Clarification of Psionics, as they occur to me.
Energy Control can only be done when no spell casting or other psionic use except as specifically stated (such as Thought Shield). It must be in effect to defend against most spells, as most are instantaneous (you can't decide to put it up when a Fireball hits you, too late). It will, however, absorb as many attacks as hit it while up, until the psionic runs out of points or attacks cease, or the psionic drops the power.
In addition to the rules in the PHB about psionics, there are some more advanced powers and skills that can be learned.
These come from Dragon magazine issue 78.
Table III: Additional psionic disciplines
Minor Devotions
23. Lights
24. Rapport
Major Sciences
19. Wards*
20. Mental Surgery
Grand Arts
1. Amplification
2. Endowment
3. Power Transfer
4. Preservation*
5. Restoration
6. Severance*
(Additional minor and major disciplines are numbered in sequence with the table on p. 111 of the Players Handbook.)
Minor Disciplines (Devotions)
23. Lights
Range: 3
Strength Point Cost: l/turn
Duration: Time of concentration or 2 turns/level of mastery
Saving Throw: None
Area of Effect:See below
Explanation/Description: The use of this discipline enables the user to duplicate the effects of the spells faerie fire, dancing lights, and light (as per the druid and magic-user spells). The light produced is shimmery and varies in color, with each individual possessor having his particular color; anyone may choose white light if the individual color is not desired. The variation known as handfire* resembles a ball of the dancing lights kind of light, although once conjured, any Psionic character may move it or control it at a cost of 1 point/round. Extinguishing light from this discipline costs 5 points if the one doing the extinguishing is not the original conjurer, and control of the light in a competitive situation goes to the character who expends the most strength points to achieve control. Another function of this discipline is the ability to light candles (from 1-12, varying wih each exercise of the discipline) at a cost of 1 point for each pair of candles, rounding up (so that it costs 2 points to light 3 candles). This use of the discipline resembles molecular agitation, in a way.
24. Rapport
Range: 3
Strength point cost: 5/round (10/round if not touching)
Duration: Time of concentration
Saving throw: Neg.
Area of effect: 1 individual, or see below
Explanation/Description: The basic form of this discipline is a simple Psionic-to-Psionic telepathy that can be shared by up to 6 individuals. Rapport cannot be established with non-psionic creatures, unless they are under the influence of a psionic-related spell or device (DMs judgment). Memories may also be shared with this discipline. When using this discipline for anything beyond the basic ( 1st level of mastery) form, only 1 individual may be scanned or probed at one time. The powers gained from this discipline are cumulative as additional levels of mastery are achieved.
First level of mastery: Basic rapport as described above.
Second: Rapid sharing (A more sophisticated rapport where the information shared is communicated in only onefourth the time it would otherwise take, or is up to 4 times more complex.)
Third: Detect lie (1 individual, saving throw applies.)
Fourth: Mind scan (1 individual, saving throw applies; this usage supplies a rapid check on superficial motives, intentions, etc.)
Fifth: Very rapid sharing (As above for 2nd level of mastery, but extended to onetenth the time or 10 times the complexity.)
Sixth: Undetectable lie (Check for each hearer at -2 on saving throw.)
Seventh: Detect lie (1-4 individuals, with saving throw at -3 for 1 individual, -2 for 2 individuals, -1 for 3 individuals, or as usual for 4 individuals.)
Eighth: Mind probe (An intensive probe of 1 individuals mind, willing or not; saving throw applies.)
Major Disciplines (Sciences)
19. Wards*
Range: 0
Strength point cost: 50 (plus special; see below)
Duration: Until dispelled
Saving throw: None
Area of effect:Up to 10' radius hemisphere from single user (up to 4 users may cooperate; see below) Explanation/Description: Of the various kinds of psionic warding and shielding, this is the most powerful. It affects an area around the user or a room, and once invoked the user need no longer concentrate upon it. Normally, that area is defined by the Psionics presence (a 20' diameter hemisphere centered on the user) or the shape of the room, but if the user is employing a wards major matrix (see the magic item section later in this article), the placement of those objects defines the extent of the ward's protection.
Up to 4 Psionic characters or creatures may participate in setting wards. They can all contribute to the 50 psionic strength points necessary to invoke one, in which case the ward extends for a 10' radius around the user contributing the most points. Or, if each user contributes a full 50 points and each is within 10 of at least one other user, they may overlap a single usage, centered on whichever user is desired. Once the ward has been invoked, the area of protection thus formed may be opened only from the inside (costing 20 points to open, 20 points to close again) unless enough power is concentrated upon it (from outside or inside) to break it. The user(s) who put up the ward can cancel the effect whenever desired, at no point cost. A ward invoked without prior preparation can be broken by the application of three times the psionic strength points used to invoke it (150 points for a single-user ward, 300 points for one formed by two users who spent 50 points each, and so forth). If the area to be warded (such as a room) has been previously prepared by the user, then breaking it requires five times the strength points used to create it. Preparation of the area costs 20 strength points, which must be expended by each user, and this preparation lasts for 24 hours before it must be renewed. A ward formed with the aid of a wards major matrix cannot be broken by anything short of a wish spell.
The wards discipline is equivalent in effect to a protection from evil spell, a magic circle, or similar such things for keeping out undesirables. No living thing can pass the circle except at the desire of the invoker (and after he spends 20 strength points to open the circle). In addition, sound does not penetrate the circle, nor can anyone eavesdrop on those within it, or spy on them with clairaudience, clairvoyance, the scrying of a crystal ball, or by other magical or psionic means. (Those inside can see out, but the converse is not true.) The outer surface of the ward hemisphere appears as a pale, shimmering light, rising to form a dome up to 10 high per each user setting the wards. The color of the light can be keyed to one of the invokers (see the lights discipline, above), or can be an almost-invisible white,
20. Mental Surgery
Range: Touch
Strength point cost: Special
Duration: special
Saving throw: Neg. (only necessary if used on another person)
Area of effect: 1 individual
Explanation/Description: Mental surgery is the ability to reach into one's mind or the mind of another and alter it come. Cost 20 points per week of effect. or cure it of an affliction. The functions are listed according to level of mastery. Third: Read memories Saving throw
First: Dispel exhaustion As the 4th level illusionist spell, except that the haste function does not apply. Cost 10 points per individual affected.
Second: Inhibition- Plants a behavior pattern in an individual which that individual must make a save against to overcome. Cost 20 points per week of effect.
Third: Read memories - Saving throw applies. This is a much deeper kind of work than that mentioned under rapport, above. Any of the subject's general recollections are open to the reader, at a cost of 10 points per age of a particular recollection measured in months. (Scanning a memory from six months in the past would cost 60 points.) Major events from the distant past can be scanned, but only yield sketchy information, at a cost of 20 points per age of the memory measured in years. Detailed examination or reading of a hidden or shielded memory costs 50 points above and beyond the scanning cost, and can only be done once per day. Reading memories occurs almost instantaneously, and the subject of the reading is not aware of what is taking place.
Fourth: Adjust memories Can cause subject to forget or remember some fact, or can construct a fake memory, at the same costs as for reading memories.
Fifth: Feeblemind As the spell, permanent until removed. Cost 30 points.
Sixth: Cure insanity or feeblemind Saving throw applies, otherwise permanent. Cost 40 points.
Seventh: Cure psychic wound Effective against an injury of the variety caused by psionic combat. Cost 50 points.
Eighth: Trigger Puts a trigger in the subjects mind, so that if it is tampered with in a certain way, feeblemind or death (as desired by the user of the discipline) will occur. Cost 70 points.
Grand Disciplines (Arts)
1. Amplification
Range: 3"
Strength point cost: 10/person
Duration: Special
Saving throw:Neg. (applies only to unwilling subjects)
Area of effect:Up to six individuals
Explanation/Description: This is the ability to augment psionic ability by tapping the resources of non-psionic minds. The subject(s), willing or not, are placed in a deep, trance-like sleep which lasts for 4-9 (d6+3) hours. If awakened before that time, the subject(s) will be in a state of stupor, unable to function effectively. While under the effects of the trance, the mental energies of the subject(s) are available to be employed by the user of the amplification art. Each point of intelligence, wisdom, and charisma the subject possesses equates to 2 points of psionic ability. The controller can use these psionic strength points in any fashion and at any rate he desires as long as he is within range of the subject(s). The user of this discipline can choose the amount of a subject's psionic potential to borrow,expressing this choice as a percentage of the subject's total potential (which may or may not be known by the user). However, only up to 50% of a subject's psionic energy potential can be siphoned off during a single application of the discipline without danger to the subject. Using more than 50% of someone's psionic potential brings one of the following consequences down upon the subject (saving throw applies): 51-60%= temporary amnesia (2-12 wks.) 61-70% = permanent amnesia. 71-80% = subject feebleminded, 81-90%= subject in coma for 1-12 days, must make a system shock roll every day or die. 91-100% = death unless save is made, in which case subject's intelligence, wisdom, and charisma scores fall to 3.
2. Endowment
Range: 0
Strength Point Cost: 100
Duration: Permanent
Saving throw:Success (see below)
Area of effect: 1 individual
Explanation/Description: This art enables the user to endow eligible nonpsionics with psionic power. An eligible non-psionic must meet two criteria: He must have at least two scores of 10 and one score of 16 in intelligence, wisdom, and charisma; and he must make a saving throw (which, like all saving throws involving psionics, includes the magical attack adjustment for wisdom). If he makes the saving throw, he becomes a Psionic (as per the Players Handbook). If he fails the save, this indicates that he does not possess usable Talent and can not ever receive psionic powers.
Previous to the use of endowment, the Psionicist must mind probe the individual (rapport, 8th level of mastery function) to determine the proper power ritual for the individual. The power ritual will usually involve the acquisition of one or two hard-to-get items peculiar to the individual being endowed, and once all preparations are complete, the ritual itself will take 1 hour to perform. The newly endowed Psionic immediately reckons up his abilities and commences his career as a Psionic, as per the PH.
Note that it is possible, through employment of this art, for a character to obtain psionic ability after he has already advanced in experience levels, so that a 5th-level character (for instance) who was just endowed would only have a single minor discipline available, at the 1st level of mastery, as though the character was only 1st level in experience. Except for acquisition and mastery of disciplines, psionic ability gained in this way comes fully developed and ready to be used.
3. Power Transfer Range: Touch Strength point cost: Special Duration: Permanent unless object is destroyed Saving throw: Neg. (see below) Area of effect:1 object
Explanation/Description: This art is used in the making of objects of power.
In principle, this is similar to making magical items: the object to be empowered must be of the finest quality, etc. Once made, the object has qualities similar to those of an unusual sword: semisentient, with ego and intelligence.
Empowering an object costs 100 strength points for every minor devotion transferred to it; 200 strength points for every major science transferred to it; and 300 strength points for every grand art transferred to it. The physical object itself must be of special manufacture, and will cost 20,000-50,000 gp (at least) and take from 40-400 days for the Psionicist to complete. Beginning on the day after completion of the manufacture of the object and continuing day by day thereafter, the Psionicist attempts to send a particular discipline into it; the object is able to receive as long as it makes a saving throw equal to the Psionicist's own save vs. spells.
Prior to each daily power transfer attempt, the object must be prepared for the undertaking, at a cost of 50 psionic strength points. An attempt to transfer one power may be made each day following completion of the item. During this time, the Psionicist may do nothing else beyond eating and sleeping: the fabrication of the object consumes his whole working attention. If a day goes by in which no transfer attempt is made, or if the transfer work is interrupted (by the Psionicist, voluntarily, or by a failed saving throw), then the object is finished as it then is; no more powers may be transferred into it.
When all of its possible abilities are stored in an object of power, it may be sealed by an application of permanency (see the preservation art, below, under 5th level of mastery). If this is not done, either by the creator of the object or a different Psionicist, the item will lose 10% of its original psionic ability at the end of each full month of its existence until it becomes powerless after 10 months.
Upon completion, the object has a psionic ability equal to half of the makers ability score, an intelligence score equal to its makers, and an ego score of 1 pt. per minor devotion, 2 pts. per major science, and 3 pts. per grand art (cumulative) transferred into it. It might also have one (25% chance) or two (10%) attack modes; it will always have one defense mode (but not necessarily mode F). It will be very hard to destroy (-5 on all attacks made or actions taken against it, +5 on all its saving throws).
Should the maker desire it, he can render the object physically indestructible except through some cataclysmic force. This is done by channeling 400 psionic strength points into it on the day prior to the application of permanency.
The object will have the exact alignment its maker possesses at the time of completion. Further, the maker will be
able to sense the presence of the object if it is within 12, and can command it within a 3 range, even if it is in another's possession. If the maker's will is resisted by the present possessor of the object, then the issue is resolved by a struggle for control between the object and its possessor. (For this purpose, the ego of the object is doubled when the item is within 3 of its maker.) The object of power will attempt to overcome its possessor and make him turn the object over to its maker.
If the object of power is destroyed, then its maker (if still living) suffers. The destruction of a normal object of power will cause its maker to immediately lose all of his psionic strength, stripping him of power until he builds it up again, and he must also make an immediate system shock roll. The destruction of a superhardened object of power (one which was protected by the expense of 400 strength points, as above) will cause the permanent loss of all psionic ability for the maker, who will be killed and feebleminded into the bargain.
An object that is engaged in psionic combat can be effectively destroyed if its strength is reduced to zero, but only if its powers have not been fixed by the application of permanency. In such a case, it will regain its power as a psionically endowed individual would. If permanency has not been placed upon it, and its psionic strength is reduced to zero, then the object is drained of power and no longer functions (like a magic item drained of charges).
The possessor of an object of power, if psionic himself, may add its strength points to his own for the purposes of stepping up his own power (as in multiple psionic operations); or he may employ the objects power without using his own supply. Reference should be made to the Swords vs. Characters section of the DMG in moderating the use of an object of power. If a non-Psionic is employing an object of power, his use of it largely depends on his ability to withstand its combined ego and intelligence.
4. Preservation*
Range: Touch
Strength point cost: 50
Duration:Permanent, except for 1st level of mastery
Saving throw: None
Area of effect:1 individual or object
Explanation/Description: The grand art of preservation is primarily directed at forestalling decay or preventing demise. It may be placed on oneself or on another. Particular powers available to the user depend on the level of mastery. First: Preserve a corpse or other dead thing from decay (duration 24 hours). Second: Trap soul in irretrievably dead body. Third: Release soul trapped in irretrievably dead body or other object.
First: Preserve a corpse or other dead thing from decay (duration 24 hours).
Second: Trap soul in irretrievably dead body.
Third: Release soul trapped in irretrievably dead body or other object
Fourth: Siphon memories Can only be done in the first 1-10 minutes after a subject dies, and only with 50% effectiveness at most. Also, for every minute that elapses after death before the siphoning begins, 5% less of the subject's memories can be siphoned, so that after 5 minutes, only 25% of all the subject's memories can be acquired in this way. Siphoned memories become part of the taker (he becomes that person, to a degree). Thereafter, for a time, he may outwardly present that person's personality and memories, alignment aura, etc., instead of his own aura. However, he must assimilate the siphoned memories within one week. For every 24 hours beyond this he delays, he must make a system shock survival roll, and he must make a saving throw vs. spells when he does attempt to assimilate the memories. Failing a system shock roll means he dies; failing the saving throw means he goes insane. Once the attempt is made successfully, it takes 10-40 turns to assimilate the siphoned memories, after which time the alternate aura can no longer be used.
Fifth: Permanency As per the magicuser spell; see the text for power transfer, above, for an example of an application
of this discipline that is unique to Psionicists.
Sixth: Dispel permanency Neutralizes the effects of magical or psionic permanency.
Seventh: Dying stasis Stops the process of dying; the soul/spirit is linked to the body (dead, but not irretrievably so) and cannot venture more than 3 from the corpse. This must be applied to the body within one round (1 minute) after death, or the soul will have vacated the body and not be retrievable by this means. A soul or spirit affected by dying stasis may not communicate with living beings, except through speak with dead or similar means. It is on the Prime Material Plane, and can see other souls, spirits, and necromantic phenomena on the same plane. It is invisible to, and unnoticeable by, living and corporeal creatures.
Eighth: Remove stasis Cancels the dying stasis effect. The dead body must then be immediately healed/cured, or it wil truly die.
5. Restoration
Range: Touch
Strength point cost: 60
Duration: Permanent
Saving throw: Neg.
Area of effect:1 person, creature, or object
Explanation/Description: Restoration can be used in three ways. The first way is as the spell of the same name, including the deadline for efficacy 1 day/level of experience (mastery) of the Psionicist doing the restoration. However, the Psionicist may expend 20 points per day after the deadline to extend it further. In addition, objects that have been broken, defaced, drained of magic, or polluted may be restored (physical limitations: object may not be greater than man-sized and approximately 200 lbs. weight). The saving throw does not apply to this function. It does apply to the second function, which is the reverse of the first: energy drain of a creature or object, as the spell. The third function has to do with the home plane(s) of undead creatures. The user of this discipline may force undead (ghosts, wraiths, etc.) wholly into or out of the Prime Material plane, with some interesting results: a ghosts AC is at stake, a wights ability to drain levels, etc., since these are tied to their dual existence on other planes. The user himself may also freely enter their half-worlds and planes with no risk to himself directly from the environment of the plane. For instance, the Negative Material Plane would utterly drain the life energy of any Prime Material Plane native who went there but not if the journey is by the use of this discipline: the Psionicist will be as much at home as the undead that reside there, and can meet them on common ground. This plane-shifting is not permanent, and will last 12 hours, if not cancelled sooner by shifting back (costing another 60 points). Thus, undead will revert to their normal dual-planar existence, and the Psionicist will be drawn back to where he came from after 12 hours.
6. Severance*
Range: Touch
Strength point cost: Special
Duration: Permanent until removed
Saving throw: Neg.
Area of effect:1 individual
Explanation/Description: This discipline is rather like a continuation of mental surgery. It is the ability to reach into another's mind and block the exercise of certain mental powers. Use of this discipline triggers a nexus in the mind of the victim or patient who fails his saving throw, rendering the subject unable to cast spells and/or use psionic powers. Innate abilities such as laying on of hands are also affected. A magic-user, cleric, paladin, Psionicist, or other such character who is/was capable of spell use or the exercise of some sort of magical or mental power may have his abilities severed to the extent that he becomes simply a normal person, retaining only any non-magical and non-mental skills related to class and level (to hit bonuses, weapon proficiencies, etc.). A character cannot advance in levels while affected by severance. Strength point costs for specific applications of the discipline are as follows. Cleric/druid spell use: 30 points × the level of spell use severed (for example, the blocking of the ability to use 3rd-level spells would cost 3 × 20, or 60 points).
Magic-user/illusionist spell use: As above, but costing 20 points × the level of spell use blocked.
Innate magical and/or clerical abilities: 30 points per ability blocked.
Psionic ability: 80 points to block the use of any psionic strength points; also forces the subject to act as a defenseless psionic in any psionic combat situation.