The Psionicist

Credits: Edited by Kirby Flake ([email protected]). This is the 1st Edition class from the Dragon #78 (“And now, the psionicist” by Arthur Collins) and the PHB. Additional and expanded disciplines by Robert Bowman ([email protected]).

The Psionicist is a member of a class devoted to the exercise of arcane mental powers. Certain individuals have within them a talent for that sort of thing, and these persons can opt to be Psionicists. They must have ability score of a minimum of constitution 9 and must have an intelligence, wisdom and charisma 10 and one must be at least 16. Only humans and half-elves can be psionicist. There hit dice is variable with level. They have a maximum of 11 hit dice. They have no spell ability. Cannot wear armor or use a shield. They can only use the following weapons: club, dagger, dart, hammer, sling, spear, staff, sword (but not two-handed sword). May use oil, but poison use is according to their alignment. Starting gold is 3-36 (3d12). Initial number of weapons proficiencies is 3 and gain additional ones every 3 levels (4th and 7th). 7th level is the last level they gain a weapon proficiency (DM's my optionally allow proficiencies to continue). Their non-proficiency penalty with a weapons is -4. They gain 10% x.p. bonus if their IWC average (see below) is 16 or better. Starting ages for humans is 18 + 1d6 and half-elves is 40 + 2d6. They attack using the thieves table and have saving throws same as magic-users.

The IWC average is crucial to the psionicist as a class. It is the average of the psionicist's intelligence, wisdom and charisma scores. The lowest IWC average a psionicist could have would be 12 (2 scores 10 plus one 16 = 36 divided by 3 = 12). Averages are carried to one decimal places. An IWC of 15.7 is not equal to a IWC of 16. The IWC also determines a psionicist's psionic strength. A character with an IWC of 14 begins with 140 psionic ability points (70 attack points and 70 defense points): 14 x 10 = 140. At 2nd level, he would have 154 points (14 x 11); at 3rd level have 168 (14 x 12); and so on. For the purpose of this calculation, round decimal fraction up; a Psionicist with an IWC of 15.7 begins 1st level with 157 psionic ability points (78½ attack, 78½ defense); at 2nd level he would have 173 points (15.7 x 11 = 172.7, rounded to 173). If his ability scores change for any reason, then so would his psionic ability. Thus, the lowest psionic ability any Psionicist could begin with would be 120 (minimum IWC of 12 x 10); not a very imposing psionic endowment, but adequate.

The psionicist can eventually acquire all the attack and defense modes of psionic combat. This acquisition is gradual, level by level; the psionicist always begins with mind blank defense (see PHB) and gains and attack at 2nd level, another defense at 3rd level, and so on (up to the 5 in each). These are gained by the psionicist's choice (the DM my opt to have them gained in a random order).

The psionicist can gain up to 10 minor devotions, 7 major sciences, and 3 grand arts. This acquisitions of discipline are gained in similar fashion as attack and defense modes, one per level (see Table II below). Please note that in order to gain arts the psionicist must have an IWC of 16 or more. Being a distinct class, the psionicist ignores the exclusions of various disciplines and gains the most advantageous (see the special psionicist versions of disciplines below).

A very important issue is level of mastery. In the PHB it states that upon gaining a discipline the character is then automatically begin exercising that discipline at the character's level. As suggested in the Dragon #78 article level of mastery for a discipline should start the level the character gains the discipline, e.g. A 3rd-level character that gains the discipline animal telepathy, would start at 1st level mastery in that discipline. This issue must be decided by the DM. Most DM's rule of the level of mastery is starts upon gaining the discipline (An option is to have the character gain an item or ability to use the discipline at the level of the character).

In terms of level advancement and tutoring, requirements for the psionicist should be adapted from the requirements for magic-users where practical.

Upon reaching 11th level, the psionicist attains the title of Master, and can found a school if he desires. He will have to outfit a lab and assemble a library. Costs for this are similar to those for outfitting a resident alchemist or sage. The school will attract 2-5 students (1st level psionicists), who conform to the category of followers generally, and can advance in levels. They will not pay for their tuition, but the Master could always take students for pay, of course. However, having more than 5 students at one time (whether they are followers or customers) will cut significantly into the Master's adventuring/research time.

The Master who assembles a lab and a library gains the following benefits:

PSIONICISTS TABLE I: EXPERIENCE POINTS AND LEVELS

Experience


Points

Exp. Level

Hit Die Type

Level Title

0

--

2,500

1

d10

Beginner

2,501

--

5,000

2

d8

Psychic

5,001

--

10,000

3

d8

Medium

10,001

--

15,000

4

d6

Adept

15,001

--

25,000

5

d6

Guide

25,001

--

50,000

6

d6

Sub-Warden

50,001

--

75,000

7

d4

Warden

75,001

--

100,000

8

d4

Trainer

100,001

--

125,000

9

d4

Director

125,001

--

150,000

10

d4

Sub-Master

150,001

--

300,000

11

d4

Master

300,001

--

450,000

12

11+1

Grand Master

450,001

--

700,000

13

11+2

Grand Master (13th)

700,001

--

1,000,000

14

11+3

Grand Master (14th)

1,000,001

--

1,300,000

15

11+4

Grand Master (15th)

1,300,001

--

1,600,000

16

11+5

Grand Master (16th)

1,600,001

--

2,000,000

17

11+6

Grand Master (17th)

2,000,001

--

2,500,000

18

11+7

Grand Master (18th)

2,500,001

--

3,000,000

19

11+8

Grand Master (19th)

3,000,001

+


20

11+9

Grand Master (20th)*

*DM's may allow progress higher than 20th. If so then 500,000 x.p. per level and 1 h.p. is gained.

PSIONICISTS TABLE II: PSIONIC ABILITIES

Level

Ability Factor

Attack Mode

Defense Mode

Minor Devotions

Major Sciences

Grand Arts

1

x10

0

1*

1

0

0

2

x11

1

1

2

0

0

3

x12

1

2

3

0

0

4

x13

2

2

4

0

0

5

x14

2

3

4

1

0

6

x15

3

3

5

1

0

7

x16

3

4

5

2

0

8

x17

4

4

6

2

0

9

x18

4

5

6

3

0

10

x19

5

5

7

3

0

11

x20

5

5

7

4

0

12

x21

5

5

7

4

1**

13

X21 (x22)***

5

5

8

4

1

14

X21 (x23)***

5

5

8

5

1

15

X21 (x24)***

5

5

8

5

2

16

X21 (x25)***

5

5

9

5

2

17

X21 (x26)***

5

5

9

6

2

18

X21 (x27)***

5

5

10

6

2

19

X21 (x28)***

5

5

10

7

2

20

X21 (x29)***

5

5

10

7

3

*Psionicist always begins with Mind Blank defense.

**IWC of 16 or higher needed to acquire any of the Grand Arts.

***DM may optionally allow an increase in ability factor after 12th by adding a x1 per level.

PSIONICISTS TABLE III: PSIONIC DISCIPLINES


MINOR

MAJOR

GRAND

1

Animal Telepathy

Astral Projection

Amplification

2

Body Weaponry

Aura Alteration

Endowment

3

Cell Adjustment

Body Control

Power Transfer

4

Clairaudience

Dimension Door

Preservation

5

Clairvoyance

Dimension Walk

Restoration

6

Control Animation

Energy Control

Severance

7

Detect Good/Evil

Etherealness


8

Detect Magic

Mass Domination


9

Domination

Mental Surgery


10

Empathy

Mind Bar


11

ESP

Mind Golem


12

Hypnosis

Molecular Density Control


13

Invisibility

Molecular Manipulation


14

Levitation

Molecular Rearrangement


15

Lights

Probability Travel


16

Mind Over Body

Psychic Disruption


17

Molecular Agitation

Shape Alteration


18

Object Reading

Telekinesis


19

Precognition

Telempathic Projection


20

Rapport

Telepathic Projection


21

Sensitivity to Psychic Impressions

Telepathy


22

Size Alteration

Teleportation


23


Wards


MINOR DISCIPLINES (DEVOTIONS)

Animal Telepathy
Range: Special
Strength Point Cost: 1/round
Duration: Concentration
Saving Throw: None
Area of Effect: 1" wide directional path

This discipline allows the psionicist to communicate with various forms of living things, the type of animal life and the range determined by the level of mastery of the possessor. Animal telepathy allows clear communication but no command or influence beyond the possessor's own persuasiveness. The psionicist can fully sense the feelings/emotions of the subject creature, and others touched by the user can be allowed to mentally converse with the affected creatures. The discipline acts as follows:

MASTERY
LEVEL

RANGE

ANIMAL LIFE COMMUNICATION CAPABLE WITH

1st

6"+1"/level

mammals

3rd

5"+1"/level

marsupials, et. alt. (pouch bearers)

5th

4"+1"/level

avians (birds)

6th

3"+1"/level

reptiles

7th

2"+1"/level

amphibians

8th

0"+1"/level

fish & similar creatures

10th

2"+½"/level

arachnids & myriapodae (spiders,mites,centipedes)

12th

1"+½"/level

"monsters"

14th

0"+½"/level

plants

Search for creatures can be made at the rate of 1 path of area (1" width X range) per round.

Body Weaponry
Range: 0
Strength Point Cost: 1/round
Duration: Concentration
Saving Throw: None
Area of Effect: Psionicist

This discipline allows the psionicist to use his or her body as both weapon and armor by altering the molecules in the body as needed. The table below shows the armor class and weapon damage according to the psionicist's mastery level. Note that blunt damage can be done with a clenched fist, or slashing damage can but done with a slicing chop, at the user's choice.


A.


B.



MASTERY
LEVEL

Armor Class

Weapon

A.C. Adj.

Weapon Damage

Damage Bonus

1st

9

club

+1

1d4

+0

2nd

8

dagger

+2

1d6

+0

3rd

7

hand axe

+3

1d8

+1

4th

6

horseman's mace

+4

2d4

+1

5th

5

battle axe

+5

1d10

+2

6th

4

morning-star

+6

1d12

+2

7th

3

broadsword

+7

2d6

+3

8th

2

longsword

+8

3d4

+3

9th

1

longsword +1

+9

2d8

+4

10th

1

longsword +2

+10

3d6

+4

11th

0

longsword +3

+11

2d10

+5

12th

0

longsword +4

+12

2d12

+5

13th

0

longsword +4

+13

3d8

+6

14th

0

longsword +4

+14

3d10

+6

15th

0

longsword +4

+15

3d12

+7

A. If the psionicist wears armor and uses weapons, the body weaponry factors do not apply during that period, but are not otherwise affected.

B. Note, that armor class below AC -10 cause the attacker to suffer a minus adjustment to their "to hit". The "plus" bonus to damage also represents the "sharpness" or "hardness" of the weapon attack for purposes of "striking".

Cell Adjustment
Range: Touch
Strength Point Cost: Special
Duration: Permanent
Saving Throw: None
Area of Effect: Creature touched

By means of psionic attunement to the cells of a target creature, the psionicist is able to "heal" or "cause" wounds at a strength point cost of 1 per hit point affected (note the "destructive" use requires a "to hit" roll, though no save is allowed a touched target). Diseases may be "cured" at a strength cost of 20 for a mild/early staged disease, or at a strength point cost of 70 for an advanced stage of plague or leprosy. The maximum hit point affect ability is 5 hit points per mastery level.

Clairaudience
Range: Special
Strength Point Cost: 5/round
Duration: Concentration
Saving Throw: None
Area of Effect: Special

This discipline allows the psionicist to concentrate upon some locale and hear in his or her mind whatever noise is within a 6" radius of his or her determined clairaudience locale center. Distance is not a factor, but the locale must be know, i.e. a place familiar to the user or an obvious one (such as behind a door, around a corner, in a copse of woods, etc.). Unfamiliar areas up to 30' distant may be affected. Only sounds which are normally detectable by the user can be heard by use of this discipline. Only metal sheeting or magical protections will prevent the operation of this power. Note that this only functions on the plane of existence on which the user is at the time of activation.

This psionicist can also use the other non-sight senses (smell, taste, fell/touch) in the area, getting an in-depth feeling for the area (i.e. feel the buffeting winds, the scent on the breeze, etc.).

Clairvoyance
Range: Special
Strength Point Cost: 5/round
Duration: Concentration
Saving Throw: None
Area of Effect: Special

This discipline empowers the user to see with one's mind whatever is in sight range from the locale chosen. Distance is not a factor, but the locale must be known (familiar or obvious). Unknown areas up the 20' distance can be scanned. Further, light is a factor, though the psionicist can use infravision or ultravison (if possessed). If the area is dark to the user, only 1" radius from the locale's center can be seen, otherwise sight extends to normal ranges. Metal sheeting or magical protections stop this power, and it functions as above only on the plane the user is on.

A psionicist may use this discipline to "scry" for a subject, similar to a crystal ball, but with viewing period/frequency being allowed as long as psionic strength is possessed to empower the discipline. Once a subject is found, any of the user's other discipline's may be used through the psionic link formed.

LOCATING CHANCE

KNOWLEDGE OF SUBJECT

100%

Personally well known

85%

Personally know slightly

50%

Pictured; or Part of in possession

25%

Garment of in possession; or Well informed of

20%

Slightly informed of

Note, if subject is on another plane, modify locating chance -25%.

Control Animation
Range: 0
Strength Point Cost: Special
Duration: Special
Saving Throw: None
Area of Effect: Psionicist

This discipline allows the psionicist to have virtually total control of all personal life functions. The psionicist can slow all life functions to appear as if dead to all but the minute examination or hasten such functions and operate at super-human speed. The user is able to program the body under "suspended animation" to awaken after a set period of time has elapsed (up to 1 week per mastery level cumulative). The sleeping individual cannot be awakened before the "set" time, but air is not needed & temperatures can be as low as 35 degrees Fahrenheit. The individual must expend 6 psionic strength points to empower the "suspended animation", and must spend 1 day of normal activity before being able to reactivate the suspension ability. The psionicist can also increase all bodily functions so that movement, combat ability (number of attacks per round), etc. are doubled at a strength point cost of 6 points per round. Note that this increases respiration, use of caloric energy, and generation of waste products. The psionicist may employ this "increased animation" for 1 round/mastery level cumulative, before having to function at normal rate for a like number of rounds. The effect does not age the psionicist.

Detection of Good/Evil
Range: Special
Strength Point Cost: 2/round
Duration: Concentration
Saving Throw: None
Area of Effect: Special

By means of this discipline the aura of creatures and objects can be viewed. As level of mastery goes up, the aura of objects become more visible. An unsuccessful attempt of reading an aura means it cannot be discerned, and further attempts cannot be made until reaching the next level of mastery. Note the chart below:

MASTERY
LEVEL

CREATURE

EXACT ALIGNMENT & LEVEL

OBJECT

1st

30%

0%

5%

2nd

40%

5%

10%

3rd

50%

10%

15%

4th

60%

15%

20%

6th

70%

25%

35%

8th

80%

35%

50%

10th

90%

45%

65%

12th

100%

55%

80%

14th

100%

65%

95%

Creatures above 14th level/hit dice are entitled to a saving throw vs. magic with regard to determination of their exact alignment and level.

Detection of Magic
Range: 3"
Strength Point Cost: 3/round
Duration: Concentration
Saving Throw: None
Area of Effect: ½" wide path

This discipline allows detection of the aural force of magic and psionics, and the type of spell (abjuration, alteration, conjuration/summoning, divination, enchantment/charm, illusion, invocation/evocation and/or necromancy) or type of psionic discipline (minor or major). Determination of type is 5% per level of mastery of the psionicist.

Domination
Range: 3" + 1"/level
Strength Point Cost: Special
Duration: Concentration
Saving Throw: Neg.
Area of Effect: 1 creature

By exercise of this discipline, the psionicist forces the mind of another creature to accept signals from his or her own brain, thus causing the former to do his or her will. Contacting the mind to be dominated cost 5 strength points, and the creature must then save versus magic. If the saving throw is not made, the psionicist must then expend additional point equal to the dominated creature's level/hit dice (treat +1 to +4 on the creature's hit dice as 1 additional hit die, +5 or more as 2 additional hit dice, with respect only to races of creatures not classed as character races) for each round the creature is controlled. Furthermore, if one creature dominated is forced to do something totally against its nature or self-destruction, the expenditure of strength points is doubled or trebled accordingly. The psionicist can try to get a better wrest of the target creature's mind by expending more strength points in the initial contacting, with the creature saving at -1 per additional 5 strength point spent.

Empathy
Range: 2"/level
Strength Point Cost: 3/use
Duration: 1 turn/use
Saving Throw: None
Area of Effect: 2" wide path

This discipline allows the basic needs, drives, and/or emotions generated by any unshielded mind to be sensed by the psionicist. Thus, he or she can sense thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love and like emotions. The discipline functions in a directional path determined by the direction in which the psionicist is facing. The psionicist will get a flash vision/feeling of how the affected creatures view the world.

ESP
Range: 9" + 1"/level
Strength Point Cost: 2/round
Duration: Concentration
Saving Throw: None
Area of Effect: 2" wide path

This discipline allows the psionicist to "tune in" to the unshielded thoughts of the minds of any creatures within range when the power is employed. Thus the user can detect the surface thoughts of any creature in range—except creatures with no mind (as we know it), such as undead. The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The user can probe the surface thoughts of 1 creature per round, getting simple instinctual thoughts from low order creatures. Probes can continue on the same creature from round to round. The user can use the discipline to help determine if some creature lurks behind a door, for example, but the ESP will not always real what sort of creature it is. The psionicist can even break through to protected mind by doubling the point cost and a successful roll of 10% per mastery level. In either case, once probing the user can view the world through the creature's senses (look through it's eyes, hear what it hears, etc.).

Hypnosis
Range: 3" + 1"/level
Strength Point Cost: Special
Duration: Special
Saving Throw: Special
Area of Effect: 1 level/hit die per mastery level cumulative

This discipline is similar to Suggestion and Charm Person/Charm Monster spells. It fully affects creatures with intelligence greater than 7 and less than 17, i.e. the stupid and unusually bright can fight off the effects of a psionicist hypnosis. By employing this discipline, the psionicist is able to instruct the creature as to a course of action which seems reasonable—no orders to kill self, friends, associates, etc.--and plant a post-hypnotic suggestion as well, the latter having a 5% per day cumulative chance of wearing off and not affecting the creature in whose mind it was implanted. Hypnosis affects 1 level or hit die or creature per level mastery of the psionicist cumulative. Thus a 1st level of mastery but a single 1st level character or monster with up to 1 hit die can be hypnotized; but at 2nd level 2 additional effect level are added, so up to 3 levels/hit dice can be hypnotized. Note that this discipline can be used by the psionicist on his or her self, to set up a "trigger situation" which will key a pre-stored psionic strength expenditure for a psionic discipline/attack/ defense. Thus, the psionicist could expend 20 points toward Cell Adjustment of wounds, with trigger situation of "when I go unconscious", or "when I suffer bodily harm", etc. Whatever point expenditure is spent, a like amount must be spend on Hypnosis for the post-hypnotic suggestion to take hold. Though there is no chance of it wearing off, the psionicist may have but 1 post-hypnotic suggestion per level in effect at any one time. The strength point cost for normal hypnosis is 1 point level/hit die hypnotized. Target creatures with intelligence 3-7 or 17+, or over 10th level/10 hit dice gain a saving throw vs. magic to resist thus negating the hypnosis attack. Target creatures with intelligence 8-16 have no defense versus this discipline.

Invisibility
Range: 0
Strength Point Cost: 3/turn
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 1 level/hit die per mastery level cumulative

This discipline closely resembles the "Invisibility" spell, but it weaker in some ways, more powerful in others. It enables the psionicist to become invisible to creatures with only as many levels or hit dice as the psionicist has cumulative levels of mastery: 1 at 1st, 1 + 2 at 2nd, 1 + 2 + 3 at 3rd, etc. However, psionic invisibility cannot be detected by any form of magic, only a Mind Bar being able to prevent the power from operating with respect to that particular creature, for this power affects minds, not light waves or similar physical manifestations. The psionicist can specify which targets the discipline will affect at which time, for example set at "nearest creatures first", then later fine tuned to the "most powerful creature first", or then later to "that particular creature, first", etc. The psionicist may also attempt to "toughen" a use of this discipline by spending 5 times the normal cost so that even viewers with Mind Bar could be affected if a saving throw vs. magic is failed.

Levitation
Range: 2"/level
Strength Point Cost: 3/turn
Duration: 1 turn/level
Saving Throw: Special
Area of Effect: Total Weight of 100# per mastery level cumulative

This discipline allows the psionicist to levitate self, other creatures, objects, or a combination thereof, subject to a maximum weight limit of 100# per mastery level cumulative (i.e. 100# at 1st, 100# +200# at 2nd, 100# + 200# + 300# at 3rd etc.) and all targets must be within range. Affect creatures/objects can be raised or lower at 20' per round. Unwilling creatures are allowed a saving throw vs. magic to negate the effect. Levitation need not be exercised in a continuous period, but the total use time cannot exceed the discipline's duration.

Lights
Range: 3" + 1"/level
Strength Point Cost: 1/turn
Duration: Special
Saving Throw: None
Area of Effect: See below

The use of this discipline enable the user to duplicate the effects of the spells Faerie Fire, Dancing Lights, Light, and Darkness (as per the druid and magic-user spells). The Light produced is shimmery and variable in color, at the psionicist's choice. The variation known as Handfire resembles a ball of the Dancing Lights kind of light, although once conjured, any other psionicist may move it or control it at a cost of 1 point/round. Extinguishing any of the above light effects (psionic or magic) cost none if it is the original users, or 5 points if another user's/caster's and control of the light in a competitive situation goes to the psionicist who expends the most strength points to achieve control. Another function of this discipline is the ability to light candles or torches, at a point cost of 1 point per 4 candles/1 touch ignited (the only limit to number lit is the psionicist's strength point expenditure). The psionicist may also create visual holograms that function as a Phantasmal Force. Duration on all effects is concentration time of 2 turns per turns per mastery level if concentration is not exerted.

Mind Over Body
Range: 0
Strength Point Cost: 5/day
Duration: 2 days/level
Saving Throw: None
Area of Effect: Psionicist

This discipline allows the psionicist to suppress or mentally satisfy the need for water, food, rest and/or sleep. For each level of mastery, the psionicist can go 4 days without water, food, rest, or sleep; or at 3rd level 6 days, etc. At some point, however, the possessor must spend an equal number of days of complete rest so as to restore this power. While the psionicist is not harmed, the discipline cannot be used again until complete rest is taken. The psionicist can also store energy ahead of time, completely resting and eating/drinking an over amount, to use in time of need. The user may only store as much energy ahead of time as can be done without, i.e. 2 days per level.

Molecular Agitation
Range: Sight
Strength Point Cost: 1/round
Duration: Special
Saving Throw: None
Area of Effect: 1 item or creature

The power of "molecular agitation" enables the psionicist to cause the molecules of an item or creature in view ("clairvoyance" included) to move more rapidly or slowly than is normal. Although only a small number of molecules can be so effected, continued exercise of the ability will have the following effects after 10 - mastery level rounds (10-3rd=7 rounds), thus at 10th or greater level only 1 round is needed:

TYPE OF MATERIAL

MOLECULAR AGITATION/DECELERATION EFFECT

paper, parchment, straw

aflame, burning brightly/frozen solid and brittle

dry wood, heavy cloth

scorching, smoldering/frosty, icy

water, wine (small amount)

boiling/freezing

flesh

blistering/freezing (1 hp damage cumulative per round)

metal

hot/cold to touch: 2d4 hp damage/round with effects:

hands or feet = disabled 2d4 days

head = unconsciousness for 1d4 turns

body = disabled 1d4 days

Object Reading
Range: Touch
Strength Point Cost: 1/round
Duration: 1 round
Saving Throw: None
Area of Effect: Object touched

This ability enables the psionicist to either detect or change psychic impressions left on an object by its previous owner. Thus, by reading an artifact found in a dungeon, the psionicist would be able to tell its owner's race, alignment, and probable fate (with 5% mastery level chance of detecting a "false" impression). The user could also choose to change the psychic message on an object, either wiping it totally blank or modifying the current impression on it. Modifying an impression is done at 10 times the normal psionic strength cost. If the object has a long and legendary history the psionicist would have visions of its past, back through history. Not all objects (and certainly not all magical objects) give off these legendary impressions, but the keen senses of the psionicist will at least be able to discern basic information.

Precognition
Range: 0
Strength Point Cost: Special
Duration: Special
Saving Throw: None
Area of Effect: Special

This discipline allows the psionicist to estimate the best probable course of action, estimate the probable out come of an undertaking, sense and impending danger, or aid in combating a foe. This power applies only the relatively immediate future.

I.W.C.

PRECOGNITION

PROBABILITY

BY DIFFICULTY

AVERAGES

LOW

MEDIUM

HIGH

< 15

40%

30%

20%

< 17

50%

35%

25%

< 18

65%

45%

35%

18+

70%

50%

40%

Note: Probability chance is +1% per level, but never adjusts beyond 90%.

The expenditure of psionic strength is directly related to the number of unknown factors which must be ascertained, i.e. if there are six basically solvable unknown factors then it costs 6 points, and the precognating cost is not know to the psionicist until after the fact. (In order to procognate the results of a melee, for example, each attack must be made and counted as an unknown, and in a melee with several individuals involved with several monsters, the cost per melee round could be easily 10 or more per round.) If the psionicist has insufficient points to completely precognate, then the precognition ceases at the point when the user has no long any strength to continue. Time is also a factor of precognating--a shot duration means typically low difficulty factor. If 1-4 turns is considered a shot time, 5-30 turns is a medial difficulty, and anything beyond 30 turns (5 hours) becomes a high difficulty precognition; however, unknown factors will alter this rule, so that a short time precognition. A psionicist may also expend 1 psionic strength point per turn to keep up a precognative awareness, thus allowing a difficulty "high" roll on the round before an impending danger (trap going off, surprise attack by enemies, etc.). A psionicist can also use this ability in melee combat, gaining a "high" difficulty roll vs. the opponent's offensive capability (costing 2 point per opponents' number of attacks, allowing the user to dodge/parry all attacks) and/or defensive capability (costing 2 points per user's number of attacks, allowing the user to attack as if of double combat skill).

Note: Precognition relies entirely upon the referee, who will exercise utmost care in handling this ability usage.

Rapport
Range: 3" + 1"/level
Strength Point Cost: Special
Duration: Concentration
Saving Throw: Neg.
Area of Effect: 1 individual or see below

The basic form of this discipline is a simple psionicist-to-person(s) telepathy that can be shared by up to 6 + 1 per 3 levels individuals. Rapport by a psionicist can influence non-psionics. Memories may also be shared with this discipline. When using this discipline for anything beyond the basic (1st mastery level) form, only 1 individual may be scanned or probed at one time. The power gained from this discipline are cumulative as additional levels of mastery are achieved:

MASTERY
LEVEL

EFFECT/POWER GAINED

1st

Basic Rapport (Described above)

2nd

Rapid Sharing: A more sophisticated rapport where information shared is communicated in only 1/4 the time it would otherwise take, or is up to 4 times more complete.

3rd

Detect Lie: on 1 individual, with evasions/white lies being easily found out by the psionicist.

4th

Mind Scan: on 1 individual, saving throw applies, this use giving a rapid check on all superficial motives, intentions, etc.

5th

Very Rapid Sharing: as above for 2nd level, but extended to 1/10 the time or 10 times the complexity.

6th

Undetectable Lie: each listener saves at -2 or believes.

7th

Detect Lie: on 1-4 individuals, with save adjustments based on number of targets (1 target saves at -3, 2 at -2, 3 at -1, and 4 at normal).

8th

Mind Probe: on 1 individual, an extensive mind probe is performed, willing or not; saving throw applies.

Psionicist using the above gain strength as their mastery increases, such that in addition to the above, they can affect 1 additional target per 2 mastery levels, or the target is affected at an additional save adjustment or -1 per 2 mastery levels. The strength point cost on all of the above is 5 per round if touching, or 10 per round if at range.

Sensitivity to Psychic Impressions
Range: 0
Strength Point Cost: 1/round
Duration: 1 round
Saving Throw: None
Area of Effect: up to 2" + 1" per 2 levels diameter sphere

Events leave "psychic residue" in the very earth, stones, air, water, etc. (area) that they occur. The psionicist can sense emotions and see momentary visions of creatures who have been there before. Powerful emotions (death trauma, torture, or even extreme joy/happiness) leave residue that may be felt for centuries. The psionicist's highly trained senses can even analyze normal emotions left by a creature, allowing to psionically "track" (similar to a ranger's ability, but depending more upon mental than physical trail mark).

PSYCHIC TRACKING

Base chance:

Knowledge of target:

Well Known = 50%

Slightly Known = 40%

Pictured = 30%

Tracker modifier:

+10% per mastery level

Terrain modifier:

+20% if in a Low magic/psionic area (no spell or psionic use in area since target's passing)


+10% if in a Medium magic/psionic area (1 or 2 spells or disciplines used since target's passing)


-50% if in a High magic/psionic area (3+ spells or disciplines used since target's passing)

Other modifiers:

-02% per sentient creature crossing trail for 1+ round. (over-tracking)


-05% per 12 hours elapsed since trail was made.


-25% per hour of other "traumatic" residue in area (examples are battle scenes, torture area, etc.).

Note, mental protections that mask such residue make a victim normally impossible to track (e.g. Mind Bar, Mind Blank, etc.).

Size Alteration
Range: 0
Strength Point Cost: 3/round
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Psionicist

This discipline allows the psionicist to expertly control the expansion or compression of the space between molecular material of the users body and possessions. The user can become larger, as "Expansion", or smaller, as "Reduction". Note, that the psionicist precision control allows the carried possessions that are altered to have no chance of being warped/destroyed. The discipline functions as below:


"EXPAN

-SION"

MODE



"RE-

DUCT-

ION"

MODE

MASTERY
LEVEL

HEIGHT ADJ.

STR. EQUIV.

TO HIT ADJ.

DAMAGE ADJ.


A.C. ADJ.

HEIGHT EQUIV.

A.C. ADJ.

THIEF SKILL ADJ.

1st

+1'

17

+1

+1


0

5'0"

+1

+5%

2nd

+2'

18

+1

+2


0

4'0"

+2

+10%

3rd

+3'

18/51

+2

+3


-1

3'0"

+3

+15%

4th

+4'

18/76

+2

+4


-1

2'0"

+4

+20%

5th

+5'

18/91

+2

+5


-2

1'0"

+5

+25%

6th

+6'

18/00

+3

+6


-2

0'6"

+6

+30%

7th

+7'

19

+3

+7


-3

0'3"

+7

+35%

8th

+8'

20

+3

+8


-3

0'1½"

+8

+40%

9th

+9'

21

+4

+9


-4

0'3/4"

+9

+45%

10th

+10'

22

+4

+10


-4

0'3/8"

+10

+50%

11th

+11'

23

+5

+11


-5

0'3/16"

+11

+55%

12th

+12'

24

+6

+12


-5

0'3/32"

+12

+60%

Note, if the user already has strength that exceeds the strength equivalent gained from "Expansion", no bonus is gained. The "Thief skill" adjustment is the bonus to Move Silently and Hide in Shadows, and the psionicist gains a base chance equal to a thief of half the psionicist's if thief skills are not already possessed when "reduced". The Armor Class adjustments show are the penalty that large, easy to hit, "expanded" targets suffer, and the bonus that small, hard to hit, "reduced" targets gain. The "height adjustments" for reductions are based from a 6'0" tall base.

MAJOR DISCIPLINES (SCIENCES)

Astral Projection
Range: Special
Strength Point Cost: 10/use
Duration: Special
Saving Throw: None
Area of Effect: Psionicist or Special

This discipline allows the psionicist to project his or her astral body into the Astral Plane, leaving the physical body and material possessions behind on the Prime Material. The psionicist can use this power to travel, and can take astral duplicates of all possessions if desired. As the Astral plane touches upon all of the first levels of the Outer Planes, the user can travel astrally to any of these Outer Planes as willed. The psionicist then leave the Astral Plane, forming a body on the plane of existence chosen to enter. It is also possible to travel astrally anywhere in the Prime Material by use of this discipline, but a second body cannot be formed on the Prime Material Plane. As a general rule, a person astrally projected can be seen only by creatures on the Astral Plane. At all times the astral body is connected the material by a silvery cord. If the cord is broken, the affected person is killed, astrally and materially, but generally only the psychic wind can normally cause the cord to break (see Manual of the Planes for more specific details). When a second body is formed on a different plane, the silvery cord remains invisibly attached to the new body, and the cord simply returns to the latter where it rests on the Prime Material Plane, reviving it from its state of suspended animation. Although astrally projected persons are able to function on the Astral Plane, their actions do not affect creatures not existing on the Astral Plane. The projection lasts until the psionicist desires it to end, or until it is terminated by some outside means. The psionicist can take 1 additional person per 2 levels of mastery, providing the creatures are linked in a circle with the user. These fellow travelers are dependent upon the psionicist and can be stranded. Travel in the Astral Plane can be slow or fast according to the psionicist's desire. The ultimate destination arrived at is subject to the conceptualization of the user.

Aura Alteration
Range: Touch
Strength Point Cost: Special
Duration: Special
Saving Throw: None
Area of Effect: Psionicist

Aura alteration is a power which can be used two different ways: it can be used to change the personal aura of the psionicist (to disguise true alignment and show one which is different from the actual) or it can be sued to recognize and alter unfavorable (cursed, geased, or quested) aura in another. The strength point cost for the former application is 10 points per factor change (good/evil, evil/good, neutral/evil, evil/neutral, neutral/good, good/neutral, lawful/chaotic, chaotic/lawful, etc.). A neutral character wishing to appear as neutral evil would pay 10 strength points, but a change to chaotic evil would cost 20. Such alteration lasts 6 turns. The latter application of aura alteration allows curses, geases, and quests to be removed. The strength point cost to recognize the aura is:

AURA

STRENGTH POINT COST (round fractions to nearest whole number)

curse

¼ point/level of curse

geas

½ point/level of caster (magic-user)

quest

1 point/level of caster (cleric)

Actual removal of the undesired aura costs 8 times the recognition cost. The psionicist with this power can, in addition, recognize these auras to such an extent as to tell a known friend from disguised foe, for to the user each aura is as different as one's face. The aura sight range is ½"/level by 1" wide path, which costs 5 points per round of use.

Body Control
Range: 0
Strength Point Cost: 2/turn
Duration: 1 turn/level
Saving Throw: None
Area of Effect: Psionicist

This devotion allows the psionicist and any creatures touched to exist in hostile environment or elements or withstand substances or radiation destructive to his or her body, viz. cold, heat, poisonous gases, acids, flame, etc. For each level of mastery the psionicist can withstand what would normally inflict 1 hit die of damage to his or her body in a single exposure. Thus at 2nd level of mastery, burning oil would not affect the user. This discipline allows breathing under waster at 1st level.

Dimension Door
Range: 0
Strength Point Cost: 10/use
Duration: Instantaneous
Saving Throw: None
Area of Effect: Psionicist or special

By means of this science, the psionicist instantly transfers himself or herself up to 30' per level of mastery. This special form of teleportation allows for no error, and the psionicist always arrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer distance, of course) or by stating directions such as "three hundred feet downwards," or "upwards to the northwest, 45 degree angle, 420 feet.” If the psionicist arrives in a place which is already occupied by a solid body, the user remains in the Astral Plane until located by some helpful creature willing to send the user back, for the psionicist is stunned and cannot utilize the discipline. If distances are stated and the user arrives with no support under foot (i.e. midair), falling and damage will result unless further actions are employed. All that the user wears or carries, subject to a maximum weight equal to 500# of non-living matter, or half that amount of living matter, is transferred with the psionicist. Recovery from use of this discipline take the psionicist 2 segments (to orient oneself, etc.) to recover, so many actions can be take after this quick, safe teleport (though no other psionic discipline can be activated in 1 round).

Dimension Walk
Range: 0
Strength Point Cost: 1/turn
Duration: Concentration
Saving Throw: None
Area of Effect: Psionicist and special

This discipline enable the psionicist to move through dimensions, by inter-dimensional travel, rather than along them. Thus great distances can be covered in short periods of time. the base distance covered by 1 turn of dimension walking is 7 leagues (i.e. 21 miles). However, this mode of travel if difficult for the inexperienced, and even misleading to some experienced travelers. There is a 10% chance that the walker will go on the wrong direction, the opposite of desired. This 10% is reduced by 1% for every mastery level of the psionicist above 1st, to a minimum risk of 1%. Furthermore, Dimension Walking is always a journey fraught with missteps, and this causes differences in the time required to travel the desired distance; usually longer at low mastery levels but sometimes shorter at high levels of mastery. Each level of mastery is based on 700 leagues of travel.


TI-

ME

ALT-

ERA-

TION %

MASTERY
LEVEL

01-20

21-45

46-75

76-90

91-00

1st

+200

+150

+50

+0

+0

3rd

+150

+100

+25

+0

+0

6th

+100

+50

+10

+0

+0

8th

+50

+25

+0

+0

-10

9th

+25

+10

+0

-10

-25

10th

+10

+0

+0

-25

-50

Percentile dice are rolled at journey's end (whether or not the user went in the right direction) to determine the time alteration in the time required to travel the desired distance. Example: the psionicist is at 4th level of mastery and desires to Dimension Walk to an island 600 miles distant (east). This distance is 200 leagues or about 29 turns travel time. The percentile dice are rolled, first to see if the user went in the wrong direction (7% chance to go west), then they are rolled again to see how long the trip actually took--a result of 38 in this case indicates that the trip was 100% longer than the base rate, so it took 58 turns (580 minutes or 9 hours and 40 minutes). The psionicist may expend more psionic strength points to modify the percentile dice rolls for "wrong direction", "alteration time", ore "amount time is altered by" at 1 strength point per 1% modified. In addition, the psionicist can open up the area effect, opening a "dimensional walkway" that others can travel along with the user, or the user can bring along large possessions (e.g. a carriage). The "dimensional walkway" is just as above, except the cost is double the normal cost, with the user gaining a 5' per mastery level radius area effect (whatever can get into the area can follow the inter-dimensional pathway of the psionicist's choosing). No hostile encounters occur during dimensional walks.

Energy Control
Range: Special
Strength Point Cost: Special
Duration: Special
Saving Throw: Special
Area of Effect: 10' radius of psionicist or special

This science allows the psionicist to channel energies directed at or with in the presence of the user's body. Such energies (i.e. spells, energy weapons, fiery breath, lightning, cold, etc.) can be Dissipated to make them harmless. Reflected to deflect the attack to a different location (e.g. back to the caster), of Channeled to call forth such energies from an appropriate plane. Affected energies are Dissipated, Reflected, or Channeled at a strength point cost of 1, 2, or 3 (respectively) per spell level or die of damage normally delivered by the energy.

Dissipated energy is allowed to harmlessly return to its plane of origination, turned harmless, etc.

Reflected energy retains its form, area effect, cast level, number of dice, etc. with the reflecting user choosing the new area effect (with range counted as if originally cast from the psionicist).

Channeled energy can be created of any energy type known to the user (fire, cold, lightning, etc.) at a range of 10' per level, doing 1d6 damage per mastery level (save vs. breath weapon applicable of ½ damage), with the area of effect of any general shape desired by the user (sphere 20' radius; cone 5' per level long X 1' per level wide; bolt 10' X 40' or 5' X 80'; or ray 10' per level long and does maximum damage but small ray-beam allows those saving to negate damage). Due to the physical and mental stress of opening up the instantaneous extra-dimensional rifts to allow passage of such massive energies, the psionicist may use this form of energy control but once per level, per day.

Lastly, a use of this discipline restricted to psionicist (due to the extreme training and will power required) is the ability to Absorb Psionic Energy. The psionicist simply expends 1 strength point per round the field is desired to be up, and the aura surrounds the psionicist, absorbing up to the psionicist's mastery level in psionic strength from each attack/discipline directed at the psionicist. The psionicist channels this absorbed energy directly to his or her own psionic strength. The attack/discipline is not negated, but the excessive and often wasteful energy byproducts are absorbed.

Etherealness
Range: Touch
Strength Point Cost: 6/turn
Duration: Special
Saving Throw: Special
Area of Effect: Psionicist and special

This discipline allows the psionicist to shift the body and possessions, or touched object/creature (unwilling gaining a saves vs. magic to resist, negating the effect) to an ethereal state. The total weight affected is equal to the body weight of the user plus 10# per mastery level. Duration for the user is concentration (i.e. as long as the strength point cost is kept up), but upon separate object/creature the duration depends upon the amount of psionic strength expended at the time of the touch ("to hit" roll required vs. unwilling/dodging targets). Psionic etherealness doesn't stop until the bodily vibrations are stopped (for the psionicist, at will, but for a touched object/creature until the vibrations stop). The psionicist can also control personal vibrations so as to be able materialize in the various planes touched by the Ethereal Plane.

Mass Domination
Range: 3" + 1"/level
Strength Point Cost: Special
Duration: 1 hour/level
Saving Throw: Neg.
Area of Effect: Special

Mass domination is the power of being able to dominate (force mind of another creature to accept signals from the user's own brain, thus causing the former to do the user's will) up to 5 + 1 per mastery level creatures at one time and do so for an extended period of time. At each level of mastery, the psionicist is able to use the power of an additional level/hit die creature (i.e. at 1st up to 5 + 1 = 6 creatures of 1+1 = 2nd level/2 hit die creatures; at 2nd level up to 5 + 2 =7 of 1+2 = 3rd level/3 hit die creatures, etc.). This power requires 10 strength points to contact the minds to be dominated, and 1 additional strength point per level/hit die of creature dominated to establish the command. Thereafter, there is no additional expenditure of strength while the duration of the domination lasts. Creatures save to negate the affect, but do so at -4. The duration is shortened by 1 turn per point of intelligence, wisdom and charisma over 14. Furthermore, if the creature dominated is forced to do something totally against its nature of self-destructive, the expenditure of strength points is doubled or trebled accordingly. The psionicist can try to get a better wrest of the target creature's mind by expending more strength point in the initial contacting, with the creature saving at -1 per additional 5 strength points spent.

Mental Surgery
Range: Touch
Strength Point Cost: Special
Duration: Special
Saving Throw: Neg.
Area of Effect: 1 individual

Mental Surgery is the ability to reach into one's mind or the mind of another and alter it or cure it of an affliction. The functions are listed according to level of mastery below.

MASTERY
LEVEL

EFFECT/POWER GAINED

1st

Dispel Exhaustion: This use of the discipline allows the psionicist to have 50% of lost hit points restored when initially affected, stamina is restored, and the subject can "haste" move (double physical move and attack) once per turn. All effects have a duration of 3 turns per mastery level. Cost: 10 points.

2nd

Inhibition: Plants a behavior pattern in an individual which that individual must make a save against to overcome (save throw vs. magic). Cost: 20 points per week.

3rd

Read Memories: This is a much deeper kind of Rapport. Any of the subject's general recollections are open to the reader, at a cost 10 points per age of a particular recollection measured in months (e.g. scanning a memory from 6 months in the past would cost 60 points). Major events from the distant past can be scanned, but only yield sketchy information, at a cost of 20 points per age of the memory measured in years. Detailed examination or reading of a hidden or shielded memory adds 50 points to the above costs, and can be done only once per day. Reading memories occurs almost instantaneously, and the subject of the reading is not aware of what is taking place.

4th

Adjust Memories: Can cause subject to forget or remember some fact, or can construct a fake memory, at the same costs as for Reading Memories above.

5th

Feeblemind: The subject's brain becomes that of a moronic child (spell use impossible, etc.) until affected by Heal, Restoration, or Wish to do way with such effects. Cost: 30 points. Modifiers to saving throws are as follows: Cleric +1, Druids -1, Mages -4, Illusionists -5, or Combination Non-Humans -2.

6th

Cure Insanity or Feeblemind: Permanent. Cost: 40 points.

7th

Cure Psychic Wound: Effective against an injury of the variety caused by psionic combat. Cost: 50 points.

8th

Trigger: Puts a "trigger" in the subject's mind, so that if it is tampered with in a certain way, Feeblemind or death (as desired by the psionicist) will occur. Cost: 70 points.

Mind Bar
Range: Touch
Strength Point Cost: 5/day
Duration: As set by the psionicist
Saving Throw: None
Area of Effect: Psionicist or touched creature

The science of constructing a mind bar protects the psionicist from such magical attacks as Charm, Confusion, ESP, Fear, Feeblemind, Magic Jar, Sleep, Suggestion. It prevents the psionicist from suffering telepathic influence or possession by such creatures as demons or devils. Psionic or magical powers of Domination (any form), Empathy, Hypnosis, or Telepathy do not work against a psionicist with a mind bar, unless the psionicist desires so; and the psionicist can see a psionically Invisible individual. A mind bar can be placed upon the physical body while astrally projecting. A psionicist always successfully constructs a mind bar, with a 5% per mastery level of being able to locate the source of any attack upon the psionicist's mind the instant it is made (this includes psionic attacks, as well as Magic Jar or Possession attempts, showing the creature/amulet/device doing so). The psionicist can also place a mind bar upon a touched creature, but the creature must be totally willing (any resistance negates this delicate operation), giving the target creature the benefits of the protections (at double the strength point cost to the psionicist) but no "mind attack" sensing.

Mind Golem
Range: 1"/level
Strength Point Cost: 10/round
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

By means of this discipline, the psionicist uses sheer mental power to make a replicated his/her self. The "mind golem" is an actual physical manifestation, created by tapping the energies of the part of the mind which control the physical/combat aspect of the psionicist's life. The "mind golem" has a Strength of the psionicist's Intelligence (or use the Strength score if higher), a Dexterity of the psionicist's Wisdom (or use the Dexterity score if higher), combat ability as a fighter of the psionicist's level, and knowledge as it creator. The "mind golem" is an exact duplicate of the psionicist, but normal duplicates of all equipment is produced (thus no magic item duplication, but the golem has the "base" armor gained from the normal gear). While there is a mental link between the golem and maker giving the 2 instant telepathic communication, if they are separated by more than the maximum range, then the golem is dispelled. Note also, that while the psionicist is split like this, the user him/herself must rely upon mental powers for offense/defense and cannot physically attack, for that skill and knowledge is now imparted and powering the golem. Likewise, the golem cannot be mentally affected/or use mental powers as it is being controlled by its maker, but if it take damage equal to a fighter of the psionicist's level, then it is dispelled and the psionicist must make a system shock roll or be stunned 1d6 rounds.

Molecular Density Control
Range: 0
Strength Point Cost: 2/round
Duration: Concentration
Saving Throw: None
Area of Effect: Psionicist

This discipline allows the psionicist to totally control the molecular density of self and possessions. At minimal concentration, this discipline acts as Body Equilibrium, thus the psionicist can walk upon water, quicksand, mud, etc. With deeper concentration, the user can go "dense" or "phase". In "dense" mode, the psionicist' weight is increased dramatically, the user gains a modifier to base armor class, a saving throw modifier vs. all physical damage, a resistance to all physical damage suffered on each die or damage, an immunity to certain grades/qualities of weapons (i.e. magical plus), and an ability to do damage as if a "club" of specified quality. With similar concentration, the psionicist can go to "phase" mode, thereby becoming insubstantial and immune to all physical things (though affected by forms of pure energy such as electricity, fire, etc.), and can fly at a speed of 2" per mastery level (even through solids if desired) as stated below:



"DENSE"

MODE




"PHASE"

MODE

MASTERY
LEVEL

BODY WT.

SAVE & A.C. ADJ.

DAMAGE DIE MOD.

WEAPON IMMUNE

BODY WEAPON


FLY SPEED

MANUERV. CLASS

1st

x2

+0

+0

+0

+0


2"

E

3rd

x3

+1

-1

+1

+1


6"

D

5th

x4

+2

-2

+2

+2


10"

C

7th

x5

+3

-3

+3

+3


14"

B

9th

x6

+4

-4

+4

+4


18"

A

11th

x7

+5

-5

+5

+5


22"

A

13th

x8

+6

-6

+6*

+6


26"

A

*Includes "sharpness", "vorpal", etc.

Example: A psionicist with 5th level mastery who could go "dense" would become 4 times normal weight, gain +2 to saves vs. physical-type damage, gain +2 to armor class, gain a modifier to all physical-type damage of -2 per die of damage (never adjustment any die roll below "1" though), become immune to weapons of up to magical "+2", and could do damage with his/her body as a club +2.

Molecular Manipulation
Range: 5'/level
Strength Point Cost: 25/use
Duration: Special
Saving Throw: Special
Area of Effect: Special

By exercise of this science, the psionicist is able to alter the molecular arrangements of an item or small area so as to make it either weak/fragile/easily broken or strong/sturdy/hard to break. The ability increases with each mastery level as show below:


ABLE

TO

MANIPULATE

THE

EQUIVALENT

OF:



MASTERY
LEVEL

cord or rope

leather

wire or chain

wood board

metal bars

stone

magic armor

magic weapon

1st

c-thin








2nd

c-thick

r-thin

thong







3rd

r-thick

strap

w-thin






4th



w-thick

1/12'





5th



c-light iron

1/6'





6th



c-heavy iron






7th



c-light steel






8th



stock & shackles

1'





9th



c-heavy steel


iron of 1/12' d.

iron of 1/6' d.

steel of 1/12' d.




10th






2'



11th







chain

dagger

12th







splint

mace

13th







shield

axe or

flail

14th







plate

sword

This science requires 1 round to exercise, with all magical items affected are entitled to a save vs. magical fire with a basic +1 giving a save at +1. Weakened items are done so for a permanent duration, but strengthened items are reinforced for a duration of 6 turns per mastery level. Strengthened items, if not of a level to them equivalent to magic (i.e. 11th+), then the effects are of doubling hit points it is able to sustain & giving it +1 per mastery level on any item save it must make. Note that although the area effect is relatively small, weak spots in the right places can cause dramatic results (i.e. avalanches, armor dropping off, ceilings falling in, chairs buckling, drink glasses shattering, etc.).

Molecular Rearrangement
Range: Touch
Strength Point Cost: Special
Duration: Permanent
Saving Throw: None
Area of Effect: Special

This science allows the psionicist to rearrange the molecules of a material so as to transmute one to another of to change the shape of the material. Up to 10 g.p. weight of metal (or 100 g.p. weight of other material) can be rearranged per mastery level. The change, however, is dependent upon the relative softness of the material involved and the mastery level of the psionicist.


MATERIALS THAT CAN BE

AFFECTED/REARRANGED:

MASTERY
LEVEL

METALS

OTHER

1st

gold, lead, and other very soft

cloth, cord, rope, paper

4th

copper, silver, tin, zinc, et. alt. (brass)

wood, stone, simple liquids

7th

platinum, nickel, iron, et. alt. (bronze)

crystal, complex liquids

10th

steel


13th

mithril, steel alloys


16th

adamantite


The cost is 1 strength point per gold weight rearranged, but the science is so demanding, that the psionicist may only use it once per week.

Probability Travel
Range: 0
Strength Point Cost: Special
Duration: Special
Saving Throw: None
Area of Effect: Special

Probability travel is a form of astral projection, but it actually brings the body of the psionicist, and possibly 1 or more others, to the planes outside the Prime Material. When this science is exercised, the user is able to cross into parallel worlds or various planes, including those normally reached by the Ethereal Plane, as that plane can be reached and the used to get to those it touches upon. The cost is 10 strength points per world or plane entered or crossed. The psionicist can bring other persons along at an additional strength point expenditure of 2 points per person per world or plane; with no limit to the number that may be brought along but the strength the psionicist can endure. Note that this form of travel does offer the hazard of ending up in a plane not desired. There is a basic 20% can at 1st level of mastery, and the risk declines at 2% per level thereafter.

Psychic Disruption
Range: 1"/level
Strength Point Cost: Special
Duration: Instantaneous
Saving Throw: Special
Area of Effect: Radius of 5' per 3 levels or mastery

This discipline allows the psionicist to disrupt all types of psionic activity (disciplines/attacks/defenses) in a small area of effect. The user simply expends an amount of psionic strength (up to 10 points per mastery level), and all psionic activity is disrupted for that amount. Any living creature that is having a personally-affecting discipline and/or defense affect is allowed a saving throw vs. magic to resist the disruption affect. Past that, any affected activity that is less than or equal to the disruption strength value is totally negated/disrupted. Thus, a psionicist with a 3rd level of mastery could disrupt a 5' radius for a maximum of up to 30 strength points. If a psionic combat was the area of effect, first all attack and non-personal disciplines of 30 psionic strength are negated/turned off, then all creatures under psionic activity in the area must save vs. magic or each discipline or defense of 30 strength point cost is disrupted (disciplines are turned off must be reactivated by the target user if desired, attack and defenses are negated for 1 exchange.

Shape Alteration
Range: 0
Strength Point Cost: Special
Duration: Until again altered
Saving Throw: None
Area of Effect: Psionicist

This science of shape alteration is a more powerful version of the mage spell Polymorph Self. By user of this discipline, the psionicist is able to alter his or her body size, form and composition to nearly any other, the garments and equipment worn and carried is altered to conform to parts of the new body shaped assumed. Note that shape alteration bestows the normal means of respiration, locomotion, strength, dexterity, number of attacks, physical senses (sight, hearing, smell, etc.), and any special attacks or defenses that are gained by the physical form (immune to normal weapons due to touch scales, poison attack due to poison glands/fangs, breath weapon by glands, etc.), though no magical abilities are gained. Note also that the new shape may preclude the use of weapons, spells, speech, etc. The strength point cost for shape alteration is 3 points, plus any of the following additional costs:

ALTERATION

STRENGTH POINT COST

each +/- 100# weight in a body

1 per 100# weight

vegetable to animal (or reverse)

1 per 10# weight

mineral to vegetable (or reverse)

2 per 10# weight

mineral to animal (or reverse)

3 per 10# weight

Note: This additional cost includes alteration of garments and equipment if any class type (vegetable, mineral or animal) exceeds 5# weight.

Example: The psionicist wishes to shape alter to a red dragon. The user is wearing/carrying 20# weight of vegetable material, and 50# weight of mineral material. The latter add 19 point of psionic strength point cost to the base cost of 3, or 19 + 3 = 22. The dragon shape desired is assumed to be about 5 tons, or about 10,000# weight. This means that 100 psionic strength points are required here, and the total cost for the whole alteration is 122 points. Assuming the user has this strength, the equipment would become parts of the dragon shape, i.e. armor scales, weapons claws, etc.

Telekinesis
Range: 3" + 2"/level
Strength Point Cost: 3/round
Duration: Special
Saving Throw: None
Area of Effect: Special

This ability allows the psionicist to move objects by will force, causing the desired object(s) to move vertically, horizontally, or combination thereof at 20' per round, doubling each round (1st round 20', 2nd round is 40', 3rd round is 80', etc.), with a maximum movement of 10240' per round. The psionicist is able to use the science to mentally move (telekineses) object(s) with a total combined weight of up to a maximum of 5# weight equivalence, cumulative, per level of mastery (i.e. 5# weight at 1st, 15# (5 + 10) at 2nd, 30# (5 + 10 + 15) at 3rd, etc.). The trained psionicist can move the object with such concentration that the object may be manipulated as if the psionicist were wielding it. Duration is a function of the psionic strength of the psionicist. The object to be telekinesed must be in clear sight of the psionicist (though clairvoyance, etc. may be used).

Telempathic Projection
Range: 1"/level
Strength Point Cost: Special
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 1" wide path

This ability allows the psionicist to sense or project basic needs/drives/emotions into unshielded sentient minds. Thus the psionicist could feel thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love, etc. or project images into a victim's mind (though a target gain a save vs. magic to resist the projection use of this discipline). The user may strengthen this attack by expending more psionic strength to alter the victim's saving throw at -1 to save per 5 additional strength points expended.

Telepathic Projection
Range: Special
Strength Point Cost: Special
Duration: Concentration
Saving Throw: Neg.
Area of Effect: Special

Telepathic projection enables both telepathic communication (but with other creatures endowed with Telepathy, ESP, or Telepathic Projection; at a strength point cost of 1/round) or telepathic influence. The telepathic influence allows the psionicist to either implant a suggestion in 1 or more creatures' minds or attempt to actually possess the mind of a single creature. The influence function of telepathic projection require that all creatures contacted be within sight range of the psionicist, or within a distance equal to 60' + 10' cumulative per mastery level (i.e. 60'+10'= 70' at 1st, 60'+10'+20'=90' at 2nd, etc.). Likewise, the number of creatures influenced is 1 hit die/level cumulative per mastery level. The cost for influence varies with attack method. Suggestion requires 1 point per level/hit die for contact, then a like amount for the implantation of the suggestion. Possession requires 2 points per target's intelligence, and 1 point per target's wisdom and charisma. All targets of the influence attacks of this discipline are entitled to a save vs. magic to negate the effect. The psionicist may strengthen this attack such that targets must save at -1 per 5 additional psionic strength points expended.

Telepathy
Range: Special
Strength Point Cost: 1/round
Duration: Concentration
Saving Throw: None
Area of Effect: Special

This discipline allows the psionicist to communicate mind-to-mind with any other creature with intelligence. This obviates the need for knowledge of the language of the creature. The creature to be communicated with must be in sight or be well-known to the psionicist. Distance is not a factor as long as the telepath and the receiver are on the same plane of existence and not separated by distances greater than 186,000 miles (1 light second). Telepathic waves can transverse greater distances only if all individuals involved are telepathic. Note that multiple-mind communications by telepathy are possible. While normal communications are possible, no special form of influence is gained by the exercise of telepathy (though any other influencing disciplines possessed by the psionicist can be used across the mind link). The psionicist can also open up the telpathic senses of the mind to act as a Commune with Nature, gaining one fact about the area per mastery level, with the area of a radius of 1/2 mile per mastery level, but at a psionic strength cost of 10 per round. The psionicist may also expend 5 psionic strength points to enable a telepathic Contact Other Plane, gaining a question per 2 mastery levels, but no fear of insanity, though the user can be stunned by the experience for 1 turn per 1% the stun roll is made by:

PLANE

CHANCE OF STUNNING*

CHANCE OF KNOWLEDGE

CHANCE OF VERACITY**

Elemental

20%

90%***

75%

1 removed

5%

60%

65%

2 removed

10%

65%

67%

3 removed

15%

70%

70%

4 removed

20%

75%

73%

5 removed

25%

80%

75%

6 removed

30%

85%

78%

7 removed

35%

90%

81%

8 removed

40%

95%

85%

9+ removed

50%

98%

90%

*Per 1 point of Intelligence over 15, the psionicist reduces stunning probability by 5%.

**If answer is unknown, and answer is not true, the being contacted will answer definitely (lie); if truth is indicated, then it will reply "unknown".

***Presumes the question pertains to the proper elemental plane.

Teleportation
Range: 0
Strength Point Cost: 20 + special
Duration: Instantaneous
Saving Throw: None
Area of Effect: Special

This discipline allows the psionicist to instantly transport either self and possessions, or a touched object/creature (with unwilling creatures required to be touched by a "to hit" roll and gaining a save vs. magic to resist, thereby negating the effect). The maximum weight affected is 250# weight plus 150# weight per mastery level. The psionicist can alter the mis-teleport percentage by 1% per additional strength point spent to correct low and/or high mis-teleporting.


PROBABILITY

OF

TELEPORTING:

DESTINATION ARE/IS

HIGH

ON TARGET

LOW

very familiar

01-02

03-99

00

studied carefully

01-04

05-98

99-00

seen casually

01-08

09-96

97-00

viewed once

01-16

17-92

93-00

never seen

01-32

33-84

85-00

Teleporating "high" means 10' above the target per 1% below the "on target" roll, though the psionicist teleporting "low" is instantly dead.

Wards
Range: 0
Strength Point Cost: 50 + special
Duration: Until dispelled
Saving Throw: None
Area of Effect: Radius of 10' + 5' per mastery level (see below)

Of the various kinds of psionic warding and shielding, this is the most powerful. It affects an area around the psionicist or a room (user can specify shape), and once invoked the psionicist need no longer concentrate upon it. Normally, that area is defined by the psionicist's presence (a 10' + 5' per level of mastery radius sphere centered on the user), or the shape of the room, or a shape of the psionicist's choosing (as long as the same amount of area is covered and not exceeding area limits). If the user is employing a Wards Major Matrix (see the magic item description), the placement of those objects defines the extent of the ward's protection.

Up to 4 psionic characters or creatures may participate in setting wards. They can all contribute up to 50 psionic strength points necessary to invoke one, in which case the ward extends for a radius around the user contributing the most points. Or, if each user contributes a full 50 points and each is within the radius of at least one other user, they may overlap their wards and thus extend the area of protection to 2, 3 or 4 times the radius of the single usage, centered on whichever is desired. There is no limit to the number of psionicists the may combine to overlap to cover great areas.

Once the ward has been invoked, the area of protection thus formed may be opened only from the inside (costing 20 points to open, 20 points to close again) unless enough power is concentrated upon (from outside or inside) to break it. The user(s) who put up the ward can cancel the effect whenever desired, at no point cost. A ward invoked without prior preparation can be broken by the application of three times the psionic strength point used to invoke it (150 points for a single-user ward, 300 points for a 2 user-50 point each ward, etc.). If the area to be warded (such as a room) has been previously prepared by the user, then breaking it requires 5 times the strength points used to create it. Preparation of the area costs 20 strength points, which must be expended by each user, and this preparation lasts 2 hours before it us be renewed. A ward formed with the aid of a Ward Major Matrix cannot be broken by anything short of a Wish spell.

The Wards discipline is equivalent in effect to a Protection from Evil spell, a magic circle, or similar such things for keeping out undesirables. The psionicist may "key" the ward to keep out/in specific things (gases/winds; non-living matter; living matter; magic/psionics; or "all" things). The psionicist may re-key a ward of his/her own creation at no strength point cost. No "keyed" thing can pass the circle except at the desire of the invoker (and after he/she spends 20 strength points to open the circle). In addition, sound does not penetrate the circle (unless at the user's desire), nor can anyone eavesdrop on those within it, or spy on them with clairaudience, clairvoyance, scrying of a crystal ball, or by other magical or psionic means. The appearance of both the ward surface is controllable by the user, settable to any color (or to an invisible surface).

GRAND DISCIPLINES (ARTS)

Amplification
Range: 3”
Strength Point Cost: 10/person
Duration: Special
Saving Throw: Neg. (applies only to unwilling subjects)
Area of Effect: Up to six individuals

This is the ability to augment psionic ability by tapping the resources of non-psionics minds. The subject(s), willing or not, are placed in a deep, trance-like sleep which lasts for 4-9 (d6+3) hours. If awakened before that time, the subject(s) will be in a state of stupor, unable to function effectively.

While under the effects of the trance, the mental energies of the subject(s) are available to be employed by the user of the amplification art. Each point of intelligence, wisdom and charisma the subject possesses equates to 2 points of psionic ability. The controller can use these psionic strength points in any fashion and at any rate he desires as long as he within the range of the subject(s).

The user of this discipline can choose the amount of a subject's psionic potential to “borrow,” expressing this choice as the percentage of the subject's total potential (which may or may not be known by the user). However, only up to 50% of a subject's psionic energy potential can be siphoned off during a single application of the discipline without danger to the subject. Using more than 50% of someone's psionic potential brings one of the following consequences down upon the subject (saving throw applies):

0-50%

no harmful effect (50% or less of the psionic potential used)

51-60%

temporary amnesia (2-12 weeks)

61-70%

permanent amnesia.

71-80%

subject feebleminded

81-90%

subject in coma for 1-12 days, must make a system shock roll every day or die

99-100%

death unless save is made, in which case subject's intelligence, wisdom & charisma scores fall to 3.

Endowment
Range: 0
Strength Point Cost: 100
Duration: Permanent
Saving Throw: Success (see below)
Area of Effect: 1 individual

This art enables the psionicist to endow eligible non-psionics with psionic power. An eligible non-psionic with psionic power. An eligible non-psionic must meet two criteria: He must have at least two scores of 10 and one score of 16 in intelligence, wisdom and charisma; and must make a saving throw (which, like all saving throws involving psionics, includes the mental attack adjustment for wisdom). If he makes saving throw, he becomes a Psionic (as per the Players Handbook). If he fails the save, this indicates the he does not possess usable Talent and cannot every receive psionic powers.

Previous to the use of endowment, the Psionicist must mind probe the individual (rapport, 8th level of mastery function) to determine the proper “power ritual” for the individual. The power ritual will usually involve the acquisitions of one or two hard-to-get items peculiar to the individual being endowed, and once all preparations are complete, the ritual itself will take 1 hour to perform. The newly endowed Psionic immediately reckons up his abilities and commences his career as a Psionic, as per the PHB.

Note that it is possible, through employment of this art, for a character to obtain psionic ability after he has already advanced in experience levels, so that a 5th-level character (for instance) who was just endowed would only have a single minor discipline available, at the 1st level of mastery, as though the character was only 1st level in experience. Except for acquisition and mastery of disciplines, psionic ability gained in this way comes fully developed and ready to be used.

Power Transfer
Range: Touch
Strength Point Cost: Special
Duration: Permanent unless object is destroyed
Saving Throw: Neg. (see below)
Area of Effect: 1 object

This art is used in making of objects of power. In principle, this is similar to making magical items: the object to be empowered must be of the finest quality, etc. Once made, the object has qualities similar to those of an unusual sword: semi-sentient, with ego and intelligence.

Empowering an object costs 100 strength points for every minor devotion transferred to it; 200 strength points for every major science transferred to it; and 300 strength points for every grand art transferred to it. The physical object itself must be of a special manufacture, and will cost 20,000-50,000 g.p. (at least) and take from 40-400 days for the psionicists to complete. Beginning on the day after completion of the manufacture of the object and continuing day by day thereafter, the psionicist attempts to “send” a particular discipline into it; the object is able to “receive” as long as it makes a saving equal to the psionicist's own save vs. spells.

Prior to each daily power transfer attempt, the object must be prepared for the undertaking, at a cost of 50 psionic strength points. An attempt to transfer on power may be made each day following completion of the item. During this time, the psionicist may do nothing else beyond eating and sleeping: the fabrication of the object consumes his whole working attention. If a day goes by in which no transfer attempt is made, or if the transfer work is interrupted (by the Psionicist, voluntarily, or by a failed saving throw), then the object is finished as it then is; no more powers may be transferred into it.

When all of its possible abilities are stored in an object of power, it may be “sealed” by an application of permanency (see the Preservation art, below (5th level of mastery)). If this is not done, either by the creator of the object or a different Psionicist, the item will lose 10% of its original psionic ability at the end of each full month of its existence until it becomes powerless after 10 months.

Upon completion, the object has a psionic ability equal to half of the maker's ability score, and intelligence score equal to its maker's, and an ego score of 1 point per minor devotion, 2 points per major science and 3 points per grand art (cumulative) transferred into it. It might also have one (25% chance) or two (10%) attack modes; it will always have one defense mode (but not necessarily mode F). It will be very hard to destroy (-5 on all attacks made or actions taken against it, +5 on all saving throws).

Should the maker desire it, he can render the object physically indestructible except through some cataclysmic force. This is done by channeling 400 psionic strength points into it on the day prior to the application of permanency.

The object will have the exact alignment its maker possesses at the time of completion. Further, the maker will be able to sense the presence of the object if it is within 12”, and can command it within 3” range, even if it is in another's possession. If the maker's will is resisted by the present possessor of the object, then the issue is resolved by a struggle for control between the object and its possessor. (For this purpose, the ego of the object is doubled when the items is within 3” of its maker.) The object of power will attempt to overcome its possessor and make him turn the object over to its maker.

If the object of power is destroyed, then its maker (if still living) suffers. The destruction of a normal object of power will cause its maker to immediately lose all of his psionic strength, stripping him of power until he builds it up again, and he must also make an immediate system shock roll. The destruction of a super-hardened object of power (one which was protected by the expense of 400 strength points, as above) will cause permanent loss of all psionic ability for the maker, who will be killed and feebleminded into the bargain.

An object that is engaged in psionic combat can be effectively destroyed if its strength is reduced to zero, but only if its powers have not been “fixed” by the application of permanency. In such a case, it will regain its power as a psionically endowed individual would. If permanency has not been placed upon it, and its strength is reduced to zero, then the object is drained of power and no longer functions (like a magic item drained of charges).

The possessor of an object of power, if psionic himself, may add its strength points to his own for th e purposes of steeping up his own power (as in multiple psionic operations); or he may employ the object's power without using his own supply. Reference should be made to the “Swords vs. Characters” section of the DMG in moderating the use of it largely depends on his ability to withstand its combined ego and intelligence.

Preservation
Range: Touch
Strength Point Cost: 50
Duration: Permanent, except for 1st level of mastery
Saving Throw: None
Area of Effect: 1 individual or object

This grand art of preservation is primarily directed at forestalling decay or preventing demise. It may be placed on oneself or on another. Particular power available to the psionicist depend on the level of mastery.

MASTERY
LEVEL

EFFECT/POWER GAINED

1st

Preserve a corpse or other dead thing from decay (duration 24 hours).

2nd

Trap soul in irretrievable dead body.

3rd

Release soul trapped in irretrievable dead body or other object.

4th

Siphon memories – Can only be done in the first 1-10 minutes after a subject dies, and only with 50% effectiveness at most. Also, for every minutes that elapses after death before siphoning begins, 5% less of the subject's memories can be siphoned, so after 5 minutes, only 25% of all the subject's memories can be acquired in this way. Siphoned memories become part of the take (he becomes that person, to a degree). Thereafter, for a time, he may outwardly present that person's personality and memories, alignment aura, etc., instead of his own aura. However, he must assimilate the siphoned memories within one week. For every 24 hours beyond this he delays, he must make a system shock survival roll, and must make a saving throw vs. spells when he does attempt to assimilate the memories. Failing a system shock roll means he dies; failing a saving throw means he goes insane. Once the attempt is made successfully, it takes 10-40 turns to assimilate the siphoned memories, after which time the “alternate aura” can no longer be used.

5th

Permanency – As per the magic-user spell; see power transfer, for an example of application of this discipline that is unique to the psionicist.

6th

Dispel Permanency – Neutralizes the effects of magical or psionic permanency.

7th

Dying Stasis – Stops the process of dying; the soul/spirit is linked to the body (dead, but not irretrievably so) and cannot venture more than 3” from the corpse. This must be applied to the body within one minute after death, or the soul will have vacated the body and not be retrievable by this means. A soul or spirit affected by dying stasis may not communicate with living beings, except through speak with dead or similar means. It is on the Prime Material Plane, and can see other souls, spirits, and necromantic phenomena on the same plane. It is invisible to, and unnoticeable by, living and corporeal creatures.

8th

Remove stasis – Cancels the dying stasis effect. The “dead” body must be immediately healed/cured, or it will truly die.

Restoration
Range: Touch
Strength Point Cost: 60
Duration: Permanent
Saving Throw: Neg.
Area of Effect: 1 person, creature or object

Restoration can used in three ways. The first way is as the spell of the same name, including the deadline for efficacy – 1 day/level of mastery of the psionicist doing the restoration. However, the psionicist may expend 20 points per day after the deadline to extend it further. In addition, objects that have been broken, defaced, drained of magic, or polluted may be restored (physical limitations: object may not be greater than man-sized and approximately 200 pounds weight). The saving throw does not apply to this function. It does apply to the second function, which is the reverse of the first: energy drain of a creature or object, as the spell.

The third function has to do with the home plane(s) of undead creatures. The user of this discipline may force undead (ghosts, wraiths, etc.) wholly into or out of the Prime Material Plane, with some interesting results: a ghost's AC is at stake, a wight's ability to drain levels, etc. since these are tied to their dual existence on other planes. The psionicist himself may also freely enter their half-worlds and planes with no risk to himself directly from the environment of the plane. For instance, the Negative Material Plane would utter drain the life energy of any Prime Material Plane native who went there – but not if the journey is by the use of this discipline: the psionicist would be as much “at home” as the undead that reside there, and can meet them on common ground. This plane-shifting is not permanent, and will last 12 hours, if not canceled sooner by shifting back (costing another 60 points). Thus, undead will revert to their normal dual-planar existence, and the psionicist will be drawn back to where he came from after 12 hours.

Severance
Range: Touch
Strength Point Cost: Special
Duration: Permanent unless removed
Saving Throw: Neg.
Area of Effect: 1 individual

This discipline is rather like a continuation of mental surgery. It is the ability to reach into another's mind and block the exercise of certain mental powers. Use of this discipline triggers a nexus in the mind of the victim or patient who fails his saving throw, rendering the subject unable to cast spells and/or use psionic powers. Innate abilities such as laying on of hands are also affected. A magic-user, cleric, paladin, psionicist, or other such character who is/was capable of spell use or the exercise of some sort of magical or mental power may have his abilities severed to the extent that he becomes simply a “normal” person, retaining only any non-magical and non-mental skills related to class and level (“to hit” bonuses, weapon proficiencies, etc.) A character cannot advance in levels while affect by severance. Strength point costs for specific applications of the discipline are as follows:

Clerics/druid spell use:

30 points x the level spell use severed (e.g., the blocking of the ability to use 3rd-level spells would cost 3 x 30 = 90).

Magic-Users/Illusionist spell use:

As clerics/druids, but costing 20 points x the level of spells use blocked.

Innate magical and/or clerical abilities:

30 points per ability blocked.

Psionic ability:

80 points to block the use of any strength points; also forces the subject to act as a “defenseless psionic” in any psionic combat situation.

PSIONICISTS TABLE IV: ARMOR AND WEAPONS PERMITTED

Class of Character

Armor

Shield

Weapons

Oil

Poison

PSIONICIST

None

None

Club, dagger, hammer, scimitar, spear, staff, sword (any but two-handed)

Yes

DM's Option

PSIONICISTS TABLE V: PROFICIENCIES

Class of Character

Initial No. of Proficiencies Weapon/Nonweapon

Non-proficiency Penalty

Added Proficiency Per Level Weapon/Nonweapon

PSIONICIST

3/3

-4

1/1 per 3 levels



1