Psychoportive Sciences

Banishment
Power Score: Int -1
Initial Cost: 30
Maintenance Cost: 10/round
Range: 5 yards
Preparation Time: 0
Area of Effect: individual
Prerequisites: teleport
With this power, the psionicist can teleport a creature against its will to a pocket dimension and hold it there. The creature being banished must be extremely close-within 5 yards. The pocket dimension is a featureless area with a benign environment-it may be ' hot or cold, dark or light, but not so much that it will cause injury. Banishment has a boomerang feature. If the psionicist fails to pay the maintenance cost, the banished creature automatically returns to its original location. The creature cannot reappear in a location that now contains other matter, however (e.g., to a doorway that has been closed, or to a spot that now has a sharp stakes upon it). If this happens, the creature returns to the nearest open space. In other words, psionicists cannot rely on the boomerang feature to kill or harm a creature. As long as the psionicist pays the maintenance cost, the creature will not automatically return. If the creature has access to the astral or ethereal planes, or it can teleport between planes, it could try to return that way. If the banisher is still maintaining the power, however, a psychic contest takes place. If the banisher wins, the victim is prevented from returning.
Power Score: The banished figure cannot return of its own accord; it must wait until it is allowed to return.
20: Both the intended victim and the psionicist are banished to the same place. The other figure bounces back when the psionicist stops paying the maintenance cost, but the psionicist himself must return via some other method: teleportation, probability travel, etc.
Probability Travel
Power Score: Int
Initial Cost: 20
Maintenance Cost: 8/hour
Range: unlimited
Preparation Time: 2
Area of Effect: individual +
Prerequisites: none
With probability travel, a psionicist can traverse the astral plane physically as if he's in astral form. This power has a distinct advantage over magical astral travel. When a wizard uses the astral spell, he forms an astral body, which remains connected to his material body by a silvery cord. In contrast, a psionicist using probability travel never leaves his physical form; he brings it along. He has no cord, so, unlike the wizard, he can never die because his cord has been severed. (On the other hand, he can still be blown to bits.) The astral plane boasts nothing that would attract tourists, but its two-dimensional color pools serve as highways to the outer planes. These pools, scattered randomly throughout the astral plane, provide connections to all surface layers of the outer planes. Travel through the astral plane is speedy: 10 yards per minute per Intelligence point. However, distance on the astral plane does not equate to distance on other planes. After ld6+6 hours of travel, the traveler reaches the color pool he sought. There is a flat 75% chance that this pool leads to the exact destination the character wants. Otherwise, it is at least 10 miles off target-maybe more. The psionicist can take other persons (as defined by the charm person spell) along on his probability trip. Each passenger costs 12 extra PSPs initially, plus 4 extra PSPs per hour, and adds one-half hour to the time needed to find the correct color pool. Passengers must travel voluntarily; this power cannot drag a character into the astral plane against his will. Combat on the astral plane is unusual. The traveler's physical body cannot affect astral bodies in any way. However, psionic powers do work against the minds of astral travelers. Most magical items do not work in the astral plane. Magical items which are keyed to a particular plane do function there, often with enhanced effect. If the psionicist simply turns off this power while in the astral plane, he doesn't leave. Instead, he's stranded, unable to move except by physically pushing off of solid objects (which are extremely rare in the astral plane). He's also stranded if he runs out of PSPs or is knocked unconscious on the astral plane. The only exit from this plane is a color pool. If you'd like to learn more about traveling on the astral plane, see the new PLANESCAPE" accessory.
Power Score: The color pool is right where the character wants it to be.
20: The character attracts the attention of an astral creature, which may or may not be hostile, at the DMs discretion.
Summon Planar Creature
Power Score: Int -4
Initial Cost: 45/90
Maintenance Cost: na
Range: 200 yards
Preparation Time: 12
Area of Effect: one creature
Prerequisites: teleport
This science allows the psionicist to reach into another plane, grab whatever creature he happens to find there, and teleport it to his own plane. The victim will be disoriented for one round after arriving; as a result, he suffers a two-point penalty on die rolls for initiative, attacks, and saving throws. A magical summons offers some control over a planar creature, and usually returns that creature to its home automatically. This psionic power does neither; it merely teleports something. To be rid of the creature, the psionicist must banish it, teleport it again, kill it, or control it somehow. If the creature is intelligent, the psionicist might reason with it. However, the creature is almost certain to fly into a murderous rage when it discovers its plight. The psionicist can make the summoned creature materialize anywhere within 200 yards of his present position. This is a tremendous advantage, since the creature, at least initially, has no idea who summoned it. Its anger is likely to be vented against the first target it finds. However, if the psionicist's power check result was a 2, this range is reduced to 50 yards. If the result was a I, the creature pops in within 10 yards. Obviously, some risk is involved. The psionicist chooses the plane from which the creature will come. He does not choose the creature, however; that's determined at random. A creature from one of the elemental planes usually will be an elemental of the appropriate type. A creature from an outer plane probably will be a native of that particular plane, but it could also be a visitor, or even an adventurer who happened to be in the wrong place at the right time. In contrast, the astral or ethereal planes are a cornucopia of creatures, frequented by beings of every imaginable description. In any event, the DM decides which creature is summoned, drawing from the monsters for which he has game statistics. This book describes some extraplanar creatures. Many more are covered in the Manual of the Planes and various MONSTROUS COMPENDIUMR Volumes, especially the appendix featuring outer planar creatures. It costs 45 PSPs to summon a creature from the astral or ethereal plane. If the psionicist is dipping into an inner or outer plane, the cost soars to 90 PSPs.
Power Score: The creature summoned enjoys this sort of thing and won't be angry with the psionicist.
20: The psionicist attracts the attention of a powerful, extraplanar creature without summoning it.
Teleport
Power Score: Int
Initial Cost: 10+
Maintenance Cost: na
Range: infinite
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Teleport is the essential power within this discipline. It allows the psionicist to teleport to a familiar spot. The destination must be a place that the character knows and can picture mentally-even if he's never actually been there. For example, a psionicist may still know a location that he has seen through a crystal ball, via a sight link, or even by scanning someone elses mind for the information. The psionicist can still teleport to a place even if it has somehow changed from the way he pictures it. For example, if a room has been rearranged, or is currently on fire, such changes won't affect the teleport. Teleports always take characters to a fixed location. For example, if a character tries to teleport into a gypsy wagon which is on the move, he'll arrive at the wagon's location when he last knew it. The wagon itself may be miles away by then. Also, if the character was picturing the wagon's interior, he will teleport to the space corresponding to the wagon's interior-which is several feet off the ground! Because the wagon itself has moved, the tele-porter will fall when he arrives. (Imagine tele-porting to a room on the fifth floor of a tower, only to discover the tower has been razed by marauders since your last visit.) Teleportation is instantaneous. The tele-porting character simply ceases to exist in his previous location and springs into being at the destination. There is a slight, audible "pop" at both ends, as air rushes into the sudden vac- uum or is instantly displaced. Restraints do not affect teleportation. A character who is tied up, shackled to a wall, or buried up to his neck can still teleport. The restraints remain behind. Clothing, on the other hand, does accompany a character who teleports. He may also carry small items in his grasp or wear equipment (e.g., armor) on his person, not exceeding one-fifth of his own body mass. If he doubles the amount of PSPs expended, he can carry up to three times his body mass, or take along one or two other characters on whom he has a firm grasp. A character can teleport any distance, but as the distance increases, so does the chance of failure and the cost in PSPs. Ranges, point costs, and power score modifiers are shown below. If the teleportation die roll is a 1 or 2, the character and anyone else with him are momentarily disoriented by the jump. They can do nothing during the round which immediately follows the teleport. After that, they suffer a 2-point penalty to the following for ld6 rounds: initiative die rolls, psionic power checks, and attack rolls.
Distance Initial Cost Power Score Modifier
10 yards 10 +1
100 yards 20 0
1,000 yards 30 -1
10 miles 40 -2
100 miles 50 -3
1,000 miles 60 -4
10,000 miles 70 -5
planet to planet* 100 -6
* Players with the SPELLJAMMERR boxed set should note that interplanetary teleports are possible only within the same crystal sphere. It is impossible to teleport between crystal spheres or different planes of existence.
Power Score: The PSP cost is reduced by 20 percent, rounded up.
20: No effect.
Teleport Other
Power Score: Int -2
Initial Cost: 10+
Maintenance Cost: na
Range: 10 yards
Preparation Time: 0
Area of Effect: na
Prerequisites: teleport
This power is identical to the one listed directly above, except it is used to teleport other characters. The psionicist stays where he is while someone else is teleported. The character must be willing to be teleported, or unconscious. PSP costs and power score modifications are the same as for teleporta-tion. (In other words, cost and difficulty increase with distance.) If the psionicist pays twice the usual PSP cost, he can teleport up to three characters, provided they are firmly grasping one another.
Power Score: The PSP cost is reduced by 20 percent, rounded up.
20: All would-be teleporters are seriously disoriented. They cannot cast spells and suffer a -4 penalty on all die rolls for ld4 turns.

Psychoportive Devotions

Astral Projection
Power Score: Int
Initial Cost: 6
Maintenance Cost: 2/hour
Range: na
Preparation Time: 1
Area of Effect: personal
Prerequisites: none
Astral projection is similar to probability travel, except the traveler is not accompanied by his physical body. Instead, an astral body is created. This astral body immediately leaps into the astral plane. Only creatures or characters who are also on the astral plane can see it. A silvery cord connects the astral body to the physical body. Nearly all astral travelers have such a cord. It is visible as a translucent string which stretches 10 feet from the astral body, and then becomes invisible and intangible. If the cord is severed, both bodies die (so does the character). The silvery cord is nearly indestructible, however. Usually it can be severed only by the psychic wind at its most powerful, or by the silver swords of the githyanki. Since the astral plane is a highway leading to other planes, a character who uses this power usually has another destination in mind-either a distant point on the prime material plane or an outerplanar locale. When the traveler reaches his destination, a temporary physical body is formed there. This body resembles the character's real body in every respect, and the two are still connected by the invisible, silvery cord. If either the astral body or the temporary physical body is killed, the cord returns to the real body. This second physical body is not formed if the character travels to another location on the same plane where his real physical body is located. He can view that plane in astral form, but cannot affect it or even enter it physically, nor can he direct magical or psi-onic powers into it. Magical items can be taken into the astral plane, but most lose their magical properties temporarily while in that plane. If you'd like more detail on astral travel and the astral plane, see the new PLANESCAPP" accessory for the AD&DR game.
Power Score: The first color pool found is precisely where the psionicist wants it.
20: The psionicist attracts the attention of a powerful creature in the astral plane.
Dimensional Door
Power Score: Con -1
Initial Cost: 4
Maintenance Cost: 2/round
Range: 50 yards+
Preparation Time: 0
Area of Effect: na
Prerequisites: none
Like teleportation, a dimensional door takes a character from one location to another. The similarity stops there, however. With dimensional door, the psionicist opens a man-sized portal which leads to the edge of another dimension. The edge acts as a lightning-quick transit system, carrying travelers to a destination chosen by the psionicist who uses this power. When the psionicist uses this devotion, he creates a door leading into the alternate dimension. The door is a vaguely outlined portal, which appears in front of the psionicist. At the same time, an identical portal appears wherever he wants it, within range (see below). The door can have whatever orientation the psionicist chooses. If someone (including the psionicist) steps into either portal, he immediately steps out of the other. Both doors remain in place for as long as the psionicist maintains the power. The dimension accessed by this power is not fully understood. Clearly, it has very different qualities of time and space, such that motion is greatly accelerated. For many years this transit was thought to be instantaneous, but arduous experiments by Larue d'jar Azif of Dhaztanar have proved that a very tiny bit of time does elapse. What this means is still unknown. Travel via this power is disorienting. Presumably, exposure to the alternate dimension traumatizes the body in some way. As a result, a traveler is dazed and cannot attack or move for one round after stepping through a dimensional skip portal. Quick transit is advisable. People who shove only an arm through a portal suffer intense pain. Fools who poke their head through a portal must make a system shock roll; failure means they lose 50% of their current hit points and pass out. Inanimate objects are not affected by exposure to the dimension's edge. In fact, a character can throw or fire objects through a portal, and they'll come out on the other side. Attackers suffer a -4 penalty on their to-hit rolls against targets on the other side of the dimension's edge.
Range: The normal range of this power- i.e., the maximum distance between the two portals-is 50 yards. The distance can be extended only with severe reductions to the characters power score, as shown below. Increasing the range does not increase the PSP cost, however.
Distance Between Doors Power Score Modifier
50 yards 0
75 yards -2
100 yards -5
150 yards -8
200 yards -12

Power Score: Transit does not cause disorientation.
20: The psionicist is momentarily exposed to the transit dimension and is disoriented as if he had stepped through the portal.
Dimension Walk
Power Score: Con -2
Initial Cost: 8
Maintenance Cost: 4/turn
Range: na
Preparation Time: 2
Area of Effect: personal
Prerequisites: none
With dimension walk, a psionicist can travel from place to place in his own dimension by piercing other dimensions at right angles. This has two advantages over a dimensional door: 1) a dimension walk is not physically traumatizing and 2) the range of travel is greater. On the other hand, dimension walk only allows the psionicist himself to travel, and he can easily get lost. The dimension walker opens up a vaguely shimmering portal. Only the psionicist who opened the portal can enter it. As soon as he does, the portal closes behind him. He finds himself engulfed by an inky grayness that is virtually without features. The effect is one of extreme sensory deprivation. The psionicist can travel through this gray realm at a speed of 7 leagues (21 miles) per turn. He cannot see where he is or where he's going while in the realm. He has only his instinct to guide him, and must make a Wisdom check every turn. If these checks succeed, he'll find himself at his chosen destination when he steps out of the realm. If any single Wisdom check fails, however, the character will stray off course by several miles. When the walker steps out of the gray realm, the DM can place him in any location, within the maximum distance from his starting point (e.g., if the psionicist walked for 10 rounds, he must be within 21 miles of his origin). It's up to the psionicist to figure out his location; this power doesn't help him gain his bearings. Aside from getting lost, dimension walking is completely safe. Apparently anything that lives in the other dimensions crossed cannot interact with dimensional travelers. (Larue d'jar Azif of Dhaztanar postulated that these other dimensions teem with life just as much as our own, but because the traveler is crossing them "against the grain", as it were, they do not register on his senses.) The character can bring along as much as he can carry, but bags of holding and other dimensional storage devices spill their contents immediately if taken into this space.
Power Score: The psionicist receives a + 2 bonus when making his Wisdom checks.
20: Overcome with vertigo, the character can do nothing but retch for three rounds.
Dream Travel
Power Score: Wis -4
Initial Cost: 1/25 miles
Maintenance Cost: na
Range: 500 miles
Preparation Time: 0
Area of Effect: personal
Prerequisites: none
Dream travel is a powerful but unreliable means of getting from here to there. The traveler journeys in his dreams, and awakes wherever his nocturnal wandering carried him. The psionicist can even take other characters with him, although its more difficult than traveling alone. (See "Passengers" below.) To use dream travel, the psionicist must be asleep. Once asleep, he begins fashioning a dream that involves traveling from his present location to his intended destination. At the beginning of the journey, the DM secretly makes a power check for the character. If the check succeeds, the psionicist will reach his destination. If the check fails, the character will fall short 10% for each point that the die roll exceeded the power score. If the DM wants, this power check is all that's required to handle dream travel during a game. However, it's far more satisfying to actually role-play the dream. The player creates the setting and describes his intentions, with the DM interrupting to change things arbitrarily and throw obstacles in the character's path. If the player overcomes the obstacles and solves problems inventively, the DM is justified in giving a bonus to the character's power check. If the dream is dull and lifeless, the DM can also penalize the power check. The DM should remember that this is a dream; terrain on the journey may not resemble actual terrain, the character may be completely different, and the world may be completely strange. The length of the dream journey should be approximately the same as the real distance, however, and the final destination should be at least similar to the real des- tination. Such dream adventures should minimize combat and maximize problems, puzzles, and surreal atmosphere. If combat does occur, it has no effect on the character physically, but if he is killed, he wakes up, right where he started. All dream journeys take approximately eight hours to complete, successful or not. Passengers: The psionicist can bring other characters along with him in the dream. His power score is reduced by one for each passenger he carries. Passengers must also be sleeping. A single power check launches everyone on the dream journey. If the check fails, they still attempt the dream journey but fall short of their target. The psionicist must pay the PSP cost of the trip individually for each character accompanying him in the dream. Intelligent animals can also be drawn into the dream, but normal animals (horses, dogs, falcons, whatever) are very difficult to bring along. The psionicist must make a separate power check to draw in each animal and his power score is halved, rounded down, when making this check. When the dream travelers reach their destination, they awaken. In the place where they lay sleeping, their bodies and any equipment carried or worn fades away. At the same time, they fade into being at their new location, still in sleeping posture, but fully awake.
Power Score: No additional effect.
20: The dream is nightmarish. The psionicist must save vs. paralyzation or appear dead until violently struck.
Teleport Trigger
Power Score: Int +1
Initial Cost: 0
Maintenance Cost: 2/hour
Range: infinite
Preparation Time: 0
Area of Effect: personal
Prerequisites: teleport
A teleport trigger is a programmed event which causes the psionicist to instantly and reflexively teleport to a safe location. After making a successful power check, the psionicist must specify where he intends to go. He must also define very specifically what conditions will trigger the teleportation. These can be anything he wants, but the teleport will not be triggered unless he is aware that the conditions have been met. A volcanic eruption 500 miles away will not trigger teleportation unless the character has some way to know that the volcano is erupting. For example, here are three typical triggers: being reduced to 10 or fewer hit points, seeing a mind flayer, and being attacked by a magic missile spell. When such predetermined conditions are fulfilled, the character instantly tele-ports to the programmed location. When the teleport is triggered, the character must have enough PSPs remaining to teleport to that location, because he pays the cost just as if he were performing a normal teleport. (See "teleport.") He must also make a teleport power check, with penalties based on the distance traveled. If this power check fails, so does the programmed teleport. No PSPs are spent when the trigger is defined, but the character spends two points per hour from that time just to maintain the trigger. The trigger remains in effect until the character stops paying the maintenance cost.
Power Score: The character can ignore power score penalties for distance.
20: No other effect.
Time Shift
Power Score: Int
Initial Cost: 16
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: teleport
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. He sees everything frozen around him just as it will be when that moment in the future actually arrives. The psionicist enters a different reality when he uses this power. No one in the "still life" that surrounds him can see or detect him in any way. He can move freely through the environment, putting himself wherever he wants to be when he returns to normal time. But he cannot affect anything around him, nor can anything affect him. Even two time-shifted characters are completely invisible to each other. To the people in real time, the character simply vanishes and then reappears sometime later. The character does not exist for any normal game purpose during the period when he is time shifted. If, for example, a fireball spell detonates in the room while the character is time shifted, the character is completely protected against its effects. In fact, unless the blast leaves visible effects (charred walls or corpses or sulfurous fumes), the character won't even know it happened. He sees none of the intervening events. This power cannot help a character escape contact, however. If someone has established contact or tangents (see Chapter 2) with the time shifter-and continues paying their maintenance cost-then the tangents or contact will still be in effect when the character returns to normal time. Time shifting offers an obvious advantage in combat. A psionicist can leap one round into the future and maneuver into position for an attack. In that case, the shifter receives a +4 bonus to his attack roll. With enough time, he could even escape. How long does a time shift last? If the psionicist travels one round forward, then he has one round in which to maneuver. If he travels two rounds forward, then it takes two rounds for reality to catch up. Three rounds is the limit. The farther (or longer) the trip, the more difficult it is to make, as shown in the table below.
Time Shifted Psionic Strength Cost Power Score Modifier
1 round 3 0
2 rounds 6 -2
3 rounds 12 -6

Power Score: No other effect.
20: The psionicist is disoriented, and suffers a - 2 penalty on all die rolls for as many rounds as he intended to shift.
Time/Space Anchor
Power Score: Int
Initial Cost: 5
Maintenance Cost: 1/round
Range: 0
Preparation Time: 0
Area of Effect: 3 yards
Prerequisites: none
This power protects psionicists against unwanted teleportation. When a time/space anchor is in effect, the psionicist cannot be teleported against his will unless he loses a psychic contest. Anyone and anything else inside the 3-yard radius is also protected using the psionicists power score. Items are protected automatically, but living creatures or characters are protected only if the psionicist wants them to be. Each additional creature protected costs another PSP per round. This power cannot prevent someone from teleporting himself away; it only prevents teleporting from an outside source.
Power Score: The psionicist receives a + 2 bonus in any resulting psychic contests.
20: The psionicist is rooted to the spot for 1d6 rounds. During that time his AC is penalized 5 points.
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