Super Psionic Abilities

Descriptions


Advanced Trance State
Range: Self
Duration: Up to 8 hours per level of experience
I.S.P.: 10
Saving Throw: None
Description: This meditation state puts the psychic into a deep trance in which he can heal at double the normal rate and recover 12 I.S.P. per hour (sorry, no additional bonus for the Mind Mage.) While in the advanced trance state, the psychic actually hovers in mid-air in either a sitting or prone position.
In the alternative, the psychic can put himself in a state of suspended animation or stasis sleep. The character's metabolism slows down to a crawl, roughly one-tenth that of normal, and may appear to be in a coma or even dead. While in stasis, the character doesn't need to eat or drink, he can survive on one-tenth the normal amount of breathable air, and the effects/damage of any toxins, drugs or disease are stopped, giving the body valuable time to fight and destroy it (must remain in stasis for at least two days to do so, otherwise takes effect the instant the psychic awakens.) Furthermore, while in this state, the psionic character can sense danger and extreme changes around him, and can wake up in an instant to defend himself.
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Affliction
Range: 30 feet, line of sight
Duration: 12 hours per level
I.S.P.: 50
Description: This heinous affliction strikes a target in the deepest recesses of their psyche. If a saving throw with a - 2 penalty is failed, then the victim instantly loses half their I.S.P., H.P., P.B. and S.D.C. Weakened in this way, they lose 1 attack and -1 to all combat maneuvers. Once the power ends, attributes can heal normally, and P.B. restores at one point per day. The secondary effect is more devious though. Every morning of the effect, the victim must save versus psionics or leave their body astrally, without the ability to return. The secondary effect persists until P.B. has returned to normal. Anyone who saves vs absolution may no longer be affected by it from that source.
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Astral Golem
Range: One mile (1.6 km) per level of experience
Duration: Special
I.S.P.: 50 to create the golem, 10 to mentally animate/control it
Description: This is an unusual psionic ability that is known only to psychics trained as Mind Mages, and is possible only in the Astral Plane. Using the "loose" ectoplasm that makes up much of the Astral Plane, the psychic is able to build a vaguely humanoid construct. By intermingling some of the psychic's own ectoplasm he can animate and control it. The construct, often called an Astral Golem, resembles a Rodin sculpture made of a protoplasmic material. Through concentration, the psychic can animate it like a giant, stringless puppet. It is not actually alive and cannot see, hear, feel pain or emotions, nor think or act independent of the psychic. This construct is typically used to carry heavy objects, defense and combat. As an Astral Creation, it can float and fly as a natural ability (as can most Astral Travelers.) Made of the stuff of the Astral Plane, the Astral Golem can inflict damage to all Astral beings.

      Stats for the Astral Golem: The golem is a large, human to double human-sized construct of whitish or light grey, semi-translucent material that glows faintly. It can be formed into whatever general shape its creator desires, but is typically humanoid.
      • Horror Factor: 8 human-sized, 10 giant-sized
      • P.S. 18 (supernatural), Spd 16+1D6
      • Attacks per Melee: Equal to those of his creator. In combat, every action by the Astral Golem counts as one of the psychic's. The Astral Golem must remain in sight of the psychic and is rarely sent more than several hundred feet away.
      • 1D6 M.D./damage to other Astral Beings from punches and kicks.
      • -2 on initiative, -1 to parry and dodge.
      • Impervious to most psionic attacks, mind control, fear, and possession (it's not alive.) Also impervious to cold, heat, disease, poison, and gases. Energy and projectile attacks do half damage. Vulnerable to physical attacks from other Astral Beings
      • 3000 S.D.C.; can be repaired/regenerated by its creator expending an additional one I.S.P. per 200 S.D.C.

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Astral Interdiction
Range: 100 feet (30m) radius
Duration: 5 minutes per level of experience
I.S.P.: 30
Pre-requisite: Astral Projection & Ectoplasm
Description: The psychic can assert their influence on the ectoplasmic fabric of the Astral Plane in a rare and unusual manner. An astral power that can only be used on the Material Plane, nothing readily apparent even happens when it is activated. Anyone sensitive to the Astral Plane (natives of that plane, astrally projecting psychics, etc.), however, is easily able to spot the bubble of psionic energy that rapidly expands from the psychic. Once erected, this bubble offers no impediment to anything but beings Astrally coexisting with the Material Plane. Those affected cannot bypass this bubble in any way, psionically, magically, or even with their most basic senses until its S.D.C (100 +30 per level of experience) on the Astral Plane is depleted. Astral travelers already within the radius of effect must save versus psionics or be ejected from the area. Additionally, anyone on the Material Plane within the bubble, the psychic creating the Interdiction included, must pay quadruple the standard I.S.P. cost and save verses psionics to use any ectoplasm-based powers or to enter the Astral Plane. Ectoplasm powers already present in the area when the interdiction is established lose 50% of their remaining S.D.C and have their remaining duration halved. The psychic requires a melee round of intense concentration to create the interdiction, during which time they cannot take any damage or the power fails and expended I.S.P. is wasted.
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Astral Pocket
Range: Self
Duration: 1 day per level or Permanent
I.S.P.: 55+
Description: By concentrating for 10 + 1D6 minutes and expending 55 I.S.P., the psychic can create a temporary Astral Pocket, which will last for 1 day per level. Or, after intense meditation of 1D6 hours the psychic can sacrifice 10 I.S.P. permanently and create a permanent version. Once created the pocket resembles a hole in space (it isn't created inside the psychic's clothing or an item he's carrying.) The pocket holds up to 30 lbs of gear (non-living only.) The shape isn't important, as the pocket will stretch and contort to accommodate the items. To access the pocket, the psychic must concentrate for one melee action, open the pocket, then reach in. Each time the pocket is accessed, whether putting things in or taking them out, costs the psychic 10 I.S.P., which they can recover. Since range is immaterial on the astral plane, the psychic can place items inside the pocket in one city, then access the pocket in another city with the same ease of use. By doubling the I.S.P. expenditure during creation, the psychic can store an extra 20 lbs of gear. Accessing this larger pocket still only costs the psychic 10 I.S.P. no matter which size or version of pocket they create. In the astral plane, the pocket can be accessed for free, but only those objects which are Astrally Reconfigured, can be used on the astral plane. Inside Astral Domains, the GM will have to look at the properties of the domain (e.g., "same as Earth" or "same as Astral Plane" to see if the items can be brought in.) There is only a 3% chance any pocket will be discovered by astral creatures. Even if they succeed in opening it they can only use items that are Astrally Reconfigured. The psychic can only have 1 Astral Pocket active per 3 levels of experience (1st - 5th, 1 pocket; 6th to 8th 2 pockets; 9th to 11th 3; etc.)
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Astral Projection (Superior)
Range: Self or touch
Duration: 1 hour per level
I.S.P.: 40+
Pre-requisite: Level 7
Description: A psionicist can traverse the astral plane physically as if he’s in astral form. This power has a distinct advantage over normal astral projection. A psionicist using this power never leaves his physical form; he brings it along. He has no cord connecting his astral self to his physical self so he can never die because his cord has been severed. Travel through the astral plane is speedy: 10 yards per minute per Mental Endurance point. However, distance on the astral plane does not equate to distance on other planes. After 1d6 + 6 hours of travel, the traveler reaches the color pool he sought. There is a flat 75% chance that this pool leads to the exact destination the character wants. Otherwise, it is at least 10 miles off target-maybe more. The psionicist can take other persons along with him when he uses this power. Each passenger costs 12 extra I.S.P., and adds one-half hour to the time needed to reach the destination. Passengers must travel voluntarily; this power cannot drag a character into the astral plane against his will. If the duration of the power runs out before reaching the destination the psionicist is returned to where he started from on the physical plane. The same happens if he is knocked unconscious
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Astral Slip
Range: Self and see below
Duration: Instant
I.S.P.: 25
Pre-requisite: Astral Projection, can't be taken until 3rd level.
Description: After years of learning how to use and master the Astral Plane, the psychic can perform short-range teleports by using the astral as a shortcut. By expending I.S.P. and concentrating, the psychic can create a small tunnel and use it to cross the physical plane quickly. The psychic travels a distance equal to the amount of distance he could cover as designated by their Spd attribute, so a character with a Spd of 13, can travel 65 yards (59 m) per melee, but done in a single action.
Add 1 yard per level of the psychic to the final number so in the previous example an 10th level psychic can use Astral Slip to move 75 yards in a single action.
The psychic can only transport themselves and their own equipment.
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Astral Transference
Range: Self
Duration: One hour per level of experience
I.S.P.: 15
Pre-requisite: Astral Projection
Description: This powerful ability transforms the character's body into an astral construct, similar to an entity or other energy beings, and able to travel astrally. One might consider this power a sort of "super" astral projection. Unlike normal astral projection, the entire body of the character is transformed into an astral energy being, so the body is not left behind and the duration for astral travel is much greater. All the abilities and benefits of the astral projection power apply to this form as well, except there is no silver cord involved.
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Auto-Hypnosis
Range: Self
Duration: 10 minutes per level and special
I.S.P.: 20
Description: The character can exercise mind control over himself which allows for a wide variety of effects. When active the power gives +1 to M.A. and M.E. and may choose 1 of the following:

  • Empathy: The character can alter their ability to empathize with others. By increasing their natural empathic responses, he becomes friendlier and charismatic, adding +5 to their M.A. score. By lowering their empathy, he becomes inured to the hardships of others, lowering their M.A. by -5 but heightening their I.Q. by +5, as well as adding +10% to skills that involve cold analytical reasoning, and a further 5% if those skills involve medicine or interrogation.
  • Perfect Memory: The character can heighten their recall of past events with crystal clarity. This is not Total Recall, designed to recall facts perfectly, rather the character may relive a past experience from their own perspective. While he may not remember the exact wording of an article he read 12 years ago, he will remember what he felt about the article, the general gist, specific times dates and names and so on.
  • Post Hypnotic Suggestions: The character can bury commands so that he performs them unconsciously, or that he forgets specific information until revealed by a predetermined cue. This is useful for smuggling information past telepaths, or constructing believable lies. In a similar fashion, the character can simply bury any insanities he may possess by simply identifying and then deleting the symptoms. This power lasts for 1 hour per level.
  • Mind Over Body: The character can perform the following:
    • Ignore pain, resist fatigue or hunger and ignore fear.
    • He also has a +4 bonus to resist psychic attacks and mind control of any kind (including magical.)
    • He may act sober while drunk, and operate complex machinery while under the influence of all sorts of exotic substances.

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Bio-Manipulation: Greater (Evil Eye)
Range: 160 ft (48.8m)
Duration: varies
I.S.P.: varies
Saving Throw: Standard; if a character successfully saves against the attack he is not affected at all. This applies to all 9 bio-manipulative attacks.
Description: This psychic power enables the psychic to temporarily manipulate specific biological functions or conditions in human, animal, and most supernatural life-forms and can induce physical trauma to the nervous system of others by sheer force of will and psychic energy. This psi-power is often known as "the evil eye." There are 9 types of bio-manipulation effects. Each can affect up to 6 targets per attack and can be used in any combination. Intended victims must be within line of vision or their exact location known to the psychic. Each has its own I.S.P. cost to inflict.

  1. Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -9 to strike, parry and dodge. I.S.P. Cost: 14,
    Duration: 2-12 Melee/ 14 I.S.P.
  2. Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any attacks, and they automatically lose the initiative while deaf. I.S.P. Cost: 10+,
    Duration: 2-12 Melee/10 I.S.P.
  3. Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panicked, making them -2 to strike, parry and dodge, but only for the first melee round. Magic that requires the spoken word cannot be performed. I.S.P. Cost: 8+,
    Duration: 2-12 Melee/8 I.S.P.
  4. Pain: By manipulating the nerve centers, the psionic can induce terrible pain that shoots throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their hit points (not S.D.C.) per each minute affected. I.S.P. Cost: 12+,
    Duration: 2-12 Melee/12 I.S.P.
  5. Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration! I.S.P. Cost: 12+,
    Duration: 2-12 Melee/12 I.S.P.
  6. Stun: This attack disorients and confuses its victim. Victims forfeit one attack per melee round, speed is cut by half, and all combat bonuses are reduced by -4. I.S.P. Cost: 12+,
    Duration: 2-12 Melee/12 I.S.P.
  7. Tissue Manipulation: Affects the tissues connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if suddenly breaking out in a severe rash. Through endothermic manipulation, the victim can be made to suddenly feel cold or hot while everyone around him feels fine. This is done by manipulating the body chemicals which absorb heat. ALL three conditions are more annoying or frightening than physically impairing. In each case, the victims are -1 to strike, parry and dodge, and -1 on initiative. I.S.P. Cost: 8+,
    Duration: 2-12 Melee/8 I.S.P.
  8. Sleep: This immediately send the victim into a deep sound slumber. I.S.P. Cost: 10+,
    Duration: 2-12 Melee/10 I.S.P.
  9. Death: The victim of this vicious assault takes one point of damage for every I.S.P. applied. The minimum damage is 20 S.D.C. as this is the minimum I.S.P. needed to use this ability. I.S.P. Cost: 20+,
    Duration: Instant Save for half damage

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Bio-Regeneration: Greater
Range: Self
Duration: Permanent
I.S.P.: 20
Saving Throw: None
Description: Another bio-manipulation power that enables the psychic to direct his psionic energies to immediately self heal. The character must concentrate for one full minute while his body instantly heals itself. 4D6 hit points and 4D6 S.D.C. points are simultaneously restored at the end of 60 seconds! There is no scarring and the bio-regeneration process can be performed every minute. S.D.C. and hit points cannot be restored beyond the character's normal range. This power cannot be used to restore missing limbs, but can be used to re-attach them if they have been removed and are still in the vicinity. (If a monster ate it, sorry about your luck, but if he spit it out, and it’s still there you’re good.)
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Bleed Skills
Range: Self and must be within four feet (1.2 m) of the victim
Duration: Five minutes per level of experience
I.S.P.: 15 per each skill
Limitations Non-combat skills only
Saving Throw: Standard
Description: The character can temporarily absorb/syphon another character's skills and level of skill proficiency. As many as one skill per level of experience can be stolen, but each costs 15 I.S.P. This means a first level Psychic can steal only one skill, but at second level he can take two, at third level three, and so on. The most frightening and annoying thing is that the person he has bled the skill from, temporarily suffers a memory loss regarding the stolen skill and has great difficulty remembering and executing the stolen skill; -50% in the performance of that skill and takes twice as long. For example: A third level Psychic can temporarily steal the skills of W.P Lance and Horsemanship: Paladin (and one other if so desired) from an eighth level Paladin. The psychic has all the skill knowledge and expertise (8th level) of the Paladin. Meanwhile, the Paladin’s skills are impaired. He is slower than usual, has difficulty remembering procedures and makes mistakes (-50% skill penalty.) When the duration time expires, the Psychic completely forgets the skills and the victim from whom the skills were temporarily borrowed is completely restored.
The only absolute defense against skill bleed is a mind block, otherwise the intended victim rolls to save vs psionic attack as usual. Sleeping or unconscious characters have no mental save against the bleeding of their skills, the psychic automatically steals their skill knowledge.
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Bleed Truth
Range: Four feet (1.2 m) per level of experience
Duration: Instant
I.S.P.: 8 per each thought/key word or phrase
Limitations Non-combat situations only
Saving Throw: Standard
Description: This is another form of limited, but powerful mental telepathy. The Psychic can focus on a very specific word or phrase and get an impression about whether or not the person is telling the truth by seeing what he is really thinking. The process is similar to word association. The character being scanned says, "I'm here in peace. I mean you no harm." The key words are peace and no harm. The Psychic gets an instant word association, such as "war," or "hate," or "kill," indicating that the character is lying. "No harm" might elicit the same words, "no harm," or "yes," meaning the person is telling the truth. Or the word association might come back as "kill," "revenge," "get you," and so on, meaning he's lying and out to get the person or group he is addressing.
Another example is a stranger or a suspected enemy saying, "I'm alone." To which the Psychic might get a response like, "yes, alone," or "others," or "many," or "outside" (suggesting others wait outside.) This can be an extremely useful ability in ferreting out traps and truths. Unfortunately, the word association is limited and not always clear. Also, other psionics can prevent being mind read.
No word association means the character either made a successful save vs psionic attack or is protected by a mind block. The latter should trigger suspicion. The only absolute defense against truth bleed is a mind block, otherwise the intended victim rolls to save vs psionic attack as usual.
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Block Breaker
Range: 60 feet (18.3 m) plus 10 feet (3.0 m) per level of experience
Duration: 1D4 melee rounds (15 to 60 seconds.)
I.S.P.: Varies; 30+
Saving Throw: Varies, see below
Description: This power attacks a psychic's mind block in an attempt to temporarily lower the target's defenses. If the block breaker is successful, the character's mind block is removed for 1D4 melee rounds, at the end of which the victim may restore the block by spending I.S.P. normally. The character under attack by the block breaker gets to save versus psionic attack, but the attacker can raise the save difficulty by spending more I.S.P.
The base cost of the ability is 30 I.S.P., however the attacker can make his victim -1 to save at the cost of+10 additional I.S.P. For example, an attacker could spend the base 30 I.S.P. plus another 40 points (70 total) to make his intended victim -4 to save against the block breaker attack. If the defender fails to save, his mind block is temporarily down for 1D4 melee rounds, during which time he or she cannot shield himself from psionic probes and other psionic influences.
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Brain Trust
Range: 60-foot radius centered on the psychic
Duration: 1 minute per level
I.S.P.: 15
Description: This power allows the psychic to generate an aura of charismatic energy around himself. It enhances the M.A. of the psychic by +4, increasing their charisma and appeal. Although the focal point is the person who is targeted, it affects everybody in a 60-foot radius (emanating from the psychic.) Those who successfully save will not be affected at all; those who fail to save are affected and will respond accordingly. The psychic can invoke one of three responses:

  • Friendship/Trust: The first few words spoken will set up the response. Thus, a statement of friendship, peace or trust will inspire those sentiments in everyone affective.
  • Power/Fear: A statement of power, anger strength or will intent will strike awe and fear into everyone affected. (Example: "Lay down your weapons and let us pass lest you suffer my wraith!".) Horror Factor: 13.
  • Successful Deception: This enables the now charismatic psychic to convincingly lie like a master con-man. There is an 80% chance that those affective will believe anything he tells them. This response is triggered by a phrase like: "Trust me completely.." or "I would never lie to you.”

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Burnt Offering
Range: Immediate area; must be in the presence or near the presence of the being to which the offering is being made (I 00 foot/30.5 m radius.)
Duration: A 2-6 minute ritual or mock ritual with results that could last minutes, hours, days or permanently
I.S.P.: 15
Description: The psychic has an ability that borders on the mystical, to burn offerings made to spirits in an attempt to appease them. The scope of this power is limited but can be effective, particularly when dealing with Entities, Ghostly spirits, Scurriers, Stealers and Supernatural Predators. The Psionicist can often appease a Haunting Entity and similar ghosts by finding and burning an object that represents the emotional link that binds the spirit to the Earth. This could be a photograph of a lost loved one or an enemy, a toy, a favorite book or object, and so on.
The Psionicist needs to make an impassioned ceremony about how this act will free the spirit (a 2-6 minute long presentation should do the trick and other characters can add to the mock "event") and then burn it, saying something like, "as the smoke from this object rises to the heavens, so may your soul be set free." Nine out of ten times the Haunting Entity/Ghost or angry spirit is released and set free, returning to its natural dimension! This should also work on Poltergeists and other types of spirits, including various Nature Spirits (though grain, fruit, flower petals, incense, a certain wood, and similar things must be burned) and Banshees (must burn the bones of an animal or human.) Likewise, burning the bone or skull of a human or animal will make restless or hostile Grave Ghouls calm and docile (stop causing trouble for at least 1D4x10 days), burning money (at least $1 00) will calm and perhaps earn the cooperation of an Imp (at least for a day or two), burning a wooden cross will silence a Banshee for one night and hold Zombies, Animated Dead and Undead/Vampires (except the Master Vampire and the Alien Intelligence that spawned them) at bay (100 yards/meters, at least until the cross stops burning; the larger the cross, the longer it burns), and burning other items in specific magic or religious ceremonies may keep away or send away other dark spirits and lesser supernatural beings. Such "burned offerings" can be found in legends, myths, lore and tomes on monsters, faeries and magic.
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Catatonic Strike
Range: Touch by stabbing attack
Duration: Special
I.S.P.: 40
Dodge or Parry: Since this attack is part of a physical attack as well as psionic, the intended victim can try to parry or dodge the attack, provided he knows it's coming. A successful dodge or parry means no damage. The attacker gets two tries to strike before the psychic energy dissipates.
Saving Throw: Once stabbed, the victim is -1 to save per every two levels of the psychic attacker.
Description: This psi-attack summons a nerve shattering force that is delivered from a stabbing attack with a blade weapon. The weapon must penetrate flesh (as deep as possible), so this attack is most effective from behind (+2 to strike) or against an incapacitated foe. The stabbing inflicts the usual amount of damage for that weapon and circumstance (such as double damage from behind.) Regardless of the amount of damage inflicted, the victim of the attack immediately falls into a complete catatonic coma, unless he saves vs psionic attack. A successful save means the character suffers the weapon damage and a shock to his system that causes 2D6 damage and reduces the number of melee attacks and combat bonuses by half for 1D4 melee rounds. A failed save vs psionics means the character instantly collapses and falls into a coma. The catatonic subject is helpless; incapable of any kind of action: physical, mental, or psionic. There is a cumulative 15% chance of recovery every day after the attack (must roll under the percentile number), but until the character comes out of the coma, he is completely helpless. Furthermore, he could die from blood loss if not found soon after the attack. The victim can remain in a coma for one day per P.E. attribute point. If he doesn't come out of the coma by then, he dies.
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Cause Insanity
Range: Others by touch.
Duration: One week per level of experience
I.S.P.: 30
Saving Throw: Standard
Description: Anyone who fails to roll a save vs psionic attack contracts one insanity. The mental affliction lasts one week per level of the psychic. The type of insanity is specified by the psionic and can be either a phobia, obsession, or neurosis. The use of this ability does not inform the psychic of any prior insanity that the character may possess. The psychic can make the insanity permanent (subject to cures by therapy or psionic cure) by permanently subtracting 2D6 points from his I.S.P. base.
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Cryokinesis
Range: See below
Duration: See below
I.S.P.: varies
Description: The ability to create cold and ice (from water or water vapor)

  • Freeze Water: 10 ft +2 ft per level. Takes 1 minute and 2 I.S.P. per gallon
  • Frost Jet: 20 feet. 6 I.S.P. for 3D6, though furred creatures or those with Summon Inner Strength active take half damage. An Ice blast costs 8 I.S.P. and ignores this limitation. Snowballs cost 1 I.S.P.
  • Drop Temperature: cools the air, -5 degrees Fahrenheit per 4 I.S.P. lasts 5 minutes per level, over a 20-foot area.
  • Ice Sheet: May coat an object or area with ice. 20 ft radius +2 ft per level up to thirty feet away. 4 I.S.P. mildly distracting to people, but very hard to run on (-15% to Balance.)
  • Immune to Cold: 5 I.S.P. lasts 20 minutes +10 minutes per level.
  • Chill Touch: for 6 I.S.P. the psychic can cause a frostbite touch. Does 1D6 and the target must roll their P.E. or lower on a 1D20 or loses 1D4 H.P., and is -1 to strike, parry and dodge for one minute. By expending 12 I.S.P. this attack may be done at up to 10 feet away. Effects are cumulative.

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Cure Insanity
Range: Others by touch
Duration: Special
I.S.P.: 30
Saving Throw: Standard and automatic; the character saves whether he wants to or not
Description: Most types of insanity can be cured at least temporarily. Only schizophrenia, organic retardation, insanity caused by brain damage and those inflicted by magic, including curses, cannot be cured with this power. Since the insanity is beyond the subject's control, the character rolls to save vs psionic attack whether he wants to be cured or not. A successful save vs psionic attack means no cure, but the 40 I.S.P are expended nonetheless. Try again?
If the insane character fails to save vs psionic attack, he is temporarily cured of that particular insanity. There is a 1-10% chance that the insanity will resurface; roll once at the end of every week (7 days) or when the character faces a traumatic situation similar to the one that caused the insanity in the first place. Once it resurfaces, the insanity stays until it is cured again in some way. Each specific insanity must be targeted and attacked individually. Thus, if a character has three phobias, the psionic must use this power three times and expend 120 I.S.P., provided the subject doesn't successfully save.
The psychic can make the cure permanent by permanently spending 2D6 of his I.S.P. base.
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Death Field
Range: 60 ft
Duration: 1d6 hours per level
I.S.P.: 40
Description: A death field is a life-sapping region of negative energy. Only psionicists of evil alignment can learn this power without suffering side effects. If any other psionicist tries to learn the death field, his alignment will gradually be twisted toward evil as he explores this very dark portion of his psyche. A successful death field takes its toll on everyone inside it, including the psionicist. Before he initiates this power, he must decide how many hit points he will sacrifice. If the power works, the loss is inevitable; a successful saving throw vs Psionics means he only has to take half the damage he chooses. Every other living thing within the death field must make a saving throw vs. Psionics. Those who succeed take half damage. Those who fail lose the same number of hit points as the psionicist. For the weak, that can mean death.
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Detonate, Superior
Range: 60 yards
Duration: Instant
I.S.P.: 100
Pre-requisite: telekinesis
Description: This power is basically the same ability as described in the physical section but greatly enhanced. With the detonate, Superior power, latent energy inside plants or inanimate objects can be harnessed, focused, and released explosively. The power even works against animated undead (skeletons and zombies.) It does not however affect non-corporeal undead, such as ghosts, because they aren't material. The detonation inflicts damage upon all vulnerable objects which the psionicist chooses to attack, within 10 feet. A successful dodge roll reduces damage to half. To determine what percentage of the object was destroyed, roll 1d10 x 10. If the product is 100 - i.e., 100% - the target has been completely destroyed. Anything less means a few significant chunks remain. No more than 8 cubic feet of material can be destroyed with this power. A portion of a wall can be blown out, for example, but if the wall is 10 inches thick, an opening about 3 feet square will appear. In addition to increased area of affect and damage, this power is able to affect living and intelligent creatures. Creatures affected by this power will get a saving throw vs Psionics, a successful roll means that the detonation is only half as effective. Roll 1d10 x 10 to determine how much of the object/creature is destroyed.
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Dimension Walk
Range: Self
Duration: Instant
I.S.P.: 40
Pre-requisite: Dimensional Door With dimension walk, a psionicist can travel from place to place in his own dimension by piercing other dimensions at right angles. This has two advantages over a dimensional door:

  1. A dimension walk is not physically traumatizing
  2. The range of travel is greater

On the other hand, dimension walk only allows the psionicist himself to travel, and he can easily get lost. The dimension walker opens a vaguely shimmering portal. Only the psionicist who opened the portal can enter it. As soon as he does, the portal closes behind him. He finds himself engulfed by an inky grayness that is virtually without features. The effect is one of extreme sensory deprivation. The psionicist can travel through this gray realm at a speed of 7 leagues (21 miles) per turn. He cannot see where he is or where he’s going while in the realm. He has only his instinct to guide him, and must make a Wisdom check every turn. If these checks succeed, he'll find himself at his chosen destination when he steps out of the realm. If any single Wisdom check fails, however, the character will stray off course by several miles. When the walker steps out of the gray realm, the GM can place him in any location, within the maximum distance from his starting point (e.g., if the psionicist walked for 10 rounds, he must be within 21 miles of his origin.) It’s up to the psionicist to figure out his location; this power doesn't help him gain his bearings. Aside from getting lost, dimension walking is completely safe. Apparently, anything that lives in the other dimensions crossed cannot interact with dimensional travelers. The character can bring along as much as he can carry, but bags of holding and other dimensional storage devices spill their contents immediately if taken into this space.
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Dimensional Door
Range: Self
Duration: 50
I.S.P.: 10+
Description: Like teleportation, a dimensional door takes a character from one location to another. The similarity stops there, however. With dimensional door, the psionicist opens a man-sized portal which leads to the edge of another dimension. The edge acts as a lightning-quick transit system, carrying travelers to a destination chosen by the psionicist who uses this power. When the psionicist uses this devotion, he creates a door leading into the alternate dimension. The door is a vaguely outlined portal, which appears in front of the psionicist. At the same time, an identical portal appears wherever he wants it, within range (see below.) The door can have whatever orientation the psionicist chooses. If someone (including the psionicist) steps into either portal, he immediately steps out of the other. Both doors remain in place for as long as the psionicist maintains the power. Travel via this power is disorienting. Presumably, exposure to the alternate dimension traumatizes the body in some way. As a result, a traveler is dazed and cannot attack or move for one round after stepping through a dimensional portal. Quick transit is advisable. People who shove only an arm through a portal suffer intense pain. Fools who poke their head through a portal must make a system shock roll; failure means they lose 50% of their current hit points and pass out. Inanimate objects are not affected by exposure to the dimension’s edge. In fact, a character can throw or fire objects through a portal, and they'll come out on the other side. Attackers suffer a -4 penalty on their to-hit rolls against targets on the other side of the dimension’s edge.
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Disease Transfer
Range: Touch
Duration: Instant
I.S.P.: 30
Length of Trance: 2 minutes of meditation
Description: An advanced form of Attack Disease, the healer is able to take a disease that is afflicting a patient and transfer it into himself, including those that would normally be considered magical, lethal or chronic. At the end of the meditation, the recipient is effectively cured of the disease, whereas the healer is now afflicted with the disease in question. Then the healer can cure himself using their other psychic powers (particularly disease purification.) This ability still does not work on curses.
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Disintegrate
Range: 50 yards
Duration: Instant
I.S.P.: 40
Pre-requisite: Soften, Molecular Agitation, Level 7
Description: The disintegrate science reduces an item or creature to microscopic pieces and scatters them. Anything is vulnerable unless it is protected by magical shielding such as a minor or regular globe of invulnerability or by an inertial barrier. The psionicist chooses his target, but he can disintegrate no more than 8 cubic feet of material with one use of this power. If the target is an inanimate object, it must save vs. disintegration; success means it is unaffected. If the target is a living creature, character, or an undead creature with free will, it must make a saving throw vs. Psionics. If it succeeds, the creature feels only a slight tingle, but is otherwise unaffected. If the save fails, the creature is disintegrated (or 8 cubic feet right out of its center, which should be enough to kill most anything.)
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Dream Dance
Range: Self
Duration: One hour per level of experience
I.S.P.: 20
Saving Throw: None
Description: This power transforms the psychic's body into a dream creature, enabling the character to enter the Dreamstream body and soul. Doing this has its dangers, including the fact that the dream traveler is not able to escape the Dreamstream by waking up. While in the Dreamstream, the psychic can enter other people's Dream Pools, and use psionics or other abilities to affect the dreams of the dreamer. At the end of the power's duration, or whenever the character decides to return to the waking world, the Dream Dancer will reappear at the physical location he originally left.
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Echokinesis
Range: Varies
Duration: Varies
I.S.P.: Varies
Description: Echokinesis is an ability that gives the psychic the power to manipulate sound

  • Sonic Resistance: 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.
    • Range: Self
    • Duration: 5 minutes per level of experience
    • I.S.P.: 2
  • Manipulate Ambient Sound: While not allowing the psychic to create sound, this power does allow for the increase or decrease of all sounds within range. Sonic energy can be dampened or heightened by 10% per level or experience. Using this power, a high-level psychic could completely muffle all sound within range, nullifying sonic attacks and granting a bonus to prowl (+5% per 10% lowered if light and other environmental conditions are satisfactory) or fill an area with nearly deafening white noise that doubles the damage of sonic effects and disorients opponents (-4 initiative, and -1 strike, parry, and dodge.)
    • Range: 5 feet (1.5m) per level centered on the psychic
    • Duration: 1 minute per level of experience
    • I.S.P.: 10
  • Sonar: 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 Echokinetic 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.
    • Range: 50 feet (15m) per level (double range underwater)
    • Duration: 2 minutes per level
    • I.S.P.: 5
  • Sonic Boom: To use this power the psychic must create sound in some way. A short whistle or even a snap of the fingers will do. By psionically amplifying this bit of noise dramatically the psychic creates a deafening sonic boom not unlike that generated by the firing of a Sonic Canon. Victims without any type of sound/ear protection will be temporarily deafened for 2D4 minutes and are -8 initiative and -3 parry and dodge. Even victims within power armor or enclosed vehicles are deafened, suffering the same penalties but for half the normal duration. The duration of successive sonic booms is cumulative. S.D.C. glass up to twice the maximum range away is shattered by the boom.
    • Area of Effect: 20 feet (6m) +5 feet (1.5m) radius per level centered on the psychic
    • Duration: Instant
    • I.S.P.: 20
  • Sonic Burst: The psychic creates an intense burst of damaging sound by shouting loudly, magnifying its sonic energy, then directing it outward in a focused stream.
    • 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
    • Damage: 1D6 S.D.C. per 5 I.S.P. to a maximum of 10 D6

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Ectoplasmic Body
Range: Self
Duration: 10 minutes + 5 minutes per level
I.S.P.: 30
Description: The psychic may convert themselves and 6 lbs of personal items into ectoplasm. As an ectoplasmic body, he possesses a highly mutable form, weighs 5 lbs and possesses 40 S.D.C. The psychic takes 1/3rd damage from blunt impacts, 2 points of S.D.C. damage from any cutting attack and 1 point from piercing attacks (such as bullets.) They fly at their M.E. + Spd attribute and have access to an additional 50 I.S.P. thanks to a temporary link with the Astral Plane. The psychic takes one H.P. damage every minute exposed to direct sunlight. They have an auto dodge of +4, but their P.S. is reduced to 2 and their punches inflict a mere 1 point of damage. of course, spirit beings may be fought normally. In spirit realms, the psychic's S.D.C. is doubled and their I.S.P. reserve is 50% higher.
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Ectoplasmic Form
Range: Self
Duration: 2 minutes per level of experience
I.S.P.: 15
Description: This power allows the psychic to become intangible and ghost-like, enabling them to walk through solid objects, much like the Astral Projection power. Overall the power is similar to that of the Psi- Ghost (see Psyscape) but costs the psychic I.S.P. to invoke.
While in Ectoplasmic Form the psychic is invulnerable to most physical attacks and objects, except those infused with I.S.P. (from Astral Reconfiguration.) This includes all energy weapons, projectiles, physical blows and explosions.
The psychic can still use their own psionic powers (as long as they don't require physical touch or contact) such as Telekinesis, Telepathy and the like.
When using this power, the psychic can only bring what they can carry. Any items remain in the possession of the psychic and can't be left behind or given to others, not even to others in Ectoplasmic Form. If the psychic wishes to take something with them, they didn't have before, they must cancel the power and re-materialize, take the item and invoke the power again.
While in Ectoplasmic Form, the psychic's form looks hazy and smoky, providing an extra +25% to Prowl, or a base prowl of 50%. The psychic can't fly, and moves normally at one-half their Spd. attribute. The psychic can fall, but is not injured by a fall from any height.
The psychic can cancel the power with a thought, but cannot materialize partially or fully inside another object or person. Any attempt to do so fails, with the psychic falling into a coma immediately.
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Ectoplasmic Whip
Range: Self and 20 feet
Duration: 1 melee per level
I.S.P.: 45
Pre-requisite: Ectoplasm
Description: This psychic ability generates a tentacle from their arm made of ectoplasm that can be used as a defensive weapon. The tentacle itself has a 20-foot range (6.1 m) and does 1D6 S.D.C. + 1 S.D. per level to opponents. Alternatively, the ectoplasmic tentacle can be used to restrain an opponent if he is less then 12 feet tall (3.7 m.) Instead of doing damage, the tentacle wraps around the opponent and pin them so that the victim is completely immobile and can only break free by pulling the tentacle off (the tentacles are considered to have the same P.S. as the psychic), or somebody else can try chopping the tentacle off (considered to have 200 S.D.C.)
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Electrokinesis
Range: Varies
Duration: Varies
I.S.P.: Varies
Description: Electrokinesis is a psychic power that allows the psychic to exert amazing physical control over electricity.

  • Electrical Resistance: The psychic can manipulate his body to become resistant to electricity. Up to 60,000 volts will inflict no damage or ill effect. Currents greater than 60,000 volts, including lightning and magic electricity, do half damage.
    Range: Self.
    Duration: 3 minutes per level of experience.
    I.S.P.: 4.
  • Electrical Discharge: The character can cause static electricity within a six-foot (1.8 m) area, as well as emit an electrical discharge by touch. The discharge can be a little jolt (one point of damage) or inflict up to 2D6 damage. Each discharge counts as one of the psychic's attacks per melee round.
    • Range: touch or 10 feet (3 m) per level of experience.
    • Duration: Instant.
    • I.S.P.: 2 per little jolt, or 4 per larger discharge (2D6 damage.)
  • Sense Electricity: The psychic can sense or feel electricity and pinpoint its exact location with reasonable accuracy. This ability also enables the character to sense approaching electrical and ley line storms.
    • Range: 45 feet +5 feet (13.7 +1.5 m) per level of experience.
    • Duration: Two minutes of extreme sensitivity when he can pinpoint every source of electricity in the area.
    • I.S.P.: 2 per every two minutes.
    • Base Skill: 55%+5% per each additional level of experience. A failed roll means only 1D6x10% of all the electrical sources of electricity could be sensed.

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Electrokinetic Sword
Range: Self
Duration: 3 minutes per level
I.S.P.: 35
Pre-requisite: Electrokinesis
Description: This psychic power allows the psychic to will a sword composed of electricity into existence. The sword appears out of thin air, that resembles an electrical charge that has been telekinetically shaped into a sword form. The sword's actual appearance will generally reflect its creator. A character who is impressed by strength and power will create a huge claymore-like weapon. A character who prides himself on speed and agility is likely to create a rapier or saber type blade, while a hero who enjoys cunning and subterfuge may create a short sword. Each is equally powerful regardless of its form and size. Unlike a psi-sword, the color is usually a yellow that is sizzling with electrical energy.
The creation of an Electrokinetic Sword is a very personal thing and requires years of mastery and great psionic power. The psychic can change the shape of the sword to fit their current move.
If the psychic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought (costs another 30 I.S.P. to create another.)
The damage of the Electrokinetic Sword is nowhere near the damage of a psi-sword, but it is still a weapon to be feared. Damage is 3D6 S.D.C. plus an additional 1D6 S.D.C. is gained at levels three, six, nine, twelve, and fifteen. The wielder can control the amount of damage taken by opponents by increments of 1D6.
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Empower
Range: touch
Duration: Permanent
Pre-requisite: 10th level
Description: This is not a tool for weak or inexperienced characters. Empower allows a psionicist to imbue an item with rudimentary intelligence and psionic ability. The process, which requires extraordinary time and effort, is described below.


      Item Requirements. An item must meet two requirements before it can be empowered. First, it must be of exceptional quality - worth 250% to 500% of the normal cost for an item of its type. Second, it must be new. The process of empowering must begin within 48 hours after the item is manufactured. If it is delayed longer, the item cannot be empowered (if the psionicist still tries, he automatically fails Step One below, expending 50 I.S.P.) If the item meets these two requirements, the psionicist can begin the empowerment.
      1. At the start of each day, the psionicist must first prepare the item to receive psionic power. This costs 50 ISP.
      2. If the item has been prepared, the psionicist can give it access to one category of Psionic power. It can have access to only one Category, never more, and the psionicist himself must have access to it. This step costs 50 I.S.P.
      3. The psionicist can attempt to empower the item with any single power he knows within the chosen Category (the item must have been properly prepared on the same day.) The psionicist expends another 25 ISP.
      4. The psionicist can imbue the item with other powers by repeating Step Three. The item can acquire one power per day, provided it has been properly prepared (see Step One.)
      5. When the item has acquired all the powers which the psionicist intends to give it, the psionicist can seal those powers within the item. To do this, he must prepare the item one more time (expending 50 I.S.P.), and make an endowment power check one last time. If the item is sealed it can never gain any additional powers - but it can't lose them, either. An item that has not been sealed will lose one power per month until it is just a normal object again. An empowered object has a total I.S.P. of 150 +25 ISP/power. It has intelligence equal to its maker's intelligence minus 1d6 points, with a minimum of 12. All Items that are bestowed Intelligence will have access to the Telepathy power. The weapon has its own personality, however, and like all intelligent weapons, it will try to assert its independence at every opportunity. The empowering process must be unbroken. If a day passes in which the psionicist does not at least try to prepare the object, it is finished as is. He cannot even try to seal the powers; they will wear off over the course of time.

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Energy Wall
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
I.S.P.: 25
Description: Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20.) If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring.

  • Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a roll against P.E.
  • Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save.
  • Fire: A sheet of this energy type deals +1 point of damage per die.
  • Sonic: A sheet of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest.

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Fate Link
Range: 2 miles
Duration: 5 mins per level
I.S.P.: 40
Pre-requisite: Telepathy
Description: This power enables the telepath to intertwine his own fate with that of another creature. If either being experiences pain, both feel it. When one loses hit points, both lose the same amount. If either dies, the other must immediately make a saving throw vs. death to avoid the same fate.
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Gestalt Circle
Range: Touch; psychics must form a circle and hold hands
Duration: One minute per participant
I.S.P.: 30
Saving Throw: None
Description: The psionic character can link a group of psychics (one per level of experience) together and pool their powers! While linked in a gestalt circle, the group can only use those powers they have in common, but those powers can be manipulated at a level equal to their combined levels of experience. For example, a gestalt circle with one third level psychic and two second level ones could use any common powers at seventh level intensity! Furthermore, the combined number of I.S.P. is available to the group (use is divided equally), and the range of the psionic powers are increased by 20% per each psychic in the circle. The latter only works if the range of the power is NOT affected by the level of experience of the psychic. Otherwise, range by level counts as the combined level of the group (in the previous example, the range would be at 7th level equivalent.) Total number of psionic attacks per melee round is two per participant in the circle. The maximum number of participants is eight (8.) A gestalt circle has its dangers and limitations.

  • While the psychics are linked, the connection will override any mind blocks or similar protection between the members participating in the gestalt circle. This means that any psychic in the circle can try to read the minds of the others or use other psychic powers on the other members, and can do so with relative impunity.
  • One psychic in the group must be designated as the "key" or spokesperson through which their combined powers are directed. Only that key character can use the enhanced psionics of the circle, although the others can make verbal or telepathic suggestions. If another member in the circle tries to use one of his powers at the same time as the designated "key," neither power works, which means one melee action/attack is lost and half the I.S.P. of the intended power is expended without results! Teamwork is critical.
  • Participants in the circle cannot perform any other skills, engage in physical combat or parry, without breaking the circle. Each character can try to "duck" incoming attacks without breaking ranks as a dodge at -5 to do so.
  • If even one member of the circle breaks ranks/lets go of another participant's hand(s), the gestalt circle is instantly broken, all circle bonuses are lost, and the participants must rebuild the circle and spend another 30 I.S.P. to start again.

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Group Mind Block
Range: 120-foot (36.6 m) radius
Duration: 10 minutes per level of experience
I.S.P.: 22
Description: The master psionic can instantly erect a mental barrier or mind block to protect himself and those within a 120-foot (36.6 m) radius. The group mind block works just like the individual mind block power. It can be a means of protecting those around the psychic from psionic probes and mind attacks, but it can also be used to prevent outside forces (good or evil) from communicating via telepathy or empathy. Thus, a villainous psychic can use the group mind block for his own evil purposes. Everyone within the 120-foot (36.6 m) radius of effect will be automatically blocked, but the effect is not detectable so they are not likely to know that they are being mind blocked (only a detect psionics will indicate a group mind block!)
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Group Trance
Range: All willing subjects within 20 feet (6 m) of the psychic, +10 feet per level of experience
Duration: Two minutes per level of experience or until the trance is broken, whichever comes first
I.S.P.: 15
Saving Throw: None for willing participants. Those unwilling to participate cannot be entranced.
Description: This is an impressive and powerful psionic ability that empowers a major or master psychic. There are a couple of different applications for this power. The noncombat use is a sort of shared communication. Everybody entranced can share in the psionic experiences of the group leader, the character who is using the Group Trance power. First, the entire group of willing participants enters a trance state. While entranced, the entire group is subtly linked to the character using the power. That character can then perform one or two other psychic communication abilities per melee round. These abilities are limited to a few forms of psionic communication (not healing, physical or super psi-powers), including clairvoyance, empathy, telepathy, object read, presence sense, commune with spirits, remote viewing, and sixth sense. The thoughts, visions/images, communication received by the lead psychic are simultaneously transmitted via the trance link to all participants. They see, know or feel everything he does.
The other use of this ability is to willingly pool the I.S.P. of the trance group, to make it available to the lead psychic (the one who is using the Group Trance ability.) Once every melee round, the psychic to whom they are linked can draw upon three I.S.P. points from each psychic in the trance group. I.S.P. cannot be drawn from characters who don't have any. These I.S.P. can be used by the lead psychic any way he desires. The others linked to him see, feel and experience whatever he does, including his rationale, motives and emotions.
In both instances, only the psychic has any melee actions, and he is limited to two psionic actions/attacks. All those entranced are simply passive observers or participants. All participants react calmly toward the events, emotions, and visions they experience while entranced. The moment the trance ends, they are back to normal and can respond as is appropriate. Only the lead psychic or the genuine fear of death can break the trance. All snap out of it even if only one person breaks the trance.
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Healing Leech (Superior)
Range: Touch
Duration: Instant, with lasting effects
Length of Trance: Two minutes (8 melee rounds.)
I.S.P.: 22
Description: The healing touch is a remarkable healing ability that can instantly heal cuts, burns, bruises and similar physical wounds. The touch restores 4D4 hit points or 4D6 S.D.C. The healing touch can be used on Any living creatures, including the psychic himself.
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Hex
Range: 20 feet plus 5 feet per level and line of sight
Duration: 1 day per level
I.S.P.: 15+
Description: The character affects localized chance around the character for a duration. The victim may save, but is at -4 if the character has a lock of hair or other personal item of the victims. The initial hex costs 15 I.S.P. to perform, and the victim needs to be in sight. During this time, one of the following effects is inflicted, plus another for every additional 5 I.S.P. expended.

    Penalties to the victim:
    • -2 to all rolls against attributes
    • -2 to all saving throws
    • -1 to all combat rolls
    • No natural healing
    • Eruption of sores or rashes (-1 to P.B. per day)
    • Inability to sleep
    • Inability to meditate and concentrate

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House Entity
Range: 20 feet plus 3 feet per level
Duration: 10 minutes plus 1 minute per level
I.S.P.: 25
Pre-requisite: Ectoplasm
Description: Use of this power is very handy when dealing with Entities and Astral Projectors who are coexisting with the physical world. Once engaged the power forces the target to save versus psionics and if they fail the saving throw, the psychic can force them into temporary ectoplasmic body for the duration. During this time, the entity (or astral traveler) will be forced to use the ectoplasmic body and cannot return to their own plane or body, in essence, are captives. The ectoplasmic body is clumsy (all attributes between 6 to 8) and the psychic can then use any powers to antagonize or trap the victim such as Bio-Manipulation (since they now have a body) or Telekinetic Force Field or anything similar. Others can also attack them with weapons, making it a deadly encounter for the victim. Use the normal rules for taking damage during Astral Projection on the Astral Plane. Entities can get quickly frustrated and will usually stumble about in a rage trying to free themselves from their temporary prison. Willing persons (entities will very rarely be willing to endure this power) can be "housed" without a saving throw and will find their new bodies to be gangly and awkward. Astral Projectors may not use this power on themselves to temporarily give themselves a body. It must be done by another psychic who is present.
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Hydrokinesis
Range: Varies
Duration: Varies
I.S.P.: Varies
Description: This ability enables the character to use psychic energy to sense and influence water.

  • Sense Chemical Impurities. The psychic can sense whether or not water or other liquids (soup, juice, soda, etc.) are polluted, poisoned or contaminated by foreign or dangerous substances, including drugs. The exact nature of the additive or pollutant may be unknown, but he will know that it is not completely natural and also sense if it is harmful. When sensing water, first roll to determine: A) Pure or Drinkable (nonhazardous/ tap water) 70% +5% per each additional level of experience. B) Roll for general nature of the pollutant; this identifies whether it is a chemical/drug (not deadly, but will cause a reaction if drunk) or poison/toxin (deadly or harmful if swallowed.) Success ratio in identifying the general nature of the pollutant is 35% +5% per each additional level of experience.
    Range: Self or up to six inches (0.15 m) away.
    Duration: One minute.
    I.S.P.: 2.
  • Boil Water. The psychic can increase the temperature of water, raising it to boiling level within one minute (four melee rounds.) Up to one gallon (3.8 liters) can be affected. Once set to boiling, it will take the usual amount of time to cool. This power cannot be made to boil the water or blood inside a living creature.
    Range: Eight feet (2.4 m) +2 feet (0.6 m) per level of experience; line of sight.
    Duration: One minute (4 melees.)
    I.S.P.: 3 per gallon of water.
  • Water Spout. The psychic can create a spout of water as well as and hurl water. The effect can be used to make water bubble (but not heated), shoot straight up like a geyser or at an angle, shooting from a glass or water tap across a room like a short, powerful spray from a garden hose. Up to one gallon (3.8 liters) of water per level of experience can be manipulated and hurled up to a distance of 20 feet (6 m.) Similarly, the psychic can make a glass or pitcher of water slowly come to him as if it were slowly sliding along across a smooth surface (Spd of 4.)
    Note: In all cases, the fluid must be water or been made from 75% water to be controlled, such as hot coffee or tea, chicken soup, Kool-Aid, etc. Forget about hurling ice frozen water, it is beyond the scope of this ability. Milk, paint, gasoline, cake batter and similar substances can NOT be manipulated with this power, because they are not water. Making water leap with a life of its own can be startling to others and can make a great distraction if handled right. Hurling normal water or a cool drink into somebody's face/eyes will momentarily blind and surprise the individual, causing him/her to lose initiative and one attack that melee round. Hurling hot or boiling water on the body (especially the crotch or face) will make the victim lose initiative, lose all attacks that melee round, take 2D4 damage, and be temporarily blinded for 1D6+ 1 melee rounds (-10 to strike, parry, dodge, etc.) Characters of a good alignment will not hurl boiling water in the face of most opponents, though a monster may be another story, and an exception may be made for life and death situations, especially to save someone else. Water Throwing
    Range: 20 feet (6.1 m.)
    Duration: One melee round, with each attack counting as one of the character's melee attacks/actions. Making water bubble or rise up like a fountain can be maintained for up to 30 seconds (2 melee rounds.)
    I.S.P.: 5. Bonus: +1 to strike.
    Note: The psychic can manipulate one gallon (3.8 liters) of water per level of experience up to 20 feet (6 m) away, whether he can see it or only feel its presence.
  • Sense Water. The character senses the presence of any water exposed to the open air at no I.S.P. cost. He can also sense and identify water damage (leaky roof or pipe, damage paper, mold caused by water/humidity, rotting wood, etc.)
    Range: 20 feet (6 m.) l.S.P.: 4.
    Note: Underground rivers, closed water lines/pipes, water inside airtight containers, etc. cannot be sensed.
  • Underwater Invisibility. The psychic can tum invisible when completely submerged underwater and remain (relatively) still. The effect is ruined if doing more than paddling in place, but even then, attackers are -3 to strike the submerged character because he is difficult to see clearly, the water seeming to reflect oddly making visibility difficult.
    Range: Self.
    I.S.P.: 6.
  • Water Stealth. The psychic loves the rain, enjoys swimming, water sports and being wet, and feels lucky when it is raining. In the rain, the character enjoys the following skill bonuses + 10% to Disguise, Impersonation, Land Navigation, Prowl and Tailing. Furthermore, the character does not feel chilled or uncomfortable when wet, takes half damage from electricity, is +1 on Perception Rolls, suffers half the usual penalties from fog, and does not leave wet or muddy footprints when he comes in from the rain.
    Range: Self.
    I.S.P.: 6.

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I.S.P. Shield
Range: Others by touch
Duration: 10 minutes per level of experience; double on a ley line or place of power
I.S.P.: 10
Description: The psychic can place a psionic defense around another character to prevent I.S.P. vampires, mages and monsters from siphoning off their mystic energy (I.S.P.) The shield works similarly to a Mind Block, only it prevents someone other than the psychic from having their I.S.P. drained against their will, even in a blood sacrifice.
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Impervious to Bio-Manipulation (Evil Eye)
Range: Self
Duration: Four minutes per level of experience
I.S.P.: 10
Description: The Psychic can use this power before or after being affected by a psionic bio-manipulation attack. If put in place before getting hit by the psionic attack, the character automatically saves against bio-manipulation. If hit and affected by the psionic attack, the Psychic can use this power to negate its effects, at least temporarily (the duration of the bio-manipulation attack may last longer than the countermeasure.)
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Induce Nightmare
Range: Touch or 10 feet (3 m) per level of experience; must have a clear line of vision of the sleeping individual
Duration: Two melee rounds per level of the psychic
I.S.P.: 15
Saving Throw: Standard
Description: The psionic attacks by implanting a terrifying dream that causes the dreaming character to suffer great distress. The sleeper may toss and turn, mumble and moan. While under the psychic thrall of the induced nightmare, it is impossible for the victim to wake up unless another psychic uses telepathy or empathy to jar him awake. After waking, the subject of the attack will be on edge and unable to fall asleep for 1D4 hours (which may lead to exhaustion.)
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Insert Memory
Range: Touch
Duration: Permanent
I.S.P.: 25
Saving Throw: Standard; although innocuous false memories or ones that deal with something the character wanted to know/remember, may not be resisted at all (G.M.'s or the player's call.)
Description: An artificial memory can be implanted into the mind of the subject. This memory is completely convincing and will affect all related actions of the victim. For example, the psionic could tell the victim: "Your brother was captured and tortured by Wolfen when you were a child." This would mean that the subject might have a good reason to hate Wolfen. However, there is no guarantee that the subject will react in any particular way. In our example, the subject might hate his real brother, or he may still believe that all Wolfen are not evil, just as all humans are not good or evil. Implants that are seemingly unimportant or not strongly defined (rumors, hearsay, etc.) are the easiest to implant in a character's mind because the memory doesn't conflict with real memories or the character's alignment or ethics. Things like, "We met at the tavern last night;" or, "I heard a rumor about ..;" and similar. When asked where he heard that, the character won't remember, but will react with "I know that's what I heard, and I don't want to deal with anybody like that." Even rumors and little things can affect a character's feelings or judgement.
The only chance that the victim has of detecting an artificial memory is when it conflicts with obvious reality (i.e. the character never had a brother), strong beliefs, strong emotions, or alignment. But even if the victim disbelieves the memory or realizes it's false, it remains.
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Invisible Haze
Range: Self
Duration: Six minutes
I.S.P.: 30
Saving Throw: Standard
Description: The powers of the mind are awesome and this is but one of the more spectacular abilities. The psychic transmits a powerful hypnotic suggestion that telepathically tells all who look upon him that they cannot see him! Thus, one moment he is there and the next second he's gone. The character and everything on his person disappears.
The victim of this psionic attack will either think he was mistaken about what he saw (not likely unless seen in a crowd or under conditions of poor visibility), or realize that the character has turned invisible before his very eyes. All who see the psychic, get to roll to save vs psionic attack as normal. Those who fail to save cannot see the character for the full duration of the psionic power. Even characters who can see the invisible and see aura cannot "see" the invisible psychic (the same is true of characters who have modern or ultra-modern optic systems and sensors.) Why? Because the psionic is not actually invisible at all! They just "think" he's invisible.
Those who make a successful save vs psionic attack see the character without difficulty (the psychic can cast another invisible haze if he wants to, making all who can still see him have to roll to save again.) Attacks against an invisible foe are -6 to strike, parry, and dodge, and -6 on initiative, unless the invisible character picks up or throws a visible object.
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Kiss of Death
Range: 30 feet, line of sight
Duration: Instant
I.S.P.: 20
Description: The psychic may look and gesture to an opponent and then expend the minimum I.S.P. After this the victim immediately takes H.P. damage. As an unnatural death, it is -10% to save vs coma/death. The power inflicts 10 H.P., plus another 1 for every 1 extra I.S.P. spent. A successful save means that the damage is halved. Damage can only be ignored if a secondary protection is active, such as mind block, or any psionic powered defense.
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Labyrinthine Mind
Range: Self
Duration: Special
Saving Throw: See below
I.S.P.: Varies
Description: Representing years of intense meditation, a Labyrinthine Mind demonstrates just how powerful the fully developed mind of a psychic can become. Formed by rigidly organized thought patterns and memories holding special meaning to the psychic, the Labyrinthine Mind is a construct of psionic energy that actually exists within its creator's mind. Without walls or pathways as one would imagine, the labyrinth is instead, a complex knot-work of endlessly twisting and turning channels. The labyrinth rests idle until another psychic attempts to violate the mind of its creator, an act which the assailant immediately regrets.
Upon being drawn into the labyrinth, psychics find themselves hurdling through a dizzying array of blindingly bright tunnels at the speed of thought. If the psychic doesn't panic (save vs Horror Factor 10) they are able to quickly attempt to break free of the mental trap. Major and minor psychics who manage to keep their cool are then allowed to save vs psionics to cut their imprisonment down to a mere 1D6 Melee Rounds, while Master level psychics can escape in 1D4 melee rounds. Regardless of psionic might, any who initially give in to the terror or fail to resist afterwards are trapped for 1D4 Melee Rounds per level of the labyrinth's creator. During the time that their mind is trapped, the psychic's physical body falls into a death-like coma with only minimal life signs.
Creation of this mental labyrinth requires a permanent sacrifice of 14 I.S.P. Alien Intelligences, Gods, and Demon Lords are immune to this power. If the creator of the labyrinth does not wish for another psychic to be trapped within their mind, they must immediately make a conscious effort to allow mental contact, an act which requires 4 I.S.P. If they have too little strength remaining, they cannot allow safe passage into their mind.
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Mental Block
Range: Touch
Duration: Varies
I.S.P.: 10 points for simple, 30 for severe
Saving Throw: Standard
Description: This is a form of hypnotism and mind control in which the psionic can place mental blocks in the victim's mind, preventing him from remembering specific things.
Simple brain blocks are tiny pockets of memory loss, such as being unable to remember a person's name (excluding his own), a person's face, a specific object, an address, a code number or password, a combination to a lock and similar.
A severe mind block is a mental barrier that prevents the victim from remembering much larger amounts of information, including the events that transpired during a particular hour's time, that he ever saw or met the Psychic or other characters, or one specific skill or memory about somebody or something. Victims with any measure of psionic power or high M.E. attribute will feel a nagging sensation of having something being wrong, as if he or she should know something or has forgotten something whenever confronted by the subject that is artificially blocked/hidden in their own mind. As usual, the only defense against this mind control is a mind block, otherwise roll to save vs psionic attack. The only way to remove the mental block is to allow a Psychic or another powerful psychic to mind bond and mentally remove the barrier in place.
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Mental Block Removal
Range: Touch
Duration: Varies
I.S.P.: Varies
Description: Only the Mind Psionicist can find and remove mental blocks without having to endure the discomfort of a full mind bond. The character must first perform a brain scan. The brain scan will locate and identify all the mental blocks and traumas. The Mind Psionicist can then remove them one by one. The removal of each mental block requires the expenditure of I.S.P. I.S.P. cost: 12 points for the removal of simple Mind Blocks, 35 for severe mind blocks, 40 points to break mental, magic or supernatural possession, 40 points to break magic or chemical forms of mind control and 80 I.S.P. to remove magic insanities and curses. It costs a whopping 100 to cure a single phobia or obsession and 200 points to cure trauma and other more serious forms of insanity. However, it is likely that the cure of these genuine insanities (phobias, obsessions, disorders, traumas, etc.) is only temporary. Exposure to a similar traumatic situation is likely (1-75%) to cause the insanity to return.
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Mental Illusion
Range: 90 feet
Duration: Special
I.S.P.: 20
Saving Throw: Standard
Description: This power is an incredible psionic hypnotic suggestion that causes the victim to see, hear, feel and interact with an illusionary being. This being can be a horrible, attacking monster, friend, family member, a seductive woman, or anything in between. Only the character affected sees this mental image, although it may, in his mind, seem to react to others around him. For example, if one of his comrades approaches him, the afflicted character may shout a warning or leap in front of him in order to protect him from the monster (that only he sees.) Likewise, the illusionary being may look at or point to other characters who are within the afflicted person's line of vision. However, it directs all its actual attacks or efforts toward the one who is afflicted. The being reacts as the character would expect it to react, which may rely entirely on what he believes it to be or be influenced by the hypnotic suggestion.
To instill the mental illusion, the psychic must implant some basic ideas and imagery. For example: "Don't take my word for it, your own comrade (insert name of person) has joined me. He'll explain everything, won't you my friend?" Or, "You fool! Even the great (insert name of a hero, villain, friend or family member) serves me. Oppose me and you must face him/her first. Defend me (so and so.)" If a monster, the psychic might say, "Suffer now at the hands of my balrog demon servant (or troll, dragon, or any monster.) It will tear you and your friends apart! Die!" And the creature attacks. It's important to note that this mental monster will react and possess powers and abilities that the afflicted person believes it has or should have. Consequently, if the character doesn't know what a balrog is, he will picture some kind of demonic thing that may not even remotely resemble the genuine creature.
This means the afflicted character will envision and empower the monster based on any pictures and stories he may have seen and heard. The same person can be inflicted with a similar image by this power, but the two can never be exactly the same because the action is really happening inside each individual's mind.
Powerful psychics often use this power to trick, distract, divide and delay their opponents. The psychic can also use this power to make another person believe he is a completely different person; friend, loved one, acquaintance, stranger or monster. The afflicted person will react to him exactly as he perceives him. For example: The psychic says, "Please don't hurt me, I'm just an old woman." Suddenly, instead of his enemy standing in front of him, he will see an old peasant woman. Or he might say, "What are you doing? It's me (insert name of friend, acquaintance, etc.) This ploy is especially effective if the afflicted character could not clearly see who the psychic was (in darkness, shadows, mist, back turned, hood covers the face, etc.) Of course, the psionic must act the part or the afflicted character will become suspicious and realize that the character may be his old nemesis psionically or magically disguised.
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Mentally Possess Others
Range: Touch
Duration: 5 minutes per level of experience
I.S.P.: 30
Description: The master psionic can completely take over and control another person. The psychic essence of the controlling mind is transferred into the body of another individual. While in the victim's body and mind, the psychic retains all his own knowledge and identity. He cannot read the mind of the person he now possesses, nor access any knowledge from the victim's memory. Only the physical body can be controlled, like a living robot, but the psychic still retains all his own skills and psionic powers. During the period that the victim is possessed, the person goes into a trance state and remembers nothing about the things that happen while he is possessed. Meanwhile, the psychic's natural body falls into a coma-like state and is vulnerable to attack unless protected by others.
The possessing character can return to his own body at any time regardless of distance. When his essence leaves the body of the possessed, the victim suddenly becomes conscious again, as if suddenly being woken up.
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Mind Block Auto-Defense
Range: Self
Duration: Special
I.S.P.: Special
Description: The moment the psychic is being mind probed, a personal mind block automatically snaps into place. It also alerts the psychic to the fact that he or she is being probed or attacked by empathy or telepathy. The character must consciously and willingly lower the mind shield and open himself to the psi-probes in order to receive a telepathic or empathic message. Otherwise, the automatic defense mind block will stay in effect until the probe/attack is over.
The I.S.P. cost is different in that the character must permanently give up 14 I.S.P. when this power is selected. However, the mind block will automatically take place whenever under telepathic and empathic probes and other mind attacks such as empathic transmission and induce nightmares, at no additional I.S.P. cost; it engages automatically.
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Mind Bolt
Range: 100 feet (30.5 m) per level of experience
Duration: Instant
I.S.P.: Varies
Description: The psionic can focus his psionic energy into a powerful bolt of mental force and hurl it at a visible target with amazing accuracy. The amount of damage the bolt inflicts depends on the amount of energy expended. Every six I.S.P. does 1D6 damage, so six I.S.P. equals 1D6 S.D.C. damage, 12 I.S.P. equals 2D6 damage, 18 I.S.P. 3D6 and so on. All mind bolts are +4 to strike, but adding an additional 10 I.S.P. increases the strike bonus to +8. Remember, ley lines and nexus points increase the range and damage.
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Mind Bomb
Range: Touch to create, 1 mile per level to mentally detonate
Duration: 1 week per level of experience
Saving Throw: None
I.S.P.: Varies
Description: By infusing an object with destructive mental energy, the psychic is able to create volatile psionic explosives. An object to be turned into a Mind Bomb must be non-organic and non-magical in nature. Once infused with the I.S.P. needed to turn it into a Mind Bomb, the object takes on a slightly shimmering appearance and is rooted to that exact point in space. Attempting to move a Mind Bomb from its place of creation detonates it prematurely. The act of creating a Mind Bomb requires a full Melee round of concentration in which the psychic must touch the object while pumping I.S.P. into it. Damage and area of effect is regulated by the amount of I.S.P. used to create the Mind Bomb and it cannot be changed after the initial creation.
The weight of the object to be turned into a Mind Bomb must be equal to or greater than the amount of I.S.P., in pounds, being used to create it.

  • 1 I.S.P.: 1 S.D.C. per level of experience, 5 feet (1.5m) radius
  • 5 I.S.P.: 1D4 S.D.C. per level of experience, 10 feet (3m) radius
  • 10 I.S.P.: 1D6 S.D.C. per level of experience, 20 (6m) feet radius
  • 20 I.S.P.: 1D4 M.D. per level of experience, 10 feet (3m) radius or 2D4 S.D.C. per level of experience, 30 (9m) feet radius
  • 40 I.S.P.: 1D6 M.D. per level of experience, 20 (6m) feet radius or 2D6 S.D.C. per level of experience, 40 (12m) feet radius

Once created, the psychic can detonate a Mind Bomb, at will, from anywhere within range or a specific trigger condition can be set:
  • Touch: If anyone besides the psychic who created it touches the Mind Bomb, it detonates
  • Proximity: The psychic can prime a Mind Bomb to explode when a living being passes within 3 feet (.9m) of it (
    Pre-requisite: Sixth Sense)
  • Timed: The psychic can set a Mind Bomb to explode at a predetermined time (
    Pre-requisite: Sense Time)
  • Dimensional: The psychic can prime a Mind Bomb to explode when any type of dimensional magic or psionic power is used within the bomb's explosive radius (
    Pre-requisite: Sense Dimensional Anomaly)
  • Magic: The psychic can prime a Mind Bomb to explode when any type of magic device or creature with more than 20 I.S.P. enters its explosive radius (
    Pre-requisite: Sense Magic)
  • Psionic: The psychic can prime a Mind Bomb to explode when any type of psionic device or creature with more than 20 I.S.P. enters its explosive radius (
    Pre-requisite: Detect Psionics)
  • Evil: The psychic can prime a Mind Bomb to explode when being of evil alignment enters its explosive radius (
    Pre-requisite: Sense Evil)
  • Invisible: The psychic can prime a Mind Bomb to explode when anything invisible enters its explosive radius (
    Pre-requisite: See the Invisible)
  • Supernatural: The psychic can prime a Mind Bomb to explode when any supernatural being or creature of magic enters its explosive radius (
    Pre-requisite: Presence Sense)

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Mind Bond
Range: Touch
Duration: Special
I.S.P.: 24
Saving Throw: Standard
Description: The mind bond creates an instant mental link between the psychic and another person. When this happens, each will learn EVERYTHING there is to know about the other. This includes all skills, secret identities, phobias, etc. Both individuals retain a complete memory for only 3D4 hours. After that, the characters must roll under 15% to recall any particular item. After one month, all memories from the other person completely disappear. Players should bear in mind that only the psychic knows the memories are usually not permanent, thus the other person would have no reason to make notes or act quickly before the memories fade.
Note: Skills and skill bonuses are also temporarily absorbed, meaning that the psionic possesses all of his victim's skills and skill bonuses. Physical attributes, S.D.C. and attribute bonuses gained through physical training are NOT acquired.
PsychicVictimMind Bond Effect
01-70%1-50%No ill effect
71-80%51-70%Contract insanity from other, if other has no insanity the roll on Neurosis Table
81-85%71-80%Absorb Multiple Personality Traits, roll on Classic Psychosis Table
86-89%81-89%Other Personality takes over until a save is rolled, roll once a week
90-98%90-98%Temporary retention of other Personality's skills and memories
99%99%Accidental Personality Transfer, the psychic's personality ends up in the Victim's body and vice-versa
100%100%Permanent retention of other Personality's skills and memories

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Mind Vessel
Range: Touch
Duration: Varies
I.S.P.: Varies
Pre-requisite: 3rd level of experience
Description: Similar, at least superficially, to the Mind Bomb psionic power and a psychic cousin to the magic spell Talisman, Mind Vessel allows a psychic to empower an object with a portion of their inner strength, their I.S.P., the energy responsible for psionics. Crystals frequently serve as the focus to create a Mind Vessel, though in truth any S.D.C. object without moving parts will work.
To create a Mind Vessel a willing psychic must enter a meditative trance while holding the object that will become the vessel. The initial creation of a Mind Vessel requires the expenditure of the psychic's entire I.S.P. base, though the vessel itself can hold only the psychic's M.E. attribute plus their level of experience in I.S.P. For each point of I.S.P. to be stored in the newly formed Mind Vessel, the psychic must maintain the trance for one melee round. Objects that become Mind Vessels have their physical structures irrevocably altered, turning them into nearly indestructable objects. These objects have S.D.C. equivalent to the number of I.S.P. the vessel holds X 100. If damaged, the psionic energy reinforcing the Mind Vessel is disrupted slightly, reducing stored I.S.P. by however much S.D.C./ 10 was lost. As I.S.P. is drained from a Mind Vessel for use by the psychic that created it, the vessel's S.D.C. is also drained at an equal rate, eventually turning it back into a n normal object when emptied of its contents. If destroyed, a new Mind Vessel can be created, but at full cost to the psychic.
Recharging and repairing a Mind Vessel go hand in hand with one another. Once turned into a Mind Vessel, an object will always be attuned to the psychic who altered it. Restoring the I.S.P. in a Mind Vessel is accomplished in exactly the same way it was initially created, though I.S.P. expenditure is greatly reduced. For every point of I.S.P. to be stored in the vessel, 2 I.S.P. must be expended. This act also repairs the Mind Vessel, restoring lost S.D.C.
For example, Mellorie, a 4th level Mind Mage with an M.E. of 21 and 161 I.S.P. would be able to create a single Mind Vessel capable of holding 25 I.S.P. after spending 25 melees in a trance state. All of her I.S.P. would be expended in the effort, but would return normally, though she would now have a reserve of I.S.P. to fall back on in an emergency. Later, the dagger that had become Mellorie's Mind Vessel is caught in a plasma explosion that inflicts 140 S.D. Assume that Mellorie had earlier used some of the I.S.P. stored in the dagger, 11 points to be exact. With 14 I.S.P. remaining, the dagger also has 14O S.D.C., but instead of being destroyed in the explosion, its remaining I.S.P. is drained and the dagger reverts to being an normal object until it can be recharged.
Like a psionics’ Psi-Sword, creating a Mind Vessel is a deeply personal thing requiring years of study and a great deal of raw power. No other psychic can use any other psychic's Mind Vessel, even if the psychic who created it was willing to allow others access to it. A Mind Vessel carries with it a duplicate psychic aura identical to that of the psychic who created it. This can cause problems for a psychic who wishes to keep their true nature hidden by using the Physical psionic power Alter Aura, for though they can change their own aura, that of their Mind Vessel cannot be disguised.
If a psychic's Mind Vessel is lost or stolen, they will always be able to track it down, knowing unerringly what direction to travel in order to recover it. A psychic separated from their Mind Vessel across dimensions will not be able to feel the direction of the vessel, obviously, but will sense any rifts with a 10-mile radius per level that open to that dimension and be able to locate that rift as if it were their Mind Vessel as long as it remains open. Only the most powerful of psychics can create more than one Mind Vessel. At 8th and 13th level a psychic can create another Mind Vessel.
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Mind Wipe
Range: Touch
Duration: Special
I.S.P.: Special
Saving Throw: Standard; a successful save means the person is unaffected and still retains his memory
Description: To mind wipe an intelligent creature, the psychic must make physical contact, touching his victim's temples to erase whatever he desires. This is done by verbal suggestion and can erase any past event, knowledge, skill, and so on. The process takes about three minutes to complete. The loss of memory is temporary, lasting 1D4 days for every 10 I.S.P. expended. The memory can be permanently erased if the psionic exerts 50 I.S.P. at once. A psionic can also permanently wipe a mind completely blank by expending 50 I.S.P. and permanently sacrificing four Mental Endurance (M.E.) points. This is an extremely grueling process for the psychic and the loss of the four M.E. points is permanent, even if the opponent successfully saves against the wipe and is not affected.
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Mindsplit
Range: Self
Duration: 1 minute per level
I.S.P.: 45
Description: This power can be gained after years of meditation and concentration (not available until 3rd level minimum) and allows the psychic to split their mind in two, so that each can operate independently of the other. This means the psychic can pilot a vehicle and use their Sensitive powers to investigate something at the same time. The psychic can even use two psi-powers at once, so psi-powers that cause or cost the psychic penalties for concentration are ignored, like Ectoplasmic Disguise. The GM and players will have to compare the duration of this power with any powers they're using, to make sure it covers the time any other powers are in use. A psychic using Mindsplit cannot use Astral Projection and another power.
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Molecular Agitation
Range: 40 yards
Duration: Varies
I.S.P.: 7
Description: Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, water boils, etc. The list below shows what's possible, depending on how many rounds the substance is agitated.

  • 1 round: readily flammable materials (e.g., paper, dry grass) ignite, skin becomes red and tender (1 point of damage), and wood becomes dark.
  • 2 rounds: wood smolders and smokes, metal becomes hot to the touch, skin blisters (ld4 points of damage), hair smolders, and paint shrivels.
  • 3 rounds: wood ignites, metal scorches (ld4 points of damage), skin burns away (ld6 points of damage), water boils, lead melts (damage does not increase after this round, but does continue.)
  • 4 rounds: steel grows soft.
  • 5 rounds: steel melts.

Where items are concerned, allow saving throws against destruction, but add a +10 penalty to the saving throw number (this heat is quite destructive, coming from inside the material rather than outside.)
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Necromancy
Range: Touch or 30 feet, line of sight
Duration: See below
I.S.P.: See below
Description: The psychic can manipulate the forces of death. This presents a number of benefits.

  • Animate Dead: The psychic can expend 12 I.S.P. to cause one corpse to stand and move at the psychic's command. The typical corpse has 50 S.D.C. 1 attack, +2 to strike. Corpses take 1/4th damage from attacks that cannot dismember it and double damage from fire and electricity. This is a telekinetic effect. The dead remain animate for 10 minutes per level
  • Commune with Spirits: as per the lesser power. Needs the corpse present to do so, and the head talks. For an additional 10 I.S.P., the psychic can trap the summoned spirit into a corpse. If the spirit fails to save vs this effect, it becomes trapped in the corpse and cannot be freed until the body is slain. Lasts 2 minutes per level.
  • Divine Body: may perform Object Read on pieces of corpse. Use duration listed for that psi-power.

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Neural Strike
Range: Touch or five feet (1.5 m) per level of experience
Duration: Varies
I.S.P.: 25
Saving Throw: Standard
Description: This attack on the brain can inflict damage directly to hit points or cause complete paralysis.
The hit point attack: The victim of a neural strike is ravaged by a neurological backlash that inflicts 2D6 points of damage directly to hit points! This attack also temporarily impairs the victim's reaction time causing the loss of one melee action, loss of initiative, and speed is reduced by 25% for one melee per level of experience of the attacker. The victim also suffers from a pounding headache (-10% on the execution of skills) that lasts for 30 minutes (accumulative length of time for the headache from multiple attacks.)
Paralysis of motor responses: The legs of the victim become paralyzed and cannot move. The arms and hands become numb and lose the sensation of touch, jerk and tremble, rendering them virtually useless. Penalties: Speed/movement is impossible, the number of melee attacks is reduced to one, all combat actions are -10. Duration is one melee round (15 seconds) per level of the Psychic.
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Neuro-Touch
Range: Touch or 10 feet (3 m)
Duration: Varies
I.S.P.: Varies. Double the I.S.P. cost if the attack is cast as a purely mental attack up to 10 feet (3 m) away
Saving Throw: Standard
Description: The neuro-touch causes a neurological disruption to the brain with several possible results.

  • Stumble: 4
    I.S.P.: The victim loses control over his legs for just an instant, stumbles and loses one melee attack/action.
  • Jolt: 6
    I.S.P.: The victim receives a sudden jolt as if struck by a light electrical charge and suffers 1D4 S.D.C./hit point damage (one M.D. if a mega-damage creature.) The jolt is usually used as a warning or to catch somebody's attention.
  • Momentary Stun: 10
    I.S.P.: The victim is momentarily stunned and can barely move for seven or eight seconds. Penalties: Loses the initiative and half his melee attacks, -4 to defend (parry and dodge) for those seven or eight seconds.
  • Disorientation: 12
    I.S.P.: A sudden shock to the system causes the victim's vision to blur and he feels disoriented: -3 on initiative, strike, parry, dodge, and roll with impact. Speed is reduced by 50% and the character loses one melee attack/action. Lasts one melee round (15 seconds) per level of the Psychic.
  • Paralysis of arms: 14
    I.S.P.: A sudden shock to the system causes the arms and hands to go limp. Nothing can be picked up, held or carried. No "hand" to hand attacks or operation of machines is possible using one's hands and arms. The victim can only take evasive action or attack using psionics, magic or voice commands. Duration is one melee round (15 seconds) per level of the Psychic.

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Oxykinesis
Range: See below
Duration: See below
Saving Throw: See below
I.S.P.: Varies
Description: The psionic control of air.

  • Create Fog: 30 feet x 30 feet x 6 feet high. (+2 feet per level) 4 I.S.P. lasts 6 minutes +2 per level. A bank of fog billows out from the point you designate. The fog obscures all sight, including nightvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
  • Air Strike: Can blast air hard and fast at a target. Doing 2D4 S.D.C. damage out to 35 feet. +4 to strike. 4 I.S.P.
  • Float: as the physical power. Duration is doubled
  • Extract Air: The PC can extract air from water or Ice. this costs 3 I.S.P. per gallon. One person usually requires four gallons per hour. For 2 I.S.P. it can renew an air supply from contaminated (smoky etc.) air, and for 8 I.S.P. can renew breathed air.
  • Air Bubble: can create a bubble of air. in air, this costs 1 I.S.P. per minute and protects from gasses and smoke. For 3 I.S.P. per minute, this air bubble can be put in water and moves at a Spd. of the psychic's M.E.
  • Fingers of the Wind: the psychic for 2 I.S.P. have little wind hands perform a variety of small tasks (P.S. 2) for 2 minutes per level.
  • Gusts: For 20 I.S.P. the psychic can cause gusts to blow over a 50-foot area. This lasts 4 minutes per level and affects all beings in the area (can be used to power ships briefly though)

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Photokinesis
Range: Varies
Duration: Varies
I.S.P.: Varies
Description: Photokinesis is an ability that gives a psychic the power to manipulate light.

  • Bend Light: The Photokinetic warps incoming laser attacks, forcing them to pass by. This skill acts like an Automatic Parry, but only effects lasers or their equivalents. Laser attacks parried in this manner are in no way neutralized and continue on their course as if the psychic had dodged. At 1st level of experience the Photokinetic's only bonuses to psionically parry lasers are gained from their M.E. (an M.E. of 24 would give a +5 bonus to parry, P.P. and Hand to Hand bonuses do not apply), but every 3rd level of experience he gains a +1 to parry them.
    • Range: Self
    • Duration: Instant
    • I.S.P.: 1 per parry attempt
  • Manipulate Ambient Light: Raise or lower surrounding light level by 10% per level of experience (A 10th level Photokinetic could surround himself in an area of total darkness.) Lasers, nothing more than beams of coherent light, are similarly effected. Using this form of photokinesis a psychic of high enough level could completely nullify any damage inflicted by a laser weapon or double its strength.
    • Range: 5 feet (1.5m) radius per level centered on the psychic
    • Duration: 1 minute per level of experience
    • I.S.P.: 10
  • Light Aversion Cloak: 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.
    • Range: Self
    • Duration: 5 minutes per level of experience
    • I.S.P.: 10
  • Flash: As long as there is even the slightest amount of nearby light, a Photokinetic can amplify it dramatically to generate a flash of brilliant illumination. Victims of the flash are blinded (-10 strike, parry, and dodge) for 1D4 melees, but even those who manage to look away in time, considered a dodge with the Photokinetic's M.E. determining any strike bonuses, are momentarily effected (-1 strike, parry, and dodge) for 1 melee.
    • Range: 100 feet (30m) with a 5-foot (1.5m) radius of effect
    • Duration: Instant
    • I.S.P.: 2
  • Laser Beam: By focusing ambient or artificially created light, the Photokinetic generates beams of damaging intensity. Beginning at 1st level of experience, psionic laser beams inflict 1D6+1 S.D.C. or 1D4+1 M.D. Each subsequent level the beam's potential damage can be increased by 1D6+1 S.D.C. or 1D4+1 M.D. Beams are +3 to strike.
    • Range: 50 feet (15m) per level of experience
    • Duration: Instant
    • I.S.P.: 1 per 1D6+1 S.D.C. beams, 3 per 1D4+1 M.D.

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Power Trigger
Range: Self
Duration: 10 minutes, plus 1 minute per level
I.S.P.: 35
Description: By disciplining themselves to react to external stimuli, the psychic can immediately use another psipower when a certain condition is met. A normal initiative roll is used +2, which means the psychic doesn't have to expend an extra melee action to react to something. The psychic can perform any power which doesn't require meditation or a trance to use immediately.
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Psi-Armour
Range: Self
Duration: 2 minutes per level of experience
I.S.P.: 30
Pre-requisite: Psychic Body Field or Telekinetic Force Field & 3rd level of experience or higher
Description: With intense concentration (1 melee round at 1st level, reduce to 1/2 melee at level 7, and 1 melee action at level 14), the psychic surrounds himself with an aura of protective psionic energy. While in effect, the psionically generated armor takes the form of a gentle silver or blue glow that emanates from the psychic's skin, granting S.D.C.
Example: A psychic with M.E. 16 would have 160 S.D.C. + 16 S.D.C. per level. A psychic with M.E. 9 would have 90 S.D.C. + 9 S.D.C. per level.
This power does not provide environmental protection, nor does it block non-energy or physical based magic and psionics. S.D.C. of the Psi-Armor regenerates damage at a rate of M.E. per minute.
This ability will work in conjunction with any physical armour being worn (except for power armours in sci-fi settings).
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Psi-Dart
Range: 50 feet (10m) per level of experience
Duration: 1 melee round per level of experience
I.S.P.: 15
Description: A close cousin to the super psionic Psi-Sword power, the Psi-Dart is a medium-ranged psionic attack that strongly reflects the desires of the psychic who uses it. Totally dependent on the will of the psychic, a Psi-Dart can be virtually any type of projectile weapon, ranging from something as simple as a literal dart or discus up to a bow that fires psionic arrows. Despite its form, the range and damage of the Psi-Dart is only dependent on the level of the psychic who creates it. Until given a form and directed at a target, the Psi-Dart appears as a bright glow around the psychic's dominant hand. As a melee attack action, the Psi-Dart takes form and streaks towards a target with a +3 strike bonus (+M.E. bonus), then reappears virtually instantaneously in it's insubstantial luminous form around the psychic's hand in time for another attack.
At first level of experience the Psi-Dart inflicts 1D4+1 per attack. This increases by an additional 1D4+1 every other level (3rd, 5th, 7th, etc.)
The psychic can create 1 Psi-Dart by spending the listed I.S.P. and gains additional Psi-Darts based on their M.E. attribute bonus. So, a 5th level psychic with a 10 M.E. can only create a single Psi-Dart, while a 2nd level psychic with an M.E. of 19 can create 3. No matter how many are created, each Psi- Dart uses a single melee attack.
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Psi-Interrogation
Range: 10 feet
Duration: Instant
Saving Throw: See below
I.S.P.: 15
Description: This power manifests in 2 ways:

  • The psychic may subtly delve information from a person. If telepathic contact with the target is already established, the psychic may expend the I.S.P. and gouge a single detail from the recesses of the target's mind. A password, an address, any specific piece of information. The target is -3 to save.
  • The psychic attempts to rip the information from the target, This gives a complete telepathic "idea" of the target person. If an address is asked for, then the directions are given, the location of a spare key, the password to get in and even the guard dog's name are given. This is a violation of a person's mind, and should not be attempted by psychics of good alignments. The victim is immediately aware of the intrusion and the intruder, as well as the content of the information sought.

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Psi-Maze
Range: Self
Duration: 1 minute per level
I.S.P.: 12
Description: After careful meditation, the psychic is able to form a complex, multi-faceted, illusory region of thought. The psychic may meditate on this for hours before using this power, so that the region seems real and plausible, but only houses thoughts of the psychic. The psychic can construct as many regions as they have levels.
By training their subconscious, the psychic can bury these thoughts until they're needed, such as when another psychic invades their mind. While active, the Psi-Maze takes over, forcing the intruder to save vs psionics or fall into the maze. If the intruder gets trapped in the maze, they'll be forced to traverse and encounter everything the psychic has placed inside it, such as false thoughts, ideas, and even key phrases. The intruder will think they've penetrated the psychic's mind, but are simply lost in a false mind-scape of pre-constructed logic. If the psychic spends considerable time giving substance to ideas or key phrases, it's quite possible the invader will react or repeat them, giving the psychic an idea of which person is attempting to probe their mind (and if the invader is nearby.)
At any rate, a successful Psi-Maze will make the intruder think the information and insight they've gained is real, misleading them further.
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Psi-Shield
Range: Self
Duration: Five minutes per level of experience
I.S.P.: 30
Description: A companion power to the psi-sword, in which the psionic can create an energy shield out of thin air. The shield can be used to parry all hand to hand combat attacks including attacks from dragons, golems, and magic — even magic fire balls and dragon's breath cannot damage or penetrate the shield. The shield can be used to parry energy blasts and projectiles but at -3.
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Psi-Shockwave
Range: 5 feet high with a 10-foot radius, plus one foot each, per level
Duration: Instant
I.S.P.: 15
Description: The psychic can expel psionic energy as explosive force. This wave is 5 feet high, and has a radius of 10 feet. Anyone in the radius is knocked down if they cannot save vs balance (14+) and regardless, they are knocked to the outer radius. The attack inflicts 4D6 damage. If centered on themselves, the psychic is unaffected.
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Psi-Sword
Range: Self
Duration: 5 minutes per level of experience
I.S.P.: 30
Description: A psi-sword is an incredible weapon composed of psionic energy that is mentally willed into existence! The sword appears out of thin air as a shimmering blade of energy that resembles a glowing sword. The creation of the psi-sword is a very personal thing and requires years of mastery and great psionic power. The sword's actual appearance will generally reflect its creator. A character who is impressed by strength and power will create a huge claymore-like weapon. A character who prides himself on speed and agility is likely to create a rapier or saber type blade, while a hero who enjoys cunning and subterfuge may create a short sword. Each is equally powerful regardless of its form and size. The master psionic can even change the shape and color of the sword to fit his current mood.
The Mind Mage can create the psi-sword after only a few moments of concentration (about 15 seconds/one melee round) and maintain it for five minutes per level of experience. This means a third level Mind Mage can create and maintain a psi-sword for 15 minutes at the cost of 30 I.S.P., while a sixth level character must expend the same 30 I.S.P. but can maintain the weapon for thirty minutes. If the psychic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought (costs another 30 I.S.P. to create a new one); it cannot be given to another character to use. Psi-sword
Damage: 4D6 points at level three (one can not select this power until level three), +2D6 at levels four, seven, nine, twelve, and fifteen. The psi-sword does full damage against creatures of magic, demons, supernatural beings and creatures or armor that is impervious to normal weapons (this is not a "normal" weapon.) The sword's creator can adjust the weapon to inflict a minimum of 2D6 points of damage or increase it by increments of 1D6 up to the character's current maximum.
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Psychic Body Field
Range: Self
Duration: Two minutes per level of experience
I.S.P.: 30
Description: With a thought, the psychic instantly surrounds himself with a telekinetic force field that conforms to the shape of his body and enables him to physically move and fight. It is a structure with 100 S.D.C. per level of experience. The field takes the shape of a dim, white, transparent aura that completely surrounds and encloses the body of the psychic. Items held in his hands, hung from his back, or worn on top of his head are not protected.
On the downside, the field does not protect against disease, radiation, or toxic fumes, nor magic or psionic attacks other than physical ones (energy blasts, fire, etc.) Worse, the TK-force field means the psychic loses his sense of touch, because the field is between him and all objects/materials outside the force field. This lack of touch sensation means the character cannot feel much of anything he picks up or touches after the field has been erected. This makes the use of skills that require a sense of touch and manual dexterity -30%, and delicate items may be accidentally dropped or crushed.
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Psychic Impersonation
Range:
Range: Self
Duration:
Duration: 1hour per level
I.S.P.: 30
Pre-requisite: Probe
Description: This power enables a psionicist to mask his own aura and thought patterns, and make them match someone else’s perfectly. To accomplish this, the psionicist must first probe the subject he wishes to impersonate. Psychic impersonation does not alter any of the psionicist’s other features. It only changes his identity to other creatures with psionic powers. Even then, a psychic contest with identity penetration or probe can penetrate the disguise.
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Psychic Mirage
Range: 120 feet/36.5 m (size of illusion is 3 feet/0.9 m per level of experience.)
Duration: One minute per level of experience
I.S.P.: 40
Saving Throw: Standard
Description: A powerful illusion that affects all senses. The illusion will move and act out any mental commands given by its creator, and will fool the ears, sense of touch and pain centers of those who face it. Illusionary damage will not do any permanent damage, although people who think they have been killed will collapse into unconsciousness. This illusion can be created in all planes of existence.
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Psychic Omni-Sight
Range: 500-foot (152 m) radius
Duration: 5 minutes per level of experience
I.S.P.: 15
Description: An advanced form of extrasensory perception that allows the psychic to have a sort of controlled out of body experience. The psychic must spend one minute (four melee rounds) in meditation and enter a trance state. While entranced, his spirit or essence seems to rise 10-20 feet above his physical body (this is not visible to anybody but other psychic sensitives who can see the invisible, auras or spirits.) From this vantage point, combined with heightened awareness, the psychic sees through his mind's eye, without having to use his normal vision or senses. Psychic Omni-Sight is incredible, enabling the psychic to see in all directions at once, to see radiation, thermal patterns, the invisible, and to literally see any movement, even of the wind! This power enables the psychic to guard or survey a campsite for signs of wayward group members or approaching dangers (maximum range 500 feet/152 m; this psionic vision is stopped/contained by walls and other obstacles.) It can also be used to survey an area for things that might otherwise escape normal sight or take much longer to locate and identify. Special Bonuses & Abilities:

  • Pinpoints the locations of electrical outlets, electronic "bugs" (spy and surveillance devices), electronic devices and other energy and heat sources, as well as bionic body parts and cybernetic implants close to the surface of the skin (not bio-systems or artificial internal organs.) Such concealed or obscured items can be identified by their shape and heat pattern. Success Ratio: 40% +5% per level of experience.
  • This ability can also help the psychic to locate secret compartments and tap doors. Success Ratio: 25% +5% per level of experience.
  • See the infrared and ultraviolet spectrums of light.
  • See heat signatures: can tell if an engine has been recently used or a weapon recently fired (within the last 15 minutes), follow recent footprints or vapor trails (within the last five minutes), see heat signature in darkness and so on.
  • Hyper-sensitive to movement. The psychic can not be surprised by movement or attacks within the 500-foot (152 m) radius or confines of the area under psionic scrutiny (may be substantially smaller indoors; closed off by walls and doors.)
    Limitations Although keenly aware and alert while using Psychic Omni-Sight, the psychic cannot take physical action, not even to speak, nor use most psionic powers unless he cancels/ ends the ability. He can awaken the instant the psi-ability ends and leap into action.

While entranced by Omni-Sight, the character can only use the following psionic powers: empathy, telepathy, see aura, empathic transmission and telekinesis. The number of psionic attacks/ actions per melee round are half those normally available when not entranced.
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Psychoportation
Range: Varies
Duration: Varies
I.S.P.: Varies
Description: Psychoportation is an ability that allows a psychic to move matter from one point in space to another

  • Teleport Object: The Psychoporter can teleport 1 pound (.45kg) of matter per level of experience. Rates of Success:
    • Teleporting small objects onto the psychic's person -- automatic success
    • Teleporting small objects into someone else's person (90% successful, -10% if in a thick crowd and a failed roll means the object is on a random stranger's person)
    • Teleporting an object to any open location within the line of sight (98% successful)
    • Teleporting the object to a familiar place that cannot be seen (90% successful)
    • Teleporting the object to an unfamiliar place (70% successful) A failed roll means that the object is teleported somewhere within range, but the Psychoporter has no idea where that may be.
    • Range: Touch, 100 feet (30m) per level for the teleported object
    • Duration: Instant
    • I.S.P.: 15
  • Teleport Self (Short Range): The Psychoporter teleports himself and 20 (9kg) +5 lbs (2.25kg) per level of experience a short distance. Teleportation requires 2 Melee Actions of intense concentration, during which time the Psychoporter is unable to attack, parry, or dodge and can only move at 1/2 Speed. Rates of Success:
    • A familiar location or visible destination (100% successful)
    • A place seen only a few times (2-6 times, 85% successful)
    • A place seen in a photo (80% successful)
    • A never before seen location that has been described in detail (58% successful)
    • A place never before seen that is known only through a brief description (20% successful)
    • Range: 1000 feet (300m) per level
    • Duration: Instant
    • I.S.P.: 30
      • Results of an unsuccessful teleport:
        • 1-40% (3D6x10 feet (3m) off course)
        • 41-75% (1D6x100 feet (30m) of course)
        • 76-99% (appear several feet above the ground, suffers 2D6 S.D.C.)
        • 00% (appear inside an object; instant death.)
  • Teleport Self (Long Range): As with the short-range teleport, but with the following alterations
    • Range: 10 miles (16 km) per level
    • Duration: Instant
    • I.S.P.: 50
      • Results of an unsuccessful teleport:
        • 1-40%, 3D6 miles (5D6 km) off course
        • 41-75% (1D6x10 miles (2D4x10 km) off course)
        • 76-99% (appear several feet above the ground, suffer 2D6 S.D.C.)
        • 00% (appear inside an object; instant death.)

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Psychosomatic Disease
Range: 10 feet (30 m) and verbal suggestion
Duration: 1D4 days per level of the psychic
I.S.P.: 30
Saving Throw: Standard
Description: This power employs the principle of mind-over-matter by inducing the victim to believe he suffers from a particular disease, although no actual physical cause can be found — it's all in the mind.
This is done in a similar way as hypnotic suggestion, requiring the psychic to "suggest" that the character looks ill or that a particular disease is in the area, as well as mention the name of a specific disease along with the most notable (and debilitating or frightening) symptoms. Within 2D6 minutes, the intended victim will begin to come down with those symptoms. He will suffer from the affliction, with all its pain and penalties, until one of the following occurs: the psychic who caused the affliction removes it, the character is healed by a psychic healer, a successful magical or priestly Remove Curse spell or ritual is performed, or let the psychosomatic disease runs its course (see duration above.)
In the meantime, the character will suffer from physical trauma and symptoms (fever, vomiting, coughing, convulsions, skin rashes, hives, etc.) associated with that disease, as well as emotional anguish. In most cases, the disease is debilitating for days, but sometimes it can be deadly; dies of dehydration, starvation, injury, etc., brought on by the symptoms and/or fear of the psionic illness.
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Pyrokinesis
Range: Varies
Duration: Varies
I.S.P.: Varies
Description: Pyrokinesis is a psychic power that gives a character the power to manipulate fire.

  • Fire Resistant: The psychic can endure great heat and fire with minimal ill effect. Damage is reduced by half. Magic fires do full damage.
    Range: Self.
    Duration: 5 minutes per level of experience.
    I.S.P.: 2.
  • Spontaneous Combustion: The ability to create a spark that will ignite combustible material, such as paper, old rags, dry grass, gasoline, hot coals, etc.
    Note: Human hair should not be considered a combustible material. This is a slow fire, starting with a tiny spark and grows. Initially, it is not a roaring blaze.
    Range: Can be ignited up to 30 feet away (9 m.)
    Duration: Instant combustion; the fire will last and spread until it is put out or there is nothing to burn.
    I.S.P.: 2.
  • Fuel Flame: The character can feed the fire with psychic energy, doubling it in size. Affects a 10-foot (3 m) area.
    Range: Up to 30 feet +5 feet (9+1.5 m) per level of experience.
    Duration: Instant reaction.
    I.S.P.: 4.
  • Extinguish Flames: The power to instantly put out an area of fire. Affects a 15-foot (1.5 m) diameter of fire.
    Range: Up to 30 feet +5 feet (9 +1.5 m) per level of experience.
    Duration: Permanent until set on fire again.
    I.S.P.: 4.
  • Create Flame: The incredible ability to create fire out of thin air. Can be an 8-foot (2.4 m) pillar of fire affecting a 4-foot (1.2 m) diameter or a wall of fire stretching six feet (1.8 m) long plus 1-foot (0.3 m) per each additional level of experience.
    Damage: 5D6 from the pillar, 6D6 from the wall, plus both have a 72% likelihood of setting any combustibles they touch on fire (including cloth, rugs, curtains, furniture, etc.)
    Range: Cast up to 30 feet (9 m) +2 feet (0.6 m) per level of experience.
    Duration: Two minutes per level of experience; longer if it sets other things on fire.
    I.S.P.: 20.
  • Fire Ball: Another fire creation out of thin air is the creation and hurling of a fire ball.
    Damage: 6D6,
    Range: 30 feet (9 m) +2 feet (0.6 m) per level of experience.
    Duration: Instant. Bonus: +2 to strike.
    I.S.P.: 25.
  • Sense Fire: The psychic can sense or feel the presence of fire and pinpoint its exact location.
    Range: 100-foot (30.5 m) radius +10 feet (3 m) per level of experience.
    Duration: Two minutes. Base Skill: 90% success ratio. A failed roll means only 2D4xlO% of the fires can be located by sensing.
    I.S.P.: 2 per every two minutes.

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Pyrokinetic Sword
Range: Self
Duration: 3 minutes per level
I.S.P.: 35
Description: This psychic power allows the psychic to will a sword composed of fire into existence. The sword appears out of thin air, that resembles a fire that has been telekinetically shaped into a sword.
The sword's actual appearance will generally will generally reflect the desire of its creator, who can make large or small, simple or ornate. No matter the shape of the sword, the color is always red with a white-hot, bluish core.
If the psychic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought (costs another 35 I.S.P. to create another.)
The damage of the Pyrokinetic sword is nowhere near the damage of a psi-sword, but it is still a weapon to be feared. Damage is 4D6 S.D., plus an additional 1D6 S.D. is gained at levels three, six, nine, twelve, and fifteen. Furthermore, it will set any combustibles it touches ablaze. The wielder can control the amount of damage taken by opponents by increments of 1D6.
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Radiate Horror Factor
Range: Self; affects all who come within 100 feet (305 m) of the psychic
Duration: 5 minutes per level of experience
I.S.P.: 8
Saving Throw: -1 to save vs horror factor
Description: The psychic can channel his psionic powers, alignment and emotions to radiate as an aura of power that is frightening. This aura is equal to a Horror Factor (the usual penalties apply) and perceived on a subconscious level. The level of horror varies as follows:

  • Horror Factor 10 if the character is of a good or unprincipled alignment.
  • Horror Factor 10+1 per every three levels of experience if the character is anarchist.
  • Horror Factor 12+1 per every three levels of experience if the character is of an evil alignment.

Add one H.F. point to any of the above if the character is also insane or enraged beyond reason.
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Rebirth
Range: Self
Duration: 24 hours
I.S.P.: Special, see below
Description: This power allows a psychic to be reborn after death. The psychic expends the I.S.P., and if they die before the duration is up, they get a new lease on life. This ability costs 20 I.S.P., and a further optional amount of I.S.P. as desired. This ability gives the psychic a buffer zone of negative H.P. that they use to survive death. If the psychic dies, but still retains these negative H.P. (or if they are killed by the GM) their corpse will combust and a new body will form from within. This body is as the player chooses, and they may re-roll P.B., and may include or exclude bodily features previously held. In any case, this violent resurrection permanently drains a P.E. point (but P.E. lost through other means will be restored by this power) The duration is 24 hours for this power. He starts with 10 negative buffer H.P., plus an extra 1 per I.S.P. expended. These will not return after the duration, or once used up.
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Regeneration Bleed
Range: 100 feet
Duration: 1 minute per level
Saving Throw: at -2
I.S.P.: 35
Description: This sinister power allows a psychic to syphon off a creature's regeneration factor! While within the range of the regeneration bleed field, the supernatural creature or creature is unable to regenerate. Furthermore, the psychic has a regeneration factor that is equal to the creature normally has.
Creatures will not notice that they are not regenerating until it is supposed to happen.
On the downside, the character must concentrate in order to maintain this psychic link. As a result, the psychic is a -2 to initiative, and -3 to all combat bonuses and their melee actions are cut in half. It is best used in a party situation where the psychic can be protected. Finally, it does not work on gods, or supernatural intelligences.
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Repentance
Range: Touch
Duration: See below
I.S.P.: 20
Description: A nasty effect, usually used against the vilest of beings. The victim of this attack views their entire adult life in context with the user's alignment. Usually this will make even a hideously evil man sick with guilt when performed by a principled user, but effects can vary. If the saving throw is failed, the victim is stunned for 3D6 rounds and takes 2D4 H.P. of damage. They are then afflicted with an appropriate insanity (usually alignment reversal determined by the GM.) If the target saves, they take damage as normal but is stunned for only 1D6 rounds. This effect is draining for both parties, reducing each's P.E. by -2 points and fatiguing them. This power requires touch to work properly. Even if this power was saved against, the victim still lives with the experience, and may alter their future behavior (such as a Save vs Insanity.)
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Restore I.S.P.
Range: Touch
Duration: Permanent
I.S.P.: 80
Description: The use of some psionic abilities can cause a permanent loss of I.S.P. This power allows the psychic to completely restore that lost I.S.P. energy in another person. This ability not only costs the psychic 80 I.S.P. it also causes a great weariness in the psychic negating the use of further psionic ability for that day and has a 5% chance per every 10 I.S.P. permanently restored, of causing the psychic to fall into a comatose state which could last up to 1-4 days.
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Set Supernatural Ablaze
Description: Touch
Duration: Instant for the attack, but the blaze remains until the fire is dowsed
Saving Throw: Parry or dodge at -4; must avoid being touched by the hand, but there is no indication the attack is coming so the creature should not be trying to avoid the psychic's touch unless it has already seen the character set a comrade ablaze.
I.S.P.: 25
Description: This devastating attack only works on supernatural creatures and objects (including magic items) that are possessed/inhabited by a supernatural force or otherwise cursed and empowered by the supernatural. The Psionicist must grab or touch the creature (or object) to cause it to burst into flame, its entire body consumed by the fire. While consumed by fire the creature is in agony and should seek to extinguish the fire, but should it continue to fight, attacks per melee round are reduced to only two, the creature loses all combat bonuses, performs skills at -60% and cannot cast magic, though it may continue to use psionic powers and natural abilities (without bonuses.)
Damage: 1D4x10 initial damage direct to Hit Points plus an additional +2D6+ 10 damage direct to Hit Points per melee round until the fire is extinguished to most supernatural beings (Predators, lesser and greater demons, etc.), Witches and mortals who directly get their power from demonic forces. 1D8x10 initial damage direct to Hit Points to Ancient Evil and Alien Intelligences plus 1D8xl0 damage per melee round until the fire is extinguished.
Note: Has no effect on energy beings, ghosts, or Astral Travelers. (Inflicts M.D. in Mega-Damage game settings like Rifts®.)
The blaze and additional damage continue until the fire is extinguished with water (50 gallons/190 liters minimum for a human sized victim), fire extinguishing chemicals, or being smothered with dirt or sand (at least 100 lbs/45 kg for man-sized beings) or smothered with a blanket. Smothering fire takes at least two melee rounds, and any mortal trying to do the smothering suffers 2D6 damage per melee round and any supernatural being takes 4D6 damage per round.
Penalties of Surviving: Should the supernatural being manage to smother the fire and survive, it will be wracked with pain and unable to focus clearly. Reduce all combat bonuses by half, -50% on skill performance, can only cast one spell per melee round, and -2 attacks per melee round until at least two-thirds of the Hit Points lost to the fire are bio-regenerated or magically restored.
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Supercharge
Range: Self
Duration: 5 minutes per level of experience
I.S.P.: Varies
Description: By channeling their psionic power, into their body, the psychic is able to dramatically alter their physical power. Only one of the following effects can be maintained at one time at first level. At every 3rd level (3rd, 6th, 9th, and 12th) another effect can be maintained simultaneously. Maximum I.S.P. that can be spent on any single effect is equal to twice the psychic's level of experience.

  • P.S.: Increase P.S. by 1 per 1 I.S.P. spent, P.S. is considered supernatural when 15+ P.S. is gained
  • P.E.: Increase P.E. by 1 per 1 I.S.P. spent, P.E. is considered supernatural when 15+ P.E. is gained
  • P.P.: Increase P.P. by 1 point per 3 I.S.P. spent, Gains Automatic Dodge when 5+ P.P. is acquired
  • Speed.: Increase Spd. by 5 points per 1 I.S.P. spent, Gain the ability to leap 20 feet across and 10 feet high with a short run when 75+ Spd. is acquired
  • S.D.C.: Increase S.D.C. by 5% per 1 I.S.P. spent.

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Telekinesis (Super)
Range: 100 feet (30.5 m) per level of experience.
Duration: 2 minutes per level of experience.
I.S.P.: 10 to lift/move/hurl an object that weighs 100 lbs (45 kg), +10 I.S.P. per each additional 100 lbs
Damage: 1D4x10 S.D.C. per 100 lbs of weight.
Note: 100 S.D.C. points equals one (1) M.D. point
Description: The power is basically the same as the ability described in the Physical Category of psionic powers, but greatly enhanced. Differences are increased range, dramatically increased weight and damage. The character can use telekinesis to manipulate as many as one object per level of experience, as long as the combined weight does not exceed the total weight capacity. Combat Bonuses are the same as the non-super telekinetic power.
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Telekinetic Acceleration Attack
Range: 50 feet (15 m) +10 (3 m) per level of experience; line of sight
Duration: Instant
I.S.P.: 10 for S.D.C. damage, 20 for mega-damage.
Description: This power works on the same principle as the rail gun but uses telekinetic rather than electromagnetic force. Rather than use telekinesis to lift and move one or more objects, this super psionic power causes a half dozen to a dozen small objects (coins, pencils, small stones, arrows, unloaded bullets, etc.) to hurl at an incredibly high velocity in a powerful (if not shortrange) burst of telekinetic energy. All items strike one target at tornado wind velocity. If 10 I.S.P. are expended the damage inflicted is 2D4xlO S.D.C. If 20 I.S.P. are expended, the damage is 3D6+4 Mega- Damage! The psychic must roll to strike at +1 to do so (no other bonuses apply except any R.C.C. psi-power bonus) and the target must be clearly visible. The psionic attack counts as one of the character's melee attacks.
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Telekinetic Flight
Range: Self
Duration: 5 minutes per level of experience
I.S.P.: 20
Pre-requisite: Telekinesis, Telekinesis: Super, or Levitation
Description: Gain a flight speed equal to M.E. x Experience Level (i.e., M.E. 20 x 10th level of experience = flight speed 200) with a maximum altitude of M.E. x 100ft. While flying gain a +2 bonus to parry and dodge, as well as a +1 Attack per Melee. Gain an additional +2 dodge while flying if flight speed reaches or exceeds 120 mph. Maximum carrying capacity while flying equals (M.E. + Experience Level) x2 in pounds (.45kg), but exceeding this limit dramatically reduces Flight Speed (reduce effective level of experience by -1 when determining flight speed for each additional +1 lb (.45kg) of weight over carrying capacity, i.e., M.E. 20 + 10th level of experience x2 = 60 lbs carrying capacity, attempting to carry 65 lbs would reduce flight speed to M.E. 20 x 5th level of experience = flight speed 100, 100 less than it would normally be.) Maximum carrying capacity can be exceeded by the number of pounds equal to experience level minus 1 before rendering Telekinetic Flight impossible.
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Telekinetic Force Field
Range: Self or 40 feet (12.2 m) per level of experience
Duration: 10 minutes per level of experience
S.D.C. of the Field: 30 S.D.C. per level of experience
I.S.P.: 30
Description: The psychic can instantly erect a force field around himself or others in the blink of an eye. If the creation of the force field is to parry an attack, the psionic must roll a successful parry to see if he was able to create the field before the attack strikes. A successful parry means the force field beat the attacker's strike and it absorbs the damage.
The force field can be made so that it only encircles its creator or as large as a 10-foot (3 m) area per level of experience. It can be created up to 15 yards/meters away but always within the line of vision. The smallest force field possible covers about a three-foot area (0.9 m.) Once one field is created, the psionic can create as many others as his I.S.P. will allow. All must be in the character's line of vision. The force field(s) will remain in place until all its S.D.C. is destroyed or its creator dispels it. If the psychic is rendered unconscious or killed, the force fields instantly vanish. However, the psionic can leave the area and the force fields will remain in place until the duration time limit expires.
People may be able to move around inside a force field, but the force field itself, cannot be moved. The field is actually an air-tight force bubble.
Note: In a mega-damage environment, the field is a mega-damage structure with 25 M.D.C. per level of experience.
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Telekinetic Force Parry
Range: Self or 20 feet per level of experience within line of vision
Duration: Instant
I.S.P.: 10 I.S.P.
Description: A Telekinetic Force Field is a powerful and lasting creation of psionic energy, capable of stopping all but the most devastating of attacks. Sometimes, though, such a great deal of power, and with it a considerable expenditure of I.S.P., is not required or even desirable. The need for instantaneous, yet inexpensive and quick-to-fade force barriers led to the development of the Telekinetic Force Parry power. Short-lived in the extreme, barely persisting for a second, the force barrier created by this power can encircle the psychic or cover up to a 5-foot area per level of experience. Mega-Damage does not apply to the force parry. For the single instant that it exists, the barrier is indestructible, but is only effective against the first attack that strikes it.
Telekinetic Force Parry acts as an Automatic Parry with a +5 bonus (+1 at 3rd, 6th, 9th, and 12th levels.) Any M.E. bonuses also apply to the parry bonus.
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Terrakinesis
Range: See below
Duration: See below
Saving Throw: See below
I.S.P.: See below
Description: The psychic can utilize the earth for a power source:

  • Tunneling: the psychic may dig and tunnel at a speed of 6 through earth for 4 I.S.P. this rate doubles for every 5 extra I.S.P. expended. Movement through rocky ground is halved, and tunneling through rock is impossible.
  • Survey: 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. l Shape Stone: for 10 I.S.P., the psychic gains the ability to shape stone with their hands. the psychic has an art/sculpt skill of 30%+5% per level (+20% to the Terakinetic) for 5 minutes per level.
  • Stone Throw: The psychic can expend 5 I.S.P. to hurl a lump of earth with +3 to strike, causing 3D6 damage
  • Stone Telekinesis: as regular Telekinesis, but can only lift and manipulate stone and earth
  • Earth Rumble: The psychic can shake the local earth for 8 I.S.P. This shaking lasts for 1 round per level where everyone else (including allies) is -2 to strike, parry and dodge. The local earth is a radius of about 30 feet, with a center up to 50 feet away.
  • Groundburst: Causes the ground to erupt under a victim, throwing them sky-wards and doing 2D6 S.D.C. and costing the victim 1 action. -4 to dodge 10 I.S.P. or 15 I.S.P. to hurl the victim twice as far (2D6 feet +2 feet per level) and double damage.
  • Sand Cloud: Causes debris to fly around an area, creating confusion, -3 to strike, parry and dodge, and loss of 2 attacks. 10 I.S.P. covers a 10-foot radius per level. Can be used on a person, which causes it to move with the target. Target gets a save at -3.

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Ultrablast
Range: Special
Duration: Instant
I.S.P.: 75
Pre-requisite: 10th level
Description: A character using psionic ultrablast can overwhelm and damage nearby psyches. To do this, he casts thought waves in all directions. In laymen's terms, the psionicist "grumbles" psychically for three rounds. Then his consciousness bursts forth and a horrid, psychic scream penetrates all minds within 50 feet. Victims may never be the same again. All characters within 50 feet of the psionic ultrablast must save vs. paralysis. Failure means they pass out for 2d6 turns. Those who pass out must immediately save vs. paralysis again. If they fail a second time, they lose all psionic power. Although the blast does not affect the initiator, the risks are great. If the user fails to save vs paralysis, he becomes comatose for 1d10 days. Some characters may think he’s dead.
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Ultraplasm
Range: Self
Duration: 5 minutes per level
I.S.P.: 24
Description: This power allows the psychic to cover themselves in ectoplasm, in a manner similar to Ectoplasmic Disguise, but with a much greater degree of sophistication. In addition, they can also shape and color it to suit their taste.
As armour, the ectoplasm provides 300 S.D.C. plus an additional 10 points per level. The armour can be shaped into any form desired. In addition, the surface can be colored into anything the psychic can imagine from matching another suit perfectly (for infiltration purposes) or to create a unique set. The armour can also look as heavy or as light as needed, so it can resemble a sleek, athlete's uniform, a Ninja's outfit or something big and bulky like medieval armour. No matter what the configuration the suit retains its armour capabilities. The psychic cannot make suits larger than themselves, so they can't imitate a Mech, or other large, power armour suits.
If necessary the psychic can create regular looking clothes and color them as they see fit, however once "set" the Ultraplasm remains. Changing colors or "growing a helmet and boots" for instance, costs another 24 I.S.P. to configure the suit into its new form. Surface features like a reflective chrome surface are also possible, such that it reflects laser weapons (the armor only takes half damage) and even light. Magnetic coatings and radar absorbent surfaces are not possible unless the GM deems the psychic has the appropriate abilities (such as Electrokinesis or Psionic Invisibility.) The GM should charge the psychic 24 I.S.P. + the I.S.P. cost of the power being "spliced" for the combination to work.
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