"What do you think I am, a mind reader?" As a matter of fact, you might be, if you're an AD&DR game character with the right stuff. All you need is brainpower, discipline, and The Complete Psionics Handbook. Psionics-the practice of extraordinary psychic powers-was included in the original AD&D game. Some players favored psionic powers; others found them confusing. Psionics was not included in the AD&D 2nd Edition game. Now psionics is back by popular demand, and it's better than ever. Powers this great may not be for everyone, so psionics is a completely optional addition to the AD&D 2nd Edition rules. But if you're ready to put mind over matter-to test the limits of inner space-then this book is for you. The Complete Psionics Handbook is not a reprint of the old psionics rules; it's a complete revision. If you remember the original AD&D rules, you'll find much that seems familiar here. Beware: old words may have new meaning. We've kept a lot of the terminology, but changed the definitions. Read this book carefully before you assume an old rule still applies or jump to conclusions about what certain powers can or cannot do.

What's Changed?

This book contains five major revisions to the original AD&D psionics rules:
  1. The psionicist is a character class. Characters cannot pick up a psionic power here and there just because they have a superior brain. Psionicists are extraordinary characters who develop their powers through arduous training. (While members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists.) An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. Most of the psionicist's powers are unique. He advances slowly, at a rate somewhere between the fighter and mage. At low levels, however, the psionicist has the potential to be powerful.
  2. The list of psionic powers is greatly expanded. Original rules included a menu of 50 powers. This book has over 150.
  3. Psionic powers are organized differently. All psionic powers are grouped into six disciplines: clairsentience (expanded senses), psy-chokinesis (moving matter through space), psychometabolism (altering the body), psy-choportation (psionic travel), telepathy (mind-to-mind contact), and metapsionics (an advanced discipline). Within each discipline are major powers, called "sciences," and minor powers, called "devotions" Characters can only learn powers from the disciplines they have access to. At 1st level, a character has access to only one discipline, but with experience he gains access to more.
  4. Psionic powers are treated much like proficiencies. Psionic powers do not work automatically. A power is essentially a skill, and using it properly requires a power check.
  5. Psionic strength points are not divided into attack, defense, and generic batches. All of a character's psionic strength points come from a single pool. Numerous other changes, both major and minor, have been made. To avoid confusion, players are urged to read this book carefully.

How Does This Fit My Campaign?

There's no reason why adding psionics to an existing campaign should disrupt anything. As a class, psionicists are no more or less powerful than any other. Guidelines on how to introduce psionics without trauma are given in Chapter 9. Remember, everything in this book is optional; none of it is part of the core of the AD&D game. If something in here doesn't suit a particular campaign, rule it out.

Is Psionics Magical?

Many people assume that psionics is just another type of magic. The AD&DR game already has two types of magic-one wielded by wizards and the other by clerics. So it is not unreasonable to ask, "Does the game need a third type of magic?" The answer is no, the game probably does not need a third kind of magic. But the question is misinformed because psionics is not magic. Magic is the ability to shape, control, harness, and utilize natural forces that infuse the game world and surround the characters. It is based on the principle that, through the use of words, gestures, and catalyzing materials of unique power, these external energies can be controlled. The key element of that statement is external energy. Magical effects are produced externally by manipulating outside forces. The power does not come from inside the wizard or priest but from somewhere else. Psionics is the complete opposite of this. The psionicist shapes, controls, harnesses, and utilizes natural forces that infuse his own being. His effort is focused inward rather than outward. He must be completely in touch with and aware of even the tiniest workings of his body and mind. This type of knowledge comes from long and intense meditation coupled with physical extremes. The psionicist finds enlightenment in both complete exhaustion and complete relaxation, in both pain and pleasure. The mind and body are only parts of a much greater unity. Indeed, discussing one without the other, as so many people do, seems nonsensical to a psionicist; they cannot be separated. The body produces energy and vitality, the mind gives it shape and reality. Neither does the psionicist study or pray for his powers. He carries them with him wherever he goes. As long as his mind and body are rested-i.e., as long as he has not depleted his psionic strength-his powers are available to him. More than a character of any other class, the psionicist is self-contained. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the priest, he needs no deity. Unlike the wizard, he relies on no outside energies. His power comes from within, and he alone gives it shape. The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline, contemplation, and self-awareness, he unlocks the full potential of his mind.

Requirements

This section describes the requirements all characters must meet to become a psionicist, including restrictions based on ability scores, race, and alignment. The DM may waive these requirements in special circumstances, but players shouldn't count on it.
Ability
Requirements:Constitution11
Intelligence12
Wisdom15
Prime RequisitesConstitution, Wisdom
Races Allowedhuman, halfling, dwarf, gnome, elf, half-elf
Ability Requirements: To be eligible for the psionicist class, characters must have ability scores equal to or greater than those listed above for Constitution, Intelligence, and Wisdom.
Prime Requisites: The pursuit of psionics requires strict mental and physical discipline, so the psionicist has two prime requisites: Wisdom and Constitution. Wisdom-the measure of enlightenment and willpower-is the psionicist's primary mental characteristic, not Intelligence. Reasoning and memory (two hallmarks of Intelligence) are indeed crucial to this class. However, the essence of psionic ability is the understanding and mastery of the inner self. Although psionic powers are centered in the mind, acquiring and controlling those powers demands physical fitness. Meditative study places tremendous physical strain on the psionicist, not to mention the sheer drain of projecting psychic energy out of ones body. The psionicist need not be muscular, or even exceptionally strong, but he must maintain his health and fitness at a high level to fully exercise his powers. That's why Constitution is also a prime requisite for psionicists.
Racial Restrictions: Humans, halflings, dwarves, and gnomes often have a high degree of psionic talent. Elves and half-elves also exhibit some natural psionic ability, but they are unable to pursue it to high levels.
Multi-class Characters: As usual, only demi-humans can be multi-class characters. Half-lings and dwarves can combine psionics with other classes as shown below. Gnomes, elves, and half-elves cannot be multi-class psionicists; characters of these races develop their psionic powers at the expense of all others.
Multi-class
HalflingsDwarves
fighter/psionicistfighter/psionicist
thief/psionicistthief/psionicist
Dual-class Characters: Humans can be dual-class psionicists within the normal rules and restrictions for dual-class characters. (See "Multi-class and Dual-class Characters" in Chapter 3 of the Player's Handbook.)
Racial Level Limits: Humans can reach the highest possible experience level as psionicists. Characters of other races have limits, as shown on Table 1. Because of their experience limitations, half-elf and elf psionicists are best suited as NPCs. Players who don't mind this "diminished potential" may still play such characters, however. (The DM may amend these level restrictions for characters with ex- ceptionally high Wisdom and Constitution scores; see the optional rule under "Exceeding Level Limits" in Chapter 2 of the DUNGEON MASTER Guide.)
PSIONICIST RACIAL LEVEL LIMITS
Halflings10
Gnomes9
Dwarves8
Half-elves7
Elves7
Alignment: Psionicists have only one alignment restriction: they cannot be chaotic. Discipline is the foundation of all psionic power. A character whose creed is chaos cannot achieve the level of self-control that psionicists require. This restriction applies to a character who becomes chaotic for any reason. Such a character will quickly lose his psionic powers. Every day in which his alignment is chaotic, the character must make an ability check against one-half of his Wisdom score, rounded down. Each time he fails one of these Wisdom checks, the character loses access to one of his disciplines, selected randomly by the Dungeon Master. Furthermore, a chaotic character cannot recover psionic strength points. (Disciplines and psionic strength points are explained below.) If the character's alignment returns to normal-or even to another, nonchaotic alignment-he can recover his disciplines, one per day, by successfully making the same halved Wisdom check.
Other Qualifications: If a character meets all the requirements above, and the player wants to play a psionicist, the PC is assumed to exhibit psionic potential. Nothing else is required.
Initial Funds: When psionicist characters begin play, they have 3d4xl0 gold pieces. As usual, skill and luck will determine what they make of it.

A Psionics Primer

All psionic powers belong to one of six disciplines: clairsentience, psychokinesis, psy-chometabolism, psychoportation, telepathy, and metapsionics. Within each discipline are major powers, called sciences, and minor powers, called devotions. Psionic Strength Points: Characters use psionic powers much like proficiencies, with a few significant differences. Every time a psionicist uses a psionic devotion or science, he must pay its "cost." This cost is deducted from the character's total psionic strength points, or PSPs. PSPs are similar to hit points, except that the psionicist spends them willingly, and he can recover them much faster than lost hit points. (Psionic strength points are explained more fully in a section below.)
Power Scores: Like a proficiency, every psionic power that a character knows has a score. In other words, a psionic power score represents the character's aptitude in using that particular power. Power scores are devised exactly like proficiency scores. Every psionic power is associated with one of the character's basic attributes (Strength, Wisdom, etc.). The psionic power score equals the character's score for that attribute, plus or minus a specific amount. For example, a psionic power with a score of "Intelligence - 3" has a score three less than the character's Intelligence.
Power Checks: When a character wants to use a psionic power, the player makes a psionic power check by rolling ld20. If the number rolled is equal to or less than the power score, the character succeeds. (In other words, he does what he intended.) The player subtracts the cost of the power from his character's total pool of psionic strength points. If the roll exceeds the psionic power score, it means the character tried to use his power, but failed. Failure has a price. The player must subtract half the cost of the power, rounded up, from the character's psionic strength points. In most cases, the psionicist can try to use the same power again immediately (in the next round). For exceptions, see the individual power descriptions in this book. Like a proficiency check, a psionic power check yields specific results on a die roll of 20 or 1. A "20" always indicates failure. A "I" always indicates a minimum level of success, regardless of the character's power score. In other words, even if a character's score has been reduced to a negative number by penalties, a roll of "I" still succeeds. That doesn't mean a "I" (or any low number) is the best re- sult. A "I" means the power works-but often with a quirk or drawback. See the individual power descriptions for specifics. Players may use the optional "skill score" rule for psionic powers, too. If the die roll for the power check equals the character's power score, special results occur. Chapters 3 through 8 provide the details.

Advancement

Experience Levels and Awards: A psionicist earns experience points and advances in level just as members of other classes do. Table 2 outlines a psionicist's advancement. The DUNGEON MASTER Guide includes an optional rule for individual experience awards. (See DMG Chapter 8.) Table 3 expands that rule to include psionicists.
PSIONICIST EXPERIENCE LEVELS
Psionicist LevelExperience PointsHit Dice (d6)
101
22,2002
34,4003
48,8004
516,5005
630,0006
755,0007
8100,0008
9200,0009
10400,0009+2
11600,0009+4
12800,0009+6
131,000,0009+8
141,200,0009+10
151,500,0009+12
161,800,0009+14
172,100,0009+16
182,400,0009+18
192,700,0009+20
203,000,0009+22

INDIVIDUAL CLASS AWARDS
Psionic power used to overcome foe or problem10 XP/PSP
Psionic power used to avoid combat15 XP/PSP
Defeat psionic opponent100 XP/level or hit dice
Create psionic item500 XP x level
Gaining Disciplines: Every psionic power belongs to one of the six disciplines listed previously. Before a character can learn a psionic power, he must have access to the appropriate discipline. Psionic characters begin play with access to only one discipline. As they progress to new experience levels, they gain access to additional disciplines. Table 4 shows how many disciplines a character has access to at each experience level.
PSIONIC POWER PROGRESSION
Experience LevelTotal DisciplinesTotal SciencesTotal DevotionsDefence Modes
11131
22151
32272
42292
523103
633113
734124
834134
935145
1045155
1146165
1246175
1347185
1457195
1558205
1658215
1759225
1869235
19610245
20610255
Gaining Sciences and Devotions: Every new, first-level psionicist knows four powers within a single discipline: one science (major power) and three devotions (minor powers). With each new experience level, a psionicist gains new powers. Sometimes he gains both sciences and devotions; at other times, only devotions. (See Table 4.) A player can select new powers for his character as soon as the psionicist reaches a new experience level. These new powers can be chosen from any discipline the character can access, including a discipline that was just gained. Note: If the optional training rule is in play, characters must train with a mentor until they reach 7th level. To find the training time in weeks, subtract the mentor's Wisdom score from 21. Beyond 7th level, psionicists can train themselves if they pass the necessary checks to qualify as instructors. The training time for a psionicist instructing himself is doubled. Players must follow two simple rules when choosing new powers for their characters:
  • Within a single discipline, the number of devotions that a character knows must be at least twice the number of sciences.
  • The first discipline chosen is the character's primary discipline. A character can never learn as many sciences or devotions in another discipline as he currently knows in his primary discipline.
Example: Lena's primary discipline is clair-sentience. She knows three sciences and seven devotions in that discipline. This means: a) she must learn an eighth clairsentient devotion before she can learn a fourth clairsentient science, and b) at her current level, she cannot know more than two sciences or six devotions in any other single discipline.
Advancing Mid-adventure: Most Dungeon Masters award experience points at the end of adventures rather than in the middle, so experience levels are rarely gained in mid-adventure. In the unusual event that a new level is gained in the middle of an adventure, however, the character should have to wait at least until he has a chance to rest and recuperate-long enough to recover all his psionic strength points-before gaining any new psionic powers.
Raising Psionic Power Scores: A character can increase a psionic power score when he reaches a new experience level by "relearning it." (He repeats his studies, and learns something new about a familiar power. ) Instead of learning a new devotion, the character can add one point to his power score in a devotion he already knows. Similarly, he can exchange a new science for a one-point increase in a science he already knows.

Psionic Strength Points (PSPs)

Psionic energy comes from within the character. This energy is measured in psionic strength points, or PSPs. When a character uses a psionic power, he expends psionic strength points. The exact cost depends on which power is used, and how long the character uses it. The total number of psionic strength points that a character has depends on four factors: his Wisdom, Intelligence, and Constitution scores, and his experience level. Wisdom, Intelligence, and Constitution determine the psioni-cist's inherent potential. (Wisdom is the primary factor.) Experience determines how well the character has developed that potential. Follow these steps to calculate a character's total PSPs:
  • Find the character's Wisdom score on Table 5, then get his base score from that.
  • Add the appropriate ability modifiers for the character's Intelligence and Constitution scores to his base score. This final adjusted number is the character's inherent potential.

Example: Rowina's ability scores are Wis 17, Con 16, Int 12. Her inherent potential is 25 (24 points for her Wisdom score with a +1 modifier for her Constitution score). At 1st level she has 25 PSPs.
INHERENT POTENTIAL
Ability ScoreBase ScoreAbility Modifier
15200
1622+1
1724+2
1826+3
Gaining Psionic Strength Points: Every time a character advances to a new experience level, he expands his total pool of psionic strength points. To determine how many PSPs he gains, find the modifier on Table 5 that corresponds to his Wisdom score. Add this number to 10. The result equals the total PSPs gained.
Example: Rowina has just advanced to a new level. Her Wisdom is 17. According to Table 5, the modifier for this score is +2. Rowina can add 12 PSPs (2 + 10) to her total pool.
Recovering Psionic Strength Points: A character who has expended psionic strength points can recover those points by "taking it easy"-which means engaging in no hard physical activity and refraining from using psionic powers (i.e., from expending any more PSPs). After each hour in which a character expends no psionic strength points, check Table 6 to determine how many PSPs the character recovers. A character can never recover more PSPs than he lost. A character's rate of recovery depends on how much physical exertion he experienced during the hour in question. Psionicists recover the most points when they sleep or meditate for the entire hour of rest. Light activity, such as walking or riding, diminishes the speed of recovery. Rate each hour according to the most strenuous physical activity undertaken, even if it lasted only a few minutes.
Option: DMs may allow characters to recover points per turn of rest rather than per hour. These rates are also listed on Table 6.
PSIONIC STRENGTH RECOVERY
Physical ActivityPSPs Recovered
Hard exertion*none
Walking, riding3/hour (1 every 2 turns)
Sitting, resting,reading6/hour (1/turn)
Rejuvenating**,sleeping12/hour (2/turn)
*"Hard exertion" includes fighting, running, digging ditches, walking while encumbered, climbing a rope, scaling a mountain, exploring a dungeon, swimming, and any other activity the DM wants to include.
**This refers to use of the psionicist's Rejuvenation proficiency.

Defense Modes

Psionic defense modes are special powers which all psionicists acquire naturally in time. All defense modes belong to the telepathic discipline. Psionicists learn these powers automatically as they gain new experience levels-regardless of whether or not they have access to the telepathic discipline. Defense modes do not count toward the psionicist's maximum number of powers as listed in Table 4. Nor are they counted when characters determine the relative number of sciences and devotions they can acquire within a given discipline.
There are five psionic defense modes:
  • mind blank
  • thought shield
  • mental barrier
  • tower of iron will
  • intellect fortress
Each is described in Chapter 7, "Telepathy." All psionicists automatically know one of these powers at 1st level (player's choice). They learn another defense mode of the player's choice every other level-at 3rd, 5th, 7th, and 9th.

Special Abilities

In addition to ordinary psionic powers, which are the hallmark of the class, psionicists have several special abilities. These include their saving throws, THACOs, and psionic powers that operate continuously.
Maintaining Powers: Certain psionic powers can operate continuously. (Chapters 3 through 8 specify which ones do.) Such powers can be "switched on" and kept on without interruption, until the user decides to (or is forced to) "switch them off." This is called maintaming powers. Each power that is maintained is handled separately. In many cases, maintenance entails expending PSPs by the hour or turn rather than the melee round (the norm for psionic combat).If a psionicist is expending PSPs to maintain a power, he cannot recover psionic strength points that hour. A character cannot spend PSPs to maintain a power when he is sleeping or unconscious; no continuous power that requires strength points can operate during sleep. A character can maintain any number of powers at one time, but he can "switch on" or initiate only one per round. When maintained powers are deactivated, the character can drop all maintained powers at once, or one per round. He cannot drop two or more in one round and maintain others.
THACO and Saving Throws: As shown on Table 7, a psionicist's THACO advancement equals that of a rogue. Table 8 lists saving throws. Psionicists gain a +2 bonus on all saving throws vs. enchantment/charm spells and the like. This is in addition to their magical defense adjustment for high Wisdom.
PSIONICIST CALCULATED THACOs
Level1234567891011121314151617181920
THACO20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

PSIONICIST SAVING THROWS
LevelParalyzation,Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
1-41315101615
5-8121391514
9-12111181312
13-161097127
17-20976119
21+85597
1 Excluding polymorph wand attacks.
2 Excluding those which cause petrification or polymorph.
3 Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Followers

At 9th level (which is sometimes called "name" level), a psionicist becomes a contemplative master. He can build a sanctuary (usually in an isolated place), and use it as his headquarters. Most importantly, he begins to attract followers. One neophyte psionicist (1st or 2nd level) will arrive each month, coming to study at the feet of the master. These neophytes will arrive regardless of whether or not the master builds a sanctuary. If the master does have a sanctuary, however, he will attract a maximum number of followers equal to his Charisma score. If not, the maximum number is halved (rounded down). These followers want only to learn. They will serve in any capacity the master chooses. In return, the master must spend at least 10 hours per week instructing his followers, or they will leave. Restrictions Like members of other classes, psionicists must abide by restrictions when choosing weapons and armor, and in selecting nonweapon proficiencies.
Weapons: Psionicists tend to disdain weapons of any sort, given the crudeness and imprecision of such tools compared to psychic weaponry. Still, a good sidearm is indispensable for a last-ditch personal defense, and it's essential when a display of psionic power would be inappropriate. Also, in the rough-and-tumble frontier areas where adventurers are common, appearing in public without a weapon often invites ridicule and trouble. Psionicists can use any of the common weapons listed below. Essentially, these are most small- or medium-sized weapons weighing 6 pounds or less.
short bowthrowing axe
hand crossbowhorseman's mace
light crossbowhorseman's pick
daggerscimitar
dirkspear
knifeshort sword
clubwar hammer
hand axe

Armor: Psionicists can don armor made of padded leather, studded leather, or hide. They can also carry a small shield. A psionicist can use his powers while wearing a helmet that is psionically active, or one featuring magical enchantments that affect or simulate psionic powers. But if the psionicist is wearing a normal helmet of any sort, he cannot use his powers. Removing a normal helmet won't affect the character's armor class, but it may have other effects defined by the Dungeon Master. For example, a thief who approaches the psionicist from behind may find the psionicist easy prey. Or, if the DM allows called shots, the character's bare head might present a tempting target.
Optional Rule:A DM may allow psionicists to wear any sort of armor, but impose penalties for heavy armor that's made of metal. (See Table 9.) This rule creates an across-the-board reduction in psionic power scores when a psionicist wears inappropriate armor.
PSIONICIST ARMOR PENALTIES
ArmorPsionic Power Score Reduction
Padded, leather, studded leather, hide0
Brigandine, ring, scale, splint mail-1
Chain, banded mail-2
Plate mail-3
Field plate-5
Full plate-7

Proficiencies

Psionic powers function like proficiencies, but they do not replace them. Psionicists can learn the usual weapon and nonweapon proficiencies regardless of their powers. Proficiencies are acquired at the rate shown on Table 10. Psionicists can learn a weapon proficiency for any weapon they can use. They can learn any nonweapon proficiency from the "General" group (see proficiency rules in the AD&DŽ 2nd Edition Player's Handbook, page 54, Table 37) or from the Psionicist group, described below. If the optional proficiency rules in the Player's Handbook are in use, psionicists can gain extra nonweapon proficiency slots based on their Intelligence scores. See Table 4, "Intelligence" in the Players Handbook to determine these bonus proficiencies (Chapter 5, page 16). Characters can use these extra slots for languages or nonweapon proficiencies, but never additional psionic powers.
Initial refers to the number of weapon or nonweapon proficiency slots received by psionicists at 1st level.
# Level sindicates how many levels a psionicist must advance before he receives a new weapon or nonweapon proficiency. Thus, psionicists receive a new weapon proficiency every five levels - i.e., at levels 5, 10, 15, 20, etc. They receive a new nonweapon proficiency every three levels - i.e., at levels 3, 6, 9, 12, etc. Penalty is the modifier to a psionicists attack rolls when he fights using a weapon he isn't proficient with. This penalty is subtracted directly from the characters rolls to hit.
PSIONICIST PROFICIENCY SLOTS
GroupWeaponProficienciesPenaltyNonweapon Proficiencies
Initial#LevelsInitial#Levels
Psionicist25-433

The Psionkist Group:
Table 11 lists seven nonweapon proficiencies which psionicists can easily learn. These proficiencies-the "Psionicist group"- are an extension of Table 37 in the AD&D 2nd Edition Players Handbook.
PSIONICIST NONWEAPON PROFICIENCIES
Proficiency#Slots RequiredRelevant Ability
Gem Cutting2Dex -2
Harness Subconscious2Wis -1
Hypnosis1Cha -2
Rejuvenation1Wis -1
Meditative Focus1Wis +1
Musical Instrument1Dex -1
Reading/Writing1Int +1
Religion1Wis +0
Harness Subconscious: This meditative proficiency lets the psionicist temporarily boost his total PSPs. In effect, the proficiency lets him tap into energy reserves that lie deep in his subconscious-reserves which are usually unavailable to him. It's like enjoying a shot of psychic adrenalin. Before he can harness subconscious energies, the psionicist's PSP total must be at its maximum. He then must spend two days (48 consecutive hours) gathering this energy, taking only necessary breaks for eating and sleeping. At the end of that time, the character makes a proficiency check. If he passes, he increases his PSP total by 20%, rounded up. The increase in PSPs lasts 72 hours. At the end of that time, the character loses as many strength points as he initially gained, regardless of his current total. This loss can never reduce his total below 0 points, however. During the 72 hours of heightened strength, the character cannot recover PSPs if his current total equals or exceeds his usual maximum. Once his current total drops below his usual maximum (i.e., once he has spent all bo- nus points), he can begin regaining PSPs normally. He cannot recover the lost bonus points, however; he can only recover enough points to return to his usual maximum.
Hypnosis: With this proficiency, a psionicist can hypnotise another character-placing the subject into a relaxed state in which he is very susceptible to suggestions. However, hypnosis is not possible unless the subject is willing and knows he is being hypnotised. Psionicists with this proficiency can hypnotize humans and demihumans with ease. Nonhumans can be hypnotized, too, but the DM should assign a penalty to the proficiency check. The size of the penalty depends on how inhuman the subject is. A half-ore, for example, could be hypnotized with a - 2 modifier, while a lizard man could be hypnotized only with a -8 modifier to the psionicists proficiency check. The act of hypnotizing someone takes about five minutes. The subject is then very relaxed and willing to do almost anything that isn't very dangerous or against his alignment. Note, however, that a hypnotized subject can be easily fooled; the subject may be convinced that he's doing one thing, while he's actually doing another. Lawful or good psionicists who trick their subjects in this fashion should beware. Psionicists who use hypnotism to make people do chaotic or evil things may find themselves with alignment problems of their own. Hypnotism can have the following (or similar) effects:
  • A character can be induced to remember things he has forgotten by reliving a frightening or distant event.
  • A character can be made calm and unafraid in the face of a specific situation that he has been prepared for.
  • A character can be cured of a bad habit or addiction (but not of curses or magical afflictions).
  • A character can be prepared to impersonate someone by thoroughly adopting that individual's personality.
Rejuvenation: This proficiency allows a character to recover PSPs while he meditates, as quickly as if he were sleeping. The character achieves a state of deep concentration, in which he focuses and regains his energies. He is still conscious and aware of his surroundings, so he does not suffer any penalties on surprise or initiative rolls, and he is not helpless if attacked. (He still can't expend PSPs, however.)
Meditative Focus: Through this proficiency, a psionicist can focus his mental energy on one particular discipline. As a result, his power scores in that discipline temporarily increase, while those in other disciplines decline. The proficiency requires the character to meditate, uninterrupted, for 12 hours. The last four hours of this meditation are spent in a deep, sleeplike trance. The psionicist can recover PSPs normally during the entire period. When the meditation is complete, the player makes a proficiency check. If the character passes the check, he has successfully focused his mind on one particular discipline (which was chosen when the process began). All of the character's psionic power scores in that discipline are increased by two points for the next 24 hours-or until the character's PSPs have been reduced to zero, whichever comes first. All of his power scores in other disciplines are reduced by one for the same period.
Gem Cutting, Musical Instrument, Reading/ Writing, Religion: See the Player's Handbook for a description of these proficiencies.

Wild Talents

A wild talent is someone from any other character class who has natural, latent psionic potential. This potential can be present in any character, regardless of class, alignment, or race. Wild talents can never approach psionicists in skill, but they do boast at least one psionic power-which is known as a "wild power" among psionicists. Any character can test for wild powers. (The character should be forewarned: such efforts are not without risk, as explained below.) A character can test for wild powers only at specific times: when the character is first created; when the character's Wisdom increases to a higher point than it has ever been; the first time the character goes to a psionicist who can perform psychic surgery on him; when psionics is first introduced to the campaign. Every character (and NPC and monster, if the DM wishes) has a base chance of 1% to possess wild powers. This is modified as shown below:
Each Wis, Con, or Int score of 18+3
Each Wis, Con, or Int score of 17+2
Each Wis, Con, or Int score of 16+1
Character is 5th-8th level+1
Character is 9th level or higher+2
Mage, cleric, or nonhuman*X1/2
* Round fractions up. Apply this penalty only once, even if more than one of these descriptions fits (e.g., a "nonhuman mage").
Once you've determined the character's chance to be a wild talent, roll percentile dice. Subtract 2 from the roll if the character is under the guidance of a psychic surgeon (see "psychic surgery" in Chapter 8). If the result is less than or equal to the modified chance, the character has at least one wild power. If the number is 97 or higher, the character suffers dire consequences. See "The Risks" below.
Example: Consider a 3rd level dwarf cleric with a Wisdom of 17, Intelligence of 9, and Constitution of 16. His chance to be a wild talent is 1 (base chance) + 2 (Wis 17) + 1 (Con 16) x 0.5 (because he's a dwarf). The final result equals 2 %. The dwarf has a 2 % chance of being a wild talent. The player rolls a 3 on percentile dice. The dwarf has no talent. Hypnotism cannot be used to increase a character's attributes, give him powers or abilities he does not naturally possess, let him do things that are beyond his capabilities, or give him information that he couldn't possibly know. Determining Powers: If a character is a wild talent, the player should roll percentile dice again and consult
Table 12, "Wild Devotions" to determine exactly what the character's psi-onic powers are. Most wild talents have only one power. A lucky few (those with high-rolling players) boast more than one. Furthermore, if a character gains any power with a prerequisite, he automatically gains the prerequisite, too. For example, if the wild talent knows a telepathic power which requires contact (an important telepathic power), he automatically knows contact, too.
Strength Points: Like an actual psionicist, a wild talent has psionic strength points. He receives the minimum number of PSPs necessary to use the power (or powers) once. If a power can be maintained, he receives enough additional points to pay the maintenance cost four times. Afterward, the character receives four additional PSPs every time he gains a new experience level (he receives no bonus for levels he already has).
The Risks: Characters who attempt to unlock their psionic potential are tampering with things they cannot begin to understand. If the dice roll is 97 or higher, the character suffers the following consequences:
Dice RollResult
97Save vs. death or Wisdom reduced by ld6 points-permanently
98Save vs. death or Intelligence reduced by ld6 points-permanently
99Save vs. death or Constitution reduced by ld6 points-permanently
00Save vs. death with -5 penalty or Wisdom, Intelligence, and Constitution are all reduced to 3-permanently.

WILD DEVOTIONS
Clairsentient Devotions
01All-Round Vision
02Combat Mind
03Danger Sense
04Feel Light
05Feel Sound
06Hear Light
07Know Direction
08Know Location
09Poison Sense
10Radial Navigation
11See Sound
12Spirit Sense
13Choose any clairsentient devotion above
14Choose any clairsentient devotion above
Psychokmetlc Devotions
15Animate Object
16Animate Shadow
17Ballistic Attack
18Control Body
19Control Flames
20Control Light
21Control Sound
22Choose any psychokinetic devotion above
Psychometabolic Devotions
23Absorb Disease
24Adrenalin Control
25Aging
26Biofeedback
27Body Control
28Body Equilibrium
29Body Weaponry
30Catfall
31Cause Decay
32Cell Adjustment
33Chameleon Power
34Chemical Simulation
35Displacement
36Double Pain
37Enhanced Strength
38Ectoplasmic Form
39Expansion
40Flesh Armor
41Graft Weapon
42Heightened Senses
43Immovability
44Lend Health
45Displacement
46Reduction
47Share Strength
48Suspend Animation
49Choose any psychometabolic devotion above
Telepathic Devotions
50Attraction
51Aversion
52Awe
53Conceal Thoughts
54Daydream
55Empathy
56ESP
57False Sensory Input
58Identity Penetration
59Incarnation Awareness
60Inflict Pain
61Invincible Foes
62Invisibility
63Life Detection
64Mind Bar
65Phobia Amplification
66Post-Hypnotic Suggestion
67Psychic Impersonation
68Psychic Messenger
69Repugnance
70Send Thoughts
71Sight Link
72Sound Link
73Synaptic Static
74.Taste Link
75Telempathic Projection
76Truthear
77-78Choose any telepathic devotion above
Psychoportive Devotions
79Astral Projection
80Dimensional Door
81Dimension Walk
82Dream Travel
83Time Shift
84Time/Space Anchor
85Choose any psychoportive devotion above
86-87Roll two times
88-89Roll three times
90Choose any two devotions
91-99Roll on Table 13: Sciences
00Choose any devotion. Then roll again and consult Table 13.
WILD SCIENCES
Clairsentient Sciences
01-02Aura Sight
03-04Clairaudience
05-06Clairvoyance
07-08Object Reading
09-10Precognition
11-12Sensitivity to Psychic Impressions
13-16Choose any clairsentient science or devotion
Psychokmetic Sciences
17-18Detonate
19-20Disintegrate
21-22Molecular Rearrangement
23-24Project Force
25-26Telekinesis
27-30Choose any psychokinetic science or devotion
Psychometabolic Sciences
31-32Animal Affinity
33-34Complete Healing
35-36Death Field
37-38Energy Containment
39-40Life Draining
41-42Metamorphosis
43-44Shadow-form
45-48Choose any psychometabolic science or devotion
Telepathic Sciences
49-50Domination
51-52Fate Link
53-54Mass Domination
55-56Mindwipe
57-58Probe
59-60Superior Invisibility
61-62Switch Personality
63-64Mindlink
65-68Choose any telepathic science or devotion
Psychoportive Sciences
69-70Banishment
71-72Probability Travel
73-74Summon Planar Creature
75-76Teleport
77-78Teleport Other
79-82Choose any psychoportive science or devotion
83-85Roll two times
86-88Roll three times
89-92Choose any science or devotion
93-96Choose any science and two devotions
97-99Choose any science and three devotions
00Choose any two science and four devotion
Combat featuring psionicists is no more complicated than a fight between one or more wizards. In fact, its similar. During a battle, psionicists and wizards tend to employ the same tactics: they avoid enemy hackers and slashers, and focus their efforts on the strongest opponent or shore up defenses where needed. A lone psionicist caught by enemy fighters is in serious trouble. Unless he can summon, create, dominate, or otherwise garner some help, he probably will be overpowered. For this reason, psionicists-especially NPCs- rarely travel without an escort if they are expecting trouble.

Using Powers

In general, a character can initiate only one psionic power per round. There are two key exceptions:
  • Once a power is initiated, a character can maintain that power for as long as he can continue paying the maintenance cost. (This assumes that the power has a maintenance cost; if no such cost is mentioned in the description, the power cannot be maintained beyond its initial duration.)
  • Psionic defense modes (mind blank, thought shield, mental barrier, intellect fortress, and tower of iron will) do not count against the one-power-per-round limit. A character can always use a defense mode and initiate one other psionic power in the same round.

Power Checks

The power check is fundamental to psionic combat. In general, no psionic power functions unless the character first makes a successful power check. (Chapter I explains how the check is made.) Modifiers apply for some powers. Furthermore, several powers require an additional power check before they'll yield a specific result. Check the individual power descriptions in Chapters 3-8 for details.

Psychic Contests

Psionic powers often clash "head-on." For example, one psionicist may make a psionic attack against a character with an active psionic defense. Which power prevails? Does the attack break through the defense, or bounce off? A psychic contest determines the answers. Resolving a psychic contest is simple when both powers are initiated in the same round. The two contestants just compare the die rolls for their power checks. The character with the higher successful roll wins the contest. If neither character's power check succeeds, or if both rolls are equal, the defender "wins" by default. (In other words, a tie goes to the defender.)
Example: An attacker is using ego whip. The defender has erected a thought barrier. The attacker's ego whip power score is 15, and the defender's thought barrier score is 12. The table below shows several possible outcomes of the psychic contest between these powers.
Attack RollDefense RollResult
116Attacker wins because his die roll is higher.
39Defender wins because his die roll is higher.
418Attacker wins because his attack roll succeeded and the defender's roll did not-in effect, there is no defense this round.
1610Defender wins because his defense roll succeeded and the attacker's failed.
1915Neither power check succeeded. The defender "wins" by default simply because the attacker didn't.
88Tied rolls. Again, the defender wins by default because the attacker didn't beat the defense roll.
15--The attacker wins this automatically. His power check succeeded and his roll is higher than the defender's power score, so NO roll will let the defender win.

Maintained Powers: In the example above, powers were initiated in the same round as the conflict. Some psychic contests involve a power that is being maintained-i.e., a power that was initiated in a previous round. In this case, the player whose character is maintaining the power must make a new power check strictly to resolve the contest. He gains a +1 bonus to his power score because the power is being maintained. If the contest roll "fails," it doesn't mean the power fails. It's still being maintained-just not very well. For the contest, the character ignores the "failed" check and instead receives a "successful" result of 1.
Multiple Conflicts: In the thick of battle, a psionicist may be involved in more than one psychic contest per round. If he's using more than one power, the player must make a separate die roll for each power used that round. If he's using a single power against more than one opponent, the player can make a separate die roll for each opponent. As soon as he rolls a number he likes, the player may use that result for all remaining psychic contests involving that power, in that round. (In other words, once he gets a power really well "tuned in" during a given round, he can stop "fiddling with the dial".) This rule applies to telepathic defense modes, as well as other powers.

Psychic Lock

In some psychic contests, there is no clear-cut defender. For example, two characters may try to use psychokinesis on the same object simultaneously. (They do a little psionic arm-wrestling.) In such a case, the character with the higher successful die roll still wins the contest that round. In our example, the winner would control the object. If the power checks indicate a tie, however, the characters are deadlocked-or psychically locked. Neither character wins that round. To resolve the conflict, both characters should maintain the same powers during the next round, and engage in a new psychic contest. If either character fails to maintain his power (effectively giving up), he suffers a backlash and loses 4d4 PSPs immediately. In any case, victory may be fleeting. If conditions are right, the loser can challenge the winner to a "rematch" in the next round.

The Combat Round

Psionic conflicts follow the standard AD&D game combat sequence. All psionic powers-excluding defense modes-are used in order of initiative. For example, if a psionicist wants to attack, or plans to teleport to safety, he can do so when his normal chance to attack comes around. Psionic defenses work throughout the entire round, starting at the very beginning. Unlike spells, psionic powers do not have initiative modifiers. Psionic powers require a certain amount of concentration. A character who uses one during a combat round can move at only half his walking rate. Furthermore, he can be disrupted like a mage casting a spell. A power that is being maintained from a previous round cannot be disrupted this way, nor can telepathic tangents that were established in previous rounds (see below). If a power is disrupted during a preparatory round, the time invested in preparation is lost. No PSPs are expended when a power is disrupted.

Telepathic Combat

Before a psionicist can use a telepathic power, he must establish contact with the recipient's mind. "Contact" is a telepathic devotion which paves the way for other telepathic powers. Usually, a single use of this devotion is all that's required; the psionicist uses contact first, then follows up with another telepathic power. Beings with little or no psionic talent, including wild talents, can be contacted in this way. So can psionicists and psionic creatures, provided they cooperate. The contact devotion never works against a psionicist (or psionic creature) who does not allow it to work. This is true even when he's sleeping or unconscious. Psionicists normally have closed minds. Before the contact power can work against them, they must intentionally open their minds. They can be selective, allowing contact with a friendly power while closing their minds to hostile characters or strangers. When a subject's mind is closed, he can only be contacted through telepathic combat. The text below describes five telepathic assaults, or attack modes, that are used to establish contact with a closed mind. It also describes five telepathic defenses, which can help prevent such attacks from succeeding. Lastly, it explains what happens when these opposing powers clash.

Telepathic Attack Modes

There are five attack modes: mind thrust, ego whip, id insinuation, psychic crush, and psionic blast. (See Chapter 7, "Telepathy," for a complete description of each.) Against a mind that is open to contact, each of these powers has specific effects. For example, ego whip can make a character feel so worthless that he suffers a penalty to all of his die rolls. None of these effects occur unless the subject's mind is open to contact, however. If the subject's mind is closed, an attack mode only serves to erode his resistance. If he is repeatedly struck with an attack mode, his mind can be forced to open, and contact will be established. (See "Tangents" below for details.)
Learning Attack Modes: A psionicist learns attack modes in the same way he learns other powers. The character must first have access to the telepathy discipline. Then he must allot one of his devotion slots to the power (only psionic blast is a science). A character could devote himself completely to learning the attack modes, and know all five by 2nd level. Or he could learn dozens of telepathic powers without ever picking up a single attack mode. This is the players option.
The One-Two Punch: Attack modes differ from most other psionic powers in one key regard: a character using an attack mode gets one bonus attack with that power each round. (An attack mode packs a one-two punch.) The player rolls two power checks. Each of these rolls constitutes a separate attack and, if opposed, is conducted as a separate psychic contest. Both attacks must be directed against the same target. The initial cost of an attack mode includes this double attack.

Telepathic Defense Modes

A character with psionic powers is not defenseless against telepathic attack modes. Five telepathic powers, known as defense modes, help protect characters from unwanted contact. These powers are mind blank, thought shield, mental barrier, intellect fortress, and tower of iron will. (See Chapter 7 for a description of each.) Although these powers belong to the telepathy discipline, they are common to all members of the psionicist class. Psionicists develop these powers naturally as they gain experience levels, regardless of whether they have access to the telepathy discipline. (See "Defense Modes" in Chapter I for an explanation.) When a character activates a telepathic defense mode, it becomes effective at the beginning of the round. The character conducts a psychic contest against every attack mode coming his way. (The initial cost of the defense mode covers all attacks in the round.) At any point during the round, if he rolls a number he likes, he can keep it for the rest of the round. Defense modes have no effect against any psionic powers other than attack modes.

Attack Modifiers

Each attack mode is more effective against some defense modes than others, and vice versa. This is represented by modifiers which apply to the attacker's power score.
Table 14 lists these modifiers. When an attack mode clashes with a defense mode, cross-index the attack with the defense on Table 14. The resulting modifier is applied to the attacker's power score. Thus, positive modifiers are bonuses and negative modifiers are penalties.
ATTACK VS. DEFENSE MODES
Mind BlankThought ShieldMental BarrierIntellect FortressTower of Iron Will
Mind Thrust+5-2-4-4-5
Ego Whip+50-3-4-3
Id Insinuation-3+2+4-1-3
Psychic Crush+1-3-1-3-4
Psionic Blast+2+30-1-2

Tangents

Each time an attack mode overcomes a defense mode (or an attack mode succeeds against someone who was not using a defense mode), the attacker has established a partial contact called a tangent. Three tangents equal full contact. Thus, establishing contact with someone's mind through combat requires three successful attacks. (In common parlance, a single tangent is often called "one-finger contact" and two tangents "two-finger contact.") Remember that an attack mode allows two attacks per round, so it is possible to establish two tangents per round. A tangent has no direct effects in and of itself, no matter which attack mode helps to establish it. It is only a "foot in the door." When the door is open-i.e., when three tangents have succeeded-full contact is established. This contact is the same condition that is achieved when the contact power is used successfully against a nonpsionicist. (In other words, the three effective attacks simply take the place of one successful use of contact.) The tangents no longer apply when contact is established. (That's why there's no such thing as "three-finger contact") When full contact is established, the attacker can make no more attacks against the defender that round. In the next round, he can use any telepathic power against the defender that he chooses-provided he's within range and pays the power cost, of course. Having contact does not make the use of another telepathic power automatic; it only makes it possible. Still, the subject is incredibly vulnerable once contacted. His only means of protection is an overwhelming counterattack (probably a nontelepathic attack) or ejection, which is quite risky. A contacted mind can be dominated, mindwiped, affected by any number of other telepathic devotions, or crippled by another assault.
Maintaining Tangents: Maintaining tangents (one or two) costs 1 PSP per round. A psionicist can maintain tangents with only one mind at any time. He can maintain full contact with any number of minds, however. A tangent is broken only when 1) the attacker voluntarily breaks it by simply announcing he is doing so; 2) the attacker fails to pay the maintenance cost of I PSP per round; 3) the attacker uses an attack mode against a different target, or; 4) the attacker is incapacitated.

Other Considerations

Line of Sight: Unless the description states otherwise, psionicists require a line of sight to their target when using a psionic power. Clair-sentient powers are an obvious exception, as are many of the telepathic powers which list power score modifiers for targets which are outside the psionicists field of vision.
Touch Attacks: Psionic powers with a range of "touch" can be used in combat, but they require a physical attack roll in addition to a power check to succeed.

Combat Cards

The use of combat cards is optional, but strongly recommended. A combat card is a 3" x 5" index card (or something similar) listing pertinent information for one psionic power. Each player makes one card for each power his character knows. Pertinent information includes the power score, initial cost and maintenance cost, range, preparation time, area of effect, and a brief description of the power's effect. Combat cards serve three purposes. First, they're a handy reference collection-a sort of "psionic spellbook" for a character. Second, they help speed up the game when psionic powers are used during combat. And third, they make psychic contests more equitable. If a character intends to use a psionic power during combat, the player thumbs through his combat cards until he finds the card for that power. Then he places the card in front of him, face down on the table. When the power takes effect, he flips the card face up. This way, if two psionicists do battle, neither psionicist can detect what his opponent is doing before he chooses his own action. If a character maintains a power from round to round, the card remains face up on the table as a reminder. Combat cards can also be used to hide psionic activity from other players. When a psionic power is put into use, the player can select the combat card and show it to the DM only, instead of announcing aloud something that he may not want everyone to know.
Any recomendations please send to Paul V. Lazar
Special Thanks to TSR Inc.
For Noncomercial usage only :-)