Metapsionic Sciences

Appraise
Power Score: Int -4
Initial Cost: 14
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
With this power, a psionicist can determine the likelihood that a specific course of action will succeed. He focuses on a course of action and examines the possibilities. He assigns probabilities. Then he mentally processes enormous calculations to arrive at an overall probability of success. In game play, the character must first pass a power check. If he does, the DM must reveal the percentage chance for the plan or actions success. Exact odds may be difficult or impossible to determine, but the DM should provide his most accurate, honest appraisal. No one, not even a psionicist, can foresee the future with assured accuracy. Like precognition, the success of this power depends on how closely the characters adhere to their plans. Do they act as they intended? React as they intended? What factors did they fail to foresee? Every deviation steers events away from the predicted path. If this power is used, the DM should give the best answer he can, based on information the characters have. Factors they don't know about, and therefore can't take into account while forming a plan, can change things dramatically.
Power Score: The player is allowed to reroll any three die rolls to help make his character's forecast more accurate.
20: The psionicist can't use this power successfully again for ld4 days.
Aura Alteration
Power Score: Wis -4
Initial Cost: 10
Maintenance Cost: na
Range: touch
Preparation Time: 5
Area of Effect- individual
Prerequisites: psychic surgery, 5th level
With aura alteration, a psionicist can temporarily disguise a person's alignment, disguise his level, or remove aura afflictions like curses, geases, and quests. Disguising a character's alignment or level is the easiest to do. The disguise is temporary, lasting only 1-6 hours. It has no effect on the character's real alignment or class, but a psionicist with aura sight will be fooled by the fake aura. Because curses, geases, and quests are imprinted on the character's aura, they can be removed with this power. A psionicist who tries this suffers a -6 penalty to his power score and must expend 20 PSPs instead of 10. If the die roll is I, the psionicist's patient must make a saving throw vs. spells to avoid losing one experience level. (A slip of the psychic scalpel can close off vital parts of the brain.)
Power Score: No other effect.
20: The full PSP cost of the power must be paid despite the lack of success, and this psionicist cannot alter this aura until he achieves a higher experience level.
Empower
Power Score: Wis -12
Initial Cost: varies
Maintenance Cost: na
Range: touch
Preparation Time: 0
Area of Effect: 1 item
Prerequisites: 10th level
This is not a tool for weak or inexperienced characters. Empower allows a psionicist to im- bue an item with rudimentary intelligence and psionic ability. The process, which requires extraodinary time and effort, is described below. Item Requirements. An item must meet two requirements before it can be empowered. First, it must be of exceptional quality-worth 250% to 500% of the normal cost for an item of its type. Second, it must be new. The process of empowering must begin within 48 hours after the item is manufactured. If it is delayed longer, the item cannot be empowered. (If the psionicist still tries, he automatically fails Step One below, expending 50 PSPs.) If the item meets these two requirements, the psionicist can begin the empowerment.
Step One. At the start of each day, the psionicist must first prepare the item to receive psionic power. This costs 50 PSPs and requires a power check. If this check fails, the day is wasted; no further progress can be made until the next day.
Step Two. If the item has been prepared, the psionicist can give it access to a discipline. It can have access to only one discipline, never more, and the psionicist himself must have access to it. This step costs 100 PSPs and requires a power check.
Step Three. The psionicist can attempt to empower the item with any single power he knows within the chosen discipline. (The item must have been properly prepared on the same day.) The psionicist must make two successful power checks: first, a check for the chosen power (using the appropriate power score), and second, another empower check. If both checks succeed, the item has that psionic power, with a score two points below the psionicist's. If Step Three is successful, the psionicist expends another 100 PSPs. (Failure means he expends half that amount, as usual.)
Step Four. The psionicist can imbue the item with other powers by repeating Step Three. The item can acquire one power per day, provided it has been properly prepared (see Step One).
Step Five. When the item has acquired all the powers which the psionicist intends to give it, the psionicist can seal those powers within the item. To do this, he must prepare the item one more time (expending 50 PSPs), and make an endowment power check one last time. If the item is sealed successfully, it can never gain any additional powers-but it can't lose them, either. An item that has not been sealed will lose one power per month until it is just a normal object again. An empowered object has 8 PSPs per devotion and 12 per science. It has Intelligence equal to its maker's Intelligence minus ld6 points, with a minimum of 12. Its ego is 2 points per devotion and 3 points per science. Unless it was empowered with another telepathic power, it communicates as indicated on Table 113, "Weapon Intelligence and Capabilities" in the AD&D 2nd Edition DMG (p. 186). Its alignment matches its creator's. The weapon has its own personality, however, and like all intelligent weapons, it will try to assert its independence at every opportunity. The empowering process must be unbroken. If a day passes in which the psionicist does not at least try to prepare the object, it is finished as is. He cannot even try to seal the powers; they will wear off over the course of time.
Power Score: No other effect.
20: If three 20's are rolled during the empowering process, the item is a complete and utter failure.
Psychic Clone
Power Score: Wis -8
Initial Cost: 50
Maintenance Cost: 5/round
Range: 60 feet
Preparation Time: 10 rounds
Area of Effect: special
Prerequisites: clairaudience, clairvoyance, psychic messenger, 5th level
When this power is initiated, a clone of the psionicist steps out of his body. It is in everyway identical to the original form, except that it has no substance. The psionicist can see and hear what the clone sees and hears. The clone will do anything the psionicist wants it to (as if it were actually him). Furthermore, the psioni-cist's psyche goes with the clone, thus enabling it to perform all of his psionic powers. This power has a serious drawback. As long as the clone exists, the psionicist himself is practically a turnip. He retains only three senses: smell, taste, and touch. He cannot move, see, or hear. All his psionic powers are transferred to the clone. In effect, the immobile character is no longer a psionicist; not even psionic sense will reveal his true nature. He can be slain without any combat rolls if an opponent wishes to do so. The clone can travel up to 60 feet from the psionicist. It can go anywhere the psionicist himself could go. For example, it can walk down a corridor, walk across acid (the clone has no substance and cannot be hurt), and swim (provided the psionicist can). Because the psionicist could walk through an unlocked door, so can the clone-although the clone passes through like a ghost. However, a clone cannot travel through walls or walk on water, because the psionicist could not either. The clone is impervious to all forms of attack and damage except psionic or mental attack (which will affect the psionicist).
Power Score: The clone can travel through walls and other solid objects.
20: No other effect.
Psychic Surgery
Power Score: Wis -5
Initial Cost: contact
Maintenance Cost: IO/turn
Range: touch
Preparation Time: 10
Area of Effect: individual
Prerequisite: mindlink, contact
Psychic surgery allows a telepath to repair psychic damage. He can even operate on him- self if need be, though his power score is reduced by 5 in this case. Phobias, aversions, idiocy, comas, seizures-all these psychic ailments can be treated and cured, as well as several others. Curses or magical conditions-such as geases and charms-cannot be cured. This power cannot cure possession, either. However, psychic surgery can confirm that the problem really is possession, and can force the possessing entity into psionic combat if the surgeon desires. This may be risky, since creatures capable of possession are often quite powerful and the psionicist cannot ascertain their power beforehand. On the other hand, psychic surgery could cure the possession indirectly by forcing a psionically weak entity to flee rather than face combat. Most psychic ailments can be cured in one turn or less. However, if the psionicist's power check result equals I or 2, the problem is particularly tricky and requires another turn to repair. If the power check fails, the problem is too great for the psionicist to fix. He can try again after gaining another experience level.
Special Operations: Psychic surgery has two special uses. First, the surgeon can use this power to help nonpsionicists unleash their wild powers. If the psionicist performs this kind of operation successfully, the patient gains a -2 bonus to his wild talent roll. (See Chapter 1.) The second operation can make the effect of any power in the telepathy discipline permanent with no maintenance cost. The patient is rarely grateful, because the power is not bestowed on the subject, only its effect. In this way, a person can be permanently dominated or fate-linked, for example. The following restrictions apply:
  1. The power must be maintainable (i.e., it must have a maintenance cost).
  2. The power must have a range of other than zero.
  3. The surgeon must know the power and use it successfully on the patient.
  4. A psionicist cannot use this type of surgery on himself or on another psionicist. If he tries, nothing happens.
  5. At most, only one power can made permanent per turn. If the result of the power check is I or 2, the procedure takes two turns instead of one. This procedure can also be reversed; i.e., psychic surgery can be used to remove a permanently implanted telepathic effect.

  6. Power Score: The surgery takes only 5 rounds per "implanted" power.
    20: The surgeon cannot use this power successfully again for 1d4 days.
    Split Personality
    Power Score: Wis -5
    Initial Cost: 40
    Maintenance Cost: 6/round
    Range: 0
    Preparation Time: 1
    Area of Effect: personal
    Prerequisites: psychic surgery, 10th level
    This is not a psychosis; it's the power to divide one's mind into two independent parts. Each part functions in complete autonomy, like two characters in one body. Both parts communicate fully. Both can use psionic powers, even at the same time. That means a split personality can use twice as many psionic powers per round. (The character's total number of PSPs remains the same, however, with both personalities drawing from it.) Alternately, one personality can use psionic powers while the other does something else-e.g., converse, ponder a puzzle, or control the body in melee. Thus, split personality allows a character to fight physically and psionically at the same time. Mental attacks directed against the psionicist affect only half of the mind. Contact must be established separately with each half. If one half is destroyed, controlled, or subdued somehow, the other half can continue fighting independently and retains control of the body. Before he attempts to make his personality whole again, the psionicist must make a saving throw vs. paralyzation if any of the following is true: 1) he does not control both portions of his mind, 2) he has unrepaired psychic damage, or 3) is suffering unwanted contact. A successful save means that his mind returns to complete health and throws off all undesired influences. Failure means that the afflicted portion of his mind becomes dominant and he passes out for ld6 turns, but regains consciousness free of undesired influences.
    Power Score: The mind splits into three parts instead of two.
    20: The character passes out for 1d6 turns.
    Ultrablast
    Power Score: Wis -10
    Initial Cost: 75
    Maintenance Cost: 0
    Range: 0
    Preparation Time: 3
    Area of Effect: 50' radius
    Prerequisites: 10th level
    A character using psionic ultrablast can overwhelm and damage nearby psyches. To do this, he casts thought waves in all directions. In laymen's terms, the psionicist "grumbles" psychically for three rounds. Then his consciousness bursts forth and a horrid, psychic scream penetrates all minds within 50 feet. Victims may never be the same again. All characters within 50 feet of the psionic ultrablast must save vs. paralyzation. Failure means they pass out for 2d6 turns. Those who pass out must immediately save vs. paralyzation again. If they fail a second time, they lose all psionic power. Only psychic surgery can help them recover this loss. Although the blast does not affect the initiator, the risks are great. If the power check fails, he becomes comatose for ldIO days. Some characters may think he's dead.
    Power Score: Creatures of 3 hit dice or less die if they fail their save.
    20: The initiator must save vs. paralyza-tion or die. If he lives, he loses the use of all his psionic powers for 2d6 days.

    Metapsioitic Devotions

    Cannibalize
    Power Score: Con
    Initial Cost: 0
    Maintenance Cost: na
    Range: 0
    Preparation Time: 0
    Area of Effect: personal
    Prerequisites: 5th level
    This power allows the character to cannibalize his own body for extra PSPs. When it is used, the character can take any number of Constitution points and convert them directly to PSPs at a ratio of 1:8. (One Constitution point becomes eight psionic strength points.) The psionicist can use these points anytime, as if they were part of his total. The Constitution reduction is not permanent, but it is debilitating and long-lasting. The character immediately loses bonus hit points. His system shock and resurrection survival chances are reduced. Most importantly, all of his psionic power scores which are based on Constitution are reduced by the appropriate amount. A psionicist can recover one cannibalized point of Constitution per week of rest. Rest means staying quietly at home (safely indoors). Adventuring is not allowed.
    Power Score: The psionicist gains 8 PSPs without reducing his Constitution.
    20: The character loses 1d4 Constitution points, but can regain them by resting.
    Convergence
    Power Score: Wis
    Initial Cost: 8
    Maintenance Cost: 0
    Range: 10 yards
    Preparation Time: 1
    Area of Effect: 10 yards
    Prerequisites: contact, 4th level
    When psionicists put their heads together, the results can be impressive. Convergence allows psionicists to link their minds into one synergetic being-an entity more powerful than the sum of the individual parts. There is no limit to the number of psionicists who join minds. Each participating psionicist must know the convergence power, however, and each must make a successful power check in the same round. Then they are linked. All their PSPs flow into a single pool, from which each draws his strength. If one participant knows a power, now anyone in the group can use it. Each participant can use psionic powers at the normal rate per turn: one defense and one other power per round. If the group is attacked psionically, the attack must overcome every working defense. If it does, the attack . affects every character in the convergence, or as many as possible. When the convergence is discontinued, PSPs that remain in the pool are evenly divided among all the participants. Fractions are rounded down, and no individual can exceed his usual maximum (extra points are lost).
    Power Score: No other effect.
    20: The participant loses 1d20 PSPs.
    Enhancement
    Power Score: Wis -3
    Initial Cost: 30
    Maintenance Cost: 8/round
    Range: 0
    Preparation Time: 5
    Area of Effect: personal
    Prerequisites: 6th level
    This power yields the same results as the Meditative Focus proficiency, in less time. When a psionicist learns this power, he selects one discipline to enhance. As long as he maintains the enhancement power, all of his power scores within the chosen discipline are increased by two. At the same time, all other power scores are reduced by one.
    Power Score: Other scores are not reduced.
    20: All power scores in the chosen discipline are reduced by one for 24 hours.
    Gird
    Power Score: Int -3
    Initial Cost: 0
    Maintenance Cost: 2 x maintenance
    Range: 0
    Preparation Time: 0
    Area of Effect: personal
    Prerequisites: 3rd level
    Each time a psionicist girds another power, he can maintain that power automatically- i.e., without mental concentration. Thus, a psionicist who is maintaining only girded powers can sleep without disrupting those powers. To use gird, the psionicist must first initiate and maintain the power he intends to affect. Then he must make a girding power check. If he succeeds, he automatically pays twice the normal maintenance cost for the girded power-or a minimum of I PSP per hour. To remove the girding, he must consciously decide to do so (no power check is required). Otherwise, the girding remains in place until the psionicist runs out of PSPs. That means a psionicist who's unconscious or sleeping could awaken to find all his psionic strength girded away. If the psionicist wishes to reestablish a gird that he discontinued, he must make a new power check.
    Power Score: No other effect.
    20: The gird attempt disrupts the power.
    Intensify
    Power Score: Affected -3
    Initial Cost: 5/increase
    Maintenance Cost: I/round
    Range: 0
    Preparation Time: I/increase
    Area of Effect: personal
    Prerequisites: 3rd level
    Intensify allows the psionicist to improve either his Constitution, his Intelligence, or his Wisdom for psionic applications. To improve one-for psionic purposes only-he must weaken the other two-for all purposes. Each point of increase in the targeted ability decreases the other two abilities by the same amount. In addition, each point of increase costs 5 PSPs. For example, Zenita is a psionicist with Con 15, Int 16, and Wis 17. She wants to intensify her Intelligence by 4 points. To do so, she must spend 20 PSPs initially (5 PSPs for each bonus point of Intelligence). Her Intelligence is raised 4 points to 20. Meanwhile, her Constitution and Wisdom scores drop 4 points (to II and 13, respectively). The increase in Intelligence affects psionic powers only. The drop in Constitution and Wisdom affects everything applicable except psionic strength points: psionic power scores, hps, system shock rolls, saving throws, spell bonuses, spell failure, etc. A psionicist can raise an ability score to a maximum of 25, provided he has enough PSPs and no other score is reduced below zero.
    Power Score: The character's ability is raised to the level he intended, but the cost of this power is reduced to 3 PSPs per increased point.
    20: The psionicist must make a system shock roll or the ability he intended to boost decreases by I point for 24 hours.
    Magnify
    Power Score: Wis -5
    Initial Cost: 25 x magnification
    Maintenance Cost: magnification / round
    Range: 0
    Preparation Time: 5
    Area of Effect: personal
    Prerequisites: 6th level
    Magnify allows the psionicist to magnify the effects of another power in all conceivable ways-e.g., double damage, double range, double modifiers, and so on. However, the affected power's initial cost is proportionately magnified, as is its maintenance cost. The psionicist initiates the magnify power first. At the same time, he must designate which power he intends to improve. Unless he maintains the magnification, he must immediately use the power he wishes to improve (in the same round). Otherwise he can maintain the magnification until he uses the affected power (a costly endeavor). Once the power has been performed, magnify must be reinitiated to perform again. The amount of magnification depends upon the psionicist's level, as follows:
    Levels 6-10 X2
    Levels 11-15 X3
    Levels 16-20 X4

    Power Score: The magnification factor is one greater, with no additional cost.
    20: The affected power becomes inoperative for a day.
    Martial Trance
    Power Score: Wis -3
    Initial Cost: 7
    Maintenance Cost: 0 (free)
    Range: 0
    Preparation Time: 1
    Area of Effect: personal
    Prerequisite: 3rd level
    In some situations, the psionicist may find it useful to enter a trance before engaging in psi-onic combat. This trance focuses the character's complete attention on his psionic activity and tunes out all other distractions. While in the trance, he gains a +1 bonus on all of his Telepathy scores (all powers in the discipline). The martial trance ends whenever the character chooses to end it. It is not deep; the character is brought out of it by any blow, shake, or slap. His attention is completely occupied, so any melee attack against him hits automatically and causes maximum damage.
    Power Score: He manages to maintain enough awareness to dodge melee attacks.
    20: No other effect.
    Prolong
    Power Score: Con -4
    Initial Cost: 5
    Maintenance Cost: 2/round
    Range: 0
    Preparation Time: 0
    Area of Effect: personal
    Prerequisite: 4th level
    When this power is in effect, the range of all powers is increased by 50%, as is the radius of their areas of effect. This has no effect on powers with a range of zero or individual, nor does it alter personal, or single-item areas of effect. It does alter powers that affect a quantity of stuff; prolonged disintegration, for example, destroys up to 12 cubic feet of material instead of 8.
    Power Score: The increase is 100%.
    20: All ranges/areas of effect are halved for 1d4 hours.
    Psionic Inflation
    Power Score: Wis -5
    Initial Cost: 20
    Maintenance Cost: 3/round
    Range: 0
    Preparation Time: 1
    Area of Effect: 100-foot radius
    Prerequisites: 3rd level
    When a psionicist invokes this power, he sends out a powerful ring of psionic noise (extending to 100 feet). All psionic activity within this area requires twice the normal initial cost and maintenance. The initiating psionicist is not affected; the noise actually begins about an inch beyond his aura, creating a bubble of relative quiet around him. Other psionicists in the area of effect will not realize anything is wrong until they have actually used a power. If they are maintaining a power, they discover the inflated rate after paying twice the normal maintenance cost. If two psionicists initiate psionic inflation in the same area, the psionicists must conduct a psychic contest. The loser's psionic inflation ceases. If both characters fail, then both cease their power maintenance. Reroll ties.
    Power Score: All psionic activity within the area requires three times the normal initial cost and maintenance.
    20: The psionicist cannot recover PSPs for two hours.
    Psionic Sense
    Power Score: Wis -3
    Initial Cost: 4
    Maintenance Cost: 1/round
    Range: 0
    Preparation Time: 0
    Area of Effect: 200-yard radius
    Prerequisites: mindlink
    With psionic sense, a character can detect psionic activity anywhere within 200 yards. Any expenditure of PSPs constitutes psionic activity, even if it is only to maintain a power. Use of the mind blank power is psionic activity, too, even though it expends no PSPs. When the character makes his first successful power check, he learns whether or not someone-or something-is psionically active within range. If the psionicist makes a another successful power check in the following round, he also learns 1) how many PSPs are being spent, and 2) where the psionic activity is occuring (direction and distance). If psionic activity is occurring in more than one place, the psionicist gets a fix on all of it within 200 yards.
    Power Score: Second-round information is gained in the first round.
    20: This power cannot be used effectively for one turn.
    Psychic Drain
    Power Score: Wis -6
    Initial Cost: IO/person + contact
    Maintenance Cost: none
    Range: 30 yards
    Preparation Time: 0
    Area of Effect: up to 6 minds
    Prerequisites: mindlink, contact, 6th level
    Psychic drain enables the psionicist to tap into the personal, psychic energy of other people to augment his own psionic strength. Up to six people can be tapped at one time. Each subject, who is often called a host, must first be asleep. Next, the psionicist must make contact with the person's mind. Then he expends another 10 PSPs and makes a psychic drain power check. If he succeeds, the host falls into a trance which lasts 4-9 (ld6+3) hours. The character can be awakened with some difficulty before then, but he'll be groggy and disoriented for another hour. While the host is in the trance, the psionicist can siphon psychic energy. Just as a vampire draws blood to grow strong, the psionicistdrains Wisdom, Intelligence, and Constitution points. He can drain as much as he desires. For every ability point the psionicist drains, he gains 10 PSPs. Any PSPs gained cannot be banked (added to the psionicist's total). They cannot be siphoned any faster than they are used. In other words, when the psionicist expends PSPs, he automatically draws these points from his host(s)-unless he specifies otherwise. The psionicist must remain within range of the entranced characters in order to draw strength points from them. If he exercises moderation, the psionicist does not harm his hosts. A host only begins to suffer ill effects when he loses more than 50% of his psionic potential. (Potential depends on Wisdom, Intelligence, and Constitution scores. See "Psionic Strength Points" in Chapter 1.) The table below shows the effects of excessive depletion. Psychic surgery can correct these problems.
    Potential Lost Effect on host
    51-60% Temporary amnesia (2-12 weeks)
    61-70% Permanent amnesia
    71-80% Intelligence reduced to 4
    81-90% Intelligence reduced to 4; put in coma for 1-12 days, must make system shock roll every day or die
    91-100% Save vs. death or die; if subject lives. Intelligence, Wisdom, and Constitution each reduced to 3, permanently

    Power Score: The psionicist does not harm the subject(s) this time, regardless of how much he drains.
    20: Contact broken.
    Receptacle
    Power Score: Wis -5
    Initial Cost: 0
    Maintenance Cost: 0
    Range: touch
    Preparation Time: 1 round/point
    Area of Effect: one item
    Prerequisites: empower or valuable gem
    This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon the energy later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at its maximum. However, he can keep the stored PSPs on hand until he's running low on psionic energy, and then use them immediately. (It's like storing a pint of your own blood at a hospital. With a little time, your body replaces the pint. Later, if you should lose blood in an accident or operation, you can use the stored blood to recover the loss quickly.) Before powers can be stored, a receptacle must be prepared. Two types of containers are appropriate: a vessel prepared with empower (a metapsionic science), or a valuable gem that has been specially prepared using the receptacle power. Empowered Vessel. Any vessel can serve as a receptacle for psionic energy if it is empowered first. The psionicist must perform the initial preparation and final sealing described earlier under "empower." He does not do anything further; the vessel needs no additional powers. It can hold PSPs equal to his psionic potential, multiplied by his experience level. Valuable Gem. A gem can hold 1 PSP for every 100 gold pieces of its worth, rounded down. For example, a gem worth 650 gold pieces can hold 6 PSPs, and a gem worth 1,000 gold pieces can hold 10 PSPs. The gem still requires preparation, however. To do this, the psionicist must slowly fill the gem with PSPs-1 per turn-until the gem reaches maximum capacity (1/100 of its value). The psionicist can do nothing else while filling the gem. When the task is complete, the psionicist must make a power check. If he fails, only one-half of the gem's capacity is useable. Storing Points. Using his receptacle power, he can automatically place I PSP into a properly prepared container per round. When he is finished, the psionicist must make a receptacle power check. If it succeeds, all is well; if it fails, only half the points he expended are stored in the receptacle, while the rest are merely spent. Using Stored Points. The psionicist can retrieve stored points automatically. The receptacle must be in contact with his flesh. He can never retrieve more points than the receptacle currently holds, nor can he retrieve so many that it raises his current psionic point total above his maximum. No matter how many receptacles he has, a psionicist can never store more PSPs than his maximum total. (For example, if his usual maximum is 100 PSPs, he can store no more than 100.) Only the psionicist who placed the points in the item can use them. The danger of this power is receptacle loss. If the receptacle is damaged or destroyed, its contents (PSPs) are instantly subtracted from the psionicist's total possible points. This loss is temporary, but until the psionicist is once again back up to his full PSP score he recovers PSPs only half as fast as normal.
    Power Score: No other effect.
    20: No other effect.
    Retrospection
    Power Score: Wis -4
    Initial Cost: 120
    Maintenance Cost: na
    Range: 0
    Preparation Time: 10
    Area of Effect: personal
    Prerequisites: convergence, 7th level
    Retrospection is a kind of psionic seance. It allows psionicists to delve into the past and locate memories that have been loosed from other minds. A psionicist must join at least two other psionicists in a convergence before he can use this power. He-or one of the other participants in the convergence-then poses a question regarding a specific event in the past. To find the answer, the psionicist must make a successful power check. When retrospection succeeds, the characters tap into a universal, pervasive memory. They have access to any information that ever existed in anyone's memory regarding the incident they are investigating. The amount of detail that comes to mind depends on power check results:
    1 extremely vague and fragmentary
    2 vague or incomplete
    3-5 complete but not very specific
    6+ reasonably complete and specific
    Memories bear the mark of the personalities who created them. The DM should role-play the memories accordingly, not just recite information. If the psionicists' alignments differ significantly from the memories' alignments, reaction rolls are in order. Memories can be polite and helpful, or they can be cantankerous and downright rude. Memories which have lain undisturbed for centuries may be angered by the intrusion, or they may be delighted for the chance to air themselves out and bring the truth to light.
    Power Score: No other effect.
    20: No other effect.
    Splice
    Power Score: Int-(2 x # spliced)
    Initial Cost: 5 x # spliced
    Maintenance Cost: # spliced/round
    Range: 0
    Preparation Time: # spliced
    Area of Effect: personal
    Prerequisites: 2 + level (see below)
    Splicing psionic powers is tremendously useful. In effect, the psionicist is splicing to-gether two or more separate powers into one psionic release. This is very difficult, however, and it requires great precision. The more powers the psionicist attempts to splice, the more likely he is to fail. First, the character must make a successful splice check. His power score is decreased 2 points for each power being spliced. For example, if he is splicing two powers, his score equals Intelligence -4. The initial cost of this endeavor is 5 PSPs for every power being spliced. If the character passes this first power check, he must then initiate each spliced power in succession-without interruption. He does not have to make a separate splicing check for each of these powers, but he still pays their initial costs. Furthermore, each spliced power has absolutely no effect at this time. Once all the powers have been initiated, the psionicist must make a second splice check. (His power score is still reduced two points for each power being spliced.) If he fails this check, all his efforts are lost; the PSPs he spent are gone, and none of the powers works. If the power check succeeds, the psionicist can maintain the splice by expending I PSP per spliced power per round. At any later time (during which the splice has been maintained), the psionicist can unleash the spliced series of powers. In effect, he performs all of the spliced powers simultaneously-or with split second separations if desired. Success is not automatic. The psionicist must perform the individual power checks for these spliced powers when he releases them. He does not have to pay their initial costs again, however. The maximum number of powers that a psionicist can splice equals his experience level. For example, a 2nd level psionicist can splice up to two powers, and a 3rd level psionicist can splice up to three. A complex splice is a long shot at best, however. As noted above, a psionicist's power score decreases two points for every power he attempts to splice. That means a character who attempts a five-power splice has a score of Int -10. Many psionicists use splice to combine just two powers: contact, and another power that requires contact. This is the most common combination.
    Power Score: The character receives a + 2 bonus on power checks when unleashing the spliced powers.
    20: No other effect.
    Stasis Field
    Power Score: Con -3
    Initial Cost: 20
    Maintenance Cost: 20/round or I/round
    Range: 0
    Preparation Time: 3
    Area of Effect: max. 1 yard/level
    Prerequisites: 8th level
    A stasis field is a region in which time slows to a crawl and energy is reduced to a meaningless fizzle. When created, the stasis field surrounds the psionicist like a bubble. It can have any radius he desires, up to a maximum of I yard per each level of his experience. For example, a 10th level psionicist can create a field with up to a 10-yard radius. From the outside, the stasis field looks like a slightly shimmering, completely smooth silver globe. When something presses against the edge, it gives slight resistance, but the object passes through. Inside the field, all is murky and dim. Light filters through from the outside, but it turns gray. A light source inside is only about one-fourth as bright as usual. Time is 60 times slower in a stasis field. That is, for every round (or minute) that passes inside, an hour elapses outside. (This dilation is not apparent to those inside the field, however. ) Each round the psionicist spends inside, he must pay 20 points to maintain the stasis field. Energy and motion also change inside a stasis field. Energy magicks-e.g., fireball, magic missile, cone of cold, and flamestrike-have no effect; the spells appear and then fizzle in midair. Movement is slowed down visibly, and swift objects are affected more than slow objects. Character and creature movement rates are halved. A dagger can easily be pushed through someone, but a lightninglike slash with a sword is slowed to a graceful arc, almost like slow motion. A missile weapon is useless; the missile drifts lazily through the air, only to bounce off an unwary target or be dodged by a target who's looking. If the psionicist keeps the stasis field centered on himself, it moves with him. He can transfer the focal point of the field to anything he touches, however. Then he can move freely within the field, or even leave it. If he does leave the field, the cost to maintain it is reduced to I point per round. (From one perspective, this is actually an increase in cost, since it equals 60 points for every round which passes inside. Remember, one hour outside equals one round inside.) While outside the field, the psionicist can roam up to 100 yards from it and still maintain the field. However, he cannot move the field from the outside. To move it again, he must re-enter it.
    Power Score: No other effect.
    20: The psionicist pays the full initial PSP cost.
    Wrench
    Power Score: Wis -4
    Initial Cost: 15
    Maintenance Cost: 8/round
    Range:30 yards
    Preparation Time:0
    Area of Effect: 1 undead
    Prerequisites: none
    This power affects only creatures which exist simultaneously on the Prime Material and another plane of existence. This includes most undead in the MONSTROUS COMPENDIUM volumes. It specifically excludes gods, demigods, and avatars. When such a creature is wrenched, it is forced entirely into one plane or the other, at the psionicist's option. If the creature is forced out of the Prime Material plane, it is trapped in the other plane for 2d6 turns. It can return to the Prime Material when that time has elapsed. If the creature is wrenched entirely into the Prime Material plane, it is trapped only as long as the psionicist continues paying the maintenance cost. As soon as he stops, the creature's dual existence is immediately reestablished. Except where contradicted by the monster's description, a creature wrenched onto the Prime Material plane suffers any or all of the following effects, at the DMs option: The DM should impose any other penalties which seem appropriate, considering the creature and the other plane involved.
    Power Score: The creature is momentarily dazed. It has a -2 initiative penalty in the first subsequent round.
    20: No other effect.