Sensitive Psionic Abilities

Descriptions

Alternate Memory
Range: Self
Duration: 3-12 hours
I.S.P.: 5+
Description: This power allows the psychic to "program themselves" with false memories, allowing them to be untruthful. Anyone using Telepathy or Empathy will think the psychic is telling the truth. A Mind Bond will reveal two sets or contradicting memories, perhaps even the act of creating them if done before the short-term memory is gone. Much like Mind Bond, the Alternate Memories will fade after 3- 12 hours. The psychic creates the alternates by meditation, refines them into the final product, then uses this power to "permanentize them" so they may use them. The psychic may only create 1 false memory per level, so a 5th level psychic can create 5 alternate memories.
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Astral Bolts
Range: 30 feet (9.1 m) plus 10 feet (3.0 m) per level of experience
Duration: One melee round per level of experience
I.S.P.: 10
Saving Throw: Dodge
Pre-requisite: Astral Projection or Astral Transference
Description: This power can only be used in the Astral Plane, because it draws on ambient ectoplasm. The astral bolts inflict 1D4 S.D.C. per level of the caster, and are +3 to strike. Targets can dodge normally
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Astral Navigation
Range: Self
Duration: One hour per level of experience
I.S.P.: 4
Base Skill: 45% +4% per level of experience
Pre-requisite: Astral Projection or Astral Transference
Description: Astral travelers with this power are in a state of communion with the Astral Plane, and can find their way more easily. This power can be used in many ways, depending on where in the Astral Plane the user is at the moment. Skill rolls can be made once every hour. In the Outer Layer, the psychic can return to his body (or to the physical world if traveling through astral transference) by making a successful skill roll (do not roll on the table found in the Nightbane RPG, page 70.) In the Inner Plane, the psychic can travel through the Dragon Roads by making a skill roll and visualizing the destination. This skill roll is modified as follows:

  • Destination is well known to the traveler (i.e., an astral domain or kingdom in which he has stayed for at least 48 hours): +25%
  • Destination is known to the traveler (has visited it at least once): +5%
  • Traveler knows of but has never been to the destination: -5%
  • Destination is in the Inner Plane: No modifier.
  • Destination is in the Outer Layer: -10%
  • Destination is in the Void: -15%

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Astral Projection
Range: Self
Duration: 5 minutes per level of experience
I.S.P.: 8
Description: Through intense concentration/meditation (4D4 minutes of preparation), the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the astral body with its physical self. If the cord is severed, the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the astral self can locate its physical body without the silver umbilical cord (roll best 2 out of 3.) The physical body lapses into a coma-like trance when the astral self has left it. In this state, the body is completely helpless. It can not walk, move or think; it's completely catatonic. Meanwhile, the astral form has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane.
The hazards are threefold.

  • First, if the physical body is killed, the astral body is forever lost and will die within six hours.
  • Second, if the astral body gets lost or captured while in the astral plane, the body will begin to waste away and die.
    (Note: One minute of time in the physical world can be an entire day or even a week in the astral plane.)
  • Third, the astral body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral Plane (see Nightbane World Book One: Between the Shadows for in-depth information about the Astral Plane and the Dreamstream.)

There are two levels of astral projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension.) Astral projection from the physical body into the material world creates a ghostly specter of the astral self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in astral form, the character automatically gains the ability to float, fly (mach one/670 mph maximum), see the invisible, pass through solid objects, is impervious to physical harm (including cold, heat and energy), and can see and hear as usual. The astral body cannot communicate with the physical world except through telepathy or empathy, nor speak to, smell or touch anything on the material plane. The astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on people in the material plane (although limited to short sprints. See duration.)
Traveling in astral form has its own very special dangers. While the character can see the invisible and other astral travelers, they can also see him. This makes him susceptible to their psychic and astral form attacks; astral travelers can engage in hand to hand combat against other astral beings. The most vulnerable target is the silver cord which is the astral traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person's physical hit points and S.D.C. combined! Furthermore, the thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The astral body also has two times the S.D.C. and hit points of the physical body. This means if the character has 18 hit points and 28 S.D.C., both the astral body and its silver cord have 92 Astral S.D.C. each (18+28=46x2 = 92 each.) Remember, magic and psychic powers have full effect on the astral body. This includes exorcism, which will force the astral traveler to leave the immediate area (400 ft/122 m radius) and prevents him from returning for 24 hours.
Entering the Astral Plane is like entering the twilight zone. After a minute of concentration, the astral gateway appears as a bright patch of shimmering, white light. Once the astral traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is in a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. Time and space an twisted and distorted, so the astral traveler can travel from one end of our planet to the other, in the blink of an eye, by simply hopping through the Astral Plane. While this may sound wonderful, the Astral Plane has its dangers. First, the distortion of space and time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.
To return from the Astral Plane to the physical body, roll on the following table; Each roll will determine the astral traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds.) The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses. Roll Percentile Dice to Return from the Astral Plane

01-30Hopelessly lost (roll again.)
31-50Uncertain, confused (roll again.)
51-76Fairly certain of location; on the right track (roll again.)
77-00Definitely certain of location. (Whew! Made it Back.)

Astral travel with & partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.
Note: Traveling on the material plane in astral form is infinitely easier than travel in the Astral Plane. To find the physical body, the character need only return to where he left it. If it has been moved or hidden, the astral self can sense its location with a 60% chance of success (roll once per melee.)
The other danger lies in being attacked by other beings who live in the Astral Plane. Entities and elemental creatures of magic live in that dimension or travel through it. These beings are usually hostile, evil forces. While the astral body can not touch or communicate with the material world, the astral body is quite solid to other inhabitants of the Astral Plane. The astral body is also vulnerable to magic and psychic powers, as well as physical assault by astral entities.
The energy which composes the astral plane is responsive to thoughts and desires. The strongest astral beings can mentally or magically control that energy to mold a small area to look like whatever they imagine (see Nightbane RPG World Book One: Between the Shadows.) This means that the astral plane is made up of hundreds or thousands or even millions of tiny astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it. Some may look like a modern city, other castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to heaven and hell originate? It is always wise to avoid an astral kingdom, because only the most powerful entities and astral beings can create and maintain them.
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Astral Weapon
Range: Self
Duration: 5 minutes per level
I.S.P.: 6
Description: Normally only master psychics can use psychic weaponry, such as Psi-Sword or Mind Bolt, which is an immense help when traveling the Astral Plane via Astral Projection. But what about major and minor psychics who can also travel the Astral Plane and face the same hazards as their counterparts? This power creates an ectoplasmic Astral Weapon (melee only) that the psychic can use to combat foes during their trips. No matter what the weapon looks like, it does 2D6 S.D.C. damage and can only be used on the astral plane by the psychic who created it.
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Augury
Range: Self
Duration: Immediate
I.S.P.: 3
Description: Augury can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 30 minutes. The base chance for receiving a meaningful reply is 60% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

  1. Weal (if the action will probably bring good results.)
  2. Woe (for bad results.)
  3. Weal and woe (for both.)
  4. Nothing (for actions that don’t have especially good or bad results.)
If the augury fails, you get the “nothing” result and the caster has no way to tell whether it was the consequence of a failed or successful augury. Since the augury can only see such a limited time into the future, anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. Multiple auguries about the same topic by the same caster use the same dice result as the first augury and yield the same answer each time.
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Bleed Aura
Range: Four feet (1.2 m) per level of experience
Duration: Instant
I.S.P.: 6
Saving Throw: -2 to save
Description: The Psychic can copy the aura of another living being, including humans, monsters and large animals, to completely disguise his own aura signature. The bleeding of an aura has the interesting side effect of distorting the aura of the person whose aura has been stolen. Anybody trying to read the aura of the victim will find it extremely difficult to see and will be very off on the level, health and similar things one can usually tell by looking at an aura.
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Bleed Memory
Range: Four feet (1.2 m) per level of experience
Duration: Instant
I.S.P.: 6 per each thought
Limitations: Non-combat skills only
Saving Throw: -2 to save
Description: This is a limited, but powerful form of mental telepathy. The Psychic can focus on a very specific thought, such as a secret code word or number, combination sequence to a lock, a name, an address and similar, up to four words or a 24-number sequence and pluck it from a person's mind. Similarly, the character can concentrate on what the person is about to say and know or say the last one to four words of the statement a second before the speaker does. This can be an excellent means of pretending to know about things that the Psychic really doesn't really know anything about. The only absolute defense against memory bleed is a mind block, otherwise the intended victim rolls to save vs psionic attack as usual.
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Blind Fighting
Range: Self and 20 feet + 5 feet per level around the psychic
Duration: 2 minutes + 1 minute per level
I.S.P.: 4
Description: This limited Clairvoyance allows the psychic to see while blinded by lack of light, or having eyes inoperable. Penalties for blindness and darkness are removed for the area of effect. Their vision is also a full 360 degrees, adding +1 to initiative, and protects from sneak attacks.
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Clairaudience
Range: Self; although the image could pertain to people or places thousands of miles away
Duration: 6D6 melee rounds
I.S.P.: 4
Base Skill: 58%+2% per level of experience
Description: Clairaudience allows the user to hear sounds from a distant area. The psionicist picks a spot anywhere within range. He then can hear everything that he would be able to hear normally if he were standing in that spot. If the psionicist has enhanced senses, the senses apply to clairaudience as well. The farther the "listening spot" is from the psionicist, the more difficult it is to use this power. The table below gives specifics.

RangePerception Score Modifier
100 yards0
1,000 yards-2
10 miles-4
100 miles-6
1,000 miles-8
10,000 miles-10

Using clairaudience does not screen out background noise around the psionicist. If something in his own neighborhood is raising a racket, he may have trouble hearing what is happening somewhere else. Clairaudience also does not give the psionicist the ability to understand a foreign or alien language, nor does it help him interpret sounds. For example, if the psionicist hears furniture scraping across the floor, he can only guess whether it's a chair or something else - just as if he heard it while blindfolded.
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Clairvoyance
Range: Self; although the image could pertain to people or places thousands of miles away
Duration: 6D6 melee rounds
I.S.P.: 4
Base Skill: 58%+2% per level of experience
Description: Clairvoyance enables the psychic to see or feel glimpses of the potential future. This is achieved through meditation or intense concentration in which the clairvoyant thinks about a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one. Clairvoyance is unpredictable and cannot be turned on and off like a light bulb. Sometimes it works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill.)
A failed roll means the psychic received no insight to the future, despite the expenditure of I.S.P.
A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need ("…something's wrong. It's ... it's ... Janet! I've got to see her!") or, more often, a sudden flash of insight — a sudden image that races through the mind. The image is like a brief snippet from a movie or a dream. Often all the details are not clear, but the potential danger is. For example, the psychic character is in a trance or meditation, thinking about his/her friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's twilight, like morning or evening. She seems very upset. Janet races into the street, ignoring the traffic. There's a gang of thugs riding down the street like madmen. The squeal of horses (or bystanders.) Janet screams. The image ends. Is Janet hurt? Killed? Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The psychic has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to unfold and may be able to avoid it, stop it, or change the outcome. The image may last a few minutes or be a sudden flash lasting but a few seconds. The flash could be a peculiar noise, insignia, a face, or a specific image like a particular door, object, or person.
It is important to note that sometimes a clairvoyant image will occur unintentionally, without the psychic trying. These most often manifest themselves as dreams or nightmares during sleep. The clairvoyant dream is exactly like the image from a meditative trance described previously. The precognitive flash of the future may also occur unbeckoned while awake, but this is extremely rare. These brief glimpses of the probable future happen because the clairvoyant is acutely attuned to his world. Anything that might hurt or change that world (including people and places) will often be foretold in a flash of insight.
Game Masters: Be careful not to reveal too much. Use the examples provided as a guide. Remember, these are brief glimpses of the probable future, not a motion picture. The psychic cannot engage in any actions, combat or otherwise, during a moment of clairvoyance, or the image will instantly stop. It usually requires 2D4 melee rounds of concentration or meditation before the image occurs. Remember, a failed skill roll means absolutely nothing happens, but still burns up the 4 I.S.P. and time.
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Commune with Animals
Range: 200 feet; line of sight
Duration: Two minutes (8 melee rounds) per level of experience
I.S.P.: 6
Saving Throw: Animals save as non-psionics and need a 15 or better
Description: This ability is a combination of empathy and telepathy and allows one to commune with animals (mammals, birds, reptiles, and amphibians— not insects or fish) makes the creature(s) accept the psionic as one of their own. It also enables the psychic to send and receive emotions and rudimentary thought "images" from the animals. The affected animals will not harm the psionic and will usually (1-80%) obey simple commands like run/flee, defend self/attack, come, go, stay, etc. The character can commune with one animal per level of experience.
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Commune with Spirits
Range: Self
Duration: 8 melees
I.S.P.: 8
Saving Throw: None
Description: The chance of successfully contacting a spirit or entity is 7% per level of experience, but add +20% if ghosts or entities are known to inhabit the immediate area. This is the ability by which mediums can communicate with the entities, astral travelers, astral beings, ghosts, and spirits. The psionic serves as a transmitter, sending a general call into the spirit world or to entities in the general area. This does not necessarily mean that a spirit will comply. The being will usually communicate by temporarily possessing another person. That person may or may not be the psionic caller. The spirit will select the most susceptible person present to use as its speaking medium.
In seances like this, unknown factors are high: the psionic may contact a different spirit than the one he seeks, and many spirits and entities are hostile and may provide little helpful or truthful information (teasing and lying to the questioner.) Consult the following table to determine the spirit's disposition and response. Either the G.M. or the player can roll on the following table (or the G.M. can pick whatever seems appropriate):

01-10Exactly the spirit sought; 1-80% likelihood of being cooperative and helpful.
11-30Not the spirit desired; sad and whiny; only a 1-30% chance of helping. Otherwise, spends most of its time moaning about its troubles and woes.
31-50Not the spirit desired; hostile and snide because it has been summoned away from its activities. Only a 1-15% chance of it being helpful (perhaps on the condition that if it tells them what they want to know, they'll let it go immediately and not bother it again.) This entity is likely to spend most of its time complaining, grumbling, and may tell lies.
51-70Not the spirit desired, but friendly and helpful; tells whatever it knows (which may be a lot or very little) and may offer advice or warnings.
71-90Not the spirit desired; evil and malicious, this being will try to frighten and harass the group. It will exaggerate or de-emphasize dangers, tell convincing lies, and offer false information that will send the group into dangerous situations or that will help the evil forces in the area.
91-00Not the spirit desired; a prankster and an obvious liar (constantly contradicts itself), nothing it says can be trusted, but it does not try to hurt the group.

Note: A typical spirit will respond in accordance to its alignment and background. G.M.'s, play this as you see fit
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Day Dream
Range: Four feet (1.2 m) per level of experience
Duration: Two minutes per level of experience
Limitations: Non-combat/action situations. The intended victim cannot be involved in combat or similarly intense activity. He must be sedentary or relaxed or bored, like a guard, somebody reading a book, laying down, sitting and resting, eating, etc.
I.S.P.: 8
Saving Throw: Standard
Description: The psychic can pull up a random, pleasant memory in the minds of others. The memory can be anything: thoughts about a sweetheart, family, party, winning a competition, a movie, an upcoming event that the person is anxiously anticipating and similar experiences. The victim focuses on the memory, day dreaming about it with the following penalties: -10 on initiative, slow to take action (speed and number of attacks for the first round of melee action are reduced by half), and will not notice intruders who have a prowl skill of 60% or higher, nor will the character notice his pockets being picked by characters with a skill of 60% or higher. Likewise, it will take the day dreaming victim a while to snap out of the dream (about 4D4 seconds) to notice somebody knocking, screaming or buzzing at the door, a telephone ringing, alarms sounding and so on. Once activity has broken the spell of the day dream, all penalties are gone and the character functions completely unimpaired.
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Detect Magic
Range: Self; sensing range is 30 feet (9 m) per level of experience
Duration: One minute per level of experience
I.S.P.: 6
Description: This is a mental probe that will indicate the presence of Magic energy within the immediate area. The probe can not be used to pinpoint the exact location of the Magic energy nor the level of power other than a vague sense of weak, medium, or powerful. However, it will indicate whether an individual is Magical or possesses Magical items when the probe is directed at a specific person (does not reveal the type or strength of the person's powers other than low, medium, or high.)
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Detect Psionics
Range: Self; sensing range is 30 feet (9 m) per level of experience
Duration: One minute per level of experience
I.S.P.: 6
Description: This is a mental probe that will indicate the presence of psionic energy within the immediate area. The probe can not be used to pinpoint the exact location of the psychic energy nor the level of power other than a vague sense of weak, medium, or powerful. However, it will indicate whether an individual is psychic when the probe is directed at a specific person (does not reveal the type or strength of the person's powers other than low, medium, or high.) It will also indicate whether a group mind block is in effect or if a person is psionically possessed.
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Dispel Spirits
Range: 50-foot (15.2 m) radius per level of experience
Duration: 30 minutes per level of experience
I.S.P.: 10
Saving Throw: The spirit receives no saving throw but if someone summoned the spirit, then he can roll a standard save to maintain contact and prevent it from leaving.
Description: Any lesser spirits, ghosts or minor entities within a 50-foot (15.2 m) radius of the psychic are forced to flee the area immediately. This does no damage to the spirit but sends them fleeing and may break any communication that one or more may have with another psychic. Note that tectonic and possessing entities, demons, gods, Will-O-The-Wisps, nymphs, specters, and similar creatures are not affected by this psionic power.
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Divine Body
Range: Touch
Duration: Varies; usually about 2D6 minutes
I.S.P.: 6+
Saving Throw: None
Description: A variation of Object Read that can be performed on pieces of corpse. (Same as the ability included in the Super Psionic Necromancy.)
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Ego Whip
Range: 100ft +10ft/level
Duration: Instantaneous
I.S.P.: 8
Description: Rapid mental lashings assault the ego of the target, debilitating its confidence. The target is minus 4 to all saves, -3 to horror factor, or half that amount on a successful save. A target that fails its save is also dazed for 1 round.
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Empathic Transmission
Range: 60 feet
Duration: 2D6 minutes
I.S.P.: 6
Description: This incredible ability enables the psychic to instill a powerful emotion into another living creature; person, animal or supernatural being. Each psychic attack/transmission can only affect one creature at a time. Several supernatural creatures have this ability or some aspect of it.


    Despair or Sorrow: Invokes great emotional upheaval, deep sorrow and a sense of loss. There is a 50% chance of the victim surrendering or leaving without a battle; furthermore, victims are -2 to parry and dodge.
    Confusion: Disorients the person so badly that he has no sense of direction, time, or of what is exactly going on. Victims are -3 to strike, parry and dodge, and lose initiative in any combat.
    Fear: Invokes unreasoning terror in all those affected. Victims are -3 to strike, parry and dodge. Plus, there is a 66% chance that those affected will turn and run.
    Hate or Anger: Will prompt those affected to act rashly, charge, attack, argue violently, etc. Victims are likely (60% chance) to attack, kill, harm, or betray those they dislike; +1 to strike, -1 to parry and dodge.
    Love or Peacefulness: Will induce a deep feeling of serenity, dispelling anger, hatred, sorrow, and so on. Hostile opponents are likely (60% chance) to reconsider their actions, deciding not to attack, show mercy, leave without being overtly cruel or destructive, halt a rampage, and so on. It does NOT make its victims docile sheep, but curbs hostility.
    Trust: Will make its victims believe everything the psionic tells them, but only while under the empathic influence. Life-threatening suggestions that go against deep-seated fears, morals or ideals provide an additional saving throw against the suggested action; with a bonus of +3 to save.

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Empathy
Range: 100-foot area (30.5 m)
Duration: Two minutes (8 melees) per level of experience
I.S.P.: 4
Saving Throw: Standard; To save vs empathy, the person must roll to save once each melee round that the psychic is using empathy. Mind block will prevent any empathic emanations from the blocked person.
Description: Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love, etc. Probing for emotions can often be used to establish that somebody or something is nearby, but cannot be used to pinpoint an invisible or hiding person/creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural beings.
Questioning a person/being while using empathy can be very handy in establishing how they are reacting to you. In a limited sense, empathy can be used like a lie detector to see if the emotions match the verbal response. For Example: "Did you know the deceased?" The verbal answer is no, but there is a sudden flare of nervousness and fear (or hate or sorrow.) This doesn't mean the guy is the killer, but it might mean he is lying about knowing the deceased. Further questions might pull out a strong emotion such as anger or hate (or happiness), which may confirm the psychic's suspicions that this character might be involved in the murder. However, remember that this is, at best, circumstantial evidence and is inadmissible in court. Physical proof must be found, but the empathic readings may put characters on the right track. Also, remember that although the empathic psychic is feeling the person's real emotions, he is interpreting their significance. A very nervous person may always radiate fear or anxiety, while a cold-blooded, pathological killer may feel nothing at all and stay calm and cool as he lies through his teeth. The feeling of hate may mean that the person did know the murder victim, or knew of him, and hated him for any number of reasons. That does not mean he killed him. As you can see, interpreting emotions can be a tricky thing.
Haunting ghosts and entities rarely mask their emotions. Thus, the psychic can easily tell if one or more is nearby (within 100 ft/30.5 m) and what it is feeling. "I sense great sorrow." or "Do as it says! It is angry, almost crazed. I think it will carry out its threat if you try to stop it."
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Ethereal Mirage
Range: 10 feet (3.0 m) per level of experience. Size of the illusion is limited to 3 square feet (0.28 square meter) per level of experience
Duration: One minute per level of experience
I.S.P.: 6
Limitations: This power only works in the Dreamstream and Astral Plane
Description: Creates a visual illusion projected directly into the mind of the people in range of the power. If a successful save is made the target realizes he is seeing an illusion. The illusion can have any shape and form the character wishes it to have, but cannot produce any sound, nor is it substantial.
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Hypercognition
Range: Self
Duration: Instantaneous
I.S.P.: 15
Description: You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane.) The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at. An I.Q. check may be required to obtain the desired information.
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Hypnotic Suggestion
Range: 12 feet (3.6 m), plus requires eye contact
Duration: Varies with each circumstance and subject; rarely more than a few hours maximum
I.S.P.: 6 per idea or attempt to implant an idea
Saving Throw: Standard
Description: The power of suggestion is a psionically boosted form of simple hypnosis. The power is limited to relaxing/calming somebody down, putting a person or animal in a light sleep, helping a person to relax and focus on a particular thought (good for helping someone to remember things), and implanting subtle ideas. The implanting or "suggestion" of an idea must be subtly worked into a comment. The suggestion must be kept simple and clear, such as "You know you can trust me" or "You feel like you have a fever. Yes, you do have a fever. You're burning up (with fever.) You should lie down." or "You don't want to go there."
The power of suggestion can also be used to make the victim imagine sounds and images. "Did you hear that? Listen! Footsteps! You hear the footsteps... yes, you do!" Or, "At midnight the specter appears. Everybody who is ever present sees the specter at midnight." The poor individual who fails his savings throw will, indeed, imagine he sees something at midnight.
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Immune to Cold
Range: Self
Duration: 20 minutes +10 minutes per level.
I.S.P.: 5
Description: The psychic can endure great extremes of cold with minimal ill effect. Damage is half for magic cold. (Same as the ability included in the Super Psionic Cryokinesis.)
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Induce Awe
Range: Self
Duration: 5 minutes per level
I.S.P.: 10
Description: A psionicist can use this power to make others hold him in awe. Each character contacted must make a saving throw vs. spells. Characters who fail are mentally cowed; they sense the telepaths "awesome might." They have no desire to serve or befriend him, but they won't attack him unless forced to do so. (For example, someone says, 'You kill him or I'll kill you.") They'll do whatever they can to avoid angering or upsetting the psionicist. If possible, they'll avoid him altogether, and take the first opportunity to escape him.
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Intuitive Combat
Range: Self
Duration: Two melee rounds per level of experience
I.S.P.: 10
Description: This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace.
Note: The psychic is unable to use any other psionic power, including mind block, while this power is in use. He can cancel it with a thought. Bonuses:

  • +3 on initiative
  • +1 to strike
  • +1 to parry
  • +4 dodge
  • +4 to pull punch
  • +2 to roll with punch, fall or impact
  • +2 to disarm
  • Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
  • +10% to abilities (balance, etc.) provided by the acrobatics and/or gymnastic skills, as well as +10% to climb and swim

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Invincible Foes
Range: Sight
Duration: 10 Melee rounds
I.S.P.: 10
Description: The victim of this power believes that any blow struck against him will cripple or kill him. Even if the blow causes just one point of damage, the victim thinks he's dying, and that he can no longer fight. He falls to the ground in horrible pain. A character who is struck while under the effect of this power won't recover until a turn later, even if the psionicist stops concentrating on him and turns his attention elsewhere. As long as the character was under this effect when the blow was struck, he’s out for 10 rounds. Even if the victim of this power is never actually struck, his behavior is likely to change. Fully expecting the next blow to kill him, he may stop attacking and simply parry, or try to flee, or even surrender and beg for quarter. If the character has not been struck, however, the psionicist must keep renewing the power every round; otherwise future blows will affect him normally. “Invincible foes” can also work in reverse. In other words, an attacker can be made to believe that every blow he strikes is fatal. The belief is strong enough to create an illusion: even if the attacker barely scratches his foe, he sees the “victim” lying down, mortally wounded. He will continue to imagine that opponent lying on the ground until the opponent attacks again (it doesn't matter whom he attacks; any attack breaks the illusion.) This reversal has several consequences. Characters who have been “killed” - i.e., struck - can simply walk away from the fight, leaving their corpses behind. Or they can move into position and attack again, gaining a +2 bonus to hit. After this happens three times, the affected character must make a saving throw vs. Psionics. If it fails, he becomes convinced that his foes are unkillable and reacts accordingly (PCs, of course, are free to react as they see fit.)
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Know Location
Range: Self
Duration: Instant
I.S.P.: 10
Description: This power is useful to characters who frequently travel by using teleportation, gates, or via other planes of existence. When it works, the power reveals general information about the character's location. The information is usually no more detailed than the response of a simple farmer when asked, "Where am I?" The character can get additional information that is less specific than the initial answer if his player asks for it, without having to make a second roll. A successful roll will specify your location within a mile. On an unsuccessful roll, for each percentage above, the location is off by 1 mile.
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Lie Detection
Range: Immediate area (see below)
Duration: 30 minutes per level
I.S.P.: 4
Description: The psychic sets up an empathic field, specifically geared to determine if given statements are lies or truths. By expending 4 I.S.P., the psychic is alerted to any of the simple little tricks that occur when someone lies in their presence. Psychics with unusually high M.A. scores may use their M.A. attribute in place of their M.E. attribute when making a save against this power. The power covers anyone within speaking distance, typically around 20 feet.
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Light Aversion Cloak
Range: Self
Duration: 5 minutes per level of experience
I.S.P.: 10
Description: By bending light around himself, a psychic can effectively make himself invisible. If absolutely motionless, a photokinetic remains 100% unseen so long as concentration is maintained. Increase likelihood of being spotted by 10% per 1 foot traveled per melee round (A psychic moving 5 feet (1.5m) per melee would have a 50% chance of remaining successfully cloaked.) See the Invisible and similar abilities can also see through the power. V
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Mediumship/Clairsentience
Range: Self
Duration: 2D4 minutes (plus 3D4 minutes of preparation)
I.S.P.: 4+
Base Skill: 30%+2% for every P.P.E point that can be drawn on.
Description: Some individuals are especially sensitive to psychic impressions and can open themselves to the supernatural forces. The clairsentience power operates on two levels. First: The psychic sensitive acts as a beacon, calling out to haunting ghosts or other entities. This makes the psychic's presence known, as well as invites the entity(s) to come forth and communicate. Second: The psychic acts as a medium through which the entity can speak (temporary possession) or as the mediator (the person who asks the questions.) As the mediator of a seance group, someone other than the psychic beacon is temporarily possessed, but only the mediator can ask questions.
The spirit or entity will temporarily enter the medium or psychically susceptible member of a seance group to communicate. The voice is often the voice of the spirit force, not the person, and might be in a foreign language. The entity may not speak at all, but write or draw its message. Communications are usually brief, seldom lasting more than five minutes and ending abruptly. The entity is not bound to answer questions truthfully, although good alignments have no reason to lie (evil entities lie freely.) The person selected as the "mouthpiece" will remember nothing that occurred while possessed. If the person has latent psychic powers or many I.S.P. points, the possessing force will be able to draw on that energy reserve to create other phenomena such as telekinesis, empathic transfer, etc. The spirit's words and actions can not be controlled, making physical manifestations even more frightening. This accounts for gusts of wind, rapping, table movement, etc. Fortunately, the possession is short-lived, or contact can be broken by breaking the chain in the seance.
The seance chain is composed of a group of people who sit, holding each other's hands to create a circle. The group can be a mere two people or as many as a dozen. It is pointless for the psychic medium to open himself up to a seance without at least one other, because he can not remember what happens while under the control of the entity. Another reason for having several people is that each person can feed the medium with their own potential psychic energy (I.S.P.) Each person in the seance chain can temporarily contribute up to half of his/her I.S.P. to the cause. The only requirement is to truly desire communication with a supernatural force. Each supporter of the communication link adds I.S.P. fuel. Each I.S.P. point increases the bases skill by +2%.
Every I.S.P. point from a person opposed to the communication reduces the success ratio by -2%. A Psionic-Null who is a member of a seance chain will reduce the success by -4% per each of his I.S.P. points. However, the Psionic-Null can observe a seance without any ill effects. The use of the I.S.P. energies is momentary and returns to full level within minutes, but may leave some participants with a slight feeling of dizziness or fatigue for those few minutes. The seance can be broken at any time by letting go of each other's hands.
Game Master's Note: The behavior of the ghost or entity that communicates through the medium will depend on the type of entity, its alignment and its plans. Many haunting ghosts want help if they can get it, while poltergeists are pure mischief. The more powerful, evil entities may mislead or mock the characters, or even lash out during a seance, using the participants' own I.S.P. against them. However, a seance assault is usually more frightening than deadly. The spirit force can communicate in voice, writing, symbols/drawings, or sometimes with telepathy or empathic transfer as well. A brief gust of wind often whips up out of nowhere, small objects are knocked over or rattle about, the table may move or levitate as much as two feet above the floor and another psychic may sense the entity's emotions.
The most sensational and violent seances may produce hurling objects which can inflict minor physical damage to the seance participants, ectoplasmic apparitions, empathic transmissions (usually fear, confusion or despair) and even magic spells/assaults. Regardless of the strength and ferocity of the creature's response/onslaught, the seance can always be instantly stopped by just one person breaking the chain of holding hands. The moment somebody let’s go, the mini-circle of I.S.P. power is broken and the entity is dispelled from the host medium's body. At that same instant, all physical and mental manifestations cease.
In the case of non-psychic seance attempts (ordinary people without the aid of a professional psychic or medium), the base skill is equal to the number of I.S.P. points linked by the hand holding. The person with the most I.S.P. or one with latent psychic abilities is the likely one to be selected by the entity to communicate through.
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Mind Block
Range: Self
Duration: 10 minutes per level of experience
I.S.P.: 4 (per each duration period)
Description: This is the ability to completely close or block oneself from most psychic/mental emanations. When intentionally closed to supernatural or psychic forces, the character cannot sense anything, cannot use his psionic abilities, nor be psionically influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, induced nightmares and empathic transfer. It can be an invaluable protective mask when dealing with malevolent psychic forces. It also adds a bonus of +1 to save vs all psychic and mental attacks.
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Mind Trip
Range: 10 feet per level of experience and the intended victim must be visible
Duration: Four minutes per level of experience
I.S.P.: 6
Saving Throw: Victims are -1 to save.
Description: The use of this power causes the victim to make a mental mistake or trip/stumble. For example: The use of a Mind Trip while reading numbers, calculating numbers or figuring the price of things will cause the person to make a mistake (off by 1D4x10%), always in the Psychic's favor. Likewise, the power can be used to make the victim misread the time of day, add too much or too little ingredients in food or a potion, misread or misquote a line of text, get tongue tied and say the wrong word or mispronounce a word or name, make typographical or keyboard errors, fumble a skill (-10% on skill proficiency), or cause an attacker to hesitate or stumble during combat (reduce the attacker's strike, parry, dodge or initiative bonuses by half but only for that particular melee action, not the entire melee.)
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Object Read (Psychometry)
Range: Touch
Duration: Varies; usually about 2D6 minutes
I.S.P.: 6+
Saving Throw: None
Base Skill: Impressions: 56%+2% per level of experience. Images: 48%+2% per level. Present: 38%+2% per level of experience
Description: This uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought, or by opening to a general impression (the latter is always more vague and random.) Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of information.

  • Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (anger, happy, sad, hate filled, confused, etc.), the object's general purpose (what it is used for), whether or not the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. Object read will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions.) If the item is possessed, an object read makes the reader totally vulnerable to possible psychic attack (no bonuses to save) from the force contained inside it.
  • Images: The psychic can also see images of isolated events which have happened in the past. This will provide brief snippets of images and events that will offer glances of the previous owner and others close to him. Traumatic and emotion filled events/images are the easiest to see. Impressions will accompany the images, adding to the story as it unfolds. Information includes: approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length; special facial or body features, such as a scar or tattoo or beard (very often the exact facial features are out of focus, blurred or obscured); the object's use/purpose; and some special event, usually very traumatic, important or happy. Often the event image will be fragmented as if it was a piece of movie film edited by a crazy man. The event will always be one in which the object was involved in some way.
  • The present can also be glimpsed, but costs an additional 4 I.S.P., with no guarantee of success. Sometimes the psychic can focus in to see and feel the last owner at that very moment. This will provide an idea of what is his current state of mind/emotion, appearance/dress, general location (that is to say, a bedroom, office, street, outdoors, etc.; no address or sense of distance is provided), general features (shaved his beard, dyed hair, etc.) and so on. The psychic may be able to identify a place or person by its features, provided he has seen it before or sees it in the near future.
  • The success or failure of an object read: Roll percentile dice once for impressions and once for images. The roll must fall under the character's base skill ability to succeed. A roll higher than the base skill means failure and the psychic feels and/or sees nothing. Impressions and images are two different things, so roll for each. The psychic may get no impressions, but see images or vice versa. The present cannot be seen unless the psychic was successful on at least one of the previous readings of impressions or images. Once an object has been read it cannot be read again by the same psychic, even if he did not see or feel a thing. Of course, the psychic can attempt to object read other items, but each attempt will cost 6 I.S.P.

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Precognition
Range: Self; although the image could pertain to people or places thousands of miles away
Duration: 6D6 melee rounds
I.S.P.: 6
Base Skill: 58%+2% per level of experience
Description: This psychic ability enables the psychic to see glimpses of the probable future or to feel something about the future. This is achieved through meditation and intense concentration in which the psychic is trying to see the future. It usually requires thinking about a particular person, event, place or intention, and, if successful, gives the psychic a positive or negative feeling about it and may include a vision or actual recreation of what is going to transpire. For example, thousands of people claim to have had visions of the Titanic sinking and the World Trade Center disaster, accompanied by a feeling not to go on the ship or that building. The vision may focus on one fraction of the event in the future (i.e., only seeing the Titanic hitting the iceberg, or seeing people screaming and falling overboard or people in lifeboats with the ship in the background or no where to be seen, but the name on the life boats says it all) or it may reveal a collage of snippets like a movie trailer, or one single image and a powerful feeling or sensation to go along with it.
Note: A trance to get a Precognitive vision takes 20 minutes, during which a dreamlike vision, image or bit of knowledge may come to mind.
Precognition is unpredictable and cannot be turned on and off like a light bulb. Sometimes it works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill.) A failed roll means the psychic received no insight to the future whatsoever.
Dream Visions: Sometimes a Precognitive vision occurs unintentionally and uncalled, without the psychic trying to get one. These typically manifest themselves as dreams or nightmares during sleep. The Precognitive flash of the future may also occur unbeckoned while awake, like a vivid daydream, but this is extremely rare. The Precognitive dream is exactly like the deliberate meditative image described previously, only it is always of the future and comes as a subconscious clue, warning or message to help the character prevent or change the future event, or help himself and others survive it or keep collateral damage to a minimum. These brief glimpses of the probable future event, disaster, or trouble, happen because the psychic is acutely attuned to his world. Anything that might hurt or affect him or dramatically impact the world (including people and places he doesn't know) may appear as a Precognitive dream/warning.
When will it happen? Good question, the psychic can never be sure, even if he senses or sees the specific date it may change. Ninety-percent of the time, the premonition or prediction will occur anytime between the minutes after the psychic finishes the dream (get out, an earthquake is going to level this apartment in a few minutes) and 72 hours later. However, some events may not happen for lD8+4 days and prophecies (a super-rare gift) are often months, years, decades and even centuries away. Remember too, that an intervention on the character's part (or an outside force) could delay, reschedule or stop the event from happening.
Deja Vu: The psychic will always recognize something he's seen in one of his visions, even though he may have forgotten about it until he sees it again, in person. That realization should instantly put the psychic on his guard. This result is deja vu - the sense that you have experienced this event before - and because the character has experienced it before (though he's only remembering it NOW), he has the advantage of knowing what will happen next, though in a scrolling sequence, remembering each facet of the deja vu event only as it begins to unfold. For example, he suddenly remembers being ambushed at this location the moment it starts to happen. He remembers being so startled by the attack that he crashes the mini-van, and only because he remembers this and has an idea of what's happening, he does not panic this time and comes to a screeching halt before the collision (or hits the wall, but begins to break so the damage to the vehicle is minimal) and nobody inside is hurt. This is all a plus and better than the original prophetic dream. However, events are unfolding so quickly, and the details of the dream so foggy, that the psychic doesn't remember the crowd of bystanders rushing toward them until they start to do so. It is at that moment that he remembers they are not rushing to their aid but charging to attack them. The psychic screams for his companions to "run, run ... they'll try to kill us." And the fact that he is running, and taking a closer look (and maybe a Perception Roll) makes them realize the crowd is carrying wooden clubs, pipes and knives, and run after their comrade. As he's about to turn around a corner, he suddenly remembers there are assailants waiting in hiding and shouts, "no, not there, this way." "What's going on?" screams one of his companions. "Why are they attacking us?" It is only from the stimulation of the question and the circumstance that the psychic experiencing deja vu remembers. "Something's controlling them. We're getting too close and it wants to stop us." "What?! What is it?" At that point, the deja vu might end, and our hero doesn't know the answer. Or he may know it is a Mindolar and had they turned that corner, they would have run right into it and been enslaved too. Only they didn't. They're still running for their lives and he doesn't know if they'll survive, but they have a chance. Things are different this time . . . this is the real confrontation, and they have a chance to escape.
Bonuses: In addition to the spurts of knowledge and insight that come with deja vu, the person "reliving" the event is +3 on Perception Rolls, +2 on all other combat rolls (initiative, strike, parry, dodge, roll with impact, etc.), and +5% on skill performance.
Game Masters: Don't be afraid of players using Precognition or Clairvoyance. Remember, neither is an exact art. Sometimes (when you want it to) the power provides a great deal of information, clues and help, other times hardly anything. One time the info and vision is crystal clear, the next time it is cryptic, confusing and not very helpful. The player of the psychic character may not be happy about a short or cryptic vision, but that's the way the power works, too bad. Just be careful of revealing too much detail. Use Clairvoyance and Precognition to create even greater suspense, fear and drama. I have found that even providing a lot of information, if done right, can make for a terrifying and pulse-pounding experience. ("Good Lord! We have to go up against that?!") But these visions and flashes of insight can be a great G.M. tool. A way to encourage players to go to a particular place, prepare for a particular nemesis or battle, to provide clues that build the tension as their worst fears are confirmed time and time again. Good stuff, so use it to your advantage in developing the story, advancing plot and helping the characters along. Remember, these are brief glimpses about the probable future, if the vision doesn't come true or is similar but different, it's because they did something to change it. Current events and intervention can always change the future, or at least the outcome of the event. Take the previous example of deja vu, the ambush still happened. The crash still happened, though not as badly, and the characters still found themselves up against a Mindolar controlled mob out to get them, but the information about the future kept them out of the monster's clutches (at least for the moment), gave them a fighting chance, made for a great adventure moment, and, assuming they escape, advances the story. They now know they are up against a Mindolar. Is it operating alone or serving a greater power? Where's its lair so they can take the fight to it on their terms, and so on.
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Presence Sense
Range: 120-foot (36 m) diameter
Duration: 2 minutes (8 melees) per level of experience
I.S.P.: 4
Saving Throw: None
Description: Presence sense is a sixth sense which will alert the character to the presence of supernatural and magic creatures in the area. The ability cannot pinpoint the location of the presence, but will give the psychic the impression of whether it is near (within 50 ft/15.2 m) or far (beyond 90 ft/27.4 m.) It will also give the character a vague idea of how many presences there are; one (1 or 2), a few (3 to 6), several (7 to 14), or many (15 or more.) The psychic will also be able to tell if one or more of the presences are incredibly powerful — applicable only to demon and deevil lords, greater elementals and gods.
The psychic can sense the presence of humans and animals too, but with much less accuracy. Typically, the sensation is one of, "We are not alone." The person's distance is undeterminable and the number of people is limited to a sense of one, two or many (and that is only right 50% of the time.)
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Probe
Range: Self
Duration: Special
I.S.P.: 8 per 2/melee
Description: Probe allows psionicists to dig deeply into a subject’s subconscious. If the subject fails a saving throw vs. Psionics, then all his memories and knowledge are accessible to the prober - from memories deep below the surface to those still fresh in the subject’s mind. The information gained is not necessarily true, but it is true as far as the subject knows. The telepath can learn the answer to one question per round. GMs have some discretion in determining this rate. If the telepath’s questions (or the answers) become too complicated, each may take longer than one round to resolve. Telepaths can probe a subject who is conscious, as well as one who resists. A probe can even be carried out during melee, provided the telepath can get close enough. If a probed wizard tries casting a spell, the telepath knows both that a spell is being cast and what the general effects of that spell are.
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Psi-Noise
Range: Self
Duration: 1 minute per level for the psychic; see below for the victim
I.S.P.: 5
Description: The psychic sets up a powerful broadcast of psi-interference which other psychics and mental intruders will find uncomfortable, forcing them to drop contact. The psychic can make any effect within reason, from a high-pitched squealing, to incoherent babble, to annoying static, as the GM permits. Victims who don't save the effects of the psi-noise usually receive a raging headache, will last for 1D4 minutes, but healing psionics or magic can quickly counter these maladies. Until such time, the victim is -1 to initiative and -2 to strike, parry and dodge, and -5% to all skill rolls.
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Psionic Invisibility
Range: Line of sight or 100-foot (30.5 m) radius
Duration: One minute per level of experience
I.S.P.: 10
Saving Throw: Potential victims are -2 to save; area affect.
Description: Psionic invisibility is the ability to remain undetected when in plain sight. This is accomplished via a telepathic impulse that convinces bystanders that the psychic is not a threat and insignificant — beneath their notice. Those affected by the impulse are unable to see the character, and subconsciously avoid colliding with him; they don't see him on a conscious level.
Note: This invisibility works only if the character is "passing through" or hiding and honestly has no intention of attacking or hurting anybody in the area. The slightest ill intent or act toward perpetrating violence instantly cancels the psionic influence.
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Psychic Crush
Range: 50 yards
Duration: Instant
I.S.P.: 10
Pre-requisite: Telepathy
Description: Psychic crush is a massive assault upon all neurons in the brain, attempting to destroy all by a massive overload of signals. The victim must make a saving throw vs. psionics. Failure paralyzes the target and deals 1d8 damage to hit points.
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Psychic Dowsing
Range: See below
Duration: Instant
I.S.P.: 8
Description: The psychic may cast out their senses to find specific items or substances. The psychic concentrates for one melee while this takes place. If the sought items or substances exist in the radius of effect then they are immediately given vague directions and details about it. The base range is a 60-foot radius, with a further range of 100 feet per level. If no such item exists in their base radius, they are given a straight-line distance to any within the secondary range (but no details.) This power cannot detect metaphysical concepts. It can find "swords", "steel" or "cybernetics" but not magic swords, steel made into bracelets or Justine the Cyborg.
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Psychic Literacy
Range: Self; object by touch
Duration: One melee round per level of experience. Can psychically scan 15 pages per melee round
I.S.P.: 7
Description: By focusing and running his hand slowly down the written page, the psychic can get the gist - the concept - of what has been written even if the book is written in a foreign or alien language. However, it must be an actual language, not a cryptographic code or pictographs. The psychic's level of comprehension and recollection is reasonably good, but is nowhere near Total Recall and does not include detailed information or every name, just the basic idea and information of what has been written. The psychic will also get a sense of when the book was written, who published it, whether it is out of print, and can even quote a few select, short passages from it (items that had significance to the character or the group's current situation.)
If a book of spell incantations, rituals, formulas or equations, the psychic will have an idea of what rituals and invocations are in it, but cannot see, remember or repeat an entire spell, ritual, formula, or set of instructions, nor can he see any portion of numerical formulas or mathematical equations.
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Radial Navigation
Range: Self
Duration: 1 hour+
I.S.P.: 7+
Description: As long as this power is in use, the psionicist knows where he is in relation to a fixed starting point. In other words, no matter how or where he moves, he still knows the exact direction and distance to his starting point. He cannot necessarily tell someone how to get back to that starting point however. For example, if he is in a maze or dungeon, he may know the starting point is 500 yards north, but he cannot retrace his steps through the maze automatically. Radial navigation does enhance his ability to do so, however. Every time the character comes to a decision point - e.g., "should I turn right or left?" – Roll vs M.E., a successful roll means you are about to determine which way you came, a failed roll means you are unsure. Radial navigation can be helpful in several ways that are not obvious. For example, teleportation and other extraordinary means of travel become simpler. Let's say a character cannot see a particular location because he's blindfolded. He leaves that location, but uses radial navigation to get a fix on it. That means he can still teleport back there. Furthermore, if the character has a fix on a place, he can reach it through the astral plane in just seven hours, the minimum possible (assuming of course that he can travel through the astral plane.) And he can reach the same location by dimension walking with no chance of getting lost. Radial navigation can aid in telepathy, too. If the psionicist wants to make telepathic contact, and he has a fix on the target's location, he doesn't suffer the usual penalties for range. If the character stops maintaining this power, he loses his fix on the location. He can get it back by resuming this power and making a successful roll on M.E. within six hours. After six hours, the location is lost. Only one location can be fixed at a time unless the character pays the maintenance cost individually for each. This power when cast lasts for 1 hour but can be extended for as long as needed for an additional 7 I.S.P./hour.
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Read Dimensional Portal
Range: Touch or one foot (0.3 m) per level of experience
Duration: One melee round per level of experience
I.S.P.: 6
Limitations: Applicable only to active (open) dimensional portals and devices that can create a dimensional portal.
Description: This power allows the psychic to get impressions from the portal or dimension spanning device, which instills the character with the following information:

  • Destination is relatively dangerous/hostile or safe to the psychic. This includes whether the environment can support human life.
  • Whether there is a strong (or numerous) presence of the supernatural (i.e. alien intelligence, gods, demons, etc.) and whether that presence is evil.
  • A psychic flash — a brief vision — of who was the last person or persons to use the portal, if any (may be none if it is a random Rift that hasn't been used by any living force.)
  • Intuitively sense whether the portal or machine leads to any of the following dimensions: the Astral Plane, Xiticix home world, the Dreamstream, or to another location on Rifts Earth.
  • If a mechanical gateway or device capable of dimensional travel/opening a dimensional portal, whether it is a creation of magic or science, the psychic will get a basic idea of how to operate it in order to open or close a dimensional portal (similar to object read.)

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Remote Viewing
Range: Self
Duration: 2D6+6 second flash of insight or vision of current events
I.S.P.: 10
Saving Throw: Special. Other psychics can feel or sense when somebody is trying to observe them and can try to resist it by concentrating (uses up one I.S.P.); standard save vs psionic attack (in this case, psionic intrusion.) Failure means the psychic is seen via remote viewing. Success means the psychic trying to view is blocked, and he knows that the target has deliberately done so. The target of this power gets no impression from being viewed remotely and has no idea why he is being viewed or by whom.
Description: To use this power, the psychic needs a photo or video image to focus on, even if he knows the person or place intimately. When focused on a particular person, the psychic can see in his mind what the person is doing at that moment for 2D6+6 seconds. The image appears as if the character were looking down through a skylight. He sees only a glimpse of things and may not remember all details. Likewise, he may not see other people outside his line of vision, because the focus is a particular person, not the entire room. If the target is moving, walking, or driving, the remote viewer will know this and follow along for a few seconds, although he may not have a clear idea of his surroundings, but enough of an impression to recognize it if he sees it personally.
The character may also remote view a specific place such as a small to medium room, a corner in a playground or field, a specific entrance to a building, a particular section of an alley, etc., but not an entire house, office building, stadium, street, etc. As before, he must have a photograph, video or frame of film to focus upon. For 2D6+6 seconds, the psychic will see whatever occurs in that small area of that particular place, In the alternative, the psychic can use remote viewing to catch glimpses/images that tell something about the subject of the viewing. In this instance, he must have 2-4 specific questions, such as, is so and so alive .. the image of the character smiling as he walks through the area appears, or flashes of a brutal attack, blood, and a falling body (indicating death), and so on.
In either case, the psychic cannot look at the same person or place via remote viewing again for another 24 hours.
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See Aura
Range: 60 feet (18.3 m) and must be visible
Duration: 2 melees (30 seconds)
I.S.P.: 6
Saving Throw: None, but a mind block will hide the presence of psychic abilities, the amount of I.S.P., and possession by a supernatural force
Description: All things, organic and inorganic, have an aura. The aura has many distinctions and can be used to see or sense things invisible to the human eye. Seeing an aura will indicate the following:

  • Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up.)
  • The presence of magic (no indication of what or power level.)
  • The presence of psychic abilities.
  • High or low base I.S.P.
  • Healthy or sick.
  • The presence of a possessing entity.
  • The presence of an unusual aberration which indicates a serious illness, nonhuman, mutant, or supernatural being in disguise, but does not specify which.

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See Invisible
Range: 120 ft (36 m) distance
Duration: One minute per each level of experience.
I.S.P.: 4
Saving Throw: None
Description: The character can see forces, objects and creatures which can turn, have been turned, or are naturally invisible. Even if the creature has no physical form, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities and the astral form.
Note: Invisible beings or objects can only be traced to a general area, like a specific room or corner.
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Sense Dimensional Anomaly
Range: 120-foot (36.5 m) radius
Duration: 2 minutes per level of experience
I.S.P.: 6
Saving Throw: None
Description: This power will detect the presence of a dimensional anomaly like a dimensional portal or Rift leading to another dimension, world, or time, as well as any disturbances caused by teleportation, temporal magic, or other powers that disrupt the fabric of reality.
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Sense Evil
Range: 140-foot (42.7 m) radius
Duration: Two minutes (8 melees) per level of experience
I.S.P.: 2
Saving Throw: None
Description: This psi-power is a much more refined ability to feel the presence of evil. All supernatural creatures radiate their alignment, good or evil. A psychic sensitive will automatically feel supernatural evil without spending a single I.S.P. However, to get a clearer picture of the evil force(s), the character must open himself and use the sense evil ability. The sense evil psi-power will indicate the general number of supernatural evil: one, a few (2-6), several (7-14), or many (15 or more.) It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object or person. It can also indicate distance; i.e. very near (within 15 ft/4.5 m), near (within 50 ft/15.2 m), or far (60 to 140 ft/18.2 to 42.7 m.) The character can track the source of supernatural evil, like a bloodhound, by sensing how close it is to him; the stronger the sensation, the closer the creature. Evil emanations from human beings are much less distinct and cannot be felt unless the source/person has an immediate evil intention, is incredibly evil, is psychotic, or possesses psychic powers (the latter amplifies the evil aura.) A mind block will prevent sensing an evil alignment and mask evil intentions.
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Sense Magic
Range: 120-foot (36 m) radius
Duration: Two minutes per level of experience
I.S.P.: 3
Saving Throw: None
Description: The ability to sense magic is much like the one to sense evil. The psychic can feel magic energy, tell whether it is near (within 20 ft/6.1 m) or far (up to 120 ft/36 m away) and follow the emanations to pinpoint their source as a particular place, room, person or object.
The psychic will also be able to sense whether or not an object has magic powers, if a person or item is enchanted/under a magic spell (this does not include psychic powers or possession), or when magic is being used within the sensing area —practitioners of magic do not radiate magic energies until they expend magic energy to cast a spell or to activate a ward or circle.
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Sense Time
Range: Self
Duration: 15 minutes per level of experience
I.S.P.: 2
Description: The psychic can accurately measure the passage of time, down to within 1D4 seconds. This can be useful when in an environment where the passage of time can be lost, and especially when the character must meet with or do something at a precise moment in time, like gauging exactly when a bomb will detonate, when a switch must be turned on or off, and so on.
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Sensitivity to Psychic Impressions
Range: Self; although the image could pertain to people or places thousands of miles away
Duration: 6D6 melee rounds
I.S.P.: 6
Base Skill: 58%+2% per level of experience
Description: With this power, a psionicist gains a sense of history. He perceives the residue of powerful emotions which were experienced in a given area. These impressions offer him a picture of the location's past. Battles and betrayals, marriages and murders, childbirth and great pain - only events which elicited strong emotional or psychic energy leave their impression on an area. Everyday occurrences leave no residue for the psionicist to detect.
To determine how far into the past a psionicist can delve, divide the result of his power check by two and round up. This is the number of strong events which he can sense. Only one event can be noted per round, however, beginning with the most recent and proceeding backward through time. The character's understanding of these events is vague and shadowy, as if he were viewing a dream. The dominant emotion involved-anger, hate, fear, love, etc.- comes through very clearly.
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Sixth Sense
Range: 90 feet (27.4 m)
Duration: Until the danger passes or happens
I.S.P.: 2
Saving Throw: None
Description: This power gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 ft/27.4 m.) The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril, or the life of somebody he greatly cares about (friend, loved one, etc.) The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power cannot be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P., the sixth sense is temporarily rendered inoperative. Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee round when the attack occurs.

  • +6 on initiative roll
  • +2 to parry
  • +3 to dodge
  • The character cannot be surprised by a sneak attack from behind.

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Sonar
Range: 50 feet (15m) per level (double range underwater)
Duration: 2 minutes per level
I.S.P.: 5
Description: The psychic gains a kind of sonic radar sense for the duration of this power. So long as the Sonar ability is maintained the psychic gains the following bonuses (+4 initiative, +2 strike, parry, and dodge), suffers no penalties from blindness or darkness, cannot be caught by surprise, and gains an additional attack per melee, but no other psionic powers can be used during this time. General shape and distance of objects within range can be sensed by the psychic. Heavy rain, sandstorms, or loud areas (crowded marketplace, busy highway, rock concert, etc.) render the Sonar ability useless. Part of this power involves the psychic hypersensitizing their sense of hearing, creating a vulnerability to debilitating sonic attacks. While using Sonar, the psychic suffers double penalties from any particularly loud noise such as the that generated by the Thunderclap spell or the firing of a Sonic Canon. (Same as the ability included in the Super Psionic Echokinesis.)
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Sonic Burst
Range: 30 (9m) + 5 feet (1.5m) per level in a 1 foot (30cm) +1 foot (30cm) wide path per every 3rd level of experience (3rd, 6th, 9th, etc.)
Duration: Instant
I.S.P.: Varies
Damage: 1D6 S.D.C. per 1 I.S.P. to a maximum of 1D6x10 S.D.C., 4D6 S.D.C. for 20 I.S.P., or 1D4x10 M.D. for 30 I.S.P. (Same as the ability included in the Super Psionic Echokinesis.)
Description: The psychic creates an intense burst of damaging sound by shouting loudly, magnifying its sonic energy, then directing it outward in a focused stream.
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Sonic Resistance
Range: Self
Duration: 5 minutes per level of experience
I.S.P.: 2
Description: The psychic is immune to all S.D.C. sonic attacks. Effects (penalties, duration, and damage) of all magically generated or mega-damage sound are halved. (Same as the ability included in the Super Psionic Echokinesis.)
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Speed Reading
Range: Self
Duration: 3 minutes per level of experience
I.S.P.: 2
Description: This is the ability to read and comprehend the written word extremely quickly. Reading speed is 30 pages per minute. The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings. The character must be literate to use this power.
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Summon Inner Strength
Range: Self
Duration: 10 minutes per level of experience
I.S.P.: 4
Description: This psi-power enables the character to draw on his inner reserves of strength to ward off pain and fatigue. Every time the psychic calls upon his inner strength, the following bonuses apply:

  • Add+10 S.D.C.
  • Add +2 to save vs poison or toxins.
  • Add +5% to save vs coma/death.
  • Fatigue is temporarily forgotten and the character can function as if he was completely rested for the full duration of the summon inner strength power.

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Survey
Range: 8 feet/level
I.S.P.: 6+
Description: For 6 I.S.P. and one minute of concentration, the psychic can feel for 1 mile per level the content of the earth below them per level over an 8-foot radius per level. (Same as the ability included in the Super Psionic Terrakinesis.)
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Tame Beast
Range: Immediate area
Duration: 2 minutes per level
I.S.P.: 4, 8 or 14
Description: The psychic can simply inspire a kind of reverence in an animal as that animal would experience when meeting an obvious master or pack leader. The creature becomes docile towards the psychic, and will follow any commands that it knows how. Normally docile animals require 4 I.S.P. Attack animals or predators require 8 I.S.P. Giant or otherworldly animals require 14 I.S.P.
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Telepathic Projection
Range: Self up to 100 miles (160 km) per level of experience
Duration: ID4 minutes for a subconscious projection, one minute per level of experience for a conscious effort; double if the sender or receiver is at a ley line or place of power
I.S.P.: 4 by accident (unconscious/subconscious effort), 12 when a conscious and deliberate effort.
Description: Telepathic Projection is the rare ability to appear in two places at the same time, and may account for some stories about doppelgangers. It is also an ability the psychic has little control over. Telepathic Projection usually occurs by accident while the psychic is asleep or meditating, and the "projection" appears to somebody the psychic has been thinking of or worried about. Though called projection, the image appears completely 3D and solid, and responds to people and outside stimuli as if it were the psychic. The visit is usually brief, ID4 minutes, and usually involves delivering a personal message or glad tidings, such as, "I was thinking about you and wanted to say I love you," or "I miss you," or "I'm glad to see you're okay and doing well," or "don't let the job stress you out, find time for your family," "don't forget Dad's birthday," "take care or yourself," and so on. The projection may also deliver a warning, ask information that the person might know, or deliver an apology or other sort of message.
Unconscious Telepathic Projections usually occur while sleeping and result from worrying about or missing someone. There are numerous anecdotal accounts of a loved one having been in a serious accident or just died, yet a friend or loved one insists that the person was visiting them, miles away, at about the same time, having just stopped by to say hello or to tell them not to worry or that they'll be okay, or some other message of love and fond remembrance. Of course, it's usually a few hours or even days later that the friend learns about the person's accident or death, and realizes he couldn't have been talking to that person at that moment, and yet... This is often chalked up to a visit by a ghost, but often the person is alive and well. Sure enough, the friend is doing fine just like, her doppelganger said.
Guilt is another source of unconscious or subconscious Telepathic Projection in which the subconscious sends a projection to make amends, apologize, or, in at least one case in England, confess to the police!
In all cases of unconscious Telepathic Projection, the psychic has only a vague recollection of the visit as if it were a dream, and might not remember it until someone brings it up.
A conscious Telepathic Projection requires 15-20 minutes of meditation, focus and knowledge of where the contact person will be at the time of projection. When the projection appears, he can talk and interact as if he were physically at the location and both parties will remember the event as if the psychic was actually present in the flesh. The duration of the conversation is one minute per level of the psychic, and though Telepathy of some kind is presumed to be involved, the Psychic Projection is seen and the conversation heard by everyone who happens by that location. Strange, but true.
Note: Note that the Telepathic Projection can only be sent to someone with whom the psychic sender has a strong emotional connection. Consequently, this power cannot be used to visit an acquaintance, a suspicious character on the street, a store, crime scene, an enemy and so forth. See Astral Projection for that.
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Telepathy
Range: Read surface thoughts up to 60 feet (18.3 m) away or two-way telepathic communication up to 140 feet (32.7 m.)
Duration: 2 minutes per level of experience
I.S.P.: 4
Saving Throw: Conditional. When a person suspects that he is being telepathically probed he can resist, getting the standard saving throw. Mind blocks will completely prevent telepathic probes or communications for as long as the block is up.
Description: The power of telepathy allows the psychic to eavesdrop on what a person is thinking at a particular moment. This is done by focusing on that one person and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a person's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind readings are impossible. Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and as clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look Out". Two-way telepathic communication is not possible except between two psychics who both have the power of telepathy.
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Teleport Trigger
Range: infinite
Duration: 1 hour per level
Pre-requisites: Teleport
I.S.P.: 20
Description: A teleport trigger is a programmed event which causes the psionicist to instantly and reflexively teleport to a safe location. The psionicist must specify where he intends to go. He must also define very specifically what conditions will trigger the teleportation. These can be anything he wants, but the teleport will not be triggered unless he is aware that the conditions have been met. A volcanic eruption 500 miles away will not trigger teleportation unless the character has some way to know that the volcano is erupting. For example, here are three typical triggers: being reduced to 10 or fewer hit points, seeing a mind flayer, and being attacked by a magic missile spell. When such predetermined conditions are fulfilled, the character instantly teleports to the programmed location. When the teleport is triggered, the character must have enough I.S.P. remaining to teleport to that location, because he pays the cost just as if he were performing a normal teleport (see "Psychoportation") He must have been to the location at least once before. The character must spend 15 I.S.P. per day from that time just to maintain the trigger. The trigger remains in effect until the character stops paying the maintenance cost.
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Thought-Reading
Range: 12 feet (3.6 m) +2 feet (0.6 m) per level of experience; line of sight
Duration: One minute per level of experience
I.S.P.: 10
Saving Throw: -1 to save for humans; -3 to save for Supernatural Predators and Lesser Demons, -2 to save for Demonic Servants and Greater Demons, standard save for Ancient Evil and Alien Intelligences.
Note: The latter two categories of supernatural beings are so powerful and cunning, they can sense when this psychic probe is being used on them, and if the creature makes a successful saving throw, it may allow the answer to be read even though it saved against the Thought-Reading, or send a false answer- a lie- typically something the being thinks the character wants to hear.
Description: This is a type of Telepathic probe focused on searching the mind of one specific target for answers to specific questions. One question can be sought for every minute of contact. If the victim knows the answer and fails his saving throw, the answer is provided via thought. Only specific questions with specific answers will produce results. If the victim makes his saving throw, he manages to mask his thoughts, producing no answer.
Note: A Mind Block will prevent this power from working.
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Total Recall
Range: Self
Duration: Permanent
I.S.P.: 3+
Description: The character remembers every word he reads or hears, or everything he sees. Specific blocks of information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. have been expended, the memory is a little fuzzy, so exact quotes and details may be impossible to recall. Roll percentile:

  • 1-50: Remembered in full detail, word for word;
  • 51-80: Details are forgotten, but the full essence of the ideas are clear;
  • 81-00: Can only recall the most basic concepts; no details nor strong comprehension.

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Tracer
Range: Special
Duration: 10 minutes + 2 minutes per level
I.S.P.: 8
Saving Throw: Standard
Description: The psychic can "tag" an item or person within 20 feet and then receive impressions and status updates on that item or person for the duration. The maximum range of this ability is 1 mile per level, allowing the psychic to follow the victim discretely without chance of being spotted. While the psychic is kept updated as to the target's status (sitting and eating food), it does not get any information regarding their surroundings (cannot tell if they're at a dinner, in their home or how many people are nearby, etc.)
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Translation
Range: Self
Duration: 10 minutes + 2 minutes per level
I.S.P.: 10+
Description: The psychic uses telepathic feedback to translate languages, and the resulting knowledge may be brought back with total recall, or the base duration extended with the expenditure of 8 additional I.S.P. This power only works with spoken languages.

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