 rounds if he fails
his save.) 

Power Score: 
     The save automatically fails (if the contest is won). 
20: 
     The contact is established without any further combat. 

5.1.5 Dream Creature (Dreamer Power)

Power Check: 
     Wis -6 
Initial Cost: 
     Special 
Maintenance Cost: 
     Special 
Range: 
     Unlimited 
Preparation Time: 
     2 
Area of Effect: 
     Special 
Prerequisites: 
     21st level 

With this power a dreamer psionicist can, in Dreamland, construct any creature with which he/she is familiar. This will enable
the dreamer to empower the construct with _all_ abilities of the creature including magical, psionic, etc. The dreamer then
becomes the brain of the construct using the construct's senses, abilities, etc. The dreamer's dream form becomes inert during
this period, and may be as far away from the construct as the dreamer desires. Further, the construct has the maximum number
of hit points possible for a creature of this type, and draws all PSPs from the dreamer's PSP total. The dreamer may use all
psionicist powers he/she has normally available in addition to whatever the construct has available. If the construct is slain, the
dreamer is immediately forced back to his/her own form, and must make a system shock roll. If the roll is successful, then the
dreamer regains consciousness in their proper form with no ill effects, if failed, the dreamer passes out for 3d6 rounds, and
suffers 2d6 hit points of damage. 

This is a difficult power to use because of the high PSP cost. The initial cost is 10 PSPs per 1000 XP the creature being
imitated is worth. So for instance, a creature worth 16,000 XP requires an initial cost of 160 PSPs to make a construct of. The
maintenance cost is one tenth the initial cost per round. The calculation of the initial cost can be further refined by making it to
be 1 PSP per 100 XP. Round fractions up in this calculation. 

Power Score: 
     The construct's hit points are doubled. 
20: 
     The construct is seriously flawed in some way, at the discretion of the DM, not to be told to the dreamer. For example,
     the construct might have only half the normal number of hit points, it might not have some critical ability available, etc. 

5.1.6 Dream Crossover (Dreamer Power)

Power Check: 
     Int-2 
Initial Cost: 
     50 
Maintenance Cost: 
     10/hour 
Range: 
     0 
Preparation Time: 
     1 round 
Area of Effect: 
     personal 
Prerequisites: 
     15th level 

This power alters the dreamer's material world form so that resembles the Dreamland form in shape and statistics. The
transformation takes an actual time of 30 seconds (5 in a combat situation) but the dreamer must spend the rest of the round
recovering from the shock. After that, the dreamer's Dreamland form (including all Dreamland items and the Dreamland
weapon proficiencies) is fully usable. Although useful, this is also rather dangerous. If the dreamer rolls a natural 5 or less, they
fall into a coma for a number of days equal to 25 minus the dreamer's constitution. Once a dreamer ceases to expend PSP to
maintain this power, the dreamer's form slowly changes back (2 rounds for transformation) and the dreamer falls asleep for 1/2
the time that he/she was in their altered form. 

Power Score: 
     The crossover lasts 3 hours free. 
20: 
     The dreamer must make another power check. If it fails or is below 5, then the character dies, otherwise, he/she falls
     into a coma equal to 1/2 the time specified above for a power score failure. 

5.1.7 Dream Link (Dreamer Power)

Power Check: 
     Wis-1 
Initial Cost: 
     10 
Maintenance Cost: 
     2/turn 
Range: 
     100 miles plus 5 per level 
Preparation Time: 
     0 
Area of Effect: 
     1 person 
Prerequisites: 
     5th level 

This allows a dreamer to form a mental link between himself and another individual by linking their minds in Dreamland. This
power is similar to, and can replace, the psionic powers mindlink and contact, but some differences are there. The main
difference is that the link is two way, although with most people that does not mean much. When using this power on a
dreamer, the other dreamer must make a power score for the Dream Link power. If it succeeds and is above 5, then the victim
dreamer wakes up and can now use their powers. A normal psionicist can also wake up, but they must make their power
score, but at a -5 penalty (unless it fails naturally, in which case it has no penalty) 

Power Score: 
     The link is one way, and in favor of the dreamer. 
20: 
     The link is one way, in the favor of the victim, and the victim (if a psionicist) wakes up while the dreamer is mentally
     stunned for 1d6+5 rounds (in which time the link is kept up for free) 

5.1.8 DreamScape

Power Check: 
     Wis -6 
Initial Cost: 
     60 
Maintenance Cost: 
     20/rd 
Range: 
     Unlimited 
Preparation Time: 
     5 
Area of Effect: 
     1 square mile/level of Dreamland 
Prerequisites: 
     25th level 

With this power a dreamer psionicist can, in Dreamland, construct a dream landscape of any type they desire. It may be
mundane, fantastic, any type of terrain, etc. This in conjunction with Dream Creature allows the psionicist to gain godlike status
in Dreamland. Further, a psionicist who uses this power in conjunction with Dream Creature may construct and use a creature
without concern for the consequences of the creature being killed, further the psionicist may construct up to 1 + 1d2 creatures
of the same type without extra cost. 

Power Score: 
     The maintenance cost is halved. 
20: 
     The dreamscape is distorted badly, and anyone in it may save vs. spells to escape it. 

5.1.9 Dreamstalker

Power Check: 
     Wisdom -6 
Initial Cost: 
     40 
Maintenance Cost: 
     Contact 
Range: 
     100 Miles 
Preparation Time: 
     1 Turn 
Area of Effect: 
     1 Person 
Prerequisites: 
     Contact, Mindlink, Probe, Post Hypnotic Suggestion 

When the psionicist employs this science, he projects his consciousness into the dreams of his sleeping victim. Upon arrival into
the dream the victim is allowed a wisdom check to notice the anomaly. If it succeeds he understands the nature of the attacker,
and may choose to end the dream. 

When the psionicist enters the dream, he takes the form of the victim's worst fear. He then chases the victim until the dream
ends, or the victim wakes. Upon waking the victim remembers nothing about the dream, only a dark sense of foreboding and
fear. He will also have lost one point of Constitution. The point of CON can only be recovered through the following means:
restoration, heal, Psychic Surgery, or a Cell Adjustment costing 60 points. Each of these restores one point per application. A
limited wish will restore 3 points, and a wish will restore the victim fully. 

The Dreamstalker can be used night after night until the victim is dead (CON reaches zero). The victim can only be revived by
a heal, restoration, and resurrection, in that order, or through a wish. 

If the sleeper contacted through this power happens to be a dreamer psionicist, then the person using this power is in for a
rude awakening. The dreamer's conscious mind immediately awakens and they have several options. They can escape the
power and go into Dreamland and proceed to use their own powers on the person using Dreamstalker. They may use their
non-dreamer powers as if they too had a contact on the person using the power, and thus, start a psionic combat. They may
break contact at a cost of 10 PSP with no chance of failure. This would not require the ejection power as a dreamer has
trained to know all about Dreamland and dreaming and thus a contact via a dream (a normal dream) is not a threat to the
dreamer. A dreamer may also, in combination with the other options, make the psionicist using the Dreamstalker, believe that
he has succeeded in his attempt to enter the dreams and proceed from there. A particularily smart (and somewhat cruel)
dreamer could provide the Dreamstalker with suitable prey, that he believes is the victim of his power, and sit back and watch
the psionicist chase illusions. Or, the dreamer could even pretend to flee from the psionicist and suddenly turn on him and
attack. By using the right combination of powers, a dreamer could pull the psionicist into Dreamland, and then tear him to
shreds in a matter of rounds. 

Note: this power WILL NOT work if the sleeper is in Dreamland for any reason. Dreamers consider this power useless, as a
combination of their own powers will achieve a similar effect, and could be much more fatal in a shorter time. 

Power Score: 
     The psionicist can also ask one question as per Probe, or plant one suggestion as per PH suggestion. 
20: 
     The Dreamstalker fails, all 40 psp's are lost, and the psionicist must make a save versus death magic or lose 1d8
     Constitution points. These can only be regained as if the psionicist were under the effects of a Dreamstalker himself. 

5.1.10 Enter Dream (Dreamer Power)

Power Check: 
     Int-2 
Initial Cost: 
     10 
Maintenance Cost: 
     NA 
Range: 
     100 miles plus 5/level 
Preparation Time: 
     1 round 
Area of Effect: 
     1 person 
Prerequisites: 
     none 

]This power allows a dreamer to enter the dream of a sleeping person. Once inside the dream, the dreamer can any of their
powers directly on the individual. The dreamer may even draw others into the target's dream. As well, the dreamer may elect
to kill the individual in their dream. Doing so in a Natural Dreamland is very hazardous. Since the Natural Dreamland is only in
the mind of the individual (and the dreamer and any other are effectively inside it) killing the person is almost always fatal. Any
person left in the mind of a person who has just been killed, must make a saving throw vs. death magic or die with the
individual. The dreamer must make a Wisdom check at a -10 penalty. If succeeded, the dreamer is able to jump back to their
own body in time. 

Power Score: 
     The dreamer may kill the target without any chance of death 
20: 
     The dreamer must save vs. death magic or die 

5.1.11 Group Defense

Power Check: 
     Wis -6 
Initial Cost: 
     contact 
Maintenance Cost: 
     2/round/creature 
Range: 
     40 yards 
Preparation Time: 
     0 
Area of Effect: 
     up to 5 creatures 
Prerequisites: 
     contact, mindlink, lend strong mind 

This Science does the same as 'Lend Strong Mind' but up to 5 so contacted minds gain the benefits of a closed mind or, if
activated, the defense. The defense's Score is not penalized with -2 but the initial cost for the defense must be paid for every
contacted mind. 

Power Score: 
     The maintenance cost is reduced to 1/round/creature. 
20: 
     Every contact is broken and the Psionicist is unable to use any defense for 1d4 turns. 

5.1.12 Mind Hold

Power Check: 
     Int -3 
Initial Cost: 
     Contact 
Maintenance Cost: 
     8/round 
Range: 
     touch 
Preparation Time: 
     0 
Area of Effect: 
     1 Creature 
Prerequisites: 
     Contact 

This acts much like a domination. It, when the psionicist places a hand on the victim, grabs hold of the opponents psyche and
forces it into a sort of holding cell..thus the opponent is totally immobile during the time of usage, as well as under complete
physical control. Thoughts can occur, but no form of telepathy can occur. Also thinking becomes slowed, as the energy holding
the mind takes a lot of effort to overcome. Spellcasting becomes impossible while under the influence of this power. All
Intelligence and Wisdom checks are at -3. 

Power Score: 
     The psionicist badly batters the mind of the victim. The victim suffers as if he is under the influence of this power for 1
     day. The psionicist does not need to expend points to maintain this 
20: 
     The Psionicist gains a severe migraine which lasts for 2 turns, no powers may be used during this time. As well, all ability
     score checks are made at -2 due to the intense pain. Any loud noises REALLY hurt (anyone who has had a migraine
     can testify to this) 

5.1.13 Mind Kill

Power Check: 
     Wis -6 
Initial Cost: 
     20 
Maintenance Cost: 
     na 
Range: 
     100 yards 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     domination, 21st level 

Mind Kill is a forceful overload of the victims mind with psionically energy in form from contrary commands. It's one of the
new telepathic attacks used to establish contact with another psionicist. If the power is used against an already contacted mind,
it literary squeezes the fluids out of the brain, killing the victim instantly if he fails his save vs. death. Even if he succeed in the
save, he is rendered unconscious for 1d6 hours, leaving him completely helpless. 

Table for Attack-Modifier: 

      M- 
         TS 
             MB 
                 PA 
                     IF 
                        DA 
                            TW
 MT 
      +5 
         -2 
             -4 
                 +1 
                     -4 
                         -2 
                             -5
 EW 
      +5 
          0 
             -3 
                 -2 
                     -4 
                         -3 
                             -3
  II 
      -3 
         +2 
             +4 
                  0 
                     -1 
                         -5 
                             -3
 MD 
      +3 
         -1 
              0 
                 -1 
                     +3 
                         -1 
                             -4
 PC 
      +1 
         -3 
             -1 
                 -2 
                     -3 
                         0 
                             -4
 MK 
      0 
         +1 
             +2 
                 -4 
                     +1 
                         -3 
                             0
 PB 
      +2 
         +3 
              0 
                 -1 
                     -1 
                         -4 
                             -2

Power Score: 
     The save automatically fails. 
20: 
     The force is not transmitted violently but the contrary commands affect the attacker instead, rendering him helpless for 1
     turn, unable to use any psionic power. Also, half of the 20 PSPs are transmitted to the defender if he succeed in a
     CON-check. 

5.1.14 Obscure Defilement (Dark Sun power)

Power Check: 
     Int -4 
Initial Cost: 
     contact of each creature affected. 
Maintenance Cost: 
     5/round/creature 
Range: 
     Defiled Area 
Preparation Time: 
     0 
Area of Effect: 
     Defiled Area 
Prerequisites: 
     Mindlink, Contact, Invisibility 

This power is remarkably like superior invisibility, except that it covers the smell, sound, and sight of the ash surrounding the
defiler. The power score decreases by one however, per level of the spell being cast. So a fourth level spell will be at INT -8.
However, if a person comes back to the defiled area at a later date, he/she will notice the defiled area, unless cloaked by
another talent. 

Power Score: 
     Every time the people affected by this spell come back to this particular spot, they will not see the area of ash. Ever. 
20: 
     They know exactly what is going on, and the Defiler is in BIG trouble. 

5.1.15 Paralyze

Power Check: 
     Wis -2 
Initial Cost:     contact 
Maintenance Cost: 
     5/round 
Range: 
     90 yards 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     mindlink, contact 

Using this power, the psionicist can paralyze a creature contacted. The creature must be within 90 yards of the psionicist, but
needs not be within line-of-sight. If the creature is able to be seen, there is no modification to the psionicist's power score. If
the creature is not visible (invisible, hidden, or otherwise blocked from sight), the psionicist's power score is reduced by three. 

Any creature affected by this power must make a saving throw vs. paralyzation or be unable to move. The power works by
blocking signals from the creature's brain to its voluntary muscles. Since the brain cannot issue any new instructions to the
voluntary muscles, they remain in the position that they were last told to assume. (Okay, so this isn't exactly how the nervous
system really works, but this is a fantasy game . . .) This power can in no way affect involuntary muscles, so the victim doesn't
have to worry about breathing or having a heart attack. 

The victim is affected only as long as the psionicist maintains the power, and can move normally after the power is ended
(assuming they've survived). As with any other form of paralysis, any paralyzed creature can be automatically hit in combat
situations, or automatically killed in non- combat situations. Note that good psionicists who use this power to make foes into
easy targets will find their alignments bending towards evil. (That is, if they intentionally do so. If the party berserker picks off a
helpless opponent that the psionicist was planning to interrogate, then it's the fighter's problem, not the psionicist's.) 

Power Score: 
     The paralysis lasts for 1d6+1 turns with no maintenance cost and contact need not be continued. 
20: 
     The psionicist must make a saving throw vs. paralyzation or be paralyzed for 1d6 + 1 rounds. 

5.1.16 Plant Control

Power Check: 
     Wis -2 
Initial Cost: 
     contact 
Maintenance Cost: 
     5/round 
Range: 
     100 yards 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     mindlink, contact 

This science allows the psionicist to control plants of all varieties. It allows him to animate the plant and have it preform simple
tasks. For example, Belor needs to get a wagon through the forest, but there is not path and trees are blocking the way. With
this science Belor could contact the trees and command them to move. Obviously there will be a few potholes to maneuver
around, but that's ok. A character with a non evil alignment would also command the trees to replant themselves somewhere
else out of the way. Treants are immune to plant control, because they are not considered to be plants for game purposes. 

Power Score: 
     He may control intelligent plants. 
20: 
     He gains plant intelligence for duration of power. 

5.1.17 Possession

Power Check: 
     Con -5 
Initial Cost: 
     contact +80 
Maintenance Cost: 
     na 
Range: 
     touch 
Preparation Time: 
     3 
Area of Effect: 
     individual 
Prerequisites: 
     mindlink, contact, valuable gem (1,000gp+) 

This science is similar to the science switch personality. It allows a psionicist to possess an individuals body, without the risk of
losing his own. It requires a gem worth a 1,000gp or more to store the individuals mind in while the psionicist barrows its
body. Here's how it works. The psionicist takes the gem in one hand and touches the victim with the other. The psionicist pays
the initial 80 PSPs and the victims mind is transferred to the gem at a rate of one of the victims levels or hit die a round. If the
psionicist releases the victim or the gem before the transfer is complete the victims mind snaps back and the process must be
started over from the beginning. Once the victims mind is completely transferred to the gem the psionicist is transferred into the
victims body in one round. (It takes longer to put a mind into a gem then into an empty body.) The transfer is considered
permanent, and lasts until the psionicist uses this science again to reverse it. The psionicist does not suffer any ill affects form
the transfer and is able to function without any problems. His old body will live for one week with no mind in it. After the week
has passed the psionicist must either transfer back to his own body or it dies. The psionicist will require a large meal and a day
of rest if he stays out of his body for the entire week and then reenters it. When the psionicist leaves his victims body, no
matter where the gem is located at the time, the victims mind will snap back to it's body form inside the gem, unaware of any
time passing. A gem may be used more then once, but it can never hold more than one mind at a time. 

The psionicist gains the physical attributes (Strength, Constitution, and Dexterity) of his victim. However, he retains his own
THAC0, proficiencies, and so forth. Any creature that can be contacted can be possessed, with the exception of plants, unless
the plant has a localized brain. 

Power Score: 
     The initial cost is reduced to contact +40. 
20: 
     The psionicist is trapped in the gem for 1D6 days and then snaps back to his own body. (If the psionicist body is dead
     then the psionicist mind is lost in the transfer back. (Your dead.)) 

5.1.18 Waking Dream (Dreamer Power)

Power Check: 
     Int-8 
Initial Cost: 
     50+10/person 
Maintenance Cost: 
     NA 
Range: 
     25' radius 
Preparation Time: 
     2 rounds 
Area of Effect: 
     up to 10 people within range 
Prerequisites: 
     20th level 

This powerful psionic allows the dreamer to transport the physical bodies of others into Dreamland. This power requires
intense concentration during the preparation time and any interruption will have the same effect as rolling a 20. The preparation
time may be skipped in an emergency, but the power score will then become Int-15. This is the same as entering Dreamland
normally for a dreamer, but all victims are physically in Dreamland, and cannot escape, except with a Wish spell. Any
dreamers who are being forced in this way must make a wisdom roll. If they succeed, then they have entered Dreamland
normally, otherwise, all Dreamland powers are gone. As well, dreamers forced in via this spell have their mind destroyed
(Intelligence 1, Wisdom 1) until a Wish or Heal spell is used. 

Power Score: 
     The minds of the victims are destroyed as above (including any dreamers) 
20: 
     The dreamer becomes a Lost One (Ravenloft Monstrous Compendium) and is transported to Ravenloft where only
     Wish can restore their mind or the mind of the dreamer is stuck in Dreamland and the body becomes a lifeless shell.
     Only a god can restore the dreamer from the later form, and this is no small ask, so the god may require a rather
     dangerous task in return. The result of a 20 is up to the DM. 

5.2 Telepathic Devotions

5.2.1 Change Dream Form (Dreamer Power)

Power Check: 
     Int-3 
Initial Cost: 
     5 
Maintenance Cost: 
     1/turn 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     Personal 
Prerequisites: 
     None 

This power allows a dreamer to alter their physical self in a manner similar to certain spells. A level 1 it is equivalent to a
change self spell. At level 5, 2 dream statistic points are added to the amount to be distributed. At level 7, this psionic is
equivalent to a polymorph self spell. At level 9, 5 dream statistic points can be added. At level 15, this total rises to 10. At
level 20, this power is similar to a shape change spell except that body parts can change by themselves without the rest of the
body being affected. The number of dream statistic points is raised to 15. 

Power Score: 
     Move up to the next level of mastery (i.e. 1st level to 5th level, 5th level to 7th level, etc.) 
20: 
     The dreamer succeeds, but at one level of mastery lower and attracts the attention of a Dream Demon (q.v.) 

5.2.2 Disconnect Skills

Power Check: 
     Wis-3 
Initial Cost: 
     contact 
Maintenance Cost: 
     7/round 
Range: 
     75 yards 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     contact, mindlink 

This power allows the psionicist to "disconnect" a character's primary skills from his mind, causing a specific type of amnesia.
Thus, a fighter has much more difficulty fighting with weapons, a mage has a chance of spells malfunctioning, bards lose their
musical and poetic abilities, a psionicist's mental powers become harder to use. Characters have no difficulty doing things not
"native" to their class, for example, a mage fight with weapons, or a fighter use a magic wand. Multi-class characters have
difficulties with the abilities of whichever class has the highest level (rolling if two or more are equal), and dual-classed humans
lose the abilities of their current class. 

To determine the amount of disruption caused by Disconnect Skills, take the psionicist's roll and divide by two, rounding up
the result (a roll of 4 rounds to 2, a roll of 11 rounds to 6). For each disruption point, the character suffers a -1 penalty when
skills measured on a d20 are used, or a -5% penalty when a d100 is used. The breakdown of vulnerable skills is given by this
list: 

Fighter     penality on all attacks and armor class (-1 per disruption point) 
Cleric 
     chance of spell failure (5% per disruption point), and turning failure (-1 on turning roll per disruption point) 
Mage 
     chance of spell failure and magic item failure (5% per disruption point for both) 
Thief 
     penalty to thieving abilities (5% per disruption point) 
Psionicist 
     penalty to power checks (-1 per disruption point) 

Power Score: 
     The victim cannot take any actions (except defending) for the first round. 
20: 
     The psionicist is affected by this power for 2-12 rounds. 

5.2.3 Dream Items (Dreamer Power)

Power Check: 
     Int-1 
Initial Cost: 
     5 
Maintenance Cost: 
     NA 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     1 item 
Prerequisites: 
     none 

This allows the dreamer to create any non-magical, personal item, weapon, suit of armor, etc. This item lasts as long as the
dreamer stays in Dreamland. The item will behave as the normal item would (a weapon will cause damage, armor will protect a
person and a rope will, well..um, do rope things!) 

Power Score: 
     The item is magical and the DM will determine its powers, but it will only bring 1/10th of its full experience value. The
     maximum experience possible (before devaluation) is 1,000XP. 
20: 
     This item is extremely unstable and will explode causing 2d10 hp damage when moved quickly (most likely when picked
     up) 

5.2.4 Dream Magnet (Dreamer Power)

Power Check: 
     Wis-3 
Initial Cost: 
     5 
Maintenance Cost: 
     NA 
Range: 
     100 miles plus 5/level 
Preparation Time: 
     0 
Area of Effect: 
     1 person plus 1 every 5 levels 
Prerequisites: 
     None 

This power allows the dreamer to pull a sleeping person into the mode of Dreamland that the dreamer is currently in, be it
natural, true, or travel. This does not actually give the dreamer access to the person's dreams, but it does have a chance (75%)
of giving the victim a very severe nightmare with all the negative affects associated with one. If the sleeper is already having a
Dreamland dream, then it will automatically be a nightmare. If the victim does not having a nightmare, then they would not have
a dream at all that night. This power is essential to dreamer so that they may have access to their victims (which must be in
Dreamland for any of their powers, save Dream Crossover and Waking Dream) 

Power Score: 
     The victim suffers Dreamland nightmares for two nights after the initial night of severe nightmares. 
20: 
     The dreamer suffers nightmares that night. 

5.2.5 Dream Watcher (Dreamer Power)

Power Check: 
     Wis 
Initial Cost: 
     7 
Maintenance Cost: 
     1/turn 
Range: 
     100 miles plus 5/level 
Preparation Time: 
     0 
Area of Effect: 
     1 person plus 1 every 5 levels 
Prerequisites: 
     2nd level 

This power allows the dreamer to watch in on another's dream. They cannot participate or otherwise communicate, but the
sleeper "feels" that they are being watched. Due to this for every 2 turns the dreamer is watching, the dream moves down one
type on the dream scale (good becomes average, average ceases to be a dream, no dream soon turns into a bad one, and so
on) As well, using this power in conjunction with Control Dream, the dreamer gains a +2 bonus when attempting to use the
Control Dream power, but not if that +2 will take it over the power score. 

Power Score: 
     The character can send mental messages to the person watched. This quadruples the speed of the decay of the dream
     after a message is sent, even if the message is reassuring. 
20: 
     The dreamer is actually watching his worst nightmare from when he/she was a child. This shakes up the dreamer as per
     the rules for extreme nightmares. 

5.2.6 Equilibrium Disruption 

Power Check: 
     Wis-4 
Initial Cost: 
     contact 
Maintenance Cost: 
     4/round 
Range: 
     300 yards 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     contact, mindlink 

This devotion allows the psionicist to weaken the victim's sense of balance. There is nothing physically wrong with the person,
but the disruption prevents him or her from maintaining balance. Walking becomes difficult, spells may fail due to lack of
balance, and skills are harder to perform. 

The victim is allowed a saving throw versus death. If the save is successful, the victim retains most of his/her equilibrium,
causing all attacks or actions to be made at a -1 or -5% penalty. Movement is at 75% normal speed, spells of 7th level or
higher cannot be cast, and there is a general 5% chance of spell failure. If the saving throw is failed, all actions are at a -3 or
-15% penalty, the maximum movement rate is 1/3 the normal rate, and spells of 5th level or higher cannot be cast. Spells that
are cast have a 15% chance of failure. If the character is near any height greater than 15 feet, vertigo strikes, worsening all
penalties by an additional -1 or -5%. If the saving throw is an unmodified 1, then the character loses all equilibrium and falls to
the ground, helpless. Helpless characters get a saving throw vs. death every round thereafter. If the save is made, then the
character can function again, but using the "-15%" category for penalties. 

Once every 5 rounds, the character gets a saving throw vs. death to see how he or she is doing. Use this new saving throw to
determine the penalties for the next 5 rounds. Characters that are helpless get to save every round until able to stand, then
begin making a saving throw once every 5 rounds. 

Power Score: 
     All penalties are increased by -1, or -5%. 
20: 
     The psionicist is affected by this power until he or she gets a 19 or 20 on the save versus death. 

5.2.7 Glibness

Power Check: 
     Int-4 
Initial Cost: 
     10 
Maintenance Cost: 
     6/round 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     none 

This power gives the psionicist all the benefits of a Philter of Glibness, and also will affect Truthear in the same manner as a
Philter of Glibness affects a Detect Lie spell. 

Power Score: 
     The lying is undetectable, even with magic, for 5 rounds. 
20: 
     The psionicist's words are heard as normal and all who can understand them know what he/she was attempting 

5.2.8 Induce Pleasure

Power Check: 
     Con -2 
Initial Cost: 
     contact 
Maintenance Cost: 
     2/round 
Range: 
     touch 
Preparation Time: 
     1 
Area of Effect: 
     individual 
Prerequisites: 
     mindlink, contact 

This is the opposite power of Inflict Pain. While no good comes from it (no healing or curative effects), it makes the subject
individual shudder and twist in ecstacy. If used in combat, the victim must save vs paralyzation in order to keep functioning and
fighting. Failure to save indicates a penalty of -4 on all attack rolls that round, and any spells being cast are disrupted. 

The insidious effects of this power occur when it is used in conjunction with Inflict Pain. By using the two powers
interchangeably, dependent upon the victim's actions, the victim can be conditioned to perform certain acts instead of other
acts they would normally perform. For each week of being subjected to this treatment, they must make a wisdom check, with
a penalty equal to the number of weeks of "treatment" (i.e., 3 weeks of treatment = penalty of -3) or have their actions in
particular scenarios predetermined by their conditioning. Only one area of behavior may be affected per victim. Depending
upon the behavior modification, there is a chance (DM's discretion) for an alignment change by the victim. 

Power Score: 
     The pleasure is so overwhelming that the victim passes out for 1d10 rounds. 
20: 
     The contact is broken. 

5.2.9 Lend Strong Mind

Power Check: 
     Wis -4 
Initial Cost: 
     contact 
Maintenance Cost: 
     1/round 
Range: 
     30 yards 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     contact, mindlink, 0th level 

With this Devotion, the Psionicist is able to defend a contacted mind against intrusion from another Psionicist. Any attempt to
contact this mind fails and a Psychic Combat must be fought. The Defense can be established with this Devotion in the
contacted mind; using the Psionicist's Score -2. While defending his friend's mind, the Psionicist sacrifices his own defense in
the first place, but he may activate one other power in the same round (because one of the powers is a defense). It's not
possible to use this Devotion AND establish a defense in the friend's mind in the same round. The other power may ba a
defense for the Psionicist's own mind, an attack, or any other power he is able to use. If the Psionicist does not defend himself
mentally, nevertheless he has a closed mind, so he cannot be contacted without combat. Then, any successful attack versus his
mind establishes one tangent. 

Power Score: 
     The contacted mind gains the benefits of a 'Thought Shield'. 
20: 
     The Psionicist is not able to use any defense for 1 turn. 

5.2.10 Memory Summoning

Power Check: 
     Int -3 
Initial Cost: 
     contact 
Maintenance Cost: 
     7/round 
Range: 
     Sight 
Preparation Time: 
     Differs 
Area of Effect: 
     Individual 
Prerequisites: 
     Send Thoughts, False Sensory Input 

By means of this power a Psionicist can effectively bypass another person's natural defense's. (including another psionicst's
defenses) Many Dms out there believe that if someone psionically touched they will know it (especially in the case of another
psionicsts), with this power this is not the case. The psionicist will implant a thought into another person's mind this thought will
be a front and he will follow it into the person's mind. The person will notice the thought and not the mind touching (on a
successful power check). This is a very risky proposition (checks must be made by the DM every other round), but the
benefits are enormous the psionicist can roam around as if he were using a probe. The probe that is used here though is not the
same because the psionicist can not make his presence known (where when normally using probe he tries to batter down any
defenses) he can only find the answer to one simple question every other round (and longer if a complex question up to the
DM). He will not know if he has attracted the attention of the person's mind that he is in, unless he finds resistance but until
then he will have no idea if he has been found out. The person who's mind has been entered will know if that his mind has been
entered when the psionicist fails a power check and at that time can try to use any defenses he can use or get. The preparation
time must be spent finding out about the person that the power will be used on. He must find some thought that he can use to
follow in to the mind with. (ie A gladiator learning to use a sword, an elf finally earning his name, a halfling eating a person for
the first time, etc.) 

Power Score: 
     The psionicist only has to make a check every fourth round. 
20: 
     Automatic Failure the person knows your there and can take whatever precautions he can to stop your entry into his
     mind or stop you from going further into his mind. 

5.2.11 Mental Dagger

Power Check: 
     Wis -4 
Initial Cost: 
     6 
Maintenance Cost: 
     na 
Range: 
     50/100/150 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     contact, mindlink 

Mental Dagger is a sharp, pointed attack against the victim's mind. It's one of the new telepathic attacks used to establish
contact with another Psionicist. If the power is used against a already contacted mind, it opens a mental wound where the
life-force is sipping out. The victim suffers a loss of 1 HP per round thereafter, beginning with the round of first use. When used
again, the loss is increased by 1 HP per round to a maximum of 3 HP/round. The wound closes when the victim is rendered
unconscious, is psychic surged, or gains the benefits of any cure spell ore power. If the rules for 'Death's Door' are in use, the
bleeding stops at 0 HP, else is stops at 1 HP and the victim falls unconscious. 

Power Score: 
     The loss is 2 HP/round, the maximum is increased by 1. 
20: 
     The psionicist suffers the wound by himself. 

5.2.12 Negate Sensory Input

Power Check: 
     Int - 4 
Initial Cost: 
     contact 
Maintenance Cost: 
     5/round 
Range: 
     15 miles 
Preparation Time: 
     0 
Area of Effect: 
     individual 
Prerequisites: 
     contact, mindlink, false sensory input 

This devotion allows the psionicist to actually block out one form of sensory input. Affected senses can be taste, smell, sight,
hearing, or one kind of touch (either pain, pressure, temperature, or hunger/thirst). While in effect, the victim is totally unable to
"comprehend" the sense, almost as if it was disconnected from his brain. As a result, standard curative magic will not work, but
remove curse might (DM's discretion). Only one sense can be affected for every use of this power, thus, it requires two
separate usages to make a person deaf and blind. Standard penalties apply to blindness and deafness; loss of taste prevents
the victim from being able to taste anything (including spoilage or poison), loss of smell prevents the victim from smelling smoke
or a the stench of various monsters (including troglodytes and ghasts). In terms of loss of touch, inhibiting pain prevents a
character from knowing how many hit points he's lost, inhibiting pressure causes the person's body to become numb (-2 on
attacks, movement at 1/2 movement rate, DEX checks may be needed at DM's discretion to prevent falling or dropping
something), inhibiting temperature means the person cannot tell if something is too hot/cold to handle (although after 7 points of
heat/fire damage, pain begins, but the character might not know why), and inhibiting hunger and thirst means that the character
does not realize he's hungry or thirsty... and thus could starve to death at a banquet, or be protected from an _insatiable thirst_
spell. 

Power Score: 
     Two senses can be negated for 6 points per round, or one sense can be negated for 4 points per round. 
20: 
     The victim's senses are not altered, but the psionicist thinks the power worked. Also, the victim is protected from all
     forms of _false sensory input_ and _negate sensory input_, regardless of who is projecting it. 

5.2.13 Psychic Armor

Power Check: 
     Wis -3 
Initial Cost: 
     5 
Maintenance Cost: 
     na 
Range: 
     0 
Preparation Time: 
     0 
Area of Effect: 
     personal 
Prerequisites: 
     none 

Psychic Armor is a new defense against unwanted contact. It puts the Psionicist's mind in a kind of armor, weakening any
psionic activities. Thus, it's more difficult to use any attack against the Psionicist, but he himself suffers grievous penalties as
well. Any one other power activated in the same round with this devotion is penalized with -2 to the Power Score. 

Power Score: 
     The use of this power does not effect other powers. 
20: 
     The defense falters but the penalty remains for 1d6 rounds (in addition to any other penalties from this power).