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Unfortunately, we are that the mercy
of Wizards of the Coast for the Dungeons and Dragons® Third Edition
Psionics Handbook. It will be released in March of 2001. Until then, we
will have to use the Second Edition Psionics Handbook.
Psionics fall into six Disciples: Clairsentient, Psychokinesis,
Psychometabolism, Psychoportation, Telepathy, and Metapsionics. The table
below will give a description of each discipline.
Discipline |
Description |
Examples |
Clairsentient |
This discipline uses allow you to
gain knowledge of things beyond a persons normal capacity. |
Clairvoyance, Object Readin |
Psyochokinesis |
This allows you to move objects
across space without physically touching them. |
Telekinesis, Levitation |
Psychometabolism |
They allow you to control you or the
bodies of others for desired affects. |
Ectoplasmic form, Chameleon Power |
Psychoportaion |
This allows the psion to move himself
or others from one location to another without cross space. |
Teleport, Astral Projection |
Telepathy |
This uses your mind to influence,
control, or read the minds of others. |
ESP, Contact |
Metapsionics |
They allow you to amplify, augment,
or enhance other psionic abilities |
Aura Alteration, Ultrablast |
Name- Name of the power
Power Score- What you need in order to succeed.
Initial Cost- How many psionic strength points (PSPs) the power costs when
you first use it.
Maintenance Cost- How much a power costs to keep it working.
Range- Self explanatory
Preparation Time- How long you must spend before the power takes affect.
Area of Affect- Self Explanatory
Prerequisites- What the character must meet before learning the ability
Description- Self Explanatory
Power Score- What happens if the character hits right on the power score.
20- The ill affects of what happens when a 20 is rolled. Below is an
example of what a Psionic Power looks like. This was taken from the
Advanced Dungeons and Dragons Second Edition Psionics Handbook, page 34: Know
Direction
Power Score: Int
Initial Cost: 1
Maintenance Cost: N/A
Range: 0
Preparation Time: 0
Area of Effect: Personal
Prerequisites: None
The psionicist becomes his own compass. By paying 1 PSP and making a
successful power check, he knows which way is north.
Power Score- The power is automatically maintained for one day.
20- The psionicist is disoriented; he cannot use this power again for 1d6
hours. Below is a list of all the Psionic powers
usable in Aurora that are not found in the Psionics Handbook.
PsiSword
(MetaPsionic Devotion)
Power Score : Int-2
Initial Cost : 10
Maintenance Cost : 0
Range : 0
Preparation Time : 0
Area of Effect : Personal
Prerequisites : nil
PsiSword allows the psionicist to create a shimmering blade of pure
Psionic Energy out of thin air. The Psionicist wields it as though he were
a Kensai of the same level with the Kensai "to hit" and damage
bonus. For example, an Psionicist of 11th level has +5 "to hit"
and damage and can hit creatures that can only be hit with +5 magical
weapons or better. Damage is 1d10. In addition, on a roll of Natural 20
(to hit), the Psionicist can slice thru a Wall of Force.
Power Score - Double Dice Damage (2d10/2d12).
20 - No other effect ... the Blade appears and fizzles.
PsiSpear (MetaPsionic Devotion)
Power Score : Int-2
Initial Cost : 20
Maintenance Cost : n/a
Range : as per Hand Crossbow
Preparation Time : 0
Area of Effect : individual
Prerequisites : PsiSword
PsiSpear is the Ranged version of the PsiSword. The Psionicist creates a
shimmering spear of mental energy and hurls it at an opponent. Damage is
1d20.
Power Score - Double Damage.
20 - No other effect ... the spear appears and fizzles.
PsiBlast (MetaPsionic Devotion)
Power Score : Int
Initial Cost : 15
Maintenance Cost : n/a
Range : as per Crossbow
Preparation Time : 0
Area of Effect : Individual
Prerequisites : nil
PsiBlast is a blast of Psionic energy that an Psionicist throws from his
hand, forehead, or from his body. Damage is 1d10x 2 levels. For example,
Zamiel, a 4th Level Psionicist throws a PsiBlast at an Orc, rolling max
(10). That Orc takes 20 points of damage.
Power Score - Damage x2
20 - No other effect.
Psychic Scream (MetaPsionic Science)
Power Score : Int - 8
Initial Cost : 240
Maintenance Cost : n/a
Range : 20' diameter/lvl
Preparation Time : 0
Area of Effect : All within Range
Prerequisites : 8th level
Psychic Scream is the Power to unleash a tremendous blast of energy.
Everything (except Psionicist) within range takes full damage, save vs.
Breath Weapon halves damage. Damage is 1d20xLevel. For Example,
Sagittarius Tetragrammation, an 8th level Psionicist does a Psychic
Scream. Everything within 160' (20'x8) takes 1D20xLevel. Say He rolls a 10
... Everything takes 80 points of damage ... HAPPY HAPPY JOY JOY!
Power Score - Damage x4.
20 - Psionicist loses 1d20x4 PSP's and 60%HP.
Super Telekinesis (PsychoKinetic Science)
Power Score : Wis - 6
Initial Cost : 10 +
Maintenance Cost : 1+ /round
Range : 60 yds
Preparation Time : 0
Area of Effect : Single Item
Prerequisite : Telekinesis, 10th Level
Super Telekinesis is the Advanced version of the Wimp TK in the PsiHB. 10
PSP per ton of material moved with the mind.
Power Score - Same as TK
20 - Same as TK
Absorb/Dissipate Energy (PsychoMetabolic Science)
Power Score : Constitution -2
Initial Cost : 15
Maintenance Cost : n/a
Range : Zero
Preparation Time : Zero
Area of Effect : Personal
Prerequisite : nil
This is variant of Energy Containment. It lets the Psionicist absorb
energy, as per Energy Containment (PsiHB, p.52) except, it allows the
Psionicist a chance to dissipate it back at the originator.
Power Score - As per PsiHB/Damage that gets "dissipated" back at
target is x2.
20 - As per PsiHB.
Pyramid of Force (MetaPsionic Science)
Power Score : Constitution -3
Initial Cost : 14
Maintenance Cost : 5/round
Range : Zero
Preparation Time : Zero
Area of Effect : 3-yard cubed
Prerequisite : nil
A Pyramid of Force encases the Psionicist in a shimmering, transparent
Pyramid. The Pyramid cannot move and is totally unaffected by all
psionics/spells. But the disintegrate power will destroy it. Likewise, the
Pyramid of Force is not affected by blows, missiles, cold, heat,
electricity, etc. Spells and Breath
Weapons cannot pass thru it in either direction.
Power Score - Can withstand the disintegration power.
20 - The Psionicist created a bizarre wind pocket that knocks him to the
ground.
Lines of Power (MetaPsionic Devotion)
Power Score : Intelligence -3
Initial Cost : 15
Maintenance Cost : n/a
Range : 50' per 2 levels
Preparation Time : Zero
Area of Effect : Individual
Prerequisite : nil
This power enables the Psionicist to spring forth 3 lines of power
whenever he slaps the ground. Height of lines is 2 ft per level. Damage is
1d6xLevel. The Psionicist guides the lines with his mind. He then makes a
"to hit" roll using his
missile attack modifier. Inanimate objects that come into contact with the
lines is destroyed (Magic Items/Artifacts get a saving throw) and use up
the lines.
Power Score - Damage is x5
20 - The lines go in any direction as dictated by DM (1d8)
Urban Renewal (MetaPsionic Science)
Power Score : Intelligence -6
Initial Cost : 80
Maintenance Cost : n/a
Range : 1 mile/2 lvls
Preparation Time : 2
Area of Effect : Special
Prerequisite : Psychic Scream
Urban Renewal enables the Psionicist to lay waste to a large area of land.
A small town, a large city, etc. Power is ineffective against living
objects. For example, Want to get into that castle, but those pesky
archers wont let you? Just use Urban Renewal to collapse the wall their
on! A High level Psionicist can destroy whole cities with this power
in one fell swoop, but the people would be unscathed by the power, but
might be killed inside buildings.
Power Score - Range is x5
20 - No other effect.
Sound Blast
(Psychokinetic Devotion)
Power Score: Con -2
Initial Cost: 10
Maintenance Cost: None
Range: 0
Preparation Time: 0
Area of Affect: 10 yrds/2 levels in front of psionicist
Prerequisites: Control Sound, Create Sound
A powerful burst of sound expels from the psionicist. Anyone hit by the
blast must roll a Save Vs. Paralyze or be paralyzed for 4d4 rounds. It can
also do structural damage to anything no organic for 2d6 damage. It has
the ability to knock down most brick walls and put large dents in metallic
barriers.
Power Score-No save throw.
20- Psionicist becomes deaf for 4d2 hours and paralyzed for 4d4 rounds.
Power of
Suggestion (Telepathic Devotion)
Power Score: Wis -3
Initial Cost: Contact
Maintenance Cost: unlimited
Range: Special
Preparation Time: 0
Area of Affect: Individual
Prerequisites: Contact, Mind Link, ESP, 8th level
First, the
psionicist must contact. After this, the psionicist is able to mentally
persuade the victim to change their minds. For instance, if a psionicist
can persuade someone to back down from a fight or give their money to
charity. Those are a few things. The victim is entitled to a Save Vs.
Spell, or they are persuaded without a change of mind unless they are
threatened with death. The more severe the suggestion, the less likely
they are able to be persuaded. A severe persuasion would be suicide. That
would give the victim a +10 to their roll. A suggestion like backing down
from a fight gives no bonus.
Power Score- Throw
automatically fails, but bonuses still apply.
20- Psionicist loses
all ability to contact minds for 3d2 days.
Synaptic Error
(Telepathic Devotion)
Power Score: CON -4
Initial Cost: 10
Maintenance Cost: 5/rd
Range: 1 ft per level
Preparation Time: N/A
Area of Effect: 1 Target
Prerequisites: contact, 10th Level
This telepathic attack is one of the most potent available to a
psionicist. By concentrating and spending 10 PSPs the Psionicist can
effectively kill a living opponent very quickly. By using this power the
telepath actually causes a synaptic error in the victim's autonomic
processes. This causes the
target's brain not to register heart beats, breathing or other involuntary
processes and thus the victim will began to suffer from oxygen and blood
deprivation.
This causes the victim to suffer 3d10 points of damage per round if they
fail their saving throw vs. spell until dead, every round they get another
saving throw to stop the effects of the attack.
The Psionicist can also make it where the devotion doesn't kill the victim
but merely immobilizes them temporarily, making certain voluntary muscles
not respond to electrical signals from their brain, virtually paralyzing
them.
Power Score- The Psionicist can elect to kill or immobilize the target in
one
round without spending any maintenance cost.
20- The Psionicist interferes with his own synaptic responses and takes
3d10
points of damage and passes out for 1d6 turns.
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